There's a part of me that hopes that perks go away altogether for KF3. It seems like players who voice their opinions on these forums play the game for a variety of reasons. The reasons are legit but not always compatible, which leads to frustration and competition among people who would do better to cooperate.
Some people want to play in accordance with their spreadsheet and expect others to play in accordance with the spreadsheet. Some people want to play one particular role and expect others to play different rules. Lots of people want a good medic on their team but few people want to be good medics. It doesn't even matter if you have a good medic if all the other players are off doing their own thing. Other people want to play all the roles/be well-rounded/otherwise avoid being pigeonholed. Some want to crack open a beer, forget the outside world, and share a laugh more than they want to win. A large chunk of my gameplay happens 30 minutes at a time to clear my head from work or studying. I just solo one game and then get back to work. I play with friends sometimes but rarely have a large chunk of time to dedicate to them or to making new friends on here.
But that's just me. I'm not against making new friends through KF. I think that one of the biggest things that TWI could do to improve upon KF2 is to help players find other like-minded players. The random match-ups feel a lot like Russian roulette. I'd like to see options where players can identify their favorite roles, perks, mods, and difficulty settings. Then whoever creates the game can specify how they want their team to look: "I am playing a tank tonight. I need a heal-centric medic, a commando, and a firebug. Four people is perfect so let's block the last two slots. I'm kinda serious about this game so I'd like experienced players with at least prestige level 2 in their respective perks."
Meanwhile, another creator of a group can say, "I'd like to try a team of nothing but Sharps! Because reasons!" Like-minded people will take on that challenge.
If we really were thrust into a dystopian world full of zeds, I don't think we'd turn helpful people away simply because they carried the same weapon. "Nah. You and I both shoot rifles. I'll wait for the chance of running into someone with a shotgun," would be silly in real life, but we kinda expect it here because roles are semi-clearly defined by perks. We accept it as the norm but it is completely optional.
Why have a medic role at all? L4D didn't need them and everybody worked to keep each other alive because 4 guns were better than 3. It was simple and it worked.
Get rid of the syringe as we know it. Get rid of the syringe darts that are included in medic weapons. Give everybody a syringe dart gun. Want to be really good at healing with a syringe dart gun? Upgrade it at the trader pod to hasten its recharge rate, increase magazine capacity, increase potency, and/or add other buffs.
I'd like to see a build-a-bear style RPG element instead of defined perks.
Start with the characters. Donovan, for example, was a boxer. Seems reasonable to say that he would be strong and can carry a 20 lb loadout, have good endurance, and have increased odds of stunning zeds with melee hits and weapon bashes. Seems like he'd make a good Beserker or Support, but now imagine a Sharp with a 20 lb loadout, the ability to stun zeds in melee range, and the ability to sprint away. Adds new elements without pigeonholing.
Then present players with a buffet of passive and unlockable, active skills. Want to be good with explosive weapons, be able to see invisible creatures, and do bonus head shot damage? Seems weird until you remember that there is no such thing as perk weapons anymore. If you're good with C4 and the M99 then roll with it. Prefer to earn more dosh than kills? Then choose theNepotism Negotiation skill. Each skill costs skill points, skill points can be unlocked as you progress through levels, and choosing some skills might block other skills to retain balance. You can change skills at the start of each game, save certain selections as favorites, and skills can be discussed between teammates prior to start for teams who worry about overlap.
For those of us who just want to see the world burn, they can go full random and let the game decide their skills and make the best of it.
And some of KF2 skills can be replaced with items that can be purchased at the trader pod. The Commando's ability to see Stalkers is presumably because they all are wearing some form of government-issued invisible goggles and not because of some innate difference in their retinas. Let people buy these goggles and upgrade them if that's how they want to spend their dosh. I like the ability to see invisible creatures but not enough to want to play the Commando, who is otherwise fairly one-dimensional.
Anyway... enough about that.
