More teamfortress less World of Warcraft

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Ninja Satsu

FNG / Fresh Meat
Oct 31, 2009
97
4
0
Beaverton Oregon
This question burns in my mind: Why does it matter if someone cheeses the leveling process? This isn't a MMO or a versus mode. Why does TWI have to whitelist maps? why cant I have 2000 ZED per wave server with only crawlers? this limitation seems to be irrelevant to the main gameplay/fun :survival coop horror.

The level of difficulty should have more monsters with more varied abilities rather merely more hp. When one gains a level it should not be merely more dmg, but more abilities to deal with a more complex threat. Me and my brother loved 'Candlesmoke', and 'The Hive'; yeah, it was an attempt at L4D style progression, but it had key element: Intense survival regardless of perk level.

To TWI : Open up the sandbox WIDE open for people to create an intense atmosphere, and not worry about perks. Create new monsters that challenge all classes, and reward a mixed group of perks. Add levels that grant new abilities that have to be thoughtfully integrated into strategy rather than a new 10% to fight in a new difficulty that adds 10% to old monsters. The RPG-like leveling mechanic that seems to be added to every genre nowadays can be a boon, or can be a stupid afterthought just to thicken an otherwise anemic game.

Looks at Teamfortress 2; no leveling, just new abilities to learn that can change how the class is played and how he interacts with his team.
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
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bwhgaming.com
well, the game is already out, but go ahead and make a mutator to what you are asking. it can be done, you just have to learn the coding.
 

PUTZ

FNG / Fresh Meat
Nov 21, 2005
4,563
634
0
Baltimore, MD, USA
The only thing, really, that we look for in the whitelisting process, are blatant attempts at caging the ZEDs in a small, narrow area and mowing them down. Other than that...
 

Tom_hr

FNG / Fresh Meat
Oct 22, 2009
161
4
0
Please stop with these stupid notions, leveling and classes and progression is without a doubt the best part of Killing Floor.
 

nezul

FNG / Fresh Meat
Oct 25, 2009
126
5
0
killing floor is a mod of a game. your suggesting changing the entire game play, sure we could remove levels but then the difference between a good player and a bad player isnt all that distinguished. everyone playing from a set limit and damage range is very challenging, thats why the perks were implemented. sure you could go "why cant we make our own classes like in Call of Duty" but again thats changing the base game play.

this is a simply $20 game to be played in the mind set "kill everything" there dosent need to be much more strategy than what there already is. how else would you get rewarded from killing things, simple, you be able to kill things faster and in more interesting and explosive ways. thats what killing floor is all about.

if you can suggest better game play or a better way to be rewarded post it in the suggestions section and let it be ignored like pretty much everything else in there.
 

[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
129
0
My own personal hell
Please stop with these stupid notions, leveling and classes and progression is without a doubt the best part of Killing Floor.
I'm willing to bet that many of the old mod players would disagree with you about the leveling and I'm not quite sure what you mean by progression (of what?).

TF2 was a versus game with little in common other than being an fps, so it has little relevance. As to the whitelisting process, look at the number of people that exploit and then get tired of the game and stop playing because they reached max level. In my mind that means that perk levels should be removed entirely but that clearly isn't going to happen. It's all about trying to get you to play the game in the environment that the developer intended. That is why you bought this game instead of something else.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,631
635
113
France
I agree that the game is too dependant on levelling. I feel it's one of its weakest aspects of the game personally...
 

[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
129
0
My own personal hell
Benjamin said:
I agree that the game is too dependant on levelling. I feel it's one of its weakest aspects of the game personally...
Why? Because you "cant" play suicidal without being a lvl 6?
Well:
Cheaper weapons with better damage, recoil, and reload time and more ammo
Faster movement
Better Armor
Spawning with a weapon

While it is clear you don't have to have lv6 there is a huge gap in potential between lv6 and lv0 (particularly the weapon spawn).
 

nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
Lmao. I joined a whole team of level 4-6 Sharpies on suicidal Bio labs, And only one survived along with me, yet I was level 2 support / 3 Zerker (Diff waves). Lulz ensued when they all ragequit.
 

izak

FNG / Fresh Meat
Sep 11, 2009
91
1
0
Well one of the OPs points i agree with about leveling. In example:

A guy joined my server with an unlimited nade cheat. After two warnings i kicked him.

