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Reduce the skill gap between Hard and Suicidal

Humam2104

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Jul 1, 2020
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Many players seem to be OK with Hard but struggle too much while playing suicidal. And since the weeklies are mostly in Suicidal it would be reasonable to make it a bit easier. Because right now the difference between HOE and Suicidal is not that big, and suicidal just a smaller version of HOE where HOE means more zeds, lesser pickups.
Hard is really boring to play since zeds mostly are walking instead of running.

Therefore, My suggestion is to:
* Reduce Damage taken by players (Since the damage is really high and I don't see a difference between Suicidal coop and HOE coop in terms of Damage)
More here: https://forums.tripwireinteractive.com/index.php?threads/broken-coop-difficulty.2336534/
* Keep Zed movement speeds as they are, if they were reduced then the game would be just a Hard+
* Keep Zed spawns as they are. What's special about the Suicidal difficulty is more spawns and a higher spawn rate than Hard
* Keep Boss HPs as they are, maybe nerf them a bit to get more stumbles and stuns easily.

The point of this suggestion is to make Suicidal a bit different from HOE. I mostly play Suicidal Coop and the only thing I've noticed between Suicidal coop and HOE coop is that zeds tend to spawn more and bosses spawn more dangerous zeds (hans - 2 QPs). Since they both are not so much forgiving in terms of damage they both kind of feel the same. Let me know what you guys think of this^. Thanks.

I know a lot of people are dedicated to the game to the point where they see HOE as an easy thing, so it wouldn't hurt to make it even harder since people are wanting more. and making Suicidal easier wouldn't hurt. This would provide a higher variety to the game instead of having two difficulties very similar to each other.
 
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Leaving aside weeklies because I don't count those in the main Survival mode's difficulty balance...

Suicidal is indeed tougher than Hard due to a combination of multiple factors that the game introduces all at once:
  • Faster Zeds
  • Zeds rage and sprint more
  • More damage (not hugely so, but more damage)
  • The game's propensity to spawn more Elite variants (Rioters, fart Crawlers, etc.)
  • The trash and medium Zeds doing alternate multi-hit attacks (Crawler cartwheels, Stalker Chun Li-kicks, Husk flamethower) that will wreck you if you don't deal with them accordingly
...and so forth. If anything, I think Hard is too easy and doesn't prepare players for Suicidal. Take Suicidal as the difficulty where the game actively starts trying to kill you, and Hell on Earth as the maximum extent of Suicidal where Zeds largely just have changed numbers and the game punishes you harder for making mistakes (and/or dying). The main non-numerical diff between Suicidal and HoE is the total Zed count (drastically reduced in Suicidal) and boss spawns (which are a little trickier since all bosses always spawn raged Zeds, they just move faster in HoE).

That being said, other than the reduced damage, I'm not sure what else you can do to make Suicidal easier without neutering the intended difficulty spike. And I dunno about the reduced damage because, well, the game should be trying to kill you. If Suicidal is posing a problem for a team (because Solo mode is so comparatively easy), then it's largely a matter of practice. It IS a spike in difficulty, yes, but it should be.

As for creating a new difficulty past Hell on Earth...eh. The problem is that without a good vision of that in mind, you'll get the Payday 2 problem where you have to keep creating new difficulties to account for the broken stuff that keeps getting added, rather than clipping the broken stuff instead.
 
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That being said, other than the reduced damage, I'm not sure what else you can do to make Suicidal easier without neutering the intended difficulty spike. And I dunno about the reduced damage because, well, the game should be trying to kill you. If Suicidal is posing a problem for a team (because Solo mode is so comparatively easy), then it's largely a matter of practice. It IS a spike in difficulty, yes, but it should be.
Agreed, the damage should be somewhat reduced, because the damage output is very high on Suicidal Coop that it sometimes exceeds HOE solo!
Faster zeds, more combos, larger spawns but with a reduced damage. Because You're giving the players an all-at-once higher difficulty and players need to adapt to multiple things at once! at least with a reduced damage players can really practice for HOE.
 
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Solo is a completely different story. If anything, the default settings for solo mode are waaaaaaaaaaaaaaaaaaay too easy/forgiving and could stand to be tougher by a healthy margin.

I've never referred to solo as a balancing factor because it might as well be about 5 difficulty levels behind the actual co-op game.
 
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I've never referred to solo as a balancing factor because it might as well be about 5 difficulty levels behind the actual co-op game.
Agreed, and you might be interested in this:
 
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IMO, i think the Suicidal difficulty before the Summer 2018 update could be a good in-between from Hard to the modern Suicidal. Perhaps the difficulties could instead look like this?

Beginner (Normal in its current implementation. Levels 0-10 recommended)
Normal (Hard in its current implementation. Levels 5-15 recommended depending on perk choice)
Hard (Suicidal before the Summer 2018 update. Levels 15-24 recommended, 25 for solo play)
Suicidal (Suicidal in its current implementation. Level 25 perks and a full six-man server recommended)
Hell on Earth (HoE in its current implementation. Recommended level N/A)
 
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Agreed, and you might be interested in this:
Well, that thread was certainly a ride. Though I confess I'm still having trouble quite making out exactly what it is you're after.

IDK. My whole opinion on the 2/3/4-man games is that if you have competent enough trash killers, you'll be able to offset the increased enemy count and damage. After all, the most important part of KF2 is basically "get the Zeds before they get you."

Certainly it favors certain teams/loadouts over others (not Sharp, Demo) until more players start filing in, but that's part of the specialist perk system for you. The reduced enemy HP with lower players means that anyone familiar with takedowns and efficient headshots will have a progressively easier time with "reduced player count enemy health" (as opposed to 6P health).

IMO, i think the Suicidal difficulty before the Summer 2018 update could be a good in-between from Hard to the modern Suicidal. Perhaps the difficulties could instead look like this?

Beginner (Normal in its current implementation. Levels 0-10 recommended)
Normal (Hard in its current implementation. Levels 5-15 recommended depending on perk choice)
Hard (Suicidal before the Summer 2018 update. Levels 15-24 recommended, 25 for solo play)
Suicidal (Suicidal in its current implementation. Level 25 perks and a full six-man server recommended)
Hell on Earth (HoE in its current implementation. Recommended level N/A)
Now this one admittedly mystifies me. Just to be clear, you're asking for a brand new difficulty altogether? Nor do I understand what you're referring to by the "Suicidal difficulty before SS 2018"; was there an actual patch affecting the numbers for difficulty balancing that I'm not aware of? I'm pretty sure the only major thing directly affecting difficulty that was added was the silly new enemy types (EDARs, QPs...).

I don't feel like the game warrants a new difficulty this late in the life cycle, unless you're talking a special mutator mode that lets players customize their own difficulties without having to resort to hosting CD servers.

What, exactly, is a succinct complaint with the current setup? I know there's a definite bump between Hard and Suicidal because of the increased enemy aggro, damage, and new attack patterns, but I'm of the firm belief that the reason players are ill-prepared for Suicidal is because Hard isn't well, hard (especially not by comparison). It can be overcome with practice and patience.

If anything, Hard should be harder than it is, but Suicidal and HoE are currently the actual hard difficulties. The bump might put off some players, but such is life.
 
