In recent times I've been pretty concerned about some of the design decisions for the game. I know this is something you've heard time and time again. Resistances, PvP, Knockback, things of that nature. As isolated features you can say why each on their own may not be good for the game. But I feel as though these are a symptom of a much greater problem.
Trying too hard
I feel as though Tripwire are forcing teamplay through resistances, new strategies through knockback and new ways to think about the game entirely through PvP. It seems as though there is a goal to make KF2 far more than just a simple co-op horde shooter. All these stats and weak zones / vulnerabilities make it seem as is TWI are trying to create a complex and in-depth meta for the game.
In my mind Killing Floor has always been a simple game. In all the hundreds of hours I played kf1 I never knew of resistances or payed much mind to the optimal strategy. I felt as though there was no need to think about what weapon counters what. I just picked a gun I thought was cool and killed **** with it. I can't say I expected a whole lot else for Killing Floor 2 in that regard either. The things I loved were music, gore, the characters and the atmosphere. Never much more.
To me it seems as though Tripwire are trying far too many experimental features that either force some kind of meta or fly in the face of the formula that the original established. Of course early access is a time for experimentation and trying new things, but I feel the recent additions don't even feel like the game I thought I was buying.
Don't see this as a complaint but more of a question. Will there be a focus on more basic or simplistic features in future? Improvements to the gore like more dynamic blood decals, extra body deformation, new animations, more organs?
Can we expect an easier implementation of soundtrack modding as right now it's quite awkward.
Maybe some more kick to the audio and particle effects or weapons? Lingering smoke trails, casings that sit around for the entire length of the game? How about an animation for a single shell reload on the DBS. These were all things I felt were the focus of those cool dev diaries we had before early access began but it seems like there's been a focus shift.
It's all my personal opinion but these small, yet fun and pleasing features are what make Killing Floor the game I love. I never really wanted anything more extravagant for it.
Does Tripwire intend to update these smaller features that improve the overall quality, immersion and aesthetics of the experience or are we shifting away into larger and more experimental features?
I would also like to know what you guys think? Do you want large changes which shake things up and potentially change the game for the better or would you prefer smaller changes which improve upon an established formula?
Trying too hard
I feel as though Tripwire are forcing teamplay through resistances, new strategies through knockback and new ways to think about the game entirely through PvP. It seems as though there is a goal to make KF2 far more than just a simple co-op horde shooter. All these stats and weak zones / vulnerabilities make it seem as is TWI are trying to create a complex and in-depth meta for the game.
In my mind Killing Floor has always been a simple game. In all the hundreds of hours I played kf1 I never knew of resistances or payed much mind to the optimal strategy. I felt as though there was no need to think about what weapon counters what. I just picked a gun I thought was cool and killed **** with it. I can't say I expected a whole lot else for Killing Floor 2 in that regard either. The things I loved were music, gore, the characters and the atmosphere. Never much more.
To me it seems as though Tripwire are trying far too many experimental features that either force some kind of meta or fly in the face of the formula that the original established. Of course early access is a time for experimentation and trying new things, but I feel the recent additions don't even feel like the game I thought I was buying.
Don't see this as a complaint but more of a question. Will there be a focus on more basic or simplistic features in future? Improvements to the gore like more dynamic blood decals, extra body deformation, new animations, more organs?
Can we expect an easier implementation of soundtrack modding as right now it's quite awkward.
Maybe some more kick to the audio and particle effects or weapons? Lingering smoke trails, casings that sit around for the entire length of the game? How about an animation for a single shell reload on the DBS. These were all things I felt were the focus of those cool dev diaries we had before early access began but it seems like there's been a focus shift.
It's all my personal opinion but these small, yet fun and pleasing features are what make Killing Floor the game I love. I never really wanted anything more extravagant for it.
Does Tripwire intend to update these smaller features that improve the overall quality, immersion and aesthetics of the experience or are we shifting away into larger and more experimental features?
I would also like to know what you guys think? Do you want large changes which shake things up and potentially change the game for the better or would you prefer smaller changes which improve upon an established formula?
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