[Request] Spend Cash To Open Doors

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Id like to see a door or a mover that costs money to trigger, similar to the way it is in CoD zombie mode. This would be very useful for the barricade gamemode Robot (and I - separately) have been working on.

So basically opening a door would cost eg. 300 and if you dont have enough it doesnt open, and if you do you lose 300 and it opens up or gets destroyed w/e as long as the path behind it is accessable.

Naturally you should be able to change the cost of opening the door in the properties.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Yep, we need more gamemodes for KF to keep it interesting and this is one. I like the CoD zombie mode BUT I hate the fact that the zombies can put you down on a couple of hits (unless under jugg). On KF there isnt such problem so it could be really fun.

Oh and would also be awesome if someone managed to make an actor which allows you to buy a certain weapon from it, like you choose a static mesh for the actor eg. AA12, then in the properties you could set the prize of the weapon (and perhaps even modify the stats for the weapon but that might be too complicated). So basically youd buy weapons off the walls like in CoD.

I imagine it cant be that hard to code?
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
1,155
156
0
33
Syria
well it could be made as trigger type that takes cash and do event give weapon or move the door mover i think
 

Trololololololololololo

FNG / Fresh Meat
May 6, 2010
110
35
0
Great idea, hope it works, kf needs different gameplays.

What i hate on nazi zombies is how the zombies start to become super tough or my weapons super weak, to a point where i dont even know if my shots are hitting anything or if theres anything coming out of my gun barrel at all lols.

thats retarded, lame and annoying imo.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
Good idea, it's something I'd look into doing myself but I'm so busy at the moment.

Great idea, hope it works, kf needs different gameplays.

What i hate on nazi zombies is how the zombies start to become super tough or my weapons super weak, to a point where i dont even know if my shots are hitting anything or if theres anything coming out of my gun barrel at all lols.

thats retarded, lame and annoying imo.

How else do you want to increase the difficulty? They already run fast enough at the higher levels.
 

Trololololololololololo

FNG / Fresh Meat
May 6, 2010
110
35
0
How else do you want to increase the difficulty? They already run fast enough at the higher levels.

Theres plenty of less annoying solutions imo, without reducing the action and fun, or making it harder on the hardware.

More Zombies: but may cause lag.

Less Ammo: but may reduce the action and consquently the fun as well, may even require to modify gameplay as a whole.

Different zombies: like zombies with armor or some kind of WW gear, at least makes it more coherent, some could have unused grenades hanging on their belt and they would explode if you shoot them, hurting other zombies or killing you in close range, but could cause quick ending of the game, would only require new models etc.

Different spawn positions: Harder places do defend and simultaneous places spawns, may require some programming on Ai but the rest is easy done in the map.

Weapon wear and reliabity: Jams, loss of accuracy, and may even have a catastrophic failure if overheated too much, every automatic weapon have this issue, its real, and in a normal gameplay they allready fire more than enough to damage or blow most of them if was real life, would require some programming and animations.

Or the basic stuff, more expensive doors to open, longer waves, a stronger boss, yet theres plenty of more creative ideas that could show up with a couple of minutes of brainstorming, not just solving this "issue" but also adding to game value, wathever is done just dont make it nonsense and annoying.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
Theres plenty of less annoying solutions imo, without reducing the action and fun, or making it harder on the hardware.

More Zombies: but may cause lag.

Less Ammo: but may reduce the action and consquently the fun as well, may even require to modify gameplay as a whole.

Different zombies: like zombies with armor or some kind of WW gear, at least makes it more coherent, some could have unused grenades hanging on their belt and they would explode if you shoot them, hurting other zombies or killing you in close range, but could cause quick ending of the game, would only require new models etc.

Different spawn positions: Harder places do defend and simultaneous places spawns, may require some programming on Ai but the rest is easy done in the map.

Weapon wear and reliabity: Jams, loss of accuracy, and may even have a catastrophic failure if overheated too much, every automatic weapon have this issue, its real, and in a normal gameplay they allready fire more than enough to damage or blow most of them if was real life, would require some programming and animations.

Or the basic stuff, more expensive doors to open, longer waves, a stronger boss, yet theres plenty of more creative ideas that could show up with a couple of minutes of brainstorming, not just solving this "issue" but also adding to game value, wathever is done just dont make it nonsense and annoying.

None of your suggestions could be implemented to operate linearly, unfortunately.
 

Trololololololololololo

FNG / Fresh Meat
May 6, 2010
110
35
0
I got one, simulated infection, as the time goes by the player "organism" becomes more fragile/susceptible to being infected

For example, first wave it takes 5 hits for you to die or go down or wathever, but on wave 5 it takes only one, could also slow down player movement speed, even reload times if that wasnt enough, its plausible and could have a little story or explanation behind it, even a infection progression bar, what do you think?
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
Different zombies: like zombies with armor or some kind of WW gear, at least makes it more coherent, some could have unused grenades hanging on their belt and they would explode if you shoot them, hurting other zombies or killing you in close range, but could cause quick ending of the game, would only require new models etc.

Different spawn positions: Harder places do defend and simultaneous places spawns, may require some programming on Ai but the rest is easy done in the map.

These two. Adding stronger zombies later on is always a good idea, without increasing the stats on the lesser zombies so much.

Also opening new spawns for them is also a good idea. In fact I was thinking of doing that for my upcoming map.

It will be much more fun in KF I think.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
I got one, simulated infection, as the time goes by the player "organism" becomes more fragile/susceptible to being infected

For example, first wave it takes 5 hits for you to die or go down or wathever, but on wave 5 it takes only one, could also slow down player movement speed, even reload times if that wasnt enough, its plausible and could have a little story or explanation behind it, even a infection progression bar, what do you think?

