Teleporting Zeds Are A Game Balance Issue

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headbox

FNG / Fresh Meat
May 8, 2015
284
0
0
1.) The system no doubt exists to prevent the common end-round scenario where loads of time is spent looking for the stragglers.

Doesn't feel modern, breaks up the game's pace, and it can be very frustrating.

2.) It's not too effective and disrupts normal gameplay. Something will be changed about it's functionality; to prevent the zeds from re-positioning in the middle of a round or flanking the player when their pathing is blocked by a sealed door.
 

Schneider95

FNG / Fresh Meat
Jan 7, 2012
306
1
0
Paris
Totally agree.

One of the fun part of kiting is to be able to anticipate zeds movement. Teleporting completely break that
 

Raizen7799

FNG / Fresh Meat
Aug 31, 2013
187
0
0
Brazil
They should remove this teleport and also do not make the respawn so close. Pop up zeds in the middle of nothing in ur face is awful. Is a fake difficulty. This "teleport" had since KF1, but was just once (when the zed born), now is all the time. Both are bad.
 

-main-

FNG / Fresh Meat
Sep 8, 2007
320
0
0
the more I play the more I encounter zeds spawning right in my face, I can see them materialize in the air, like a magic spell, awesome! NOT! Makes me stop playing, its just crazy in this kind of game. Or when I leave a room and I know there wasnt anyone inside and there is no other entrance for zeds apart the one I am standing at, I turn around and behold, zeds are in that room and there isnt a way in? Is this the kind of gameplay we want to encourage?
 

mokov

FNG / Fresh Meat
Jul 9, 2009
495
18
0
Valle de Aburr
nomas.vinagreta.net
omg, you are fighting against the nature of this game. if you take this out not only will be make much easier the game, you will complete destroy killing floor


I hace 135 hous in kf2 and more tan 1k in kf1. the spawing system its far much better than KF1, its closer but its cleaner.

predictible zeds are funnier? you are wrong
 

-main-

FNG / Fresh Meat
Sep 8, 2007
320
0
0
predictible zeds are funnier? you are wrong

Gameplay should be based on fighting monsters and dealing with their abilities and combinations of monster packs not fighting the spawning system and laws of logic. And spawaning in the air is just nuts.
 
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outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
Gameplay should be based on fighting monsters and dealing with their abilities and combinations of monster packs not fighting the spawning system and laws of logic. And spwaning in the air is just nuts.

I complainted this in KF1 but nobody thought that's a problem, now they make this spawning system 10 times worse finally people start to think that "oh... ninja zeds should not be in this game".
 

mokov

FNG / Fresh Meat
Jul 9, 2009
495
18
0
Valle de Aburr
nomas.vinagreta.net
Gameplay should be based on fighting monsters and dealing with their abilities and combinations of monster packs not fighting the spawning system and laws of logic. And spawaning in the air is just nuts.

the game its about fighting nightmare creatures. is about horror and terror. I feel much more horror when a FP appears from nowhere than waiting for him in a corner with no worries on my back. Its just like an horror movie and nobody seem to notice this. just constanty crying cos not easy cheese win here. keep trying dude. Hard is better. And find logic laws in this game its a poor way to change it
 
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-main-

FNG / Fresh Meat
Sep 8, 2007
320
0
0
the game its about fighting nightmare creatures. is about horror and terror. I feel much more horror when a FP appears from nowhere than waiting for him in a corner with no worries on my back. Its just like an horror movie and nobody seem to notice this. just constanty crying cos not easy cheese win here. keep trying dude. Hard is better. And find logic laws in this game its a poor way to change it

Not saying it shouldnt surprise you. Anyways you know he is coming with the roar annoouncement (not needed i think). Also dont want to win easy as you say. Also not crying. Also how can you be surprised when you know he will teleport there. Hello, teleport, that word itself is a problem, zeds dont teleport. They spawn and walk towards you to destroy you.

I say i want tougher enemies but done properly, not breaking the game with easy solutions that look rly odd and dont make sense. Thats not horror, thats a sad comedy i am afraid.
 

outofrealman

FNG / Fresh Meat
Oct 29, 2009
1,848
336
0
the game its about fighting nightmare creatures. is about horror and terror. I feel much more horror when a FP appears from nowhere than waiting for him in a corner with no worries on my back. Its just like an horror movie and nobody seem to notice this. just constanty crying cos not easy cheese win here. keep trying dude. Hard is better. And find logic laws in this game its a poor way to change it

I beat HOE solo on 2 maps already, I dont want the game to be easier, but teleporting is not zed behavior. Unless they make a zed which can teleport, it wont fit. This is not a ghost game, the maps are not haunted houses, get your facts straight.
 

greenlemonade

FNG / Fresh Meat
Sep 20, 2010
793
189
0
I like the idea of not allowing ZEDs to teleport past welded doors.
The supports "Ammo" perk should be replaced with "Fortify: Doors welded by support receive 50% damage resistance".
Basically, make the support choose between Resupplying the team or being able to keep a door alive for twice as long. Ammo perk is not only horrible vs. resupply, its selfish and almost trolly.