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What, exactly, is a succinct complaint with the current setup? I know there's a definite bump between Hard and Suicidal because of the increased enemy aggro, damage, and new attack patterns, but I'm of the firm belief that the reason players are ill-prepared for Suicidal is because Hard isn't well, hard (especially not by comparison). It can be overcome with practice and patience.

If anything, Hard should be harder than it is, but Suicidal and HoE are currently the actual hard difficulties. The bump might put off some players, but such is life.
I think making Suicidal a bit easier is a better way to go since Suicidal (coop) is already another version of HOE (coop). Most players can't really tell the difference including myself.
 
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Well, that thread was certainly a ride. Though I confess I'm still having trouble quite making out exactly what it is you're after.

IDK. My whole opinion on the 2/3/4-man games is that if you have competent enough trash killers, you'll be able to offset the increased enemy count and damage. After all, the most important part of KF2 is basically "get the Zeds before they get you."

Certainly it favors certain teams/loadouts over others (not Sharp, Demo) until more players start filing in, but that's part of the specialist perk system for you. The reduced enemy HP with lower players means that anyone familiar with takedowns and efficient headshots will have a progressively easier time with "reduced player count enemy health" (as opposed to 6P health).


Now this one admittedly mystifies me. Just to be clear, you're asking for a brand new difficulty altogether? Nor do I understand what you're referring to by the "Suicidal difficulty before SS 2018"; was there an actual patch affecting the numbers for difficulty balancing that I'm not aware of? I'm pretty sure the only major thing directly affecting difficulty that was added was the silly new enemy types (EDARs, QPs...).

I don't feel like the game warrants a new difficulty this late in the life cycle, unless you're talking a special mutator mode that lets players customize their own difficulties without having to resort to hosting CD servers.

What, exactly, is a succinct complaint with the current setup? I know there's a definite bump between Hard and Suicidal because of the increased enemy aggro, damage, and new attack patterns, but I'm of the firm belief that the reason players are ill-prepared for Suicidal is because Hard isn't well, hard (especially not by comparison). It can be overcome with practice and patience.

If anything, Hard should be harder than it is, but Suicidal and HoE are currently the actual hard difficulties. The bump might put off some players, but such is life.
The main reason why i think that we could do with something between Suicidal and Hard is because Hard is ridiculously easy when you reach a certain point but Suicidal's the type of difficulty that calls for a full 6-man server with everyone at Level 25 (w/ 5 of those perks being a melee focused Survivalist, Medic, Demolitionist, Commando and Support)
 
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Suicidal's the type of difficulty that calls for a full 6-man server with everyone at Level 25
That's more than a little exaggerated. It's completely possible to win with 2 or 3 skilled players on basically any map, and while it's certainly nice to have, the Lv 25 cap isn't needed for Suicidal even on multiplayer. I'd say that minimum level varies, but a general rule is that under Lv. 20 is when I'd start booting players from Hell on Earth games.

Now, I'll grant that the perks definitely have an easier time beyond Lv. 15...
  • Firebug is much less worthwhile without Heat Wave since that's what helps you not get hit
  • Berserker's Parry is what lets them tank in chokes and Smash helps them that much more when decking baddies
  • Commando doesn't need Hollow Point Rounds to kill trash if you pick the right weapons--which is their main job--but it lets them kill Scrakes should they need it
  • Support's Tight Choke completely transforms the class from being restricted to nearly point-blank oneshots to being able to fight at range
  • Medic's Coagulant Booster is a game changer but not necessarily needed for Suicidal if everyone plays well enough to avoid taking too many hits
  • Demo can function without Armor Piercing Rounds (helps with Scrakes more than Fleshpounds), but Siren Resistance is basically required for high-level play
  • Gunslinger can get away with even lower levels if one can aim well enough for Suicidal but I'd put them at bare minimum 15 for Hell on Earth; Speedloader helps with reload bottlenecking and Skullcracker helps with kiting HVTs but it's not required; their main power boost comes from having Fan Fire, which lets them win any fight in Zed-Time for free
  • SWAT needs to be at least lv. 20 IIRC to magdump a Scrake with the Kriss and not have to reload
  • Sharp needs to be at least Lv. 15 to make EBR builds work because ReU is a requirement for those loadouts, and Lv. 20 for the 1-shot builds because Deadeye will help push your damage to the point where you can compensate for not having those last few levels
...which I assume is why TWI themselves listed 15 as the minimum recommended level for Suicidal.

But to say that SUI requires a full maxed-out team is just silly on its face. Remember that as the players are fewer in number, the Zeds have less health. This even comes with the scale-down for when players start dying.

A large part of why SUI lobbies are difficult is that SUI has the in-between problem of having lots of players who aren't ready for it clogging up lobbies, because SUI is the part where the game stops pulling punches (which isn't necessarily a bad thing as long as you're trying to improve at the game; sometimes you get the odd ones who are trying but are also clearly in over their head, and everyone's gotta start somewhere) and the game won't let you get by as easily with bad tactics or silly loadouts. It's not easy, sure, but not impossible, certainly when compared with Hell on Earth.

Hell on Earth doesn't even need a trained team of MLG'ers fueled on MTN DEW, though I won't deny that it certainly helps.

(w/ 5 of those perks being a melee focused Survivalist, Medic, Demolitionist, Commando and Support)
I'll admit that different maps are much, much easier with certain team comps...
...but regardless of everything else, the melee Survivalist can pick something better or get off my team, lmao. The rest are fine, as long as the Medic doesn't spend all their time gassing Clots and Crawlers with the Healthrower. And the Demolitionist doesn't screenshake the Commando or steal his Zed-Time extensions.
 
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While it is true that the gap between the two difficulty levels is quite steep, I don't think it's that difficult honestly. I usually die when the game decides to be particularly sadistic, as when he suddenly spawns two fleshpounds, three scrakes and six quarterpounders on my ass... Otherwise, it's really manageable after a short while. And I mostly play Solo mind you.

I think the maps you play in also have a huge impact on how hard the game will feel. And naturally, it's more forgiving in Normal and Hard than in Suicidal, where even a few seconds of getting boxed in is enough to cause your misery.

I also believe people go to Suicidal while not being ready sometimes. As others mentioned : not only should you be of a high enough level (15 at the very least... 10 if you're really confident in your skills), but you should also have a proper team comp if you're not playing solo. It's definitely possible to make a wacky, stupid team on easier difficulties (like five demos and one zerk or some **** like that). But on Suicidal and HoE? It becomes very important to actually have a balanced and polyvalent team.

And finally, yes. I do believe that sometimes the games suddenly spike in difficulty for very little reasons : you probably already had THAT game where the first 7-8 waves are a walk in the park, only to have the wave with nasty zeds that will get you boxed in... or spawn in your escape route... Or simply will swarm you with relentless power. And there's not much you can do in such cases.

But all in all, I really don't find Suicidal to be overwhelming. And even the difference in between Hard and Suicidal, while quite brutal, shouldn't be changed IMO. It's actually a good thing that you really DO feel challenged by increasing the difficulty. That's actually something I find quite stupid when games offer up like 5-6 difficulty levels with minimal changes each time.
 
