Killing Floor Update #3

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mastertheknife

FNG / Fresh Meat
May 30, 2009
86
0
0
It seems like TW doesn't really care about 6+ players servers and people that enjoy such servers.
There was a thread in Ideas and Suggestions forum, called "High players and fairness" created by krid and had some suggestions in it on how to better resolve the problem, but that thread was deleted.
I'm suprised and disappointed that TW deleted the thread, deleting threads is not a nice way to make people shut up.
To be honest, i won't be suprised if this post will be deleted too..
 
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slayerduck

FNG / Fresh Meat
May 21, 2009
33
0
0
Jaek, it indeed shows that you are a politician. Because like all politician they have 0 common sense and only live with numbers.

Can you explain to me, why people that play 6 player servers should decide whenever other people are allowed to play on high player servers with perk enabled? Sorry but that logic fails in my eyes because im just to used in living in a free country where i decide what i play and not others.

Its not like those people that play in high player servers bother you or anything, or is it still "unfair" ? Because i can assure you that you dont lvl faster in a high player server besides a medic maybe.

Everybody cry's and whines and it not being fair with perks. Let me tell you whats fair.

What fair is: That nobody says anything about those perk leveling maps, because there obviously not as bad as playing in legit high player servers.
What fair is: Hacking the perks to lvl 5 within 15 min
What fair is: Using friends to lvl your perk such a medic lvl 5 within a hour.
What fair is: Playing custom maps where its really easy to gain kills

So enjoy your corrupt poll that does not make any sense.

/QFT
Everyone that actually has a brain should be biased against politicians
 
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F6Knight

FNG / Fresh Meat
May 15, 2009
149
14
0
Belgium
@ Schneidzekk
The topic was posted on 05/06.
My friends and I read the patch notes on Steam on 04/06 evening (UTC)
I assume that the patch wasn't "live" yet at that time but the notes were up already on Steam. Just had to right click Killing Floor and pick "View Update News" (after my friends and I noticed that KF did a small download on Steam)
You can check. They are still up there and labeled "june 4 2009"

That aside. People, please stop complaining. The game was meant to be played with a 6 man team. Oh boo hoo you can't progress your perks on your 30 man server anymore ... you're weren't supposed to be able to do that in the first place.

edit
On West London, the bug in the shop on the corner (across the tunnel from the church) still exists. You can still stand in the corner of the shop and not be booted out when the new wave starts.
 
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Tolil

FNG / Fresh Meat
Mar 22, 2009
118
0
0
a) Your numbers are wrong.
b) 65 votes so far out of (big number) of people playing the game.
c) You are saying people are biased, because you obviously do not like the result.
d) Use big numbers to make small number big.

Are you a friggin politician?

Masterful dodging, dude. 1 up.

I don't understand how 36 players is easier to level, if anything it's harder. You have to compete with 35 other dudes to get a kill, and if you die then you're out for like a half an hour. When I played on a 36 player server, we couldn't even get past wave 3 on Suicidal...and thats pretty much how far we would make it on a 6 player server without godly level 4/5 perks. AT LEAST let us play 16 players. I played on a 12 player server once and it was epic. It felt like such a rush compared to 6 players, which is stale IMO. Back in 2.5 having that many players was boring..but theres something in retail that just clicks.

Oh, and I'm still trying to figure out when Commandos are going to get a break, being forced to kill 4000 stalkers and grind 3.5m damage with a gun that does **** damage.

EDIT: Just curious, why is it that people who prefer 6 player servers feel the need to force everyone to play the game the way they enjoy it?
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Masterful dodging, dude. 1 up.

I don't understand how 36 players is easier to level, if anything it's harder. You have to compete with 35 other dudes to get a kill, and if you die then you're out for like a half an hour. When I played on a 36 player server, we couldn't even get past wave 3 on Suicidal...and thats pretty much how far we would make it on a 6 player server without godly level 4/5 perks. AT LEAST let us play 16 players. I played on a 12 player server once and it was epic. It felt like such a rush compared to 6 players, which is stale IMO. Back in 2.5 having that many players was boring..but theres something in retail that just clicks.

Oh, and I'm still trying to figure out when Commandos are going to get a break, being forced to kill 4000 stalkers and grind 3.5m damage with a gun that does **** damage.

EDIT: Just curious, why is it that people who prefer 6 player servers feel the need to force everyone to play the game the way they enjoy it?


WRONG. the max zombies active at any one time (unless it is manually adjusted for the server) will be the same as on a six man server. 32.

