Fixed!
yoshiro can be a barret the tier 4 and a garand the tier 3??
Fixed!
Well I think it just depends on whether it gets implemented the way they're trying to. Ideally, I assume, it would still let you die but would just keep entirely unreasonable things like FP mobs from happening.
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Huh?
Continued to improve AI code to help prevent
I think the problem is that I didn't get what the Conductor was supposed to do. I figured it monitored/prevented those stupid things that are just not fair like having 3-4+ FPs spawned at once. Reading back over the OP again I see your concern, though I'm still curious how that would effect gameplay.Thanks for your response, but I'm not sure you understand my point.
I'm not saying that I think the game will literally make the players invulnerable.
It will (I assume) just make things a little easier. Like you said, as an example, prevent FP mobs from happenning.
That's what I don't want. If the game is designed to let something as challenging as being rushed by double FPs happen, then I want it to happen whether I performed well the previous wave or not.
When I select "Hell on Earth", I want the game to give me its maximum difficulty all the time.
One of the most major things I love about KF1 and 2 is that performance earlier in the game can have a snowball effect, and result in a wipe later in the game (or, more optimistically, a clutch moment).
I think it would've been better to ask the player what difficulty they mainly play on and how many hours they've spent on it compared to their regular hours. That way, when they check "yes" to using a perk leveling map it can differentiate between the people with skill and knowledge over the people who don't know crap about the game. For example: 800 hours played on HoE but 900 overall will probably have more experience over a person with 10 hours on HoE and 40 overall. Just a random example to show my point.