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But all in all, I really don't find Suicidal to be overwhelming. And even the difference in between Hard and Suicidal, will quite brutal, shouldn't be changed IMO. It's actually a good thing that you really DO feel challenged by increasing the difficulty. That's actually something I find quite stupid when games offer up like 5-6 difficulty levels with minimal changes each time.
True, Suicidal Solo is manageable somehow but 6P or even 3P is another story. The damage you get from zeds is just too high. I like their AI and movement speed but the damage is just ridiculously high.
 
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But all in all, I really don't find Suicidal to be overwhelming. And even the difference in between Hard and Suicidal, will quite brutal, shouldn't be changed IMO. It's actually a good thing that you really DO feel challenged by increasing the difficulty. That's actually something I find quite stupid when games offer up like 5-6 difficulty levels with minimal changes each time.
Thank you for being a voice of reason in this increasingly sparse forum.

True, Suicidal Solo is manageable somehow but 6P or even 3P is another story. The damage you get from zeds is just too high. I like their AI and movement speed but the damage is just ridiculously high.
Like, this is the part where I'm having trouble with any sort of real argument point because it increasingly narrows down to "learn the game and play well enough that you don't get hit as much." And I hate "git gud" as an argument as much as the next guy, but I seriously believe that at that point, it's about practicing until you improve. KF2 is about not letting the Zeds reach you in the first place and it's supposed to be punishing when they do reach you.

This isn't even a case of KF1 where one Gorefast lops off 25% of your life with a single swing (wherein they can run and attack at the same time with multi-hit swings, so one bad fumble means you die) and the FPs one-shot you in Hell on Earth. This is a game where movement speed can allow you to just outrun the Zeds, there are multiple classes with beyond goofy survivability (and one of said classes can heal players from the brink of death, as well as endow them with buffs to further avoid damage), and most of them are armed with weapons that can take down Zeds from a distance (keeping in mind the vast majority of enemies in this game are limited to melee).

Trash Zeds with multi-hit attacks are fragile and don't hit with the full brunt of their attack, so killing them before they touch you and/or finish a combo they started is just the ideal way to deal with them. Clots, Stalkers, and Crawlers will only deal beefy damage if you let them, or if your teammates let them. Heck, on Suicidal, if you recognize their new attack animations, you can take advantage of that knowledge and take them out them mid-attack.

The medium Zeds can do some damage if you let them get close, maybe giving a slight nod to the Husk, but even then his fireballs aren't too terrible and they intentionally have tells (windup animation and noise, and they can be dodged). Sirens are more for annoying Demos than anything else, and EDAR Blasters and Bombers have very drawn-out attacks that can be dodged; if one shot from their barrage hits you, that's no biggie.

The big Zeds have higher damage, yes, but they should only be able to take advantage of that if the team messes up (pre-raged FPs notwithstanding, but we've all said that's a dumb idea to begin with). Scrakes can step on you, but that's known well enough by now and should be recognized as a danger posed by them.

I second Aleflippy's notion that the game isn't hard enough on Suicidal to warrant a flat damage nerf for the Zeds across the board. This ain't Wolfenstein 3D where all the enemies are hitscan and some have no tells on their hitscan attacks that can kill you in 2 shots.
 
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While it is true that the gap between the two difficulty levels is quite steep, I don't think it's that difficult honestly. I usually dies when the game decides to be particularly sadistic, as when he suddenly spawns two fleshpounds, three scrakes and six quarterpounders on my ass... Otherwise, it's really manageable after a short while. And I mostly play Solo.en

I think the maps you play in also have a huge impact on how hard the game will feel. And naturally, it's more forgiving in Normal and Hard than in Suicidal, where even a few seconds of getting boxed in is enough to cause your misery.

Finally, I also believe people go to Suicidal while not being ready sometimes. As others mentioned : not only should you be of a high enough level (15 at the very least... 10 if you're really confident in your skills), but you should also have a proper team comp if you're not playing solo. It's definitely possible to make a wacky, stupid team on easier difficulties (like five demos and one zerk or some **** like that). But on Suicidal and HoE? It becomes very important to actually have a balanced and polyvalent team.

And finally, yes. I do believe that sometimes the games suddenly spike in difficulty for very little reasons : you probably already had THAT game where the first 7-8 waves are a walk in the park, only to have the wave with nasty zeds that will get you boxed in... or spawn in your escape route... Or simply will swarm you with relentless power. And there's not much you can do in such cases.

But all in all, I really don't find Suicidal to be overwhelming. And even the difference in between Hard and Suicidal, while quite brutal, shouldn't be changed IMO. It's actually a good thing that you really DO feel challenged by increasing the difficulty. That's actually something I find quite stupid when games offer up like 5-6 difficulty levels with minimal changes each time.
I really appreciate this response. It's genuine, humble, and helpful to others.

I don't, however, agree with the conclusion, especially as a conclusion for TWI to adopt moving forward.

While I'm glad that you and others aren't overwhelmed with Suicidal+, I'm curious to learn if you came from a KF1 background or otherwise struggled a bit earlier in your KF/FPS experience. You've obviously been playing the game for a long time so I'm wondering if maybe you have forgotten some of the struggles you've faced prior to your time in Sui+ in KF2.

TWI has to consider how KF2 may be a player's first foray into any FPS game. On the other end of that spectrum are older players who may or may not have FPS experience, but do have other responsibilities that prevent them from putting in the time necessary to excel in Sui+. As someone who watches some of his friends decide that Hard is hard enough, while other friends enjoy the challenge of Suicidal+ and don't look back, I assure you that the vast majority of new players stick to Hard, or just plain rage quit at this gap. TWI wants player retention. I suspect that they'll be looking at the stats and making some changes for KF3.

We all seem to agree that the learning curve between Hard and Sui is the most noticeable in the game. Can the leap from Hard to Sui be done? Obviously it can. But why would TWI risk losing players over an unnecessarily large leap? I'd like to see a mid-ground difficulty setting (or, better yet, a complete overhaul with detailed custom difficulty settings in KF3) where the elites are introduced and less noticeable boosts to zed speed, HP, and damage are provided.

I realize this may irk some people who don't want/need the intermediary difficulty setting, but those people can always skip any setting (or go straight to HoE for all I care).

I agree that there are factors in determining difficulty beyond the difficulty setting itself, such as map selection. I'll add that the number (let's momentarily assume equal experience level) of players in the party will greatly affect results. I opine that 2-3p on Hard is more difficult than 5-6p on Sui+. 2-3p Sui+ is, of course, more difficult than 2-3p Hard, but the tactics used to make teams successful on 6p Sui+ will be a detriment to small groups at any difficulty setting by virtue of not having enough players/guns available to specialize in zed clearance. I don't mean to suggest that 2-3p is impossible or anything—just that it is more difficult than 5-6p. I'm pretty sure that the versatility needed to survive in small groups are why TWI has unapologetically created weapons like the Healthrower, Clobber, and Microwave.

