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Just use firebug, problem solved. :iamafag:
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# ? Jun 13, 2016 01:12 |
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# ? Jun 5, 2024 10:27 |
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Lemon-Lime posted:I mean, there's a pretty simple way of fixing them, in the abstract: instead of punishing players for having the wrong type of gun, reward them for having the right type. Make it so that if a zed resists a certain type of damage, it takes 80-90% of the damage it took before, and if it's weak to a damage type, it takes 125-150% of the base amount instead. This is a great idea. I also think that there should be a small little icon that lights up next to the larger enemies when you place your reticle on them that distinguishes the damage type so players instantly know which gun they should switch to instead of pure memorization. Edit - And, of course - provide an option to turn it off. Severed fucked around with this message at 01:40 on Jun 13, 2016 |
# ? Jun 13, 2016 01:36 |
I don't understand why you had to go so far overboard with this resistance update when a light touch could have worked so much better. Making most weapons very ineffective against most enemies feels super annoying and painful because it takes the flow out of the game and causes frustration when the player can't shoot mans and have fun. And only the hardest sperglord actuals of the world are going to feel good when they have to micromanage trash mob kills in a group because god forbid you can't shoot a siren yourself anymore because your gun is not rated as siren killer +1 CTH. A sensible system would be similar to how the Husk used to handle. Fire had less effect on them, but you could still burn through them if you really wanted or had to. Give classes an enemy they are somewhat weaker against and one they are somewhat better against, with mild modifiers instead of 50%+ damage resistance. 20-30% are much more appropriate but leave the bottom trash out of it because noone wants to have a clot as their specialty or a crawler being a unkillable nightmare. Same applies to the minibosses, don't impede classes from properly assisting in fighting pounds and scrakes, that's frustrating again. If you insist on making a classes main weapons weaker against one of them, make them better against the other. Thus players can still feel useful and have little moments of achievement when they splatter their d&d racial enemy all over the wall in one good hit. Light touch. And if you really want to model serious damage reduction armor effects on enemies please be so kind and give each class some special munitions like armor piercing and anti personnel bullets tvym.
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# ? Jun 13, 2016 01:55 |
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"play in this exact very specific way or be actively punished"
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# ? Jun 13, 2016 02:19 |
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how dare twi push a public beta without clearing it with the community first, next time run a ptr for the preview beta
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# ? Jun 13, 2016 02:33 |
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Tagichatn posted:how dare twi push a public beta without clearing it with the community first, next time run a ptr for the preview beta i mean you joke but Overkill published the skilltrees for their skill revision weeks in advance, got community feedback, and then improved them steadily until they launched a public beta where they continued to improve them until they launched with basically nothing but excitement so
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# ? Jun 13, 2016 03:04 |
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I would also like the entire level up system revamped, so that instead of tiers for skills, rather you get points for specific skills and skills cost X level points (A level 15 Demo has 15 skill points and can select a combination of skills with a value that totals 15 or less). This makes skill balancing less important and opens up classes to wacky combinations. In fact, go in on it even harder, lovely skills or skills that have lower value, allow people to dump points into multiple times to get increased bonuses. This might gate some abilities but those would be naturally stronger abilities. That and you could come up with more than eight per class. Like, say Demo has a skill "Improved Nonvolatility" which means his explosives will do a minimum of 25% damage inside a Siren scream. Costs 1 point, but they can take it 4 times. Do the same with "Frag Sleeve", 10% increase in splash radius, but you can take it 5 times, etc. Maybe "Proximity Detonator" which turns the HX25 into a proximity mine layer that deals explosive and shotgun damage for 3 points, or "Tandem Warhead" for 5 points, which causes explosives to penetrate in a wide cone on impact, dealing full explosive and impact damage to the target and full explosive damage inside the cone. There is a hell of a lot more possibilities inherent in the system and a lot more cooler things you can do with it then some of my dumb skill suggestions. It also lets players have fun, and rather than balance what a skill does and make a player feel less powerful, just balance it's point cost. *thread devolves into endless "proper build" arguments*. EmpyreanFlux fucked around with this message at 19:04 on Jun 13, 2016 |
# ? Jun 13, 2016 04:06 |
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Psion posted:i mean you joke but Overkill published the skilltrees for their skill revision weeks in advance, got community feedback, and then improved them steadily until they launched a public beta where they continued to improve them until they launched with basically nothing but excitement Bonus points to them because they took a pretty worthless thing (akimbo pistols) and through external testing and feedback made it a Very Good Choice. By this I mean "you must specialize in something mediocre" to "anyone can use them and there's a few skills here that will make it more effective than it already is"
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# ? Jun 13, 2016 04:15 |
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Psion posted:i mean you joke but Overkill published the skilltrees for their skill revision weeks in advance, got community feedback, and then improved them steadily until they launched a public beta where they continued to improve them until they launched with basically nothing but excitement Well you know, baby steps.
