Weapons on the ground now vanish between rounds

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Steg

FNG / Fresh Meat
Aug 10, 2009
133
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So Yoshi says that in order to make room for the new weapons, they had to free up some memory, so weapons on the ground will vanish between rounds.

No more stockpiling! Also, more frantic weapon trading during trader time! I wonder if this applies to ground spawn weapons, also.

So, does the community generally have a positive reaction to this change?
 

Ferrari5180

FNG / Fresh Meat
Oct 23, 2010
114
25
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Its not a big deal, but having an extra crossbow on Hell on Earth while Sharpshooter is a must if you ask me. I think they should put it back where a certain number can be stockpiled, rather than removing it all together.
 
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Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,594
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hmm... well if it is just because of the new zeds... its ok :) but if it is forever... idk

I would really get my weapon after I died or something! but I guess I should just stop dying alltogether!
 

Fronk

FNG / Fresh Meat
Dec 6, 2010
67
9
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I never really thought of Stockpiling as cheating, although I didn't see it as a very "fair" practice. I didn't mind if others did it, didn't do it myself. I'm completely fine with this change.
 

[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
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It isn't because of the new zeds, its because of the new weapons. Originally KF loaded all the weapons into memory all the time. But now with adding 7 new weapons, we had to free up some memory. So now only the weapons in play are loaded into memory. To do this the weapons have to disappear between rounds at the end of trading.
 

FluX

Grizzled Veteran
Oct 26, 2010
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Guys just think of this as a new challenge that will force more people to work together with the whole ammo situation. People will have to watch their ammo and may stop people trying to solo on some difficulties. Im 100% behind it and wondered why it wasn't done before :)
 
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Ferrari5180

FNG / Fresh Meat
Oct 23, 2010
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What happens when someone dies? They lose their weapon? Seems kind of hard and necessary if you ask me. Not a big deal like I stated, but a better approach could have been taken.
 
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FluX

Grizzled Veteran
Oct 26, 2010
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What happens when someone dies? They lose their weapon? Seems kind of hard and necessary if you ask me. Not a big deal like I stated, but a better approach could have been taken.
You have read it wrong. At the END of the trader time (so start of a new wave) the weapons are removed from play (on floor only). The players who died have the whole trader time to pick it up.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,065
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Sheffield, England
Positive addition to be sure, my guts turned over everytime I gave a fellow Firebug a few hundred to buy some supporting weapons for his FT, and he would go and buy 3 or 4 FTs instead.

They would also turn over whenever a Sharpie would spawn loads of crossbows as well. Used to/still does get right up my nose.
 

jd641

Active member
Aug 29, 2010
683
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USA
It doesn't bother me that the weapons will disappear when the new round starts but I'm a bit puzzled how seven weapons will cause memory problems.

Can you give the memory usage figures for the original weapons together and what it is with the additional new weapons? Maybe there's an optimization that Epic can help you with that could allow better memory resource usage?
 
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djsatane

FNG / Fresh Meat
Jan 31, 2006
203
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New York City
cuih.dyndns.org
It isn't because of the new zeds, its because of the new weapons. Originally KF loaded all the weapons into memory all the time. But now with adding 7 new weapons, we had to free up some memory. So now only the weapons in play are loaded into memory. To do this the weapons have to disappear between rounds at the end of trading.

While at the surface this is not a big deal, however on difficulties such as suicidal or hell on earth this is quite big of a change. A lot of players would drop around strategically weapons such as rifle for rounds when they may run out of ammo holding a specific spot or pattern, and people would also buy and bring weapons for other player because they couldnt carry it durign trader round. This seriously takes away a lot from strategy on suicidal/hoe for a lot of teams. Yes players can adjust but I just wanted to mention this is in fact big deal. I assume pipe bombs planed 1 round earlier still stay around the next?
 
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Munk

Creative Director
Dec 1, 2005
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It doesn't bother me that the weapons will disappear when the new round starts but I'm a bit puzzled how seven weapons will cause memory problems.

Can you give the memory usage figures for the original weapons together and what it is with the additional new weapons? Maybe there's an optimization that Epic can help you with that could allow better memory resource usage?


The issue is for people with lower end machines. There's alot of people that are right on the line as far as memory is concerned. We don't want people that had enough memory to run KF before the patch to suddenly not be-able to run it due to an update. Also by doing this we can keep adding new content without having the memory get out of hand.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
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Also by doing this we can keep adding new content without having the memory get out of hand.

Oh thank god for this. :IS2: I thought that this meant that with the new weapons, memory was getting a little bit tighter so weapons after that wouldn't be as doable.

Yay. c:

Also, I don't really have a stance on this eliminating weapon stockpiling. My friends might be annoyed by it, but I personally, do not stockpile.
 

AmEyeBlind

FNG / Fresh Meat
Feb 15, 2011
8
6
0
Ibbenb
not enough ram nowdays? really? its so god damn cheap that i cant imagine that some one doesnt have enough ram already. why do we allways have to suffer because of people that play with calculators?

well anyway, i dont like that new feature at all. we usually play hoe with brute, and we almost need spare weapons all the time on wave 10.

if you really want to keep this, please add more ammo to the guns.
 

EpharGy

FNG / Fresh Meat
Jan 3, 2011
1,350
63
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Australia
www.sykosis.co.uk
The issue is for people with lower end machines. There's alot of people that are right on the line as far as memory is concerned. We don't want people that had enough memory to run KF before the patch to suddenly not be-able to run it due to an update. Also by doing this we can keep adding new content without having the memory get out of hand.

Like female DLC characters? or more voices? more zed types? =D
 
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Rainydaykid

FNG / Fresh Meat
Jan 25, 2010
1,010
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While at the surface this is not a big deal, however on difficulties such as suicidal or hell on earth this is quite big of a change. A lot of players would drop around strategically weapons such as rifle for rounds when they may run out of ammo holding a specific spot or pattern, and people would also buy and bring weapons for other player because they couldnt carry it durign trader round. This seriously takes away a lot from strategy on suicidal/hoe for a lot of teams. Yes players can adjust but I just wanted to mention this is in fact big deal. I assume pipe bombs planed 1 round earlier still stay around the next?

KF gives you tons of ammo, I have gone 3 waves on HoE as a commando before I ran out, several times. If you are constantly running out of ammo, you need to manage it better. Most classes you can skip a trader and still have enough for the next wave.
 
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Deadbolt

FNG / Fresh Meat
Jul 23, 2008
670
133
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Well that is a bit disappointing to me. I usually only stockpiled 1 or two extra crossbows when playing on HoE with a full team, but I guess this will add an interesting new dynamic to the difficulty.
 
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