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Killing Floor 2

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Reminds me of one of my favourite KF1 custom maps: KF-Constriction

I hope they're working on an asylum map. Loved me some Carden Hill and Bedlam in KF1.
 
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skacky

3D Realms
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Mar 5, 2013
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The City
Bedlam was a great map, I think this is where I finished my first Hell on Earth long game.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
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Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Bedlam was definitely one of the best maps. A terrific map that sorted the men from the boys. It was very hard to camp, yet didn't rely on overly long two way narrow tunnel death traps like that christmas map.

I hope if they start porting the old maps back in, they fix the design flaws in them. bioticslab spawn hallway was way too easy to camp, same with westlondons burning car tunnel.
 

Astral Rag

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Messages
7,771
Found a reimagining of Biotics Lab 2009, it looks a little bland and it doesn't appear to have dynamic and destructible lights but other than that it's alright.

This is the first proper custom KF2 map AFAIK.
 
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Mr. Pink

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Messages
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Found a reimagining of Biotics Lab 2009, it looks a little bland and it doesn't appear to have dynamic and destructible lights but other than that it's alright.

This is the first proper custom KF2 map AFAIK.

http://forums.tripwireinteractive.com/showthread.php?t=108046

I think this is a superior remake of Bioticslab. The one you linked has many gameplay problems. The map is just out of proportion and hallways are too narrow. It's also missing many important spawn points.
 

Essegi

Cipher
Joined
Nov 21, 2012
Messages
396
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Essegi

Cipher
Joined
Nov 21, 2012
Messages
396
http://tripwireinteractive.com/news/new-dev-update.aspx#sthash.EPtyOkMJ.dpuf
WHAT WE ARE UP TO - 5/22/15

It’s been a busy 4 weeks since KILLING FLOOR 2 hit Steam Early Access. We've been paying close attention to your comments and digesting all of the great feedback and bug reporting that has been coming through to us via the forums and our social sites. Please keep it coming as it’s helping us prioritize and determine what we work on next!

We're in the midst of finalizing & testing a new patch now and we hope to get this released and into the wild within a matter of days. A couple of weeks ago we gave you a small glimpse of the new map (Volter Manor) that will be included in the patch. We look forward to hearing your thoughts on the new map (and seeing more of the great video content people have been creating). In addition to Volter Manor we also have a special surprise planned for those who already own KF1 and have been asking about some of the “classic voices” from the original Killing Floor… “I'm trying to heal you, not shag you!”

CLICK ON THE NEW MANOR IMAGES BELOW FOR THE FULL SIZED VERSIONS



We’ve also heard from lots of you who really loved the Item Hunt & Achievements from Killing Floor so we’re pleased to report that they’ll be included in the patch for all the maps! There are also some other fixes in the patch that we’ve addressed based on the feedback we’ve been getting from you. More on those specifics when the update is live and we post the final change list.

We’re already at work on the second (and much larger) Early Access content update. We don’t have an exact release date for it yet but it's coming soon and we plan on sharing loads of information and visual goodies about it starting in the next couple of weeks. We’ve been monitoring your feedback and analyzing lots of quantitative game data and we’re digging into some of the existing systems and making changes and refinements (Melee, hit zones, perk tuning, UI, SDK support, etc… just to name a few). More new maps are coming as are new perks, so rest assured that there’s A LOT going on here at Tripwire HQ. We’re excited by the initial great reaction to Killing Floor 2 and we’re just getting started! Watch this space for LOTS of exciting news coming to you on a regular basis.

Lastly, we've realized just how many people are interested in translating the game into their native language, so we are going to make all the text easily available through the Steam Translation Server (http://translation.steampowered.com/index.php) over the coming weeks. That will be primed with the existing translations, along with the volunteer contributions we've already had for other languages. If you want to get involved and help translate more of KF2, get yourself registered on STS (if you aren't already).
So a small update within days to make fans happy and the serious one later...
 
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pakoito

Arcane
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Jun 7, 2012
Messages
3,092
Sharpshooter is needed ASAP, ever since patch 1 playing with randos means that a triple scrake is sure death.
 
Joined
May 2, 2012
Messages
407
Plz let me know when enemies stop spawning right behind you, and teleporting after they spawned.

To be honest it used to annoy the shit out of me but after a bit more playing time I've found that you learn to anticipate the moments when the engine will spawn something behind you and the likely points in all the maps that Zeds will teleport to if you move around them in a certain way.

As an example - when playing solo I will always weld the small wooden door at the top of the back stairs in Burning Paris shut. This is because I've found that when you are moving up the stairs from the back street more often than not the engine will choose the staircase behind that door as a Zed spawn point if the door is open. However if it is welded shut the Zeds will spawn a bit further back, giving you more space to engage them in.

I'd much rather Zeds spawned like in KF1 and stayed on the map once spawned but it isn't a deal-breaking annoyance for me - you adapt to how the new mechanics work.
 

pakoito

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Jun 7, 2012
Messages
3,092
It's more annoying that they were selling the game as more mobile and discouraging camping while at the same time you can't outrun a Skrake.
 

