I've been looking around this section and I did see a few stupid suggestions like "more perks" and "futuristic weapons". I just want to ask the developers a favour. Could you please make a list of what you would personally not implement in KF? And as well, could you include why? (eg. too difficult to implement, doesn't fit play style, etc.) It would make it easier for us forum users to make better suggestions.
As for me, here are the kind of suggestions I dislike. I'm not saying the devs won't implement these but these suggestions are the ones I generally frown upon:
- More perks
KF doesn't have room for 20 perks and the 7 perks that we currently have right now are sufficient
- Futuristic weaponry (eg. laser, biological)
Unless these futuristic weapons go along the lines of something that Horzine would create, they will probably not fit in with the trader's inventory. I've always found KF weapons to have a "raw guts and steel" style
- Automated turrets
As some other forum users said, this is not Team Fortress 2. As well, I'm pretty sure that TWI would want players to be doing the shooting and killing of specimens, not bots and AI
- Mountable turrets
I have a feeling that these also do not fit KF's playstyle. If you want to use mountable turrets, go play COD World At War. Or Red Orchestra.
- Weapons for the Medic perk
This one is so common, I shouldn't have to put it up here. Medic is NOT a combat perk. Period.
- Ammo boxes that replenish ammo during waves
Then what's the point of buying the ammo at the Trader in the first place?
____
And as well, here are some of my personal guidelines:
- Remember that KF is a game about strategy and teamwork. If you're adding something like a new weapon or feature, make sure it promotes at least one of these
- If it promotes Ramboing or anything that KF is not about, it will probably get frowned upon. Probably
- Base your ideas on what KF needs. Not what you want in KF
As for me, here are the kind of suggestions I dislike. I'm not saying the devs won't implement these but these suggestions are the ones I generally frown upon:
- More perks
KF doesn't have room for 20 perks and the 7 perks that we currently have right now are sufficient
- Futuristic weaponry (eg. laser, biological)
Unless these futuristic weapons go along the lines of something that Horzine would create, they will probably not fit in with the trader's inventory. I've always found KF weapons to have a "raw guts and steel" style
- Automated turrets
As some other forum users said, this is not Team Fortress 2. As well, I'm pretty sure that TWI would want players to be doing the shooting and killing of specimens, not bots and AI
- Mountable turrets
I have a feeling that these also do not fit KF's playstyle. If you want to use mountable turrets, go play COD World At War. Or Red Orchestra.
- Weapons for the Medic perk
This one is so common, I shouldn't have to put it up here. Medic is NOT a combat perk. Period.
- Ammo boxes that replenish ammo during waves
Then what's the point of buying the ammo at the Trader in the first place?
____
And as well, here are some of my personal guidelines:
- Remember that KF is a game about strategy and teamwork. If you're adding something like a new weapon or feature, make sure it promotes at least one of these
- If it promotes Ramboing or anything that KF is not about, it will probably get frowned upon. Probably
- Base your ideas on what KF needs. Not what you want in KF