I think it is fair to say that people prefer to play with friends, so they'll play a lot of those 2-3p games... and struggle. Or they'll find their friends in 5-6p Hard groups that are easy to find but wind up in 2-3p Suicidal parties and hit a brick wall—not realizing that if they were in a 6p party that they'd hold their own. Some tweaking to difficulty settings is something that I'd embrace.
 
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I mean, this thread's touched on so many different sub-threads of the same base topic (difficulty) that trying to respond to it all at once and to have it make sense would be even beyond my regular word-blasting capabilities.

But right now I'm seeing the following:
  • The game's base settings for each difficulty (damage, Zed speed, etc.)
  • Difficulty as a result of player skills (experience, meta knowledge, technical capabilities, etc.) and collective party skills (is anyone sandbagging, etc.)
  • Difficulty brought by player counts
  • Difficulty by way of perks (some are much, much easier to win the game with than others)
  • Difficulty of base game design (should we cater more towards PC players or compromise for console players?)
  • The bump in between given difficulties; "How hard is too hard?" "Should the difficulty be more or less noticeable?"
  • Should there be a series of sliders where players can determine their own difficulty?
  • Is it fair to have difficulties that exclude players (which is kind of the point of difficulties but hey)?
And that's just scratching the surface.

But to respond to the above:
While I'm glad that you and others aren't overwhelmed with Suicidal+, I'm curious to learn if you came from a KF1 background or otherwise struggled a bit earlier in your KF/FPS experience. You've obviously been playing the game for a long time so I'm wondering if maybe you have forgotten some of the struggles you've faced prior to your time in Sui+ in KF2.
So full disclosure: my response comes as someone who has grown up on arcade and NES games, and who stayed on Hard and Suicidal for a pretty freaking good amount of those accumulated hours (as I am someone who loathes the idea of being the guy sandbagging a team trying their hardest to win in a team game, so I want to be really sure I'm not that guy).

I preface this so that I don't sound too much like a jerk. I try, and sometimes I succeed.

TWI has to consider how KF2 may be a player's first foray into any FPS game. On the other end of that spectrum are older players who may or may not have FPS experience, but do have other responsibilities that prevent them from putting in the time necessary to excel in Sui+. As someone who watches some of his friends decide that Hard is hard enough, while other friends enjoy the challenge of Suicidal+ and don't look back, I assure you that the vast majority of new players stick to Hard, or just plain rage quit at this gap. TWI wants player retention. I suspect that they'll be looking at the stats and making some changes for KF3.
Here's the question I pose back: Isn't the point of difficulties to compromise for both the players who may not be MLG-pro but still want to play the game, and those who are challenge seekers and want the hardest challenge the game has to offer? And as difficulties climb, would it not make sense that there are fewer players who make it to the aforementioned harder difficulties?

This is a bit of a tangent, but there's a similar refrain I see on forums: some of them just want to stick to a power fantasy and mow down Zeds rather than play for the challenge. If the higher difficulties aren't doing it for you (in the sense of the royal "you"), then just stick to the lower ones. This is also a thing I remind players of in, as an example, the myriad suggestion forums where players want buffs and overpowered weapons.

But assuming you actually want to shoot for the higher difficulties, would it not make more sense to try and improve your abilities to clear the difficulties, rather than ask the developers to nerf the difficulties (thus defeating the point of trying to complete the harder difficulties in the first place)?

If there are players who are actually rage-quitting the game in the process of going to Suicidal vs. Hard, that's entirely on the players, not TWI. While there are aspects of this game that are undoubtedly frustrating, the jump from Hard to Sui (which isn't even the hardest difficulty in the base game, let alone custom ones!) isn't one worth actively giving up the entire game over.

We all seem to agree that the learning curve between Hard and Sui is the most noticeable in the game. Can the leap from Hard to Sui be done? Obviously it can.
I mean, yeah. Really, the main issues coming from Hard to Sui are the faster Zed speeds and the new attack patterns. Once you get accustomed to those, you're good.

That's literally the toughest part, and both can be overcome via practice and pattern recognition.

But why would TWI risk losing players over an unnecessarily large leap? I'd like to see a mid-ground difficulty setting (or, better yet, a complete overhaul with detailed custom difficulty settings in KF3) where the elites are introduced and less noticeable boosts to zed speed, HP, and damage are provided.
Again: if there are players actively quitting the game because they can't nail Suicidal yet, that's entirely on the players, not TWI.

And a difficulty slider poses its own problems, but then again, there is the Controlled Difficulty server as a middle ground. They're not just for making ultra-hard games; they're also capable of doing that exact thing, within reason.

I agree that there are factors in determining difficulty beyond the difficulty setting itself, such as map selection.
Yes, some maps are much better designed than others.

This is a crossroads of multiple issues, namely the spawning system, map design, and perk interactions. To make a very, very long story short, there are some maps that are terrible and cramped (see: The Descent, Nightmare, Biolapse, and adjacent designs) that heavily encourage stacking perks that don't require precision aim because at the highest difficulties, everything is working against precision perks.

There are some maps that are extremely easy in certain spots with certain perks. Containment Station turbine area might as well be a shooting gallery with precision perks, which I don't find terribly fun. Prison watchtower is another obvious example. If you're good enough you can hold really bad spots, not that it makes holding them necessarily a good idea

Not that this wasn't an issue in KF1. There's a good reason why players liked Farm and Mountain Pass in KF1: they offered a lot of room to run around and kite hordes to death, much like players gravitate towards Nuked in KF2. The underlying reasons differ due to mechanics, but the underlying principle is similar.

The map problem unfortunately goes hand-in-hand with the spawning system and that's an entirely different thesis. Hopefully TWI is indeed taking notes for their next chapter on how to tweak this.

I'll add that the number (let's momentarily assume equal experience level) of players in the party will greatly affect results.
This is getting into an entirely separate matter from the standard difficulty settings and veering into player count balance.

To make a very long story short, my understanding is that KF2 is balanced with 6 players in mind. Any less and you're basically accepting the risks of playing it with a lower count.

From the perspective from a Sharp and Commando main: 2-3 players is absolutely doable even in Hell on Earth. Your priorities will shift from perfecting HVT takedowns to clearing trash, but it's absolutely doable. You may not be able to pick the perks you normally want in a 6-man game, but hey, that's perk specialties for you.

Now, TWI has clearly put some thought into the "what if I don't have 6 players" issue, because they did make concessions. Namely, Zeds have fewer hit points and do less damage as you go lower in player count. Solo might as well be its own difficulty because of how much it scales down compared to 6 players.

This is brushing up against other players who want an actual full-blown scaling system. Is it reasonable, then, to expect TWI to be able to develop a full scaling system that accommodates all player counts from 1-6 so it feels more natural? Not just on enemy stats, but also on: map design, weapons, perks, and the whole lot? This is a lot to ask, and concessions have to be made somewhere.

I opine that 2-3p on Hard is more difficult than 5-6p on Sui+.
Nah. If you've built the skills and reflexes to trounce full Suicidal and Hell on Earth games, you should have the skills and reflexes to beat Hard on a half-man team.

I'm not saying that to be a callous dick. You're talking about scaling back to a difficulty where you can crouch-walk backwards and the Zeds won't even have the alternate attacks to move and hit you at the same time, let alone the speed or HP to deal with players who are that skilled.

