I've had Killing Floor since before the content packs and I think its an excellent game. However, with the recent update, I notice that Tripwire appears to have adjusted the spawn distance of specimens in order to balance out the new weapons. I think this is a good idea that was executed badly.
My problem with it is that the spawns are now set way too close, and its making the game, which has been a pretty strategic survival game thus far, into a spam fest with some really cheap deaths. If I check a corridor to make sure I can retreat, I don't want a pack of gorefasts spawning five feet behind me once I turn around again. I'm not saying the game should be made easier. No way in hell. Killing Floor's charm is its insane learning curve and difficulty range. But I would rather be overwhelmed through some strategic error of mine, rather than have the game cheaply kill me off.
And yes, I know that the game has both line-of-sight AND distance requirements for the zeds to spawn, but they don't even look functional now.
My other, related problem is immersion. When the zeds were spawning far off, it gave the sense that the map was alive with zeds that were slowly converging on my position. Now that I regularly see zombies spawning not more than a few feet in front of my face, it totally loses that effect. I have video proof below of this, in case anyone doesn't know what I'm talking about, but I assume that many of you are having similar problems.
The biggest problem map seems to be foundry, with manor and biolabs coming in close second.
Please please fix this Tripwire. Keep the higher difficulties hard, but please dial back on the close-quarter spawning.
Here are some videos I recorded. I use this particular area because its easy to trigger spawns there, for some reason.
http://www.xfire.com/video/18e672/
http://www.xfire.com/video/192360/
Don't bug me about my playing skills or framerate, neither of those were exhibited accurately in these videos. You can easily see zeds that either spawn right in front of my character, or appear seconds after i have turned around.
My problem with it is that the spawns are now set way too close, and its making the game, which has been a pretty strategic survival game thus far, into a spam fest with some really cheap deaths. If I check a corridor to make sure I can retreat, I don't want a pack of gorefasts spawning five feet behind me once I turn around again. I'm not saying the game should be made easier. No way in hell. Killing Floor's charm is its insane learning curve and difficulty range. But I would rather be overwhelmed through some strategic error of mine, rather than have the game cheaply kill me off.
And yes, I know that the game has both line-of-sight AND distance requirements for the zeds to spawn, but they don't even look functional now.
My other, related problem is immersion. When the zeds were spawning far off, it gave the sense that the map was alive with zeds that were slowly converging on my position. Now that I regularly see zombies spawning not more than a few feet in front of my face, it totally loses that effect. I have video proof below of this, in case anyone doesn't know what I'm talking about, but I assume that many of you are having similar problems.
The biggest problem map seems to be foundry, with manor and biolabs coming in close second.
Please please fix this Tripwire. Keep the higher difficulties hard, but please dial back on the close-quarter spawning.
Here are some videos I recorded. I use this particular area because its easy to trigger spawns there, for some reason.
http://www.xfire.com/video/18e672/
http://www.xfire.com/video/192360/
Don't bug me about my playing skills or framerate, neither of those were exhibited accurately in these videos. You can easily see zeds that either spawn right in front of my character, or appear seconds after i have turned around.