Later someone joined with a level 6 perk cheat. Meaning they skipped levels 1-5. Although i personally choose to work my way up the levels (because i find it fun) i certainly wouldn't blame someone (or restrict them) for not wanting to. He stayed and we had a blast.

The whitelisting of maps can be helpful to have an idea of maps that are (loosely speaking) quality. If TWI took the time to make a system where whitelisted maps appears different in text then others (like when selecting a map rotation) as has been suggested by someone else previously.

However whitelisting certain maps because they dont give a clear advantage to earning xp is illogical. People are still going to do it and sometimes it can be very, very fun to do so.

I leveld my zerker VERY quickly. I just put the server on easy, did fleshpounds only and using a chainsaw just put my back in corner and grinded away. And yes, i did use an exploit on the whitelisted map which i wont disclose here. But it was my choice, no one elses. There was actually a bunch of us doing this all lined up with chainsaws. I appreciated being able to play the game on my terms, and not soley on the terms of someone i have never met (devs).

I can apprecaite playing a game based on the developers vision of what it should be and what they want it to be. However, it shouldn't be limited to that. I have to use all sorts of crazy often non-compatable mods just to have fun (and yes. The devs could of just as easily included many these, even in a 'non-whitelisted' section of the game setup. Instead its always a struggle to find which mods are imcompatable with eachother or with the game itself (thanks to the ever-elusive patch updates).

Give that the game has been out for a while, it seems that the need to make the customization more inclusive (out of the box) is more needed then any map contest (not trying to be snide or sarcastic).

DA was a half-step in the right direction. I hope the game continues to deversify based on the needs of the user, and not necessarily the devlopers. With any luck TWI will embrace this when they realize that these needs are one and the same.
 

smilin

FNG / Fresh Meat
Sep 19, 2009
371
81
0
Lmao. I joined a whole team of level 4-6 Sharpies on suicidal Bio labs, And only one survived along with me, yet I was level 2 support / 3 Zerker (Diff waves). Lulz ensued when they all ragequit.

They might have quit because the chances of finishing a 6-man suicidal with a level 2 & 3 floating around are slim. If it's the beginning of the map I'd kickvote you. If it was later, I'd probably quit out myself in lieu of ruining your game with a kick.

What are you doing with a level 2 support on suicidal?
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
Lmao. I joined a whole team of level 4-6 Sharpies on suicidal Bio labs, And only one survived along with me, yet I was level 2 support / 3 Zerker (Diff waves). Lulz ensued when they all ragequit.

Yeah, high level doesn't equal high skill. Not by a long shot. A lot of level 5/6s, ESPECIALLY Sharpshooters because it's ridiculously easy to level, absolutely stink at the game...
 

nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
They might have quit because the chances of finishing a 6-man suicidal with a level 2 & 3 floating around are slim. If it's the beginning of the map I'd kickvote you. If it was later, I'd probably quit out myself in lieu of ruining your game with a kick.

What are you doing with a level 2 support on suicidal?

Playin with a friend for lulz.

Considering they died first by running off yet I stayed with one person and I still managed to get more kills than them aswell..
 

smilin

FNG / Fresh Meat
Sep 19, 2009
371
81
0
Playin with a friend for lulz.

Considering they died first by running off yet I stayed with one person and I still managed to get more kills than them aswell..

If they died how did you ever manage to get more kills? :p

Seriously, maybe they sucked dunno.

My general policy on suicide is to play only with lvl 5+ players or the occassional player that I know who starts lvl 5+ then switches to a lesser perk.

Suicide is borderline between fun and work already and if I have to start pulling the weight of low level perks who can't afford gear then it becomes work.
 

[UIT] Akame

FNG / Fresh Meat
May 5, 2009
1,280
129
0
My own personal hell
Isn't that kind of...the point?
Well, yes but it hasn't always been this way. The mod introduced slight buff that were unlocked on a per server basis. They were easy enough to unlock and didn't have such a huge effect on how people played. Favorite weapon load out or which weapons you scavenge usually determined your load out. In retail you pick a class and generally stick with it all round because of lv5 spawns and weapon damage differencials when switching classes (ie you have to switch which weapons you have). To this end I recently have been playing with low level perks to have more fun.
 

Galslacht

FNG / Fresh Meat
Jan 5, 2010
376
103
0
Teamfortress is horrible, its like the gameplay of UT all over again. Not an improvement.