Lt.Fenix;n2320846 said:Is this game even salvageable without major gameplay revisions?
Honestly, I find the basic gameplay scheme to be really really dumb.
- The majority of the maps are corridor cluster****s where scrakes spawn around corners and instagib your intestines.
Every time I try a new map, I'm instantly disappointed because the map designs seem so lazy.
There are typically specific, less-bad camping spots on most of the maps, which generally share the trait that they're more open so you actually have some space to maneuver.
Deviate from those spots, and you're liable to get insta-gutted by a dumb scrake that spawned behind a corner, or quickly get blinded by and/or inhale a lung full of green **** that the devs seem to love, and then get toasted by a husk or something.
Or a group of fleshpounds spawn right behind your back and charge at you with an attack that can't be dodged... then a scrake spawns around a corner again and slices your stomach open. Have I mentioned that I hate around-the-corner spawning scrakes?
- The amount of money you make depends on how many zeds you kill, which promotes selfish behavior, instead of some sort of reward system based on what proportion of the team survived or something.
Now we have this dumb upgrade system where you can spend 3000+ upgrading everything to "tier 5".
- Whenever you die, you only drop the current weapon you're holding and the other ones simply vanish.
Not sure what the point of this is, other than to frustrate the player.
Then, when you respawn, you have to try to run back to where you think you dropped the gun, and then try to make it to the trader in time, which often fails, leaving you with very little ammo so that most likely you'll die again.
If you upgrade more than one gun and you die, well then you're boned, because you're losing all but one.
Also, why can't you hold more than one gun of the same model? A teammate with the same model of gun that you dropped can't pick it up for you because of that.
This is just sort of an unstructured rambling post, but it's so frustrating because this game seems to have so much potential, yet there are so many issues that destroy the fun so often.
Oh lovely, another response by someone with two braincells to rub together! Maybe we'll even get TWI's attention at this rate ha
You're obviously a good enough player to notice how the game cheeses you with black swan spawns if you're doing the lion's share of the damage and / or surviving waves that the rest of your team can't.
For those of you who regularly see zeds charge straight past you as if you ain't even there, it's probably because the game conductor has put out a hit on whichever player's murdering half of each wave on his own. That's why in a lot of games the zeds all go straight for the zerker and ignore the friend whose turn it is to pocket medic whilst the zerker just sits there spamming mouse1 with the katana or something. But have any of you ever been having a decent game as sharpie or demo, smashing one big zed after another, when suddenly 3 FPs come from nowhere and charge straight past your entire team to make _sure_ you're dead no matter how many medic nades are at your feet etc? That's the "game conductor" for you... I have a hilarious video that was taken from the Evac Point roof that you can jump off of where a raged fleshpound on the other side of the map can be seen charging past the five guys at ground level beneath me and then all the way up that long staircase just to hit me... It has to be seen to be believed to be honest
The zeds do seem to "re-think" their target every once in a while, but only when it's annoying really. That's why if some stalker or something runs straight past you you can't give her your back and leave her to your team because (especially without line-of-sight on her initial target) she's bound to come back to claim 40 — 50% of your armour the second you've lost interest. I've actually seen squads of stalkers run around someone and then suddenly all decide to just stop and attack the nearby player instead... The result: that poor player dies immediately (unless playing zerker or medic of course) and invariably has no idea what just happened to them or that I'm watching and giggling about it because someone other than me got black-swanned for a change
Perhaps it was done to make the overall pace faster just a couple of years ago when the game was far less complex and much easier, but it's too much now and even though most players simply don't notice what's going on behind the curtains, those of us who have hearing and awareness strong enough to be able to _hear_ exactly where every zed is coming from no matter how chaotic the wave is... It's pretty obvious to us that we're being cheesed by the game when for example a trio of husks spawn around a corner—in mid air because it's a bad spawn area or whatever—and audibly make that ridiculous cartoony sound they make when they've been airborne and landed on something. When I used to play quite a lot last year I found some spots where you could jiggle around a corner and eventually see a squad of 6 zeds appear in the middle of an empty room if you timed it right, but perhaps it was tweaked just enough to not be _that_ obviously broken
The money situation is another great point and also why I have to wonder what's going through their minds sometimes... It's bad to the point where if I've started say a 10 wave HOE with one or two players, and then another couple of players join for wave 2, it's pretty much guaranteed that either we're all dead or that I'll effectively have to play with the expectation that I'll be clearing the wave on my own once they're all dead (IE, instead of making sacrifices so that I can sub them enough money for a T2, I'm maxing out my deagle ammo and hopefully have enough left for a 101 to keep the economically-crippled new joiners alive long enough for them to have a measurable impact before they get EDARed)
As if it weren't already a bad enough idea to take away the incentive to share money unless you're effectively buying heals from a medic, some of the upgrades are laughably poor as well as sh!t expensive... The zwei has been a worse weapon than the katana for a _long_ time, and now its upgrades give 5% extra damage each for a small fortune? Why would I do that when I can just upgrade my crovel with damage that actually has an impact instead? I've literally ran around in a few recent games with spartan / butcher / parry / smash so that when my mando drops a nice zed time headshot combo I can charge straight into to a group of fleshpounds and begin sawing their heads off with the damn starter weapon! Meanwhile the upgrades for some weapons like the DBS and the pulv are nothing but a waste of money for those who haven't looked at the stats... You're just paying to be slower, and speed is one of the only things that can keep you alive in the new just-play-an-open-map-and-run-for-your-life meta
The weapon drop / trader problem is a bad one too... There are maps like Manor and Hostile which simply ain't worth playing because a bad wave can mean being trolled by a trader that's underground and then it's often GG. Perhaps weapons could be sent back to the trader instead of dematerialising when they de-spawn from the map and then I don't have to risk my ass cycling them whenever I'm on a rescue mission. The whole get-to-the-trader thing always seemed like a pointless bunch of bull**** to me anyway, just another reason to keep warping my pinky by holding down sprint constantly rather than getting a break for a minute, but I guess the KF1 nostalgists won't have it being gotten rid of so perhaps extend the trader time to 90 seconds or something now that it can be skipped...