Yes, there are more Zeds per player, but again: if you can build up the skills to consistently clear harder difficulties, I have faith you can do even better in lower ones. It may require learning different perks to consistently do so, but hey.

2-3p Sui+ is, of course, more difficult than 2-3p Hard, but the tactics used to make teams successful on 6p Sui+ will be a detriment to small groups at any difficulty setting by virtue of not having enough players/guns available to specialize in zed clearance. I don't mean to suggest that 2-3p is impossible or anything—just that it is more difficult than 5-6p.
2-3 players assuming the same difficulty and equivalent skilled players may require a change in tactics but it's more than doable. Enemy health scaling can count for a LOT depending on the perks and weapons involved.

I strongly believe that community-favored perks have played a large part in the interpretation of this.

I'm pretty sure that the versatility needed to survive in small groups are why TWI has unapologetically created weapons like the Healthrower, Clobber, and Microwave.
In some cases I agree and in some cases I disagree, but without an official word from KittenMittens, Yoshiro, or anyone else, it's hard to say for sure. The weapons are a good point but I'll get into those later. To respond to your immediate points:

The Microwave was here from the EA days, and it was OP as hell back in the Early Access days before it was rightfully stomped into the ground. There was a reason why the meta when it was released was 5 Firebugs with MWG + 1 Medic with MWG: because it was a gun that killed everything faster than any other existing perk, on a perk that didn't have to aim. (A recurrent theme with the Firebug.) The Helios Rifle has been a more acceptable compromise.

The other weapons are because there are definitely favored perks among the community (I would not be surprised if TWI released stats noting that the Berserker and Medic are the most commonly-picked perks in the game), and a number of factors lead to players depending on those perks, so more and more weapons get released to appease said players.

I think it is fair to say that people prefer to play with friends, so they'll play a lot of those 2-3p games... and struggle. Or they'll find their friends in 5-6p Hard groups that are easy to find but wind up in 2-3p Suicidal parties and hit a brick wall—not realizing that if they were in a 6p party that they'd hold their own. Some tweaking to difficulty settings is something that I'd embrace.
There are a number of reasons for this, but I have a very good one that goes unmentioned by the playerbase. Again, going back to perks as difficulty: Some perks and/or perk loadout choices are going to have a much tougher time in smaller player counts than others, because the game is balanced around 6 player difficulty. Now, normally this issue would be solved by just telling the player to pick another perk that works better for small player counts, but TWI decided to go an alternate route by giving perks weapons that work better for roles they aren't suited for so everyone can play what they want. This is also a reason why there's so many weapons in this game that aren't that good otherwise.

As an example: Demolitionist is designed in 6P HoE as a HVT specialist. They have one good loadout in 6P HoE, which is RPG + C4 + .500, as it is designed to delete large Zeds with relatively minimal fuss while still giving you a means of one-tapping the odd trash that gets close. They're easier to use than Sharpshooter since their technical skill requirement is much lower but at the cost of having clunkier weapons, meaning they will have a tougher time with trash due to projectile travel times, smaller clip sizes, reloading, etc.

Now, a Demo in 2-3 player games has a problem: HP scaling on HVTs means his swift takedowns lose their impact because players in general will have a much easier time killing HVTs, all the way down to SWAT, to the point where his spike damage is almost unnecessary. They have another problem: They're dealing with much more trash than they otherwise would expect to, on a perk and loadout that isn't designed for it. This is almost a counter-pick situation for Demo.

Thus, the Demo is going to have a tougher time unless they either 1) switch perks, or 2) pick alternate weapons. Here's the thing: the weapons that would help with this (I'm thinking Seeker Six / M16) are crap in 6P HoE games by comparison because they're not designed with the Demo's role in mind. There isn't a single weapon that makes Demo an ideal on-demand trash sweeper. So if the player count scales back up, you'll need to resell the weapons to buy your better HVT ones. All in all, it would be easier just to pick a different perk altogether.

Sharpshooters, conversely, have a much easier time because they have skillsets and loadouts that scale well from 6P to lower player counts. While the RailSharp--their dedicated anti-HVT loadout--is a fan favorite, they're versatile and also have generalist loadouts, unlike the Demolitionist. In particular, the M14 loadouts still allow them to be staggeringly effective at just about any situation, in any difficulty, on any player count. The issue there is if the player has the aim to back that up, but if they do, they'll be able to do just as well in 3P as they will in 6P. Demo theoretically could make it work but it's not designed to do so.

Now, with the above in mind: Which of the two perks would you expect to see more often in games? Sharpshooter is probably one of the least popular perks in the game.

--

My point is: There are already so many sliding concessions on difficulty, up to and including perks that literally don't need to aim in order to win. (In a first-person shooter, mind you, which is a genre where aim is tradtionally part of the required skillset.) What more would be necessary for TWI to accomplish?
 
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You realize that my post was a reply to Ale's, right? ;)

It's really a dream-like feeling when I read and respond to your posts that quote me because I feel like we're saying the same things but with different words. It's confusing why your posts are so long when they seem to detail the same things and/or provide examples that reinforce my statements. I keep expecting someone to jump out at me and say, "there's a hidden camera over there... and there... and there!" :LOL:

So bear in mind that the context here is that we seem to agree on the vast majority of things.

I would not be surprised if TWI released stats noting that the Berserker and Medic are the most commonly-picked perks in the game
For what it's worth, this has not been my experience. I would say that most of the time, teams are fairly well-rounded. There are exceptions to that, and part of my experience is that I'm happy to switch perks to keep the team well-rounded, but I don't think medics or zerks are any more common than the rest. But I rarely play HoE, and it wouldn't surprise me if that's where they hang out the most.


Nah. If you've built the skills and reflexes to trounce full Suicidal and Hell on Earth games, you should have the skills and reflexes to beat Hard on a half-man team.
My statement and your response are not conflicting with one another. Both are true in my experience. I think I made it very, very clear that 2-3p is doable. The point was that 2-3p is more difficult than 5-6p of the next higher difficulty setting. I don't think it is massively more difficult, just more difficult for the reasons we've provided.


if there are players actively quitting the game because they can't nail Suicidal yet, that's entirely on the players, not TWI.
Player retention affects TWI's bottom line, so if there's a noticeable gap between two difficulty settings that is frustrating players (which there is), TWI will probably take it upon themselves to do something about it. The gaps between Normal/Hard and Suicidal/HoE are good, challenging transitions. The gap between Hard/Suicidal is jarring and intimidating. It's non-linear and we're asking it to be linear.

Hell, maybe just adding Rioters to Hard would do the trick. Their rally will give Hard players a taste of the speed they can expect in Sui.

You may have been playing this game for so long that you've forgotten what the Hard/Suicidal gap feels like. Or maybe TWI created the rift after you were already comfortable with Sui+ so you never experienced it.

Tweaking Suicidal is one potential solution, but there are several potential solutions that can help that don't have to come at the expense of Suicidal or HoE. I don't share my opinions with any expectation that KF2 will change, but I think it is important that TWI is made aware of the situation. I'm happy to support OP with that.


