shorter spawn times

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Colt .45 killer

Grizzled Veteran
May 19, 2006
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please TWI, cut down spawn times on suicidal maps for the zeds. most of the time now even in suicidal the players are really underwhelmed by the rate of zeds attacking. If the spawn times were changed by difficulty as the distance from players is ( harder modes the zeds spawn closer to you) then suicidal might actually be hard again because you would be constantly under the attack of 32 zeds.

I ask because alot of the standard maps on suicidal with an average team you end up twiddeling your fingers and everyone remarks "its too quite" because your sitting there waiting for the baddies to come. ( imo suicidal there should always be the max ammount of spawnable zeds on the map, if any die replace them asap)

I would also like to suggest raising ( if possible) the number of zeds spawned at any one time. perhaps make it a server side option that is WHITELISTED, and allow people to customize it for their server (32 up to say ~50). Im fairly sure that AI is server side, so with even more powerfull servers today this would be something to look into.

Killing floor is becoming too easy, and too high a rate of survival even on difficulties like suicidal. If i want my back rubbed there are a PLETHORA of games i can play.... ( this shouldent be one !)
 

JCashman

FNG / Fresh Meat
Nov 11, 2009
32
0
0
I thought the zed limit was due to engine limitations.

Were you the colt from the 100% FF Suicidal server?
 
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Colt .45 killer

Grizzled Veteran
May 19, 2006
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yeah 100% suicidal server is where i play often, that was probably me.

It is possible to raise the number of baddies on the map at any one time, you can do it in sandbox mode, it is however not whitelisted. The original fear was that it would cause lag, however the ue2.5 is rather old now so i would say give people a few preset numbers or a range they can use and then let server admins find a sweet spot.

Also there is a spawn time for zeds after their position in the maximum # of zeds on map at once is freed up; I just want that number brought as close to zero as possible when in suicidal mode, the effect of which would be that you would be under constant attack, ever time you killed a zed, another would spawn as his body hit the floor.
 

JCashman

FNG / Fresh Meat
Nov 11, 2009
32
0
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Specimen already spawn at the points closest to the players, as long its out of line of sight. I think the problem is that specimen spawn in set groups (ex 4 clots 1 gorefast) and a second group can't spawn there until the first group leaves. So they spawn at the next closest point, which, on some maps, and in some spots, is quite far away.

What ends up happening is a group of specimen spawn, the next group appears far away, but players almost instantly kill the first group, leaving them with very long lulls. I played a few games with you, my user name was Jason, and in one of them, bedlam wave 8, we had lulls every few groups.

PS You could have stood in the middle, I never missed once.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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oh kk jason, yeah right before you got there one other guy decapped me with his m14 so i was sticking off to the side, got me killed once because i couldent see round the corner...

but yea, you know what i mean, there were points where 1 zed comes at a time for a good 20 seconds or so...
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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Moses, can you do me a favour and think about what you just said? please?

This is a survival game, as such it gets easier and easier the longer you make the spawn times, poundamonium wouldent be that hard if it gave you one every five minutes.
As of now the spawn rate is predictable, its too slow, you get a good group together even on the absolute hardest settings and you find yourself twiddeling your thumbs or falling asleeep because at any point you can just stop firing and the team is doing fine, absolutely fine without you.

This isnt about random, this is about finding ways to make suicidal have some sembelance of how hard it was before any extra guns were added to the game, or even harder for that matter.
 

Johnyfive

FNG / Fresh Meat
Aug 27, 2009
50
0
0
Truth be told I can see how 1 zed at a time is "too easy" but the "too quiet" atmosphere is still tense. 2 reasons there, I think. First off, you can probably expect a wicked surge after it's quiet for a bit, that adds flavor. Second, that's when people start looking around at where their teammates are supposed to be covering, thinking, "no zeds here, must be over there" and that adds even more to the atmosphere when certain zeds or a big horde come from where dudeman was supposed to be watching. That's where the point about predictability comes in. I could be dead wrong about the rest of the world's ability to stay focused all game, but if I'm not, then constant attacks would make the game too easy in all the maps where you need people to cover multiple places or have different duties. (For example when it gets slow and your sharpshooter starts shooting crawlers instead of keeping his crossbow ready for fleshpounds.)

Clearly a one zed trickle is never going to be fun, and in my opinion constant surge isn't as tense as wondering if you're About to get rushed or if you can rely on your teamies; I suppose the bance is somewhere in between. But if we start finding places where we truly get 1 zed at a time we need to report those locations to tripwire.
 
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JCashman

FNG / Fresh Meat
Nov 11, 2009
32
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0
While I agree wait times can be tense - I find the moment before the Patriarch attacks to be very tense - without the danger aspect, it's not.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,025
250
0
I thought the zed limit was due to engine limitations.

Were you the colt from the 100% FF Suicidal server?

It's not really a hard limit. It's just that beyond a certain point, buggyness and EXTREME slowdown start happening, regardless of your setup. People have tested it and you can increase it by 10-15 without problems, but beyond that it gets unplayable unless it's an insanely beefy server and everyone has over-the-top hardware...
 

Impagliazzo

FNG / Fresh Meat
Oct 28, 2009
44
0
0
This really gotta be improved. I rather "wait" killing 50 clots than staring at an empty map.

It's a survival game... Was boredom ever that hard to survive? :p
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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haha boredom that hard to survive, i loled.