So it says 600 zombies for wave one, but you are only ever fighting a handful at once.

Raising the max active zombies per wave is a seriously dumb move. The performance cost multiplies exponentially.

If you have seen lagless servers supporting 600 ACTIVE specimens in a wave, with 150 players, let me know. But i dont think so.
 
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WarFreak131

FNG / Fresh Meat
May 30, 2009
10
0
1
Seriously, I don't understand the logic here TWI. You are saying that its bad to play the game normally (perk progression) with more players (And hence, more monsters with more life, thus scaling the difficulty).

BUT

It's okay to play a game with 6 players that's designed so you rack up points insanely fast? (KF-Leveling, KF-PerkBuilder).

Not everyone is a perk-whore. Not everyone is trying to build their perks up extremely fast. Some players just like having 32 players in a server. Why stop them from enjoying the game with perk progression? The perk whores who don't get to play in 32 player maps anymore will just go to the perk farming maps. You have done little to stop them. And you know what, if there are players out there who severely want to go to level 5 and play in a 32 player map, they are just going to go to a perk leveling map, rank up all the way to 5, and then go to the 32 player maps. Again, you have done little to stop them.

The leveling maps are designed so that you rank up. Unless you kill yourself, there is no possible way that you can die. At least with the 32 player servers, you are still playing the game the way it's meant to be played.
 

Zips

Grizzled Veteran
Mar 4, 2006
3,683
1,076
113
Rapture
totalgamingnetwork.com
Seriously, I don't understand the logic here TWI. You are saying that its bad to play the game normally (perk progression) with more players (And hence, more monsters with more life, thus scaling the difficulty).

BUT

It's okay to play a game with 6 players that's designed so you rack up points insanely fast? (KF-Leveling, KF-PerkBuilder).
I don't believe I've ever seen anywhere that TWI said they felt it was "ok" to play on those types of maps.

It's impossible to limit the maps and maptypes that users decide to play on and run.
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
At least with the 32 player servers, you are still playing the game the way it's meant to be played.


No dude, you're not.

In case you hadn't figured out, KF is kind of a game of ratios. The difficulty is a direct result of the number of enemies, versus the number of players at any given time.

Back in the mod days, 6 man cap was chosen because it reflected the best balance for the number of active enemies you face in a single wave.

So here's some math for ya....


32 active enemies vs 6 active players
Rough Ratio of 5 to 1 (the current "golden ratio" KF uses)
to maintain that ratio, with a 32 man server you would need to have 169 active enemies per wave. And as I explained earlier, just because the "enemies remaining counter" says 600 or something, doesnt mean you are fighting them all at once. The active enemy count, unlike the total enemy count, is a fixed variable which must be changed by the server host manually.

I've tested with about 60 active wave enemies, and it was a lagmess.
 
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gusone

FNG / Fresh Meat
May 2, 2009
1,507
270
0
Sidcup
steamcommunity.com
Masterful dodging, dude. 1 up.

I don't understand how 36 players is easier to level, if anything it's harder. You have to compete with 35 other dudes to get a kill, and if you die then you're out for like a half an hour. When I played on a 36 player server, we couldn't even get past wave 3 on Suicidal...and thats pretty much how far we would make it on a 6 player server without godly level 4/5 perks. AT LEAST let us play 16 players. I played on a 12 player server once and it was epic. It felt like such a rush compared to 6 players, which is stale IMO. Back in 2.5 having that many players was boring..but theres something in retail that just clicks.

Oh, and I'm still trying to figure out when Commandos are going to get a break, being forced to kill 4000 stalkers and grind 3.5m damage with a gun that does **** damage.

EDIT: Just curious, why is it that people who prefer 6 player servers feel the need to force everyone to play the game the way they enjoy it?

You are taking advantage of a game that's technology can easily be abused by cheaters. If the game could not be so easily abused like for example L4D we would not even be having this conversation. You also expect the same rewards as the people who play the game the way its meant to be played which is ridiculous. You're already lvl 5 and yet you still want more. If you want 32 man zombie game go write one and sell it. KF was written for 6. Stop cheating.
 
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Jaek

FNG / Fresh Meat
Apr 14, 2009
242
1
0
Jaek, it indeed shows that you are a politician. Because like all politician they have 0 common sense and only live with numbers.

Ahuh

Can you explain to me, why people that play 6 player servers should decide whenever other people are allowed to play on high player servers with perk enabled? Sorry but that logic fails in my eyes because im just to used in living in a free country where i decide what i play and not others.