What more would be necessary for TWI to accomplish?
I don't know how to answer this better than by telling you to re-read my post. Beyond a mid-difficulty tweak to bridge the gap? The difficulty options overhaul in KF3. Sliders to raise or lower the odds of particular zeds of spawning. Turn off EDAR and QP spawning entirely if you prefer. Change the variance of a particular zed so that they load with X% difference in speed/HP/damage compared to the standard version of itself.

eg. of the latter: Imagine playing SS and seeing two skrakes down a hallway. You changed their HP variance to +-100%, so one of them may only need half the number of headshots while the other could require twice that amount. Or they might both require twice that amount. Or both go down easy. Or both just be normal skrakes. You don't know.

That adds a level of unknown complexity that increases replayability, as well as offers controls for every player who creates a game to really play how they want to play. I like the idea of having the option, whether in base game or mod support, to get away from cookie cutter zeds, even if cookie cutter enemies are the norm in video games.

In plot terms, "the clone DNA is starting to break down or mutate or something and we're really seeing some odd results! Get us some samples to analyze."

TWI can still offer standard presets, but I don't see why we can't give players more control.

It's right there with allowing players to ban particular perks or weapons, if they desire. There are technical complications in the programming but nothing that TWI can't handle. And then they won't have to hear us nitpick and complain... as much... until we start complaining about having nothing to complain about. ;)
 
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It's really a dream-like feeling when I read and respond to your posts that quote me because I feel like we're saying the same things but with different words. It's confusing why your posts are so long when they seem to detail the same things and/or provide examples that reinforce my statements...
So bear in mind that the context here is that we seem to agree on the vast majority of things.
I'm not convinced we do. Pretty sure it's a matter of one thread, two conversations. Or one dialogue, two conclusions.

What I'm saying is that there's reasons for the difficulty and that a bump is to be expected, and with some effort, the bump would be surmountable. Others seem to be of the thought that there's reasons for the difficulty, and those reasons are dumb and wrong, and that the principal difficulty bump (which isn't even the hardest one!) needs to be nerfed for the sake of making it more comfortable to others.

I type a lot of words because I'm attempting to elaborate my points and clear up any misunderstandings. On top of that, I'm aiming to provide some semblance of critical thinking on why this game is the way it is, and that's something I feel most players just don't care about.

My firm belief is that a lot of players having issues with difficulties just need to learn the game and/or practice. "Git gud," sure, much as I don't like the phrase. What astounds me is that we have players who are posting entire mathematical threads on how the game is too hard and needs to be further nerfed. If they put even some of that time into actually learning the game, or at the very least practicing headshots in a Corridor workshop map, they might change their tune on some things.

And I'm not unconvinced that if TWI did in fact nerf Suicidal, most of those same players would move to complaining about how BS the jump from Suicidal to Hell on Earth is.

For what it's worth, this has not been my experience...But I rarely play HoE, and it wouldn't surprise me if that's where they hang out the most.
Well, that's part of the problem. Even despite the Berserker nerfs, players still cling to these class in Hell on Earth, which is basically the only difficulty I play on because I'm not gonna be that jerk who kill-hogs in Suicidal unless there's literally no servers, and even then I'll sully myself and play Survivalist because it's a weaker perk than others.

The perk balancing in this game is such that players heavily lean on the tanky chaos perks as a means of survival rather than as a means of learning how to play the game, and as you get into harder difficulties, that becomes readily apparent in pub games.

Player retention affects TWI's bottom line, so if there's a noticeable gap between two difficulty settings that is frustrating players (which there is), TWI will probably take it upon themselves to do something about it.
I'm not approaching this from a "bottom line" perspective, because "what is healthy for the playerbase" and "what is healthy for the business" are often very, very different in this current gaming climate, but that's a wholly separate discussion.

If we're talking about what helps TWI's bottom line, then it would be an infinite power creep based on increasingly busted DLC weapons a la Payday 2, where numerous flavors of pay-to-win DLCs are out every month or so. Which, thank the deities above, TWI hasn't fallen victim to yet.

I know that no small part of the playerbase would welcome that kind of setup with open arms, which is the sad part.

The gaps between Normal/Hard and Suicidal/HoE are good, challenging transitions. The gap between Hard/Suicidal is jarring and intimidating. It's non-linear and we're asking it to be linear.
Who's to say it has to be linear? With the number of mechanical changes, that's an unreasonable expectation.

You may have been playing this game for so long that you've forgotten what the Hard/Suicidal gap feels like. Or maybe TWI created the rift after you were already comfortable with Sui+ so you never experienced it.
See, I'm confused by this at a fundamental level, because no, I haven't forgotten.

I started playing in Early Access getting my ass kicked in Hard because the game was legitimately far more difficult back then. Back when Scrakes ran faster than every player when raged, back when the "last 5 surviving Zeds permarage" applied to Scrakes and Fleshpounds, back when teleporting applied to Scrakes and Fleshpounds.

And everyone and their mother on the subreddit and Steam forums posited that Hard and Suicidal was the biggest gap. "The REAL Dark Souls" starts here, in the modern vernacular. And the only way over it was to die, grit your teeth, and improve. What I didn't do was tell TWI that Suicidal was an unreasonable difficulty and that it needed to be nerfed so I could win; I practiced my aim on Commando. A fair bit.

To me, that idea is like e-mailing iD Software asking them to nerf Nightmare and Ultra-Nightmare on Doom 2016/Eternal because the jump from Ultra-Violence is too hard. That's the whole point. The audacity of doing so might be respectable in some twisted manner, even if the act itself would get me laughed off the Internet.

There's no "rift" to speak of; there's always been a difference between Hard and Suicidal that you have to work at. The "rift" is players being able and willing to deal with the benchmarks that TWI set for each difficulty.

TWI can still offer standard presets, but I don't see why we can't give players more control.
See, now we're breaking away from "beating set difficulty levels" to "molecular control over difficulty variables," which is a completely different subject.

Having said that, I like CD servers, and I do like the idea of being able to turn off certain Zeds and perks, as well as increase the enemy count as one sees fit. However, that's about the farthest extent that the player-controlled variables should matter; too much modular control and you destroy the consistency a game is built around.

Speaking of which...

Change the variance of a particular zed so that they load with X% difference in speed/HP/damage compared to the standard version of itself.

eg. of the latter: Imagine playing SS and seeing two skrakes down a hallway. You changed their HP variance to +-100%, so one of them may only need half the number of headshots while the other could require twice that amount. Or they might both require twice that amount. Or both go down easy. Or both just be normal skrakes. You don't know.

That adds a level of unknown complexity that increases replayability...
With all due respect, this is an awful idea.

This doesn't add complexity, it just adds randomness for the sake of randomness disguised as "complexity and replayability," which this game already has enough of a problem with (see: preraged Fleshpound spawn chances). It defies the entire purpose of set hit points and such on a fundamental level. It goes against the entire concept of learning efficient takedowns that players can replicate on command as part of a skillset necessary to be good at the game.

Even with basic trash, this idea means that dedicated trash-killing classes take random numbers of shots to kill for no other reason than ¯\_(ツ)_/¯. To say nothing of the fact that suddenly HVT takedowns might take twice as long for no reason.

as well as offers controls for every player who creates a game to really play how they want to play.
But once you start adjusting things at that level, you're not really playing Killing Floor anymore; you're playing someone's unrecognizably modded version that operates as a completely different product. Like those servers in Left 4 Dead with dice roll powers and "crawl while incapped" mods, etc.

