What We Are Up To - Feedback

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mistincat

Active member
Jan 18, 2015
1,013
2
38
England
Please don't overlook the game audio. There are a lot of audio volume discrepancies on the weapons, certain weapons give the appearance of bugging out due to the volume being too low.
 

abanomex

FNG / Fresh Meat
May 12, 2015
64
0
0
「 yurica 」;1410405 said:
I think a simple fix to this is just give the Eviscerator aim down sight. It has very good DPM but loses out to the hammer when it comes to DPS. People run with the hammer because they can parry with it, cause stumble, and deal instant damage. Adding ADS to the Eviscerator will make headshots reliable and give a lot of incentive to use it.


No, just make it able to parry with it and it will be fine.
 

NappingPlant

FNG / Fresh Meat
Apr 22, 2015
3
0
0
Any word on fixing game start-up crashes? I bought this game day one, went though all the fixes and still can't play it.
 

Massacrer

Member
Mar 26, 2012
933
5
18
hzgaming.net
My thoughts about some of these listed Work in Progress chagnes:
  • Berserker is underpowered at mid to high perk levels (15-25) is underpowered in terms of damage dealt to ZEDs, in comparison to other perks. Eviscerator falls under this part as well, since the damage dealt by the weapon when used in an in-game situation does not contribute much to eliminating large ZEDs.
  • Circle Exploiting is used due to the high ZED damage and resistance of Scrakes; Scrakes need to re-balanced prior to fixing Circle Exploiting (which can probably be fixed based on detecting player locations and the speed at which the Scrake turns around).
  • Some of the perk skills currently available needs to be removed or modified to increase its applicability for in-game purposes (One example is the Night Vision mode, which drains the battery at twice the rate of flashlights and should be fixed). Approximately 70% of the skills are not really useful and do not contribute to assisting players in-game against some ZEDs (like the current Scrake).
  • The Flamethrower and the Katana are not currently used in-game at all (I believed this will change when the new update comes out) due to the fact that it does not reward with any XP. If any weapons (such as these two weapons) are released in the future as an "early release", but the perk that it belongs to is not released, it would be great if this special category of weapons can reward the player with XP for the perk that they used the weapons with (whether it be at a reduced rate or at a normal rate).

My thoughts about additional items that could be added in (if this can be mentioned):
  • The current downloading system does not provide a user with cancelling the download (like how it does in KF1 with pressing F10). In addition, the downloaded files would be deleted from the directory (if there is even one used for downloads) upon exiting the game and would need to be re-downloaded upon starting the game again (in comparison to KF1, which allows downloaded files to be kept for a period of 30 days by default). Furthermore, if a player's files experience a mismatch error and the file is downloaded, then the player would be stuck in the loading screen and would need to press ALT+F4 in order to exit the game. It would be great to see this downloading system to be implemented again.
  • ALT-Tabbing too many times (3 to 4 times in one session, to be exact) apparently forces the players to exit the game (and the game icon is not shown on the taskbar), yet it is still running according to the Task Manager.

There are some other changes that I would like to mention (such as, Poosh's suggestion for allowing >6 players servers), but I believe the current situation requires the list of things mentioned in the original post to be changed or fixed based on current feedback from players.
 
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warrior98

FNG / Fresh Meat
Apr 28, 2015
18
0
0
Oh WOW! Thanks Yoshiro for the update! You guys are the best. I did not expect a "What we are up to" this week, but I'm glad that you gave us one! Hype for the next update :D.

EDIT: Also, I would like to point out that zeds jumping up so high in the air is really annoying. I heard that it was intended to be like that, but I think you guys should make it so that they have some kind of animation or just plain out don't jump so high in the air.

Also another thing is that sometimes the hitbox doesn't work. For example, I was in Zed time and I shot a Cyst in the head 2-3 times with my 9mm (this was at manor, at the door of the hallway on the right of the spawning point for 1st wave), and it didn't register my shots -> didn't kill the cyst. Some weird issues with hitbox (could be only at manor), but I have also noticed the double-barrel hitbox doing the same. Shooting through a gorefast and it doesn't die isn't very entertaining :/.
 
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GTG3000

FNG / Fresh Meat
May 29, 2015
3
0
0
I just hope teleporting becomes less of "you can NOT run" and more of "you can run, but zeds are always close". It's seriously annoying that you can no longer kite zeds when you're last one of your team/low on ammo, it's either kill or be killed and it doesn't matter where you are or what you're doing - you're always in the center of a crowd.

Same as with doors, I guess. No longer any point in using the welder, no longer any point in moving around.
 

GTG3000

FNG / Fresh Meat
May 29, 2015
3
0
0
I really wonder what weird weapons we are going to get once classes are fleshed out.

I hope one of them is a medical sprayer - e.g. an expensive and heavy gun that sprays same stuff as healing 'nade. On the up, it's immune to sirens and can be directed/conserved. On the down, it's more expensive than 'nade and eats ammo quickly.
 

thefleshpound

FNG / Fresh Meat
Aug 27, 2010
147
17
0
Finally, remember that if all of us - every single, even barely active person on these forums - completely agreed on one change, we would represent less than one percent (.034%) of KF2 players.

