WWAUT - Modding Workshop

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liamtranzig

Member
Aug 28, 2015
462
3
18
St. Louis, Missouri
Questions:

*What ideas/concepts/materials are concrete (100% definitly) gonna happen?
*How many Grindhouse maps are you wanting to add to the Official roster?
*Will achievements see a reset after full-release?
*Will "Prestige" titles be: a) optional and while indicating your progress reset your Perk to level 0 (like CoD) or b) continue to gather exp, awarding new prestige when you would have hit 25 again, and grant you the Prestige indicators without the Perk resetting to 0?
*What percentage of maps will see a Objective Mode?
*Did 'Endless Mode' appeal enough to the Community that it will most likely be added?
*Will levels receive a "flavour" story-text as per KF1?
*New weapon additions to existing classes will not be seen until after Full-release, or?
*How is feedback, both from reviews & sales, potentially going to affect the ZEDconomy? Should we expect a change before too long?
*Would it be realistic to expect a "full-release" this year? (No pressure but I remain curious)
*Will all Cosmetics have to be curated to be used or can users still "Subscribe" via Steamworkshop for clientside-only cosmetics?
 

Hatesandwich

FNG / Fresh Meat
Oct 23, 2013
243
3
0
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.

An attack that moves players means PLAYERS can end up getting pushed midair and end up flying around in the air like a hovercraft, and making the object destructable means that every single official and community map has to be recompiled with that in mind.
 

Mr. Someguy

FNG / Fresh Meat
Sep 16, 2011
245
0
0
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?

It's exploitative because you do not collide with them, but Zeds do. It was literally barrier that you could run back and forth through, and they cannot follow you. All they did was changed it so that they can follow you.

The fact that they made the barrier hollow in the first place is praise worthy. They barrier would cause a lot of frustration if it prevented you from moving.
 

Hellmeat

Member
Feb 7, 2013
193
4
18
Austin, TX
It's exploitative because you do not collide with them, but Zeds do. It was literally barrier that you could run back and forth through, and they cannot follow you. All they did was changed it so that they can follow you.

The fact that they made the barrier hollow in the first place is praise worthy. They barrier would cause a lot of frustration if it prevented you from moving.

Ok I must be thinking about different objects, such as the pylons in the courtyard of Outpost. I've ran around those while healing several times while a FP followed me, trying to finish me off. I always thought it was cool you could do that, not as an exploit, but because it gave you a chance to get the hell away and get some breathing room while your team mates took the heat off you.

Now if it's just a small, tiny pipe you can stand behind and the Scrakes or FPs just stand there while you shoot them in the face... yeah that's lame and should be fixed.

If it's a case of TWI just not wanting you to get away and be able to heal while a FP mash-potatoes you. Not so cool.
 

nejcooo

FNG / Fresh Meat
May 23, 2012
3,032
0
0
26
My questions in no particular order of importance:
2) Why did you make zerker's knockdown so RNG based when it's so important for survival? Why not just a cooldown for each zed?
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.
7) Why do you insist on spawning groups of zeds right around the next corner?
8) What happened to voices for all the zeds? They have no personality anymore.
9) Why did you nerf Zweihander so much?
10) What are some of these crazy ideas you guys have come up with that you mentioned in the previous WWAUT?

Thanks for the feedback.
2) It's already OP. No need for further nerfs.
4) Hopefully that changes. It's lame right now. Yet another mehanic that forces you the way someone wants you to play, not THE WAY IT'S MEANT TO BE PLAYED.
7) Hopfeully that gets fixed. Saying that it's annoying would be underastement.
8) TheyMad
9) Because every1 knew as soon as they tried that thing, that it is OP. IMO it's still better than 600
 

Mr. Someguy

FNG / Fresh Meat
Sep 16, 2011
245
0
0
Ok I must be thinking about different objects, such as the pylons in the courtyard of Outpost. I've ran around those while healing several times while a FP followed me, trying to finish me off. I always thought it was cool you could do that, not as an exploit, but because it gave you a chance to get the hell away and get some breathing room while your team mates took the heat off you.

That's actually a the base of a floodlight post. The ones they're talking about are on Paris, you can see both types in this screenshot. The concrete version is on the bottom left, and the thin metal version is in the background the Clot and Scully.
 

CJx101

FNG / Fresh Meat
Aug 11, 2011
202
0
0
+1 for disabling screen shake during melee. It causes my eyes quite a bit of strain in a very short amount of time.
 
