You will get this a lot no matter what you do. I get asked things for my scoreboard and weapons already because it's how they want it. You have to take into consideration of all people's views and maybe they might be good enough to be used. When it comes to balancing, maybe it's something you definitely should check out (depending what it is) because they make major impacts sometimes. When it comes to perks, balance is the number 1 criteria.
Yes, totally agree
I do think a lot of people do not understand the amount of time that goes into each mod. :\ Just for a simple change, and then going back and changing the version numbers in each source file... that can easily take 30 minutes to an hour, then compressing the files, and uploading them and getting the new version set for download, it takes a lot of time. I can see why a lot of modders have switched to the SteamWorkshop, just for that. Not using version numbers, because that does save a lot of time.
But, until they get some kind of dedicated server support, my mods will be staying here. Because, as a dedicated server operator, the SteamWorkshop has become a nightmare...
Mainly because of how it handles the files it downloads... The files can't be wrote over via servers... The server files are like cache, the SteamWorkshop files are like system files... But... not going to get into that... Just something that I wonder will become the downfall of KillingFloor, or at least it's dedicated severs(modded servers)... I see either two things happening...
1. Dedicated server operators will just quit using modders creations, if they are on the workshop, unless the product is completely finished with no more worries of updates, and they won't have to worry about file mismatch, since the server cannot over write the workshop files, even if the client restarts their game and tries to join again. Which will give listen servers the upper hand... which is the exact opposite from any other game i have played.. guess that is why it's bugging me out...
2. Killing Floor will die down, because lack of modded servers. Standard servers are not effected, but modded servers are where you keep players. I for one would have moved on to the next game after I had maxed out my perks. Mods and especially modded servers is what gives games new life.
I think I will copy and paste the above to the WorkShop thread... Sorry, for getting off track, just something that stays on my mind.. :\
Back to topic
As for taking note of what players request. I do that fully.
It's the players suggestions that help me finish and help balance the perks i create
What a lot of players do forget, is the perks are created for modded servers and hard servers at the least. My perks are not made for normal servers, unless they are modded to the point they are more difficult. Like the two normal modded servers I run. This is where the perks first came an idea, because they are needed bad, as part of the squad.
As for the Brute gunner, at first, I had the perk, starting with no weapon. But, then I got complaints on here and also on my servers, that the weapons were to expensive... and then if I would have knocked the price of the weapons down, that would make them unbalanced, because they do more damage themselves... :\ So, my fix was to give a starting weapon, that was about stock for the gun i gave, knock the price down on it a little, but up the weight some to help balance. Because, for the Brute, if the perk does not start with a gun, then it's unbalanced in the other direction, because of the very slow movement speed. So, it's kinda like a no win situation. Can't make everyone happy.
I think where the problem lays is. My perks are not like the stock perks. Because again, the stock perks were created for the stock game and not created in mind of a modded game. But, I do take players comments into consideration
It has helped me fine tune the balance on the perks I have made. I just cannot take all the suggestions, because, it's impossible. The mass was requesting a starting weapon, or to have the guns cheaper, and the only solution was to start with a weak gun. If not, no one used the perk on my servers. They would start out with it, and then just switch to something else, and ask for one of the two things above.
About on every mod on here, i have seen request for different stuff for the mod. I think it comes down to people don't realize the time that goes into the mods and also what the mods where created in image for and from.
But, I will continue to take note on suggestions and comments, because they do help a lot. I just cannot accept them all
Sorry everyone, it's just not possible. I do ask that you play one or both of my modded normal servers, you will see why the perks are the way they are.
EDIT:
Also, one more reason I like adding a small weak start up weapon to each perk I make, is because, it's good to see a different set of perks running around on the first wave
instead of everyone going sharp shooter
Everyone picks sharp shooter because it comes with the standard pistol, and you actually get a small perk increase for its use
So, in a way the sharp shooter would be unbalanced.
Just saying
I think if each perk had a small and weak weapon, that each perk could start off with, that would 1. progress it's points and 2. give a small increase for the weapon because of the perk, you would see a variety of perk classes running around in the first wave or two, at early level perks