Everyone is able to sign up on the forums, use the Steam community hub or any other existing channel to participate in the discussion. The participants create polls or discuss topics in order to exchange feedback with others and to provide feedback to TWI as a form of thought-provoking impulse – no more, no less. Since you guys probably already have your plans for the game, it's up to you to pick up on something and discuss it further inside the team. We can't tell you what the silent majority of the KF2 players is thinking. Even if we were representative of them in some way, we wouldn't know to which extent.

From what I've heard, there is already detailed statistical data about the events in-game. It can be combined with input that reaches you through the various feedback channels the community uses and input from the team. How all of this goes together in the end is, to put it bluntly, none of my business. Still, if numbers and percentages are seen as an important factor of decision-making – which I'd agree with – then it might be a good idea to think of ways to 'activate' additional parts of the silent majority, e.g. by further lowering the participation threshold.
 
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Misty

FNG / Fresh Meat
May 11, 2015
26
0
0
[*]Circle Strafing - We need to react to the fact that it is really exploity, non-exciting gameplay

I don't see why everyone seems to have an issue with circling scrakes. After many of my own attempts at doing this it seems extremely risky on higher difficulties, not to mention you need a lot of space to do it and no other zeds around. It seems more like a technique rather then an exploit. It does require skill and it does require experience. (always running around the right side of the scrake, if you go left you may get a chainsaw to the face.) Besides this much much harder then 2 crossbow bolts to the head. That's why I honestly don't see how this is an exploit.
 

Massacrer

Member
Mar 26, 2012
933
5
18
hzgaming.net
Everyone is able to sign up on the forums, use the Steam community hub or any other existing channel to participate in the discussion. The participants create polls or discuss topics in order to exchange feedback with others and to provide feedback to TWI as a form of thought-provoking impulse
 

cheesellama

FNG / Fresh Meat
Jul 14, 2014
525
0
0
In hell
  • The Flamethrower and the Katana are not currently used in-game at all (I believed this will change when the new update comes out) due to the fact that it does not reward with any XP. If any weapons (such as these two weapons) are released in the future as an "early release", but the perk that it belongs to is not released, it would be great if this special category of weapons can reward the player with XP for the perk that they used the weapons with (whether it be at a reduced rate or at a normal rate).

That's unnecessary. It will become a useless feature once the game is fully complete, and perk progress will probably be wiped out throughout early access.
 

Ryno5660

FNG / Fresh Meat
Jul 11, 2009
1,955
7
0
Norfolk, UK
Caulk 'n' Burn eh? Interesting, the choice to use a caulk gun...Handle suits it.

Butane gas flamethrower, both barrels for you bastards! I like it! Tier 1?

I'm excited!
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
881
10
0
Systems
Game mechanics and systems can get complicated very quickly. And making changes to those systems can often result in [deep booming mysterious voice] "unintended consequences". Mechanics are also often misunderstood at first, and then, like a light bulb turning on, are understood and exploited to their fullest potential.

I don't know...you got a lot of armchair game design experts around here. :rolleyes:


And as an added bonus, here is a first look at one of the Firebugs weapons: The Caulk N' Burn

Spoiler!
Oh god, is this implicit confirmation that firebug will be part of the first wave of perk releases!? yeaaaaaa
 

SecondOrbit

FNG / Fresh Meat
May 4, 2015
3
0
0
I spent about an hour looking what chemical is in that tube
finally i got the name ,its the Ethyl Ether Anhydrous right?

If im not wrong... I found thats extremely flammable and can cause explosion.
I wish we get an alternate fire that blows all the liquid out and deals heavily explosion + burn damage :D
 
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CrashFu

FNG / Fresh Meat
May 11, 2014
1,143
0
0
Ohio
Things to remember:

  • These are things we've heard from you and put on a list.
  • These are not promises, some are not vetted/agreed upon/scheduled.
  • The same people that tune perks also make new perks and new perks may change your views on perks.
  • If you later claim "You promised you would change (item from the list) for the next update" I will remind you that we did not.
  • Steam advises customers to buy early access games when the current state of the game is an acceptable value.
  • Steam advises developers of Early Access games to not discuss or promise future features or delivery dates.


Oh no... you may have made a huge mistake here, then. Even with a disclaimer like this, you reeeeeaaally should not have mentioned anything that isn't 100% guaranteed to happen..

I personally won't care; I understand that game development is a fluid process and all that, and I'm confident you guys will make things work out just fine in the end. I'm sure most of the community feels the same way...

But if you wind up not doing even ONE thing on that list you'll never hear the end of it from some people. I know a certain little game, had an Early Access, developers made a list of things they were interested in implimenting... they wound up delivering all but two or three things on the entire list by release and yet all anyone talked about for months was "unfulfilled promises" and "incomplete game" and "abandonware" .... and then we got that change to the steam EA guidelines. :(

Some people get so dead-set on expectations that they won't settle for even 1% less. Be prepared to put up with a lot of irrational, entitled whining in the coming months.


P.S. I have no idea how a caulking gun works but I am excited for this new firebug weapon. I hope the results are big and flashy.