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LolzMan1325

Active member
Oct 24, 2009
719
50
28
In this update could you also make the Kevlar Helmet + Gas Mask wearable on Classic Masterson and the Riot Helmet + Ski Mask wearable on KF2 Briar? I feel like these mistakes were unintentional since these combos are possible on their counterparts
 

Insert Name Here

Active member
Oct 3, 2015
205
57
28
Some of my questions:

  • Could you give us some details on what Tripwire's plans are for balancing KF2? I'm not asking for overhaul-level balance changes (though some might be necessary), but even a few numbers tweaks should help until all release content is in.
  • What is Tripwire's intent regarding specific perk roles and team composition, including with regards to perk homogenization vs. specialization? On a related note, to what extent is perk balance as it is right now dictated by the fact that 3 perks are still unimplemented?
  • Are you planning on tweaking or even overhauling Hans Volter? Quite a few people find him to be an unsatisfactory boss, especially compared to the Patriarch.
  • Does the upcoming patch address this potential mod compatibility issue?
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,561
24
0
It's really hard to find a specific question because there are so many I'd have to ask in order to get the big picture I would like as a reply...

For example, I want to know where the perk skill trees are headed in the long run which means I would like to ask you about each and every issue that has come up over the past months regarding almost every perk.

  • What is going to happen to firebug's damage over time based skills and weapons that are absolutely not the defining feature of this perk right now? Don't forget to compensate for the extra pace KF2 has over KF1 though.
  • What is going to happen to medic's more offensively oriented skills that for the most part don't affect the game in any noticable way? What about auto-aim, possible alternatives and tweaks to remove the outright harmful side effects?
  • Commando's skill tree seems balanced but without pepp (seeing that it mostly contains former passives). And wouldn't it be a good idea to promote the switch-fire-mode-on-the-fly dynamic a bit more by not making people choose which one they prefer beforehand?
  • Will support be brought to the level of effective power that would warrant it's weight and cost drawbacks in comparison to the new perks?
  • etc...
Then there are questions about the general direction of balance in my mind such as:

  • There are currently some skills and weapons that are too strong in one way or another. Will you simply tone them down, declare them the new baseline or (my favourite) bar their full potential behind a high(er) skill ceiling? Prime example would be microwave gun + splash damage combo.
  • Will skills that are essentially minor passives (some of them even only affect the wave you join) be replaced with something more in the long run?
  • Are you making plans to address the randomness of zed time as well as it's total absence during boss fights? There haven't been many suggestions for this but tieing zed times to specific event such as enraging scrakes, gathering of multiple spawn groups in one place etc. would be one way to make it less of a fake drama event that catches most people during reload animations.
  • What about movement speed bonuses and zeds total inability to catch up with perks which have one?
  • Will you consider new zeds / new zed abilities / changes to zed abilities in order to create a context in which out of place skills and weapons are balanced/viable? (e.g. see movementspeed above)
  • Can we do something about weapon swap speed especially when it comes to tools, 9mm and side-arms, pretty please?
There is a lot more I'd like to know but the list is already too long as it is I suppose...
 
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LolzMan1325

Active member
Oct 24, 2009
719
50
28
oh yes and in this update could you also please for the love of god put the old 9mm pistol sound back
 

Broski270

FNG / Fresh Meat
This is not good. Some server providers do NOT have support for Workshop. A redirect is CRITICAL to our server.

And on top of that, this will make testing mods a complete nightmare. Workshop is buggy in almost every game I have ever played with support for it, and forcing us to use it is going to be a disaster.
 
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NihlusGreen

FNG / Fresh Meat
Dec 13, 2015
4
0
0
How do TWI plan to address teleporting Zed problem i.e. you could be sole survivor welding doors to hold them off, only to have them teleport behind you and the welded door

How can TWI fix SC & FP issues? To quote a friend's Steam review: "there was an update which makes the last 5 enemies permanently enraged until the end of the wave. If these 5 zeds happen to be 2 Fleshpounds + 3 Scrakes, and there is only 1 player left standing, and that player has a slower moving perk, and you are on a higher difficulty (a very typical scenario), then success is virtually impossible.

This seems like lazy game design and does not make sense from a player/reward perspective (it punishes the trash-clearing perks for being good at their job), nor from the perspective of logic (if zeds are capable of perma-rage, why don't they just do it all the time?). After the thrill and humour of the team failing this way once or twice, what you are left with is a frustrating experience which ruins the fun for everyone"
 
Nov 3, 2015
484
19
18
3) Have you considered the proposed mechanic for the pulverizer of letting us choose between the explosive attack or a heavy swing?

Figured it was worth mentioning. I proposed a tap/hold concept for this in another thread that everyone seemed to like. Where you tap M2 for a non-explosive heavy swing and hold for an explosive heavy swing. The animation before making contact would allow enough time for that to work out pretty smoothly.

I'm wondering if that is doable or if they have something else planned for it.