Killing Floor 2 officially announced!

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NokiaSE

Active member
Jul 17, 2012
907
44
28
Taiwan
Duh, that's a wall of text. (

Duh, that's a wall of text. (

Finally! Been expecting this for a long while. But it gets me thinking, will this goes like another Left 4 Dead 2?

Not in the sense like we don't appreciate a sequel is being made, or we don't appreciate having better presentations. A sequel basically means bringing freshmeats to flow the community. And better presentations are just great when you can expect that atmosphere won't be ruined by the pixels in the shadow or any sort of bur that stick out the perfection ever again.

But more like infusing some changes perhaps like variables that will keep the gameplay interesting out side of filling the progress bar as we have a lot more progress bars to fill this time, as well as polish the gameplay mechanics and push the idea of what makes KF fun further.


A rough list I would expect to see in KF2:
1. Layered animation. In simple words, your reload can pick-up where it left-off whenever you switch it back from tossing a grenade, quickly stab a zombie in the heart, or firing a underslung grenade-launcher/shotgun.

2. More reasons to roam around the map. When the old saying of "Today is a great day, go play outside." at its bloodiest finest.

2-1. In a attraction approach, we can have collectable pick-ups to boost our performances regardless which class, which weapon or what strategy we're using, such as adrenaline booster, or a little pack of health that kicks in automatically when you're dying, or a extra hand grenade that ignore the inventory limit. It frustrates when the thing you found in your loot hunt turned out to be incompatible to you instead of rewarding you properly.

2-2. In an objective approach we can have some randomly generated side-missions such as search and destroy some bloody hive-like bio-structures that been producing more enemies during their presence. Tactical benefits and green, green cash are whats to come.


3. Polishing the armory. In the regard of shooting at stuffs that look messed up. We like to get better guns. Anything that spits bullets harder, faster, hotter, or more creatively, stylishly and classically could be in the list. Even some supportive toys like concussion hand grenade could be, too.


4. Push the weapon system further. Weapon modifications perhaps? Putting on a suppressor, aggro enemy less; putting on a bayonet to empower the quick-melee. This sort of stuffs, they can be presented as collectables that scattered throughout the map or purchasable merchandise in the shop, or both at the same time.


5. Sustain, support, and polish existing play styles and strategies from KF1. Taking stocking weapons from the shop for example: Allowing an object like weapon or ammo box can be hauling around by a player without affecting his/her own inventory. (Replacing in-hand item temporary, like holding a Propane tank in L4D series. From the execution perspective however, I picture it will pretty much just like the first-person model is hidden and a world model is floating.)


6. Taken existing improvements from modding community in KF1 and make them official, such as the concept of scoring assist, the kill feed, and the expansion to the score board.

6-1. Regarding the kill feed, I picture the placement of " Enemy icon"X"numbers killed" would be neat enough.


7. Why still Perks, not classes? Why Demo will no longer be a Demo as soon as explosives are ran out while Sharpshooter can always live up to his title as long as there is something to headshot with? Why is Berserker just a bunch of amplifying numbers for the melee weapons? Similar to Berserker perk in KF1, why is Sharpshooter don't have sort of aid or enhancement to the aiming?

7-2. Some said active skills.

7-3. Some said skill trees that you can develop by spending some skill points you earned through waves. 5-3 would probably would make the game too complicated though.

7-note: Slap me if TW already noticed this and came up with solutions in next detail reveal in the future. And I will personally go hug each developer in TW if I can. Wish I will and wish I could.
 
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B3m38770

FNG / Fresh Meat
Jan 11, 2012
14
0
0
Chill people. Wait for tomorrow's interview on PC gamer

Hardly, cause what we care are the "good old community-supports" (such as if we have to pay for a dedicated server to play).
But they keep talking and focus on the new features in the upcoming KF2 - not saying we don't care, just that's not all it about.

Hope they'll have a FAQ post soon.
 

Devil_Inside

FNG / Fresh Meat
Mar 7, 2007
690
122
0
Moldova
I really hope that the Early Access is just around the corner. I'll hate you, guys, for announcing the game early if we have to wait another 3-6 months to get our hands on it.
 

[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
1,884
3,097
0
www.redorchestragame.com
I really hope that the Early Access is just around the corner. I'll hate you, guys, for announcing the game early if we have to wait another 3-6 months to get our hands on it.

Remember we announced RO2 in 2008 and released it in 2011. I'm not saying we're doing that again, just saying don't expect it to be released tomorrow :)
 

mestido

FNG / Fresh Meat
Jul 12, 2010
297
66
0
Thanks Tripwire Interactive, you have made my day!
Now give me Steam early access please. :D
 

Mr.Sparkles

FNG / Fresh Meat
Sep 4, 2010
29
0
0
i hope you remove the weapon limit in the trader for modders and do as was said above allow for attachments to be added to weapons
 
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Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
i hope you remove the weapon limit in the trader for modders and do as was said above allow for attachments to be added to weapons

That was an engine limitation of array sizes in UE 2, that has since been made better with the new trader menu that went in last year (now each perk is its own array).
 

Apparo89

FNG / Fresh Meat
Jun 24, 2011
257
82
0
oh my god
the sequel of the best coop game ever

please open preorders!!!

day ****ing 1

goty 2014-2015
 
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i8pptu

Member
Apr 25, 2011
417
6
18
*raises hand* oh oh I have a question that I hope hasn't been asked yet. lol


How much has destructible environments (or just destructibility in general) been a factor in this game?


I start to think of things like blowing up doors or walls to get to new areas in levels. Or, possibly using the Fleshpound's (or other zeds) charge to break into new areas. Or (again), using the Fleshpound's charge to damage himself as he runs into cars, poles etc.
 

naksiloth

Member
Dec 29, 2010
429
14
18
Will you add some strong battle rifles for Commando? So I don't have to buy an off-perk Lever-action to actually deal some damage?

G3 comes to mind actually, it's almost a forbidden weapon. We can find any weapon from the black market including pipebombs, dragon breath shells, .50 cal and .416 cal bullets at the size of my fist, but when it comes to finding a strong battle rifle it's absent because of balance issues?
 

The Naz Effect

FNG / Fresh Meat
Dec 10, 2013
259
1
0
Now that I finally calmed down and collected myself, I can properly express my gratitude and congratulations to TWI for making all us KF fans feel like a million bucks today. :D

Just one quick question. Any reason why you guys went with UE3 instead of UE4? Not that I'm complaining, the screen shots already look sweet, just wondering if there's any advantage of going with UE3 (like familiarity).

But again, congratulations and thank you. My friends and I can't wait for Early Access! :p