Perk progression disabled as of update 1007

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SkyeHeart

FNG / Fresh Meat
Apr 5, 2013
122
0
0
those servers can still exist, just not as ranked which is how it should be.
That's pretty debatable honestly. It harder with more people, because scrakes demolish your entire team because they have scaled HP. You also get less XP, because there's more people trying to get at it.

But alas, it doesn't matter because it's gone. 8)
 

nejcooo

FNG / Fresh Meat
May 23, 2012
3,042
0
0
25
Awesome news! I'm tired of level 25 noobs who have no idea how to play this game.

But Antiblocker during trader time should be whitelisted ASAP or incorporated into core game.
Do you think people leveled perks using custom code? They've done it with custom maps, and that's still possible.
 

Majnu

FNG / Fresh Meat
Apr 28, 2015
20
0
0
Well there goes the regular bunch of people who came to have fun on my server.


gg'ing TWI :rolleyes:
 

brkic1

FNG / Fresh Meat
Dec 15, 2011
51
0
0
Wow really?

Well thats a great first impression you leave on the modders TWI,make mods that nobody will use cause it de-ranks everything.

And for custom maps,you dont even support the re-directs properly.

So much for the ''full mod'' support.De-Ranking muts will empty Killing Floor 2 reallllllly fast,trust me on that one.

3 maps (that stutter randomly on high end GPU's),no mod support on horizon + 6 months until launch,doesnt sound good at all TWI this defo was unexpected from you.

Kinda hoped as a customer like any other customer you would focus on actual problems,not canceling fun for people.
 
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brkic1

FNG / Fresh Meat
Dec 15, 2011
51
0
0
My redirect works just fine. Custom maps load in seconds.

Yeah thats not what i meant,we got ours to work also on our own way without TW's help.

I'm just stunned by such a random decision to be top priority with so many things that are wrong in the game,they decide to turn off the switch on the fun?

And basically reducing KF2's playerbase,for like a reason ''game doesnt know about what mutator is doing''?
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,273
4,048
113
It wasn't random. There was a loophole in the security of the game so we closed it (along with several others). If those mutators had been loaded as mutators instead of serveractors they would have deranked servers from the start.

Security holes are important, especially in a game where stats are important. The massive player servers were also throwing off our stats collection (which is a major factor in how we make balance choices for the game). Any sort of mutator could have been loaded via that method (and we have reasons to believe some already were) to manipulate stats in anyway the creator wanted to.

If we wanted to "kill it", we could have. We didn't. Most of us find those servers fun (half the programming team was in one today).

The stats system is part of a walled garden, mods are a sandbox where anything goes. For now we are taking a similar aproach to how we treated Killing Floor 1. Mods can submit to be whitelisted (at some point) if they do not make changes to the core gameplay loop.
 

Isotonic

FNG / Fresh Meat
Feb 12, 2012
65
0
0
Don't disagree with any of your points. Didn't know about the stat collection either, so I suppose it was for the better.

Also explains why I saw a group of 5-6 TW employees in a 100 slot server today.
 

nejcooo

FNG / Fresh Meat
May 23, 2012
3,042
0
0
25
I understand, but it's a shame. I hope one day servers with 7+ slots will be ranked
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,273
4,048
113
We are kicking around a few ideas on how we want to handle this, just nothing is near completion in that discussion (as we weren't even ready to support code mods yet).
 

brkic1

FNG / Fresh Meat
Dec 15, 2011
51
0
0
Oh well, looks like it's time to shift focus to create an alternative online subsystem. Not the first time TWI is pulling this and definitely not the last. Since KF1 we've been fighting the breaking changes almost every update so this ain't an exception.

*cough serverperks rework cough*
For those who want to try ^ https://udn.epicgames.com/Three/OnlineSubsystemSteamworks.html#Stats

Not really no as TWI locked all the perks from modding,Marco said that himself on his mod for scoreboard he released.
 

Isotonic

FNG / Fresh Meat
Feb 12, 2012
65
0
0
We are kicking around a few ideas on how we want to handle this, just nothing is near completion in that discussion (as we weren't even ready to support code mods yet).

Well, I would definitely love to have perk progression with a lot of players. I wouldn't mind even taking a reduced XP rate for anything over 6 players, although I can see how that's going to cause problems for those not getting any sort of XP as this sort of promotes kill hording so to speak.
 

FZFalzar

FNG / Fresh Meat
May 11, 2011
128
3
0
UCC.exe
Not really no as TWI locked all the perks from modding,Marco said that himself on his mod for scoreboard he released.

There is no such thing as perks being locked. Sure they are locked from being updated to steam servers, but serverperks worked because it completely replaces ALL of the perks with custom ones and saves progression to disk (or to a remote location).

I dont know how marco would do it but this is how I would approach such a problem; clone or subclass the base perk class, remake all the perks with my custom perk class. A hypothetical serverperks would then load a custom subsystem (disables progression and switches over, more research needed) that reads from writes to these classes and saves to disk.

Once the way the game loads is reverse engineered, then work can start

Nothing is impossible in code. Effort is merely a limiting factor. :)
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
There is no such thing as perks being locked. Sure they are locked from being updated to steam servers, but serverperks worked because it completely replaces ALL of the perks with custom ones and saves progression to disk (or to a remote location).

I dont know how marco would do it but this is how I would approach such a problem; clone or subclass the base perk class, remake all the perks with my custom perk class. A hypothetical serverperks would then load a custom subsystem (disables progression and switches over, more research needed) that reads from writes to these classes and saves to disk.

Once the way the game loads is reverse engineered, then work can start

Nothing is impossible in code. Effort is merely a limiting factor. :)

Goodluck with that as most of the major perk functions are marked as protected so you'd have to make new functions
 

mmnicolas

FNG / Fresh Meat
Apr 7, 2013
370
0
0
If being greylisted would make the perks level 25 as to notify the player the stats are not saving, that would be nice, better than lvl 0 or using current lvl imho. Just throwing an idea there :IS2:.