And what do you do for wave 10? 20? 30? It doesn't scale like the current system does.
 

Trololololololololololo

FNG / Fresh Meat
May 6, 2010
110
35
0
No idea, if it was me i would just add more and more zombies, but i guess the hardware are very busy with all the fancy graphics.

Im still expecting for the day where i can play a good zombie game like i dreamed since the first day, thousands of zombies, maps of size of real cities, simple graphics (counter strike alike) and some vital rpg elements (hl roleplay style), along with hundreds of different weapons to make a huge mess lol.

Wanted to do that years back then with OFP, waited for arma but my computer dont run such graphics engine.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
And what do you do for wave 10? 20? 30? It doesn't scale like the current system does.

What do you mean? If I use my own custom waves I could spawn eg. 20 fleshpounds at wave 11 if I wanted (which I wasnt planning on doing tho). Also opening more spawns at later waves makes it MUCH harder, like imagine if you are holding inside the manor in - eh - Manor, which is hard enough without any extra spawns inside and then BAM a few walls collapse in each room and specimens start pooring in right next to your favourite camping spot.

And I can always end the game at eg. wave 30 so it wouldnt actually be inifinite (but next to impossible getting there at harder difficulties).

Im still expecting for the day where i can play a good zombie game like i dreamed since the first day, thousands of zombies, maps of size of real cities, simple graphics (counter strike alike) and some vital rpg elements (hl roleplay style), along with hundreds of different weapons to make a huge mess lol.

Yeah... :(

I was actually talking to someone about making a big surviving map a few days back, but adding more complex rpg elements would require making a mutator which I doubt anyone will.

The best I can do is make a rather big map with a city (which would take AGES so Im not sure if I want to start such project) and add some random objectives where you try to save survivors and stuff like that, with trigger spawns for specimens so they attack you only in certain areas (maybe excluding a few odd stragglers here and there). But it wouldnt be very amuzing for long until someone gave you an option to save your character/items and all that :/
 
Last edited:

RoBoT

FNG / Fresh Meat
Mar 21, 2009
1,155
156
0
33
Syria
I was actually talking to someone about making a big surviving map a few days back, but adding more complex rpg elements would require making a mutator which I doubt anyone will.

The best I can do is make a rather big map with a city (which would take AGES so Im not sure if I want to start such project) and add some random objectives where you try to save survivors and stuff like that, with trigger spawns for specimens so they attack you only in certain areas (maybe excluding a few odd stragglers here and there). But it wouldnt be very amuzing for long until someone gave you an option to save your character/items and all that :/

I was planning to make map like that including:
- custom specimens, if i could make them less fancy for more FPS when they're many.
- vehicle mod, for travel ofcourse.
- server perk mut, starting from lvl0 :p

but yeah i realized i cant map like this by myself so i just made 3 small houses and hospital and changed the idea
 

Trololololololololololo

FNG / Fresh Meat
May 6, 2010
110
35
0
The best I can do is make a rather big map with a city (which would take AGES so Im not sure if I want to start such project) and add some random objectives where you try to save survivors and stuff like that, with trigger spawns for specimens so they attack you only in certain areas (maybe excluding a few odd stragglers here and there). But it wouldnt be very amuzing for long until someone gave you an option to save your character/items and all that :/

I think that making a map large enough to be considered big compared to the medium sized current ones, would not be as hard as you think, as long as you plan and think first, before starting, there are cons but also pros.

Some of the pros is that you would not have to worry about camping, because the trader being really far away enough would force players to move considerably, not talking about only straight line distance, but how complex it would be to reach it, using elements like waiting for Elevators, coded Doors like The Hive one and etc.

Personnaly i HATE all maps available for this game, that are entirely planned to have zero camping areas, they become very artificial and unrealistic due that, they have zero 'interface' with the player, maps are 90% made of looks, the 10% left is made of weldable doors (even these respawn after each wave), zero features, zero variables, the Hive at least have elevators and trains and coded doors etc, even thought its a mission map.

For now, there still not much done to change KF, i would put my money at some easier but allready done things to change the gameplay:

1 - A planned large map, using the keys i mentioned, like far away traders, some elevators, coded doors (if not too much trouble), maybe trains passing by in a tunnel (like the cars in the map Gas-Station) forcing players to risk passing to other side, and maybe even switches that activates something like a trap used in same gas station map car washer.

3 - Map should require much LESS testing since you would not have to worry much about camping and spawns locations etc, even less if using benjamins Ai mutator, because you could make very few spawns and yet specimens would fill the whole map.

2 - Wait for Benjamin's Ai mutator, that would make everything a thousand times more interesting, and should allow for plenty more options and type of gameplay.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
I think that making a map large enough to be considered big compared to the medium sized current ones, would not be as hard as you think, as long as you plan and think first, before starting, there are cons but also pros.

Uh the amount of planning doesnt matter if we are talking about maps twice as big as the biggest map available right now. I mean, even if you make it a wasteland with barely no detail you still have to work on the buildings you might add and all that, its still a massive amount of work if you want to make it look interesting.

Not to mention figuring out all the custom spawns and everything to make it an enjoyable experience.

And the distances to trader wouldnt matter, I was more like thinking of NO traders at all, and all the weapons you might find are in the map itself, better weapons would naturally be in harder places or rewards from doing objectives around the map.

Btw Robot, the server perks mutator would be ideal for this type of map (also the vehicles mod). Can you specify your own levels on that mutator?