If someone needs that many mods to enjoy the base game, sorry, but they'd probably be better off playing something else entirely.

I like the idea of having the option, whether in base game or mod support, to get away from cookie cutter zeds
Elaborate on "cookie cutter." Because the Zeds remain a constant for a reason: consistency. If you're aiming to conquer a game and its nonwritten rules, consistency is key. Without that, you're not playing a game with rules; you're playing with whimsy.

Calvinball is a fun joke but a bad game.

It's right there with allowing players to ban particular perks or weapons, if they desire.
This is a completely different matter from having randomized hit point variables.

Banning perks and weapons is there to discourage players from gumming up games with annoying perks, or annoying weapons, or broken perk/weapon combinations in order to let players who prefer precision perks have a less-miserable time trying to run challenge mode games.

The chaos perks don't mesh with the game's precision perks very well, a point that has been flogged to death for so many years that I could pull up any number of threads on it from multiple forums. The option to do that is for the players who take the game seriously and enjoy actually playing it like a first-person-shooter, where aim is required.

There are technical complications in the programming but nothing that TWI can't handle.
The point isn't whether or not they can handle it; the point is whether or not it makes sense to allow it.



Back on the original topic: Tripwire chose Suicidal as a focal point for introducing players to a number of new or revised game mechanics. Not everyone will necessarily be able to deal with those without some extra effort, and as far as I'm concerned, that's fine. The difficulty itself is not the issue, although certain elements of it can certainly be annoying because they become more prevalent, but it's nothing that can't be overcome with practice. The entirety of it doesn't warrant nerfing.
 
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Pretty sure it's a matter of one thread, two conversations.
Agreed... that you're turning it into that. You keep taking others' claims and misrepresenting them into something you can argue against. It's called the straw man fallacy.

that there's reasons for the difficulty and that a bump is to be expected, and with some effort, the bump would be surmountable.
Agreed. This is one of your straw mans. No suggestion in this thread eliminates difficulty bumps.

My firm belief is that a lot of players having issues with difficulties just need to learn the game and/or practice.
Agreed. You're talking to people who have been to HoE and back. Your critiques and lack of coaching has taught me nothing other than you're a contrary person who likes to harangue people with his patronizing diatribes. I learned the ins and outs of this game from the wiki and a handful of articles/videos back when I first started playing. Vomiting your opinions has taught me nothing that I didn't already know, other than the nature of your temperament.

In other words, your posts do not make this community or this game better. If you actually wanted more people to play with in HoE, you'd be in the game, coaching like-minded community members. Instead, you're arguing with people who are not like-minded.

I'm aiming to provide some semblance of critical thinking on why this game is the way it is, and that's something I feel most players just don't care about.
How does it feel to fail at your aim? TWI and this community are making it very, obviously clear that we do not share your definition of what this game is or should be. I made that clear in other threads, too. Critique pink elephants while you're at it. You're focusing on something that you imagine should exist, rather than what's actually there.

I'm not unconvinced that if TWI did in fact nerf Suicidal, most of those same players would move to complaining about how BS the jump from Suicidal to Hell on Earth is.
This what's called a Slippery Slope fallacy.

Your fears are your own. OP and I are not touching HoE or we're suggesting making HoE more difficult. OP and I agree that HoE isn't much more difficult than Suicidal and we'd be fine with making HoE more difficult. You've already denied that option because you don't want KF turning into Payday. I guess you're never happy.

And I don't care. I'd be fine with KF turning into Payday-like situation as long as TWI makes effort to retain balance at higher levels. Luckily, TWI seems to be sensitive to the entire community's needs, so I'm not worried about it.

Well, that's part of the problem. Even despite the Berserker nerfs, players still cling to these class in Hell on Earth, which is basically the only difficulty I play on because I'm not gonna be that jerk who kill-hogs in Suicidal unless there's literally no servers
I have enough friends at Hard, Suicidal, and HoE difficulties because I coach them, starting in Hard. It's real easy to join the easier difficulties and choose not to kill things and to support people as they learn the ins and outs of the game. As they get bored with the easier difficulties they naturally, without prompting, take the next step and you can go with them, coaching them at the next level. Eventually, and it doesn't take long, the people with the aspirations to dominate this game make themselves known and viola, you have ready-made teammates in HoE who are willing to learn how to play the way that you do.

You're choosing a path of snobbery and then complaining about its consequences. Your lack of suitable teammates is your own fault.

I'll sully myself and play Survivalist because it's a weaker perk than others.
...hold on while I fix this for you...

"I don't have friends and struggle to make new friends and I get so frustrated with nobody else wanting to play with me and I have nothing else going on with my life so when I get bored I go grief people in easier difficulties by stealing all of their kills and preventing them from getting better, thus sustaining the cycle of never having anybody to play with... But I do it as a survivalist so it's okay!"
What a trooper. :rolleyes: An inspiration to us all.

The perk balancing in this game is such that players heavily lean on the tanky chaos perks as a means of survival rather than as a means of learning how to play the game, and as you get into harder difficulties, that becomes readily apparent in pub games.
And your solution is to stop playing and spend your time arguing with people on the forum, including the ones that share your premises.

It might be time to re-evaluate your methods.

"what is healthy for the playerbase" and "what is healthy for the business" are often very, very different in this current gaming climate, but that's a wholly separate discussion.
I'm glad you can sometimes recognize when you're sinking into the realm of straw man.

I'm not approaching this from a "bottom line" perspective
Ignoring the financial aspect of the industry sure can be convenient sometimes, but it also creates a skewed perspective on who plays this game and why. You're doing everything in your power to project your incomplete definition of this game on the masses. It won't work.

If we're talking about what helps TWI's bottom line, then it would be an infinite power creep based on increasingly busted DLC weapons a la Payday 2
You're going to have to cite a source if you want me to even consider that claim. Looks very unsubstantiated to me.

I know that no small part of the playerbase would welcome that kind of setup with open arms, which is the sad part.
And therein lies your toxic attitude. There's nothing sad about it. You just don't like it. We're not obligated to adopt your likes and dislikes. Learn to cope.

Who's to say it has to be linear? With the number of mechanical changes, that's an unreasonable expectation.
This is another straw man. Nobody said that the difficulty settings need to be linear, or that we expect it to be linear. The claim is that people want it to be more linear.

The "rift" is players being able and willing to deal with the benchmarks that TWI set for each difficulty.
And there's nothing wrong with asking TWI to tweak the learning curve. We're not lowering the bar or shrinking the latter. We're pointing out some missing rungs that can be filled with minor changes. If a fifth difficulty setting were added, which is my suggestion, that doesn't negatively affect HoE at all. Players still have to get good, but they have a less frustrating time while getting good.

I see your argument as nothing more than, "well I suffered through it so others' should suffer, too."

Wrong. There are several paths to the same destination.