Essegi

Cipher
Joined
Nov 21, 2012
Messages
396
http://forums.tripwireinteractive.com/showthread.php?t=109349
This is the change log for the update going out VERY SOON... like next couple of hours!

Maps
  • New map: Volter Manor
  • Added collectable items and related achievements to all 4 existing maps
  • Numerous fixes to cosmetic issues and map exploits in Biotics Lab, Burning Paris and Outpost
Characters
  • Added 2 new characters for owners of the original Killing Floor: Classic Briar and Classic Masterson
UI
  • Improved XP barks on player HUD
  • Added "Killed by" messages on HUD
  • Voice comms select on close instead of requiring a mouse click
General
  • Update bugsplat to give us more information, which may add a delay when submitting.
  • Added a clientside filter for full servers (in addition to server-side)
  • Increased the EndOfGameDelay to 15 seconds
  • Fixed unintended extra applications of Field Medic’s Armament and Vaccination buffs when using Medic Grenades
  • Slowed down AI movement speed slightly in HOE
  • Crash fix for servers that have improperly set up server actors
  • Fixed issues when connecting to passworded servers via command line and Steam invites
  • Fixed some FX not being affected by night vision goggles when motion blur is enabled
Editor
  • Enabled UE stats for the SDK only
  • Custom material support
That should happen within an hour...

I hoped for some zerk/med balance at least... Not to mention teleport and scrake ia (dumb if u are behind) and health (spongy, fp too).
 

Luka-boy

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Joined
Sep 24, 2014
Messages
1,640
Location
Asspain
It's the daily deal on Steam with a 15% discount.

I always get a very bad feeling when an Early Access game gets a discount, especially so early.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,826
Did you missed the game title? Killing. Floor. The one of very few stomachable games with zombies in the world of video games full of this shit.
And these devs are reliable, something that hardry descripe most of ErAcs content.
 

shihonage

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Plz let me know when enemies stop spawning right behind you, and teleporting after they spawned.

To be honest it used to annoy the shit out of me but after a bit more playing time I've found that you learn to anticipate the moments when the engine will spawn something behind you and the likely points in all the maps that Zeds will teleport to if you move around them in a certain way.

As an example - when playing solo I will always weld the small wooden door at the top of the back stairs in Burning Paris shut. This is because I've found that when you are moving up the stairs from the back street more often than not the engine will choose the staircase behind that door as a Zed spawn point if the door is open. However if it is welded shut the Zeds will spawn a bit further back, giving you more space to engage them in.

I'd much rather Zeds spawned like in KF1 and stayed on the map once spawned but it isn't a deal-breaking annoyance for me - you adapt to how the new mechanics work.

L4D came out what, 7 years ago, and solved this gracefully. Hell, I would solve it gracefully if I was making a game like this. There's no other choice, in 2015. This is too retarded to tolerate. It's like playing an FPS without mouse controls.
 

Orma

Arcane
Patron
Joined
Aug 10, 2012
Messages
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Location
Kraków
Torment: Tides of Numenera
Played the new map with Essegi, was fun. It has a pretty nice layout.

Ofc, a breath of fresh air after playing the same 3 shitty maps over and over again.
 
Self-Ejected

AngryEddy

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May 5, 2012
Messages
3,596
Location
Fuzzy Pleasure Palace
I also own Killing Floor 2, if anybody would like to play with me, just pm me your Steam. I have a level 16 or 17 Berserker and everything else is level 10.
 

Essegi

Cipher
Joined
Nov 21, 2012
Messages
396
I always get a very bad feeling when an Early Access game gets a discount, especially so early.
To me it's annoying, like 3.5€ waste (except that i already had fun) and nothing more. TWI often has discounts on updates.
The game just lacks content and some balance (zerk is a bit weak, med is op, big guys are sponges, also gl twi balancing with 4 perks if other 6 are being added), also TWI has been a bit lacking on communication till some days ago (Yoshiro was on vacation), teleport is annoying (but i can't say game breaking), for the rest it plays nice, hasn't major bugs (at least i haven't had many problems in that regard) and even has decent performance with the right rig (at least i've heard, i just play on low setting to have nice framerate). It's not bad for a month old early access.
Also, what MM said, devs have a good rep, they updated first KF with much free content for years (probably RO/RS too but i haven't played much).

Played the new map with Essegi, was fun. It has a pretty nice layout.

Ofc, a breath of fresh air after playing the same 3 shitty maps over and over again.
Yeah, better than nothing, btw that f'king item search achies are annoying. Map seems pretty complex and narrow on many parts.
I'm still not tired with 3 maps cause i feel still so noob.

AngryEddy, if you want to add me check the only comment in my profile here on codex, there's my Steam link. I play often with Ormagöden on suicidal or hoe (on hoe we are always raped, but it seems we like it).
 
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Essegi

Cipher
Joined
Nov 21, 2012
Messages
396
Btw, not sure if you devs heard this yet, but teleporting zeds could use some attention.