Other than doors, I'm fine with the ZED teleport. Makes it harder for single survivors to kite for half an hour as their teammates watch.
 

Deli

FNG / Fresh Meat
Jan 22, 2015
61
0
0
It is scary as gameplay design. Have you guys played L4D2 Versus as infected? This is what happens here, bull**** spawns. I am happy that they found a way to solve stuck or lost Zed problem but c'mon. In Burning Paris, you know the stairs which goes to the courtyard right? Sharp left on stairs. I have died there many times because there are so many zeds spawning there when you're coming up. They come out of nowhere and you have no idea if it is gonna be a bloat or a scrake.

They spawn a little bit too close and little bit too quick. The guy you ran away from 2 minutes ago spawns right behind you. But it is a well-thought feature, just needs a bit tweaking.
 
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mokov

FNG / Fresh Meat
Jul 9, 2009
495
18
0
Valle de Aburr
nomas.vinagreta.net
Thats not horror, thats a sad comedy i am afraid.

in horror movies u can say the walking monster always teleport in front of the runing victim. thats what i mean. its an horror gag.

and still you fight the very essence of this game: check ur back, nothing; keep cleaning front, check your back again, PAIN!.

but u are right, this far less spooky than kf 2.5

i want to believe in future maps, like aa adaptation of sewers2005
 
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-main-

FNG / Fresh Meat
Sep 8, 2007
320
0
0
in horror movies u can say the walking monster always teleport in front of the runing victim. thats what i mean. its an horror gag. and still you fight the very essence of this game: check ur back, nothing; keep cleaning front, check your back again, PAIN!. but u are right, this far less spooky than kf 2.5

Yes I would like to do all this checking you say, but do it differently, teleporting is bad game design, thats all. This isnt diablo or WOW game, teleport is not rly possible for monsters yet.

Please direct me towards the horror movie you speak of, where this amazing feature happens?
 

Deli

FNG / Fresh Meat
Jan 22, 2015
61
0
0
Yes I would like to do all this checking you say, but do it differently, teleporting is bad game design, thats all. This isnt diablo or WOW game, teleport is not rly possible for monsters yet.

Please direct me towards the horror movie you speak of, where this amazing feature happens?

Every movie that has Jason in it. However this is an action based fps video game, not a horror movie. There are aspects to take directly and aspects that needs to be modified to a game well enough for it to work. KF2 teleporting is not there for the same reason that Jason teleports. And even in that movie, there are not more than one Jason to run from.
 
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mokov

FNG / Fresh Meat
Jul 9, 2009
495
18
0
Valle de Aburr
nomas.vinagreta.net
well... both are entertainment. i enjoy the fact that everyhing can gone wrong always and the lucky factor on each round.

you cant discuss the fictionality of teleport since they alredy materialize from the air. maybe teleport need fixes, but I can see the teleport system as a way to keep you tense at the very end and its just as unfear as the spawn system. But that was i mean about the lucky factor and entertainment and how enjoiable are the gags and easter eggs

Please direct me towards the horror movie you speak of, where this amazing feature happens?

almost in every splatter movie in history?
 
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Greasy_Mullet

FNG / Fresh Meat
May 2, 2015
156
2
0
When a zed teleports behind you its not terror... but frustration and completly kills the immersion of the game.

Nobody here is asking for an easier game. We are just asking for a better designed game and this teleport system is a LAZY way to try and make the game harder.

This is a deal breaker for me plain and simple. If it stays in the game then I wont. I still have KF1 which I love, enjoy and have no issue going back to.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
234
0
Well, current system is especially ridiculous when there are like 5 zeds left, including one SC, you run to heal a bit and reload... and the very scrake you saw two seconds ago behind you now emerges before you from around the corner.

Teleporting is a bad idea. When players are running, zeds from the tail end of the group could break off, take a different path and surprise players from the other side. Crawlers and lesser zeds could crawl back into the nearest vent / canal holes and emerge somewhere near the players. But current magical teleporting is just silly and lazy.
 

-main-

FNG / Fresh Meat
Sep 8, 2007
320
0
0
Well, current system is especially ridiculous when there are like 5 zeds left, including one SC, you run to heal a bit and reload... and the very scrake you saw two seconds ago behind you now emerges before you from around the corner.

Teleporting is a bad idea. When players are running, zeds from the tail end of the group could break off, take a different path and surprise players from the other side. Crawlers and lesser zeds could crawl back into the nearest vent / canal holes and emerge somewhere near the players. But current magical teleporting is just silly and lazy.

My thoughts exactly Vealck, thats how its supposed to work, design maps and zed spawning so it would work this way and the game would be amazing to play.
Or give them some abilities that, when there are 3 last zeds, instead of searchnig the map for them, give them some aggressive ability, like they get lonely or something and start going after players more aggressively, idk, something more believable but not a magic wand which puts all the team effort and cooperation to waste.