OP's and my suggestions are win-wins for everyone. You're obviously lonely, so let's get more players to HoE. Every Steam sale creates a wave of new players who could make it there. The only reason I still play HoE is because some of my friends want to play the game the way you do. When they get better than me or otherwise want to spend more time in HoE than I want, I am happy for them and happy to help them network with other HoE-loving friends of mine. Notice how I'm not sending any of them your way? And do you notice how few of them play HoE? Something can be done about that.

However, that's about the farthest extent that the player-controlled variables should matter
Your opinion is noted and rejected.

This doesn't add complexity, it just adds randomness for the sake of randomness disguised as "complexity and replayability," which this game already has enough of a problem with (see: preraged Fleshpound spawn chances).
I have no problem with preraged Fleshpounds. They're a fun challenge.

It defies the entire purpose of set hit points and such on a fundamental level.
Yup. That's the point. I don't want the same number of headshots creating a guaranteed kill. That makes the game too easy.

And I don't mind encouraging minmaxers to avoid my teams, especially since the design here is to make the complexity, er... randomness, er... don't care how you spin it... the option is an option, rather than a requirement. Minmaxers and anybody else can choose not to utilize the option and play however they want. Meanwhile, those of us who want the chaos of the occasional Clot that requires two headshots or who always runs side-by-side with an Alpha Clot who is slow as sludge can have that.

Hell, if someone wants to behead a Skrake with a single pistol shot all the time, more power to them. I wouldn't join such a game, but I see no reason why they can't create it and enjoy themselves in it.

It goes against the entire concept of learning efficient takedowns that players can replicate on command as part of a skillset necessary to be good at the game.
Again, TWI and the community are not obligated to accept your definition of the game. By all means, announce your definition and attract like-minded people to play with, but don't expect your definition to suddenly be the truth, the way, and the light. FeelZeSchadenfreude made the same mistake and look at him now—a non-factor in the community and a non-factor in the game. He had his childish temper tantrum and rage quit. His guide collects dust while superior guides remain relevant.

Choose better mentors. Choose a mentor who still succeeds at this game. BE a better mentor.

To say nothing of the fact that suddenly HVT takedowns might take twice as long for no reason.
The reason is to take on new and unpredictable challenges. Some people like that. Those that don't can ignore the option.

But once you start adjusting things at that level, you're not really playing Killing Floor anymore
False. We're not playing KF in accordance with how you think the game is or should be. Nor are we trying to. Accepting your opinion is optional.

If someone needs that many mods to enjoy the base game, sorry, but they'd probably be better off playing something else entirely.
Noted. Rejected.

If the devs and community didn't want mods, they wouldn't allow them or take advantage of them, respectively. Mods exist because the players enjoy creating the game into something the base game doesn't allow. Taking advantage of such possibilities does not mean they're better off playing something else. They're playing the game as it was designed—moddable.

Take your own advice and play something else entirely. You play the same way that FeelZeSchadenfreude played and he quit for a reason. This game belongs to the entire community and has evolved into something different from what you're holding on to. Evolve with it or get left behind.

Elaborate on "cookie cutter." Because the Zeds remain a constant for a reason: consistency.
I want there to be consistency so that people like you can enjoy the game as a consistent game.

But you and your type are not the only ones to play the game. There's no reason why a lack of consistency can't be an option for those of us who would enjoy that element. Being able to two shot a skrake over and over consistently is not a goal of mine. I'd wind up bored.

I'm not looking for fairness or feeling like my free time is a series of if/then statements. I'm not trying to mimic a bot. I'm not trying to compete with my teammates on the off chance that I'll awe them or buff my own ego with praise from the narrators. I want the threat of death and I am happy to hold myself accountable every time I die, rather than blame it on a map design, particular zed, or a teammate who chooses a less-than-effcient weapon or perk.

Give me the occasional skrake who isn't taller than the other zeds so that the trash has to be cleared before the SS/GS has a clear shot. Give me occasional the speedy bloat. Give me the occasional siren who will die with one shot to the kneecap just so I can laugh at her corpse a moment before moving on to the next one, who might humble me due to needing one more head shot than I expected.

That's fun for some people. We've already noted the subjectivity of what is "fun" in another thread and I continue not to care if you disagree with my definition. KF has room for all of this, you just wish it didn't.

Well... wish in one hand...

Calvinball is a fun joke but a bad game.
???

This is a completely different matter from having randomized hit point variables.
No it isn't a different matter. The common thread is that options = allowing players to play how they want to play = more players playing = more profits for TWI and a larger community full of happy players to play with. Options make like-minded players easier to find.

I wouldn't be surprised if some of your adversity to having options is that you're afraid to have confirmation that there aren't a lot of like-minded players for you.

Banning perks and weapons is there to discourage players from gumming up games with annoying perks, or annoying weapons, or broken perk/weapon combinations in order to let players who prefer precision perks have a less-miserable time trying to run challenge mode games.
I'll help ya out again...

"The current base game is different from how it used to be, and I am annoyed by that. I have a difficult time accepting change. Luckily, game and server mods give me an opportunity to play the game how I want to play it with like-minded players. Increasing the options in this game allows others to play how they want while I can play how I want. People staying in their own lanes increases my enjoyment of the game. I am grateful for having these options."
There ya go sport. Not only is my paraphrasing a more respectful version, but it's more relatable. Learn from that, if it is like-minded people you want.

The chaos perks don't mesh with the game's precision perks very well, a point that has been flogged to death for so many years that I could pull up any number of threads on it from multiple forums.
Yup. Chaos perks and chaotic players exist. They're a fundamental aspect of the game. You can see that as a flaw or as a fun challenge. The panicking zed animation is just as predictable as sprinting zed. It's just a challenge that you still need to 'git good' with or one that you just prefer not to tackle.

And that's fine. You're not required to git good at the challenges presented in the game. You're not required to tackle anything that you don't want to tackle.

But chaos perks are legit HoE options. You just don't care for them and present your opinions as facts, enacting forceful snobbish elitism in an effort to dissuade other community members from inconveniencing you with their playstyles.

We don't care. No amount of your whining will make the chaotic perks and players cease to exist. They're not my main perks but they're fun. Learn to cope.

The option to do that is for the players who take the game seriously and enjoy actually playing it like a first-person-shooter, where aim is required.
As you said, it's an option... which means it's not a requirement.

Similarly, aiming is not required in any difficulty. You know that it isn't required. You just wish it was required because that's how you prefer to define the game and how you prefer to play.

There's nothing wrong with your preference, but it is only a preference and you are only one person, whose preference is not any better than the rest of ours.

Meanwhile, there is nothing preventing you from enjoying this game in accordance with your preference. The problem isn't the game. The problem is your lack of 5 like-minded teammates willing to cooperate with your preference.

Tripwire chose Suicidal as a focal point for introducing players to a number of new or revised game mechanics. Not everyone will necessarily be able to deal with those without some extra effort, and as far as I'm concerned, that's fine. The difficulty itself is not the issue, although certain elements of it can certainly be annoying because they become more prevalent, but it's nothing that can't be overcome with practice. The entirety of it doesn't warrant nerfing.
Cool man! I'm glad you like the learning curve in its current form! I hope you take full advantage of it and continue to enjoy the game. Your opinion is noted.
 
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