I doubt TWI will do all of that, so I also have ideas for new perks that fit the KF2 mold but brings new attributes to the table. A common thread among others' comments include finding ways to get people to support one another and work together, rather than being individuals in the same room, which has also been my experience with randoms—they're more interested in PRs and dosh than cooperation, communication, and playing again another day. This is more than a perk issue, but how can perks help improve upon that? Share your thoughts and ideas.
Some people want to play in accordance with their spreadsheet and expect others to play in accordance with the spreadsheet. Some people want to play one particular role and expect others to play different rules. Lots of people want a good medic on their team but few people want to be good medics. It doesn't even matter if you have a good medic if all the other players are off doing their own thing. Other people want to play all the roles/be well-rounded/otherwise avoid being pigeonholed. Some want to crack open a beer, forget the outside world, and share a laugh more than they want to win. A large chunk of my gameplay happens 30 minutes at a time to clear my head from work or studying. I just solo one game and then get back to work. I play with friends sometimes but rarely have a large chunk of time to dedicate to them or to making new friends on here.
But that's just me. I'm not against making new friends through KF. I think that one of the biggest things that TWI could do to improve upon KF2 is to help players find other like-minded players. The random match-ups feel a lot like Russian roulette. I'd like to see options where players can identify their favorite roles, perks, mods, and difficulty settings. Then whoever creates the game can specify how they want their team to look: "I am playing a tank tonight. I need a heal-centric medic, a commando, and a firebug. Four people is perfect so let's block the last two slots. I'm kinda serious about this game so I'd like experienced players with at least prestige level 2 in their respective perks."
Meanwhile, another creator of a group can say, "I'd like to try a team of nothing but Sharps! Because reasons!" Like-minded people will take on that challenge.
If we really were thrust into a dystopian world full of zeds, I don't think we'd turn helpful people away simply because they carried the same weapon. "Nah. You and I both shoot rifles. I'll wait for the chance of running into someone with a shotgun," would be silly in real life, but we kinda expect it here because roles are semi-clearly defined by perks. We accept it as the norm but it is completely optional.
Why have a medic role at all? L4D didn't need them and everybody worked to keep each other alive because 4 guns were better than 3. It was simple and it worked.
Get rid of the syringe as we know it. Get rid of the syringe darts that are included in medic weapons. Give everybody a syringe dart gun. Want to be really good at healing with a syringe dart gun? Upgrade it at the trader pod to hasten its recharge rate, increase magazine capacity, increase potency, and/or add other buffs.
I'd like to see a build-a-bear style RPG element instead of defined perks.
Start with the characters. Donovan, for example, was a boxer. Seems reasonable to say that he would be strong and can carry a 20 lb loadout, have good endurance, and have increased odds of stunning zeds with melee hits and weapon bashes. Seems like he'd make a good Beserker or Support, but now imagine a Sharp with a 20 lb loadout, the ability to stun zeds in melee range, and the ability to sprint away. Adds new elements without pigeonholing.
Then present players with a buffet of passive and unlockable, active skills. Want to be good with explosive weapons, be able to see invisible creatures, and do bonus head shot damage? Seems weird until you remember that there is no such thing as perk weapons anymore. If you're good with C4 and the M99 then roll with it. Prefer to earn more dosh than kills? Then choose the
For those of us who just want to see the world burn, they can go full random and let the game decide their skills and make the best of it.
And some of KF2 skills can be replaced with items that can be purchased at the trader pod. The Commando's ability to see Stalkers is presumably because they all are wearing some form of government-issued invisible goggles and not because of some innate difference in their retinas. Let people buy these goggles and upgrade them if that's how they want to spend their dosh. I like the ability to see invisible creatures but not enough to want to play the Commando, who is otherwise fairly one-dimensional.
Anyway... enough about that.
I doubt TWI will do all of that, so I also have ideas for new perks that fit the KF2 mold but brings new attributes to the table. A common thread among others' comments include finding ways to get people to support one another and work together, rather than being individuals in the same room, which has also been my experience with randoms—they're more interested in PRs and dosh than cooperation, communication, and playing again another day. This is more than a perk issue, but how can perks help improve upon that? Share your thoughts and ideas.