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.
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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