Ahuh

Its not like those people that play in high player servers bother you or anything, or is it still "unfair" ? Because i can assure you that you dont lvl faster in a high player server besides a medic maybe.

Everybody cry's and whines and it not being fair with perks.
So enjoy your corrupt poll that does not make any sense.

Lol. You silly guy.
 

mastertheknife

FNG / Fresh Meat
May 30, 2009
86
0
0
WRONG. the max zombies active at any one time (unless it is manually adjusted for the server) will be the same as on a six man server. 32.

So it says 600 zombies for wave one, but you are only ever fighting a handful at once.

Raising the max active zombies per wave is a seriously dumb move. The performance cost multiplies exponentially.
Many servers had that value adjusted.
The syrential #1 has 96 max runtime zombies (when full) and there is NO LAG whatsoever.
We even tried 128 max runtime zombies and there was no lag either!
Please play on such servers before talking untested and unproved rubbish.
 

WarFreak131

FNG / Fresh Meat
May 30, 2009
10
0
1
32 active enemies vs 6 active players
Rough Ratio of 5 to 1 (the current "golden ratio" KF uses)
to maintain that ratio, with a 32 man server you would need to have 169 active enemies per wave. And as I explained earlier, just because the "enemies remaining counter" says 600 or something, doesnt mean you are fighting them all at once. The active enemy count, unlike the total enemy count, is a fixed variable which must be changed by the server host manually.

I've tested with about 60 active wave enemies, and it was a lagmess.

Isn't that the point of scaling enemy difficulty? To reflect the number of players? If you had 32 monsters at a time all with life scaled to be at a 6-player-game, of course it's easy. If you had 32 monsters all scaled to have 32-player-game life, it will obviously be harder. And to say that there's more players shooting to counter-act the stronger monsters, is not even fair.

With a 6 man squad, you can probably coordinate tactics. In a 32 player game, half the players are running around doing their own thing, and getting killed. And like the guy before me said, it's harder to level up on 32 player games because your competing for kills, and people can easily steal your kills.

And what happens when a fleshpound comes at someone unsuspectingly from the side, it wrecks people. The majority of the team probably won't realize until its too late, and since everyone is in relatively close proximity to eachother, the FP can go tearing *** around the battlefield.
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Many servers had that value adjusted.
The syrential #1 has 96 max runtime zombies (when full) and there is NO LAG whatsoever.
We even tried 128 max runtime zombies and there was no lag either!
Please play on such servers before talking untested and unproved rubbish.


Funny, im playing on your server and it seems kind of empty, want to find me 23 guys we can test these claims with?
 
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lance_

FNG / Fresh Meat
May 13, 2009
6
0
0
WRONG. the max zombies active at any one time (unless it is manually adjusted for the server) will be the same as on a six man server. 32.

So it says 600 zombies for wave one, but you are only ever fighting a handful at once.

Raising the max active zombies per wave is a seriously dumb move. The performance cost multiplies exponentially.

If you have seen lagless servers supporting 600 ACTIVE specimens in a wave, with 150 players, let me know. But i dont think so.

I had no problem writing a cron job to change the maxzombiesonce variable every minute. Right now I just set it to 50 for a 32 person server, but when I'm less lazy I'll write a script that changes it based on the number of non-dead players.
 

mastertheknife

FNG / Fresh Meat
May 30, 2009
86
0
0
Ok sorry for being offensive then, was a bit angry from all the anti 6+ servers posts.
The IPs are 91.211.8.162:7707 and 91.211.8.162:7727
We took a great hit from TW's move, the servers aren't populated like in the past so i don't know if it can be tested properly now.

Also, the reason why it was laggy for you was maybe because the server you played in was overloaded. Those two servers we have run on a dedicated server with nothing else running in it and the CPU is never fully utilized.
Another reason is your computer hardware, more players and zombies on the screen definitely hurt fps.
6+ players servers with good custom maps, big enough for the amount of players are really fun to play in provided done right and player has good hardware.

I really hope TW will make the max runtime zombies variable internal and calculated by the amount of players, improve other scaling issues and enable perk progressing back.
 

KillItNow

FNG / Fresh Meat
Nov 26, 2005
87
5
0
US
Compromise, with 2 perk databases, one for 6 man servers and one with 6+ man servers.Everyone will be happy, people that only play 6 man severs will only play with people that got there perks the same way and people that play 6+ can still lvlup and keep playing all the 6+ the want.
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Ok sorry for being offensive then, was a bit angry from all the anti 6+ servers posts.
The IPs are 91.211.8.162:7707 and 91.211.8.162:7727
We took a great hit from TW's move, the servers aren't populated like in the past so i don't know if it can be tested properly now.