What We Are Up To - Feedback

As work is progressing towards more new content (perks, weapons, maps, etc.), we are also moving forward with changes to existing systems based on player feedback. This ranges through perks, game mechanics and more! But the focus of this post it to give you some insight on how we are looking at the feedback on perks and game mechanics.

Perks
All of the existing perks are being examined for potential updates. These updates include moving skills around in the unlock tree, the change of some skills to passive unlocks and the introduction of new skills, to complete redesign/overhauls of perk systems. We are looking at what skills the players like, what they don’t like (or do not understand) and what they are actively using (or not). Currently the Berserker is receiving the most attention (yes, that is the perk being overhauled), and many are in a state of flux as we trial some things in house.

Our perk design doc is going through several iterations as items are discussed, tossed out, trialed, and implemented. Some of these changes may take a while before they are public facing, others may show up in our next update. Given the amount of feedback we've had, across so many topics, we're not just changing single numbers and throwing out daily updates - that would just confuse the feedback even more. We're looking at each system (i.e. a perk) as a whole, figuring out what is driving each bit of feedback and planning out coherent solutions. So it takes a bit longer to plan, code and test.

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.

We are looking at many systems across the board, but we would like to let the community know about some of the higher ones that are being discussed or actively refined/redesigned. Keep in mind that because we are looking at something does not mean that public facing change will be seen soon.
  • Melee - Getting general refinement and additions
  • Zed Teleport - Revamp this system so that it serves the intended purpose, without breaking the illusion (too much)
  • Zed Spawn Sounds - Looking at ways to deal with the fact that some people love them, others hate them
  • Player Grab - Looking at ways to deal with the fact that some people love it, others hate it
  • Circle Strafing - We need to react to the fact that it is really exploity, non-exciting gameplay
  • Large Zed (and boss) Gameplay - Refining this in general to make it more obviously skill-based and exciting
  • Communications - Increase available options
  • Weapons - Look for ways to improve on the M4/Eviscerator
  • Input - Add more options in the Options menu
  • Gameplay - Looking at the wave intensity peaks (and troughs)
  • Perk - Balance, from skill tree skill movement, to entire overhaul

As these items firm up we’ll be telling you all more about the proposed changes. so we can get the feedback to those as they develop. It is going to be an explosive next few weeks as we churn through some great new content and refinements in preparation for the next update! And as an added bonus, here is a first look at one of the Firebugs weapons: The Caulk N' Burn

Caulk_n_Burn.png
 

shihonage

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Zed Teleport - Revamp this system so that it serves the intended purpose, without breaking the illusion (too much)

Revamp this system so the teleports don't exist. Spawning enemies in unseen faraway corners is fine, a la L4D, but teleporting them is retarded. The illusion was complete in L4D, and was shattered within the first minute of playing your stupid (at the moment) game.

GAH.
 

Essegi

Cipher
Joined
Nov 21, 2012
Messages
396
No stat wipes: https://www.youtube.com/watch?v=OyQWnUvlsOg&t=17s

Character Survey and E3


WWAUT - Melee Improvements
With E3 only days away, many players are working out the best way to stream the content they want to consume. We strongly recommend that you tune in at twitch.tv/pcgamer for the inaugural PC Gaming Show on Tues June 16th at 6PM PST. It's literally a LIVE E3 version of WWAUT! Now with that out of the way, let us talk about bringing a knife to a gunfight.

Over the past few weeks, the melee system has been getting some extra enhancement. As noted previously we’ve been watching what players are doing as well as listening to their requests. Now change is underway and we would like to walk you through the highlights of what we are doing to improve the systems.

In the current live build, when a user hits the “bash” key, it uses an existing attack. No more! Now this key will have its own unique function. A few examples:
  • Perk Knife - a new fast stabbing attack
  • Katana - execute a powerful stab
  • Pulverizer - push back that group of foes that is in your face

Stab.gif


We have also been making enhancements to the parry system. We saw that some players were confused about when they had successfully parried (vs stumbled) so now each zed has a different animation for each state. We’ve also flagged some zed attacks to be non parryable (but to help, these attacks now have a tell so keep an eye out!).

Blocking is also being refined. The next iteration of blocking will allow players to move at normal speed while blocking (where right now they are slowed down during the blocking state). Players will also now see hit reactions to give feedback to them that they are blocking (and taking mitigated damage).

Those systems are currently live in our latest dev build and under heavy testing and feedback from the staff (and we may continue to make changes and tweaks before they make it into public hands). Also as part of this undertaking we are working to improve the parry system so it works more consistently online (this is still prototype work and may not make a near future update).

And while it is not quite ready to show yet, we have just approved the new perk skill tree for the Zerker skill tree (having redesigned it from the ground up). As the new tree comes online in the dev build and we have vetted it we will be providing more details.

One final thing for those players who have been upset that they couldn’t wear both their hat (to protect their heads of course!) and their shades (pure cool), we have made an enhancement to the player character system that will allow this!
KillingFloor2-MultipleAccessories.jpg

 
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