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?
About KF2...KF2 is not KF1. Also, there were a lot of in-depth mechanics, but most people ignored them it seems. Especially Sharpshooter had ways of taking out entire waves of FPs and Scrakes without much troubles (if you knew how). Also let me not get started about Berserkers in KF1 lol.
I understand the point that you just want to get in there and have fun, like you did in KF1. But I have to point out that simply doing what you want barely got you anywhere even in KF1 (Suicidal and HoE, especially).
Anyway...yes they are trying too hard you could say, too much changes at the same time. Agreeing there totally.
No, the new changes about resistances are not a bad thing. You can always go for the head and mostly ignore their resistances (Like you did against FPs in KF1, only Firebug had problems their, obviously). This will get you somewhere, even in KF2 - The head is always vulnerable as hell, and has around 1/4 to 1/3 hp for most Zeds (exception - Siren, Husk, Crawler). If the head is gone, the Zed will follow soon.
To me, it just makes sense that a big, bulky, with metal reinforced brute does not care too much about fire, bullets, etc., but takes massive damage from an explosion due to his body being a much bigger target.
Anyway - Important is that we all keep in mind KF2 is an evolution, Zeds are supposed to be more versatile, less predictible, but so are we. Although most of the not-being-predictable comes with Zedporting, which is still annoying.
What I would like to see though are bigger maps. A lot bigger. And no Zedporting, but them moving through the map unlike we can (jumping on buildings, using shortcuts through, for us, non-accessable ways)
And yeah, it seems like the Devs forgot a few things they wanted to focus on in Early-Access. Or they have it going, and are just refining it. I do not know that.
As of now, I like KF2. But if I go public, I see too many people abusing cheap methods of taking out things (Berserker plus Med, SS Sniper spam on everything, Demolitions unloading on anything they see, etc). This is not really something that I like, lately.
Anyone remembers the first build? The Zeds were tough back then. More of them, less resistances, but more aggressive. I miss that a bit right now. You can hold them back to easily now, it seems.