WWAUT - Modding Workshop

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[TW]ZeroSum

Tripwire Interactive Staff
Jul 15, 2015
99
0
0
Wait, did I read this right? Once we start a weld, we can't undo it completely anymore?

There was a rounding error where if you managed to unweld a door to less than 0.5% but still more than absolute zero, it would show the weld at 0%. That's what this addresses.
 

YtsorF

Member
Nov 23, 2015
101
2
18
Nowhere
I just hope we get an update on how the perks are coming along. Because as much as I hate to sound like all the whiners and crybabies on Steam and on here, It has been a while since any new about perks or anything, really, has come. ut I just hope my faith in you guys is good, because if you guys make me loose faith in you, I'll have no other developer to turn to.
 

ahcos

FNG / Fresh Meat
Apr 26, 2015
42
0
0
This game has insane potential, but updates just come too slow, especially considering there's just too much really annoying stuff in the game, like Hans' melee.

Now if this just was a regular game development this wouldn't be much of an issue, but considering this is EA it'd be great to have either more communication or more updates to keep players involved in the development of the game. At this point, i really do regret getting in on EA - not because the game's bad or anything, it's great and i had (and still have, although very seldom because ...) a lot of fun, but part of why i do like to support EA games in general is that i like to be part of something "evolving".

At the current state, it might've been better for me to just wait for the finished product so i'd have spared myself the frustration of a beta without the feeling that my beta testing and input actually has any impact. Yes, i know that i didn't write anything, but considering i have the feeling that a lot of the very crucial input brought forward by players in the forums isn't really dealt with in a reasonable timeframe (and i'm not even talking about actual patches, but rather communication!) i wasn't really "in the mood" to contribute.

I've said it once before - either communicate by action, like Valve does for example, or by just "dealing" with the community in another way, like WWAUT. But not once in two months, i mean... it really feels like this game's going nowhere.
I do wish Tripwire a lot of success with the game, but going for EA seems really, really pointless.
 
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oldschool

Active member
May 1, 2015
377
37
28
NYC
osghc.com
This will remove the need for redirects as the Workshop will be a global redirect that is constantly updated by the author of the content!


I hope this doesn't mean the end to redirects entirely, as a custom server owner the content I have acquired on my redirect is absolutely necessary to operate, mutators, mods, and custom maps, that took many hours to aquire and dial in settings for balanced gameplay. I hope this aspect doesn't get broke by code changes with an update.
 

Kuebic

Member
Apr 13, 2014
218
0
16
Waterloo, IA USA
urinetroublenow.com

I do agree lack of communication is giving off the impression that we are being ignored, but from what it sounds like in the case of the disappearing demo ammo, if they knew how to fix it, they would. They haven't found a reliable replication method to be able to even start to track down the cause, let alone a fix.
 

Juizer

FNG / Fresh Meat
Apr 22, 2015
208
0
0
I do agree lack of communication is giving off the impression that we are being ignored, but from what it sounds like in the case of the disappearing demo ammo, if they knew how to fix it, they would. They haven't found a reliable replication method to be able to even start to track down the cause, let alone a fix.
It is like this for more than 5 months. You can't explain how terrible the communication is by saying just "lack of communication".

Five months - ZERO posts about it.

If tripwire QC team can't do anything with it - they can at least SAY SO. So we (all those thousands of players) would know that and some of us would spend some time trying to figure this out just like the community (not tripwire) figured out what caused block/parry bug.

For me it looks like that by saying nothing they're trying to hush it up.
 

morventhus

FNG / Fresh Meat
Nov 28, 2015
4
0
0
Questions in no particular order:

1.Will there be any more additions to the zed roster? if so could we expect some mod favorites like the Brute showing up?

2. Are Crawlers still planned to walk on walls/ceiling? (I personally think this will make them way more devastating and awesome)

3. Are there any other abilities for the current zed roster planned that haven't been implemented yet? (ie crawlers on walls/ceilings)

4. Are you planning on adding more class weapons before/during/after the remaining perks are added in?

5. Is there potential for more perks to be added after the initial planned 10 perks? (just curious seeing how demo and firebug were added kf1 initial release)

6. Would you consider the adding the ability to choose which voice goes to a character? (I would love to use the classic voice with mr. Foster for example)

7. Sorry if this one was answered already but since the item shop was added does this mean all additional character models that will be added be free? or will we still have paid premium character models?

Bonus: Will we ever see nipple piercings return for ze bloat?


Thanks for an amazing game.
 

JRMFTW

FNG / Fresh Meat
Apr 16, 2015
77
0
0
Can't you decrease Hans melee damage temporarily for this Quality of Life patch? It would take 5 seconds and is by far the biggest thing affecting re-playability for me now.
 

Rattler

Grizzled Veteran
Dec 20, 2009
2,809
313
83
4) Why did you change FP's AI so much from the first game? You had an interesting mechanic that people liked. Now the only way to kill him without someone taking damage is team spam or exploiting pathing AI.

If I am not mistaken I think someone said that scr and fp's "behavior" in KF1 is actually an exploit/bug which causes the npc to reset it state making it possible for you to kite it forever and it was never intended to be like that but they left it like that for whatever reason.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,815
234
0
Best quality of life improvement ever would be a screen shake off switch.
 