Also, the reason why it was laggy for you was maybe because the server you played in was overloaded. Those two servers we have run on a dedicated server with nothing else running in it and the CPU is never fully utilized.
Another reason is your computer hardware, more players and zombies on the screen definitely hurt fps.
6+ players servers with good custom maps, big enough for the amount of players are really fun to play in provided done right and player has good hardware.

I really hope TW will make the max runtime zombies variable internal and calculated by the amount of players, improve other scaling issues and enable perk progressing back.


ok dude, we just filled up your server and had a couple games.

While it was definitely fun / funny, the performance was constantly poor, once the 24 player cap had filled up. I was ranging anywhere from 18 to 30 FPS and usually no more than 20 in combat, and others were reporting the same or lower.

In short - Nice thought, and it's true that you can crank up the zombie count above 32 and still have a playable and fun game... but this isn't gonna cut it for the majority of players.

Finally, the "big" servers out there are running with waaaay more players than yours.

i'm talking 100+ guys.... How is the zombie scaling gonna work on those servers? :)
 
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mastertheknife

FNG / Fresh Meat
May 30, 2009
86
0
0
ok dude, we just filled up your server and had a couple games.

While it was definitely fun / funny, the performance was constantly poor, once the 24 player cap had filled up. I was ranging anywhere from 18 to 30 FPS and usually no more than 20 in combat, and others were reporting the same or lower.

In short - Nice thought, and it's true that you can crank up the zombie count above 32 and still have a playable and fun game... but this isn't gonna cut it for the majority of players.

Finally, the "big" servers out there are running with waaaay more players than yours.

i'm talking 100+ guys.... How is the zombie scaling gonna work on those servers? :)

Well, I really thank you for playing and testing, nice of you :)
Also, Thanks Ramm-Jaeger and Yoshiro for coming to test things out too.
I would have joined you all, but i'm in work with my laptop.

Regarding FPS, unforunately it has to do with your computer, many others can't join such servers, but there are some people with computers fast enough that can join such servers. I can't see why to restrict people that have fast enough computers from playing in such servers just because some other people don't have fast enough computers.

Our hardware can handle more than 24 players, but we chose that number for few reasons, such as the size of the custom maps running on the server.
100+ players is too much in my opinion, not many have fast enough computers for that and it's too crowded because there aren't many custom maps big enough. :)
 
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Jaek

FNG / Fresh Meat
Apr 14, 2009
242
1
0
I played a round on there and it was a lot of fun and it skipped a little and wasn't smooth like a normal game but it was awesome nevertheless. There was a guy named alex01 who was the last man standing on the tented forest map, was this The Alex, or not The Alex, that is the question :)
 

krid

FNG / Fresh Meat
May 20, 2009
80
1
0
  • I did not use the word biased negatively, the purpose was to state the result is affected because the entire populace did not experience 6+ play

Well, there's also the question as to if the members of the TWI forum constitute an accurate sample set, and if the people who chose to participate match the opinions of those who don't.

schneidzekk: You don't need to poll that many people in order to get an accurate estimate of the whole population. A sample size of 65 people isn't unreasonable for a population of a thousand or so, considering that they rarely even bother polling a hundred thousand people for national US polls.
His numbers are accurate, but the poor sampling means they aren't very meaningful.
  • The people are not biased, I merely said the results

Yes, because the sample set was poor. Your polling methodology was flawed, and so the results are worthless.

  • Are you biased against politicians?

Most people are, but I think that's because they don't fully realize that it's a job somebody has to do and it is both an unpleasant and thankless job. Naturally, few people want to do an unpleasant and thankless job unless they can get something out of it. Aside from the fact that the people who are the most power-hungry are the ones who fight the hardest for positions of power, I mean.

Its cheating because it allows cheaters to level the perks faster. I think TW should hold up the letter of the new EULA law we all agreed to with the latest patch and 1) reset all cheaters' perks and 2) tell their mommys.

That's why I proposed scaling how much damage the perks record along with the number of people in a server. Make a clot worth one clot of damage no matter how many HP it really has.

If you went by the base values (one person), then people on a 40-person server would earn 3% of the total damage they do towards their perks.
Bam. Done. Large player servers become the slowest way to level your perks, but still count towards your total.

