1) There are many modes that are wanted by various parts of the KF community. Some are new modes, some are modes that existed in KF 1. We did actually make a PVP mode for KF 1 that we never released as we did not feel at the time it was coming together at that time as we hoped and we always planned to revisit it.
We have plans and prototypes for several other modes but nothing is far enough along that we are prepared to talk about it. Most likely any of those that we ship will come post official launch.
2) You nor anybody else is funding KF 2 development with the purchase of KF 2. Sales of KF 1 and Red Orchestra 2 funded Killing Floor 2. Funds from KF 2 sales go towards the next project, funds from zedconomy/trading floor are targeted towards post launch support.
3) The PVP mod in the live steam is a mod and now available on the Workshop. But one of the main reasons we did our game jam is one we share with other companies that do them. They help promote internal ideas and prototypes that we can potentially bring forward.
4) Balance is our number one concern with the existing Survival mode and we continue to bring out the planned content for it as fast as we able. The Game Conductor is all about balance and making the game more consistently fun for players as is the Live Update system going into the next build.
I know I have stated this before and it seems like you either don't believe me or choose to disregard it but our systems programmers who work on our analytics, tools and the zedconomy do not take away from our gameplay programming ability as they are not gameplay programmers. And even among gameplay programmers there are specialties and programmers better suited to certain aspects such as weapons programming vs gametype development and so on.
Our production team works hard to make sure we have little downtime in our schedule across any department so they always have something in front of them to work on and towards. Some times unexpected things happen in our pipeline such as having to go back and rework items due to player feedback (which we underestimated in our original schedule) or personnel loss and having to find and train a replacement (this is a normal part of most industries and we trend far below the average of churn of the games industry but it still hits us and has hit us more as we have grown).
Are you trying to say this PvP mode is not taking resources from the PvE mode? Or in other words, PvE mode's development isn't being slowed by the development of PvP mode?
If this is the case than ok. If this is not the case, than this is lame. Good to know zed economy isn't slowing KF2 development though, I was worried that was THE main reason for the development pace.
I hope PvP mode isn't the cause, and development is just slow.
And where is the linux server? lol.