Mr. Someguy

FNG / Fresh Meat
Sep 16, 2011
245
0
0
Can't you decrease Hans melee damage temporarily for this Quality of Life patch? It would take 5 seconds and is by far the biggest thing affecting re-playability for me now.

Agreed with this, Hans should be possible to fight without having a good mid-level Berserker take all the heat.
 

ahcos

FNG / Fresh Meat
Apr 26, 2015
42
0
0
To-hit forumula adjusted again. This time we're trying a hyrbid formula which draws part of its value from a tweaked original formula that is more linear, with a bit of more comparative equation for a slight diminishing return. The starting crit threshold has been redued. This should boost crit chance for everyone relative to the previous formula but relative to the older formula, it should be easier for builds with lower OA (unless its really bad) to hit and crit, while stacking OA will not get you to quite as high of a hit chance as it would previously. At this, this is the idea. I'm unleashing it in this hotfix because the past attempt fell flat and this can only be an improvement... but I'll also need feedback from a bigger pool of players to see if we're on the right track.

And this is how other developers deal with those little annoyances (Crate developing Grim Dawn, currently EA aswell). They've a already very polished product (that was very well playable 9 months back, mind you) that got tweaked and balanced all the way with the help of their passionate and active playerbase. And sometimes they said they do not have a solution for things, and that we should keep giving feedback. And then they solved it.

But also they released tons of content, and high quality content at that. Well, idk.. my programming skills are mediocre at best and i've little insight on game development, but i do feel something is off here with KF2
 

BlackSpawn

FNG / Fresh Meat
Dec 31, 2015
26
0
0
Possible items to be discussed in the livestream:

-Zedconomy iteration:
I am concerned and interested in knowing what portions of the Zedconomy/Trading Floor are up for iteration and modification. Many players have voiced concerns about the current MicroTransaction options for Zedconomy items: keycrate RNG vs Steam market. Personally, I would like a TWI direct option for a closed loop purchase either from your in-game store of from the Steam store. Additionally, will other monetization models be considered instead of key crate RNG such as KF1 style DLC through the ingame store, an ingame point/currency model, Cosmetic DLC packs/Season Passes, etc.
http://forums.tripwireinteractive.com/showthread.php?t=115640
IMHO less emphasis on the RNG components and the institution of direct purchase options (as single items and/or as packs) would be more appropriate for this game and its price point.

-Medic Dart AutoAim: please allow us to enable/disable it so that we can direct our darts where we want to (in zed time, for example).
-Zed teleportation can take a bit of further nerfing IMHO
-Perk levelling could include objectives ala KF1 rather than just XP points, to make the experience a bit more perk specific
-Bring back KF1 style chat macros with alphanumeric combination rather than a radial/mouse dependent dial?
-Siren scream pull coming back?
-Ping related demo RPG duds ruining nuke on zedtime for high pinging demos
-Will the microwave gun get nerfed vs scrakes/fleshpounds and return the Firebug to its previous trash cleaner status?
-Clot grab mechanic: can it be so that you dont get the offending clot in the middle of your cursor so that you just click LMB -->headshot...but so that you actually have to scan in order to find the offending Zed?
-Crawlers, will they crawl on walls and/or roofs as I believe was the original plan?
-Alternate fire for Demo Grenade Pistol: A low to no spread conglomerate of nade pellets, can this be added please? I thought it was planned.
-Large/high level zeds getting stuck on "Outpost" just outside the bunker and above stairs on the way to the second level, can this be fixed?
-Unparriable attack visual aid: the orange hew makes it look like some Fisher Price toy, can this be tweaked? Perhaps a lightning effect or something like that?
-Please consider Whitelisting official maps and others and blacklisting perktrainers et al.
-VAC protection coming?
-Please bring back quality KF1 map remakes.
-Please bring back Pat's theme song "Abandon All." And a song selection (next, previous song, etc.) menu perhaps?
-Please offer an option to run "Vanilla KF2" on Game Settings; for players that would like to keep vanilla skins and dispense with cosmetics (perhaps separate options for weapon cosmetics only, character cosmetics only and 100% Vanilla can be offered)
-Also, your TWI logo, why the change? :(

Thanks for your time, attention and devvin',

BlackSpawn
 
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DBShinigami

FNG / Fresh Meat
Apr 1, 2015
471
1
0
Hopefully, this is not the "FULL" WIP list...

Not even a small, tiny, little mention of the sharpshooter ?

:confused:
 

Johnny Darko

FNG / Fresh Meat
Aug 7, 2010
254
13
0
Hopefully, this is not the "FULL" WIP list...

Not even a small, tiny, little mention of the sharpshooter ?

:confused:
It's not meant to be a WIP list, it's tentative patch notes for one that's coming out. Next perk (almost definitely SS) news will come later.
 

Hellmeat

Member
Feb 7, 2013
193
4
18
Austin, TX
[*]Concrete and green poles can not be exploited anymore to avoid Fleshpound and Scrake attacks.

So it's OK for Fleshpounds to jump and fly around, changing direction in the air like hovercraft, but using the environment as a strategic way to avoid damage is ... bad?

This is dumb, and lazy. It would have made more sense to give the Scrake or FP an attack that pushed players AWAY from those objects so the Scrake or FP could get at them, or make those object destructible. I expected better, but whatever.