Yeah im not saying that you cant have quite luls, but when the whole round is a lul it gets kinda boring, KF with a good team now, it puts me to sleep so i just pass my money to another guy and leave the game, its just not challenging or hard...
 

SpurryMoses

FNG / Fresh Meat
May 27, 2009
113
0
0
Sydney, Australia
This is a survival game, as such it gets easier and easier the longer you make the spawn times
If that were true, I could spawn 190 zeds all from 1 room, all in 1 second (4 FP's, 6 Scrakes, etc) and the rest in 2 lots at 60-second intervals. By the logic you've stated (and I've quoted) that would make the game easier than releasing them in lots of 20 at 10-second intervals. There's no escaping this, please think carefully... you said it, I quoted it.

As of now the spawn rate is predictable, its too slow
Aha, now we're getting somewhere. It's not because the spawn rate is too slow, it's because it's predictable. Being predictable is the problem, and currently the reason it's predictable, is because it's too slow.

So now we're back to my original post, the one you asked me to think about. I said it shouldn't be predictable. I said [The spawn rate should be ...unpredictable]

So, you actually agree with me, because you just said yourself, that it's predictable.

So what's the problem here?

You are assuming that the only possible reason it's too predictable, is because it's too slow. The scenario I suggested at the start, although extreme, would be an example of being unpredictable without speeding up the spawn rate.

So, all I've done here is correct faulty logic.
Boring really, but if you're going to ask someone to rethink, at least be specific and state precisely what you think is wrong.

There's no point elaborating and giving examples when your logic is shot.
 
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Colt .45 killer

Grizzled Veteran
May 19, 2006
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If that were true, I could spawn 190 zeds all from 1 room, all in 1 second (4 FP's, 6 Scrakes, etc) and the rest in 2 lots at 60-second intervals. By the logic you've stated (and I've quoted) that would make the game easier than releasing them in lots of 20 at 10-second intervals. There's no escaping this, please think carefully... you said it, I quoted it.


Aha, now we're getting somewhere. It's not because the spawn rate is too slow, it's because it's predictable. Being predictable is the problem, and currently the reason it's predictable, is because it's too slow.

So now we're back to my original post, the one you asked me to think about. I said it shouldn't be predictable. I said [The spawn rate should be ...unpredictable]

So, you actually agree with me, because you just said yourself, that it's predictable.

So what's the problem here?

You are assuming that the only possible reason it's too predictable, is because it's too slow. The scenario I suggested at the start, although extreme, would be an example of being unpredictable without speeding up the spawn rate.

So, all I've done here is correct faulty logic.
Boring really, but if you're going to ask someone to rethink, at least be specific and state precisely what you think is wrong.

There's no point elaborating and giving examples when your logic is shot.
corrected faulty logic or twisted my words, i was talking about the spawn time of each individual zed. Ive just spent the last three months in a very painfull logic based math course, so if this has to get E-logic-Penisified then count me out of it, ive had enough of that ****.

by your original post 'unpredictable' can go in either direction, either faster OR slower, what the hell is the point of slowing the rate of zeds from its current state, as its current state is already easy. now before you pull out your twisting and further correcting i mean spawn time of each individual fking zed ( as an average or somesuch ). Also you cant spawn any more then the current max of 32 at any time, so how you would spawn 190 in three spawns is beyond me, it seems my 'faulty logic' is countered by your faulty math skills.
As slowing the average rate of zed spawn will make the game easier, then the only way to make the game harder on spawns alone is to make the average rate FASTER, sure you can have luls in the action im not saying you have to spawn every zed 3 feet behind me a second after the trader round, but for God sakes if i have time to go to the bathroom and grab myself a drink in the middle of the round, my team is either far above average or the game isnt hard enough.

Now Im not sure if this is your sytle, but can you post something in the way of constructive criticisms, as of now it seems to me like i smell troll who picks apart posts not their objectives.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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*passes the burn cream to moses*

Back on topic, i hear there are maps that have reduced deliberatly reduced spawn time, could somone please post a download link, or name a server hosting these maps so that people can try out a game with very low spawn times.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
It's a survival game... Was boredom ever that hard to survive? :p

LOOL!

One map where Ive noticed this is Office, even on suicidal difficulty. We have a team of 6, with a few good sharpshooters and a commando. We go to the stairs beetween second/third floors with 3 people at the top and 2 below, 1 actively swiching beetween those two positions when ever needed. What happens is those 2 sharpshooters at the top can kill ANYTHING without breaking a sweat. At the lower staircase theres never enough zeds for 2 ppl, so no problems there either. Eventually you notice that 2 guys are just sitting in the back doing NOTHING, apart from occasional healing when a siren gets too near, or a husk happens to shoot a fireball in someones face.

The only way that defense would break is those 2 sharpshooters both missing a fleshpounds head, and lol as if thats gonna happen. Even if it did they would have enough time for second shots.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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yup. you got it.

therefor i propose next added item in KF is of type picnic chair. unfold and deploy + use to sit on to further enjoy watching. with secondary attack of whacking some one over the head with it..
 

fullauto

FNG / Fresh Meat
May 11, 2010
6
0
0
big stone gap ,va
When i play solo the zed's will sometimes spawn within 10 yds of me. I do agree though that the spawn times should be faster as the difficulty increases.