Shame, such a great game in many ways, and so great for practising the kind of raw aim and reflexes and critical thinking that close quarters shooters like those all need. The changes I'd like to see are:
1. Less contrived / more transparent spawning (even if it means that more zeds can be spawned at once)
2. Fixed hitscans so that the deagle and magnum can penetrate corpses just as well as the nail gun or med shotgun (please someone else back me up on this)
3. I'd love a fix for the way zeds can Pac-Man around 90 degree corners without slowing down but I'd settle for some of them making a little more noise if that's hard owe to game engine limitations
4. Class balance, and I mean real balance... I don't care how much damage mando's backup 9mm does, why are medic and zerker still OP? Medic's been OP since day zero; can't be that hard to deal with surely? Medic can syringe himself every 2 seconds and vampire basically makes zerker idiot-proof on its own without any of the rest and that's why the meta in the beta has shifted _back_ towards those two being stacked... Either they need to be a little weaker or other classes all slightly stronger or else preferably both
5. Weapon balance... I tend to think the weapon upgrade system could be okay with a few tweaks till it can be made more comprehensive, perhaps toned down $ values and perhaps permanent upgrades that can be bought and sold separately (a medic will quite obviously rage-quit now if they die holding their pistol and RIP a fully upgraded shotgun and assault rifle)
I'd really love to just see some basic things for #5, like zerker speed applied to the nail gun, boomstick nerf reverted but make it T3 and the M4 T2, M16 either buffed or relegated to T2... Basic things that ought to have been changed years ago and would make 3 rather useless weapons (vlad, m4, m16/m203) suddenly viable.
From what I've picked up from others what they really want is:
1. Respectable loading times
2. Endless mode without these retarded Binding of Isaac curses (people tend to prefer to disconnect at the beginning of a wave rather than try to play melee against zeds that are made out of dynamite and I don't think it should take an off-the-charts IQ to work out why that's just piss poor gameplay)
3. The robots seem to have rustled a great deal of jimmies... I honestly don't mind them now that they can't freeze you through half the map... Forget the above, being pinned up against a wall face first so that I can't even parry the scrake that's trying to cornhole me... THAT'S about as bad as gameplay gets! I'd say perhaps halve their general numbers and perhaps create a robot boss (I think most would agree that general zeds have too _much_ variety whereas bosses have too _little_)
4. Reload cancelling, don't use it so don't care but I think decreasing reload times and also weapon switch times across the board would make the game feel less clumsy if the increased difficulty and faster pace are there to stay
5. I think a couple of extra difficulties will sort out the big elephant-in-the-room problem that KF2 has where players simply feel as if they have every right to play HOE because they're level 25 now or else they could just about handle it a year ago when they played last... I honestly don't mind carrying games as long as a) players aren't toxic and b) the game engine isn't trying to troll my game and waste my time with yet another never-seen-before black swan event every single step of the way and the vast majority of the time it's owe to contrived "ha ha you're dead now" spawns... I don't mind dying if I miss a key shot or make a poor decision but to make no mistakes and still be forced to die... I do not miss that about KF2
Now honestly, I'm not a game developer, but I've been writing code both for business and pleasure for almost 20 years so I'm not a complete idiot either... I know for a _fact_ that if I were to sit down with one of the developers over the weekend with a few beers probably half of those changes could be made in an afternoon, a couple of others after grabbing a bite, and then maybe loading time optimisation and an EDAR boss get left with you guys to deal with over June... So what's the problem? Where are the excuses? If you don't care then fine but if you want the players back who left in the last month then I just made it _real_ easy for you
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