You dont see me complaining that we cant level perks as fast because we stick to friendly fire servers so we're always checking our fire and being more careful in general rather than spam unloading of magazines with reckless abandom.

I also don't see you complaining that you can't level your perks at all because you're playing a modified version of the game which allows people to maliciously target other players, which is also verboten.

That sword cuts both ways, so there's no need to be rude when people are upset that TWI broke their altered servers.
We understand that there was a problem, and we want an amicable compromise. That's all.

How does it allow "cheaters" to level up their perks faster? Only because there are more players doesn't mean you level up your Perks faster.
Look at the Scores from people, they are pretty much identical to those of 6 Player Servers.

Increased health means increased damage per kill, which means that people accrue more damage from those kills than people on six player servers.

That's the problem.

Raising the max active zombies per wave is a seriously dumb move. The performance cost multiplies exponentially.

If the cost increases exponentially then TWI has some of the worst programmers ever. The AI is not complex and each unit doesn't appear to interact with other units much beyond collision detection, so if they're doing much worse than O(N) then something is seriously wrong.

If you have seen lagless servers supporting 600 ACTIVE specimens in a wave, with 150 players, let me know. But i dont think so.

Of course not. The UT2.5 engine dies horribly once you go past 64 players.
Also, 32 specs on a 6-person server means 5.33_ specs per player. That works out to 342 specs on a 64 player server, or 214 on a 40 player server.
Several 40 player servers run 150, and I've seen a few going over that.
I've suffered no lag on most of those servers, but that might be a result of my computer being capable.
In case you're wondering, I use 40 players for reference because that's the highest commonly seen number.

I don't believe I've ever seen anywhere that TWI said they felt it was "ok" to play on those types of maps.

It's impossible to limit the maps and maptypes that users decide to play on and run.

Meh, not really. Most farming maps rely on the specimens being unable to reach or damage the player. They could negate all of those maps by altering the AI so that the specimens die if it takes them more than a few seconds to find a valid route to a position which can launch a successful attack on any player.
Mappers would get around that by adding blockades that shift to cut off paths before specs can use them, TWI would counter by having the AI break connections between pathing nodes that are blocked by an object the AI can't destroy.
Mappers would counter that by constructing nigh-indestructible doors so that the routes don't break, TWI would counter by making specs do percent damage to one door if all other routes are blocked or sealed.
And the cycle goes on...

My point is that it's better to play whack-a-mole with how they make exploit maps than with the exploit maps themselves, and that it's a problem without any one single solution.

I've tested with about 60 active wave enemies, and it was a lagmess.

On a listen server?
Bumping up the specs requires that you have a more powerful machine. People running high player servers tend to have machines that can handle it, so your experience on your own hardware doesn't reflect on other people's equipment.

You are taking advantage of a game that's technology can easily be abused by cheaters.

The same thing could be said about guns. Or toilet bowl cleaning products - years ago there was a terrorist attack in Japan that involved common household cleaning agents that can be readily and cheaply purchased.
The same could also be said about the Internet, free speech, silverware, flashing lights, laser pointers, chewing gum, rocks, broken tree limbs and debris, etc...
In this context, the same thing could be said about custom maps.
Or mutators, since plenty of leveling servers use the whitelisted Poundamonium mutator so that they can get the most damage out of every specimen.

My point here is that the potential for abuse is not the same as abuse. You can't consider a tool's potential for abuse when you're looking at something done with that tool, you need to judge the results on their own. From there you can judge the tool based on how it has been used.

If the game could not be so easily abused like for example L4D we would not even be having this conversation.

I can tell you some really funny stories about abusable bugs and glitches in L4D. I think my favorite ones are the ones where the tank winds up jumping up and down, then dying for no real reason. That and 'hugging' the witch.
Almost all of them have been patched out, though you can find videos of them on youtube.

You also expect the same rewards as the people who play the game the way its meant to be played which is ridiculous. You're already lvl 5 and yet you still want more.

If they're level 5, why would they care about perk advancement? o.0

If you want 32 man zombie game go write one and sell it. KF was written for 6. Stop cheating.

There's a rather sizable difference between "Not playing the game as intended" and cheating.
Namely, cheating requires that people be doing something which is outside of the game's normal behavior that puts other players at a disadvantage. Even then, there is a distinction between intentional and unintentional cheating. Most of the people here advocating high player count servers seem to disagree with the claim that it IS cheating, while others seem to have been unaware of the problem.
Regardless, at this time high player count servers aren't able to work with perk progression, so there is no reason to tell people to 'stop cheating' in this thread.