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# ? Jun 13, 2016 04:24 |
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FaustianQ posted:I would also like the entire level up system revamped, so that instead of tiers for skills, rather you get points for specific skills and skills cost X level points (A level 15 Demo has 15 skill points and can select a combination of skills with a value that totals 15 or less). This makes skill balancing less important and opens up classes to wacky combinations. In fact, go in on it even harder, lovely skills or skills that have lower value, allow people to dumb points into multiple times to get increased bonuses. This might gate some abilities but those would be naturally stronger abilities. That and you could come up with more than eight per class. Oh come on you can't say those things and not tell me if "Frag Sleeve" stacks with "Tandem Warhead", this is crucial info because
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# ? Jun 13, 2016 09:31 |
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Holy poo poo KF2 indeed. TWI really have no idea what made the first one so much fun to play, and what continues(d) to make KF2 fun to play do they? The one TWI guy that posted in here with Head Popping Simulator was right even though he was trying to be stupidly snarky with that comment. You know why DOOM 2016 turned out to be such a good game? They took what made the originals a lot of fun to play, cranked those to 11. They then took the last decade and a half of modernization within the FPS formula and add that in. Then they wrapped it in a very pretty blanket and called it a day. Oh and you feel like a badass the entire way through the game.
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# ? Jun 13, 2016 14:25 |
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Killing floor on the Rage engine would be the last game I ever played. (Because I'd play it forever).
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# ? Jun 13, 2016 14:37 |
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frozenpeas posted:Killing floor on the Rage engine would be the last game I ever played. (Because I'd play it forever). You can effectively make Killing Floor in Doom 2016 with Snapmap, serious.
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# ? Jun 13, 2016 19:05 |
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Hot news out of E3: *the wettest fart noise*
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# ? Jun 13, 2016 20:18 |
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Well apparently, according to Tripwire on the E3 PC Gamer Show, the Bullseye update is LIVE NOW. God help us. Oh and this weekend is a Free Weekend. EDIT: Oh and the full game is scheulded for fall 2016. Kikas fucked around with this message at 20:26 on Jun 13, 2016 |
# ? Jun 13, 2016 20:19 |
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Also there's a VR Killing Floor so maybe that's why they haven't exactly seemed eager to get the regular rear end game right.
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# ? Jun 13, 2016 20:30 |
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Really? You're saying they launched a beta branch Thursday, made some trivial changes on Friday, then went home for the weekend only to launch it Monday morning in the live branch? I get it, E3 deadlines, but... Tell me I'm wrong, please. e: ah, it seems they made another round of changes before pushing to live. But still, wow. Two day beta? Psion fucked around with this message at 21:00 on Jun 13, 2016 |
# ? Jun 13, 2016 20:31 |
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# ? Jun 13, 2016 20:32 |
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What an absolute poo poo show. It's gonna be a long rear end time before I buy another Tripwire game.
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# ? Jun 13, 2016 20:44 |
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Wait wait wait. You mean the one thing that people vocally complained about made it to the live version without any major changes? Welp, twas fun while it lasted. But maybe another game can give me some high-intensity gorefests.
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# ? Jun 13, 2016 20:47 |
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quote:The changes from the latest Beta build are as follows: Baby steps in the right direction (and Demo can finally roll RPG + GL), but LOL, I guess I am the fool for thinking TWI was being careful with the preview and taking community feedback into consideration before releasing this into the wild.
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# ? Jun 13, 2016 20:49 |
Demo changes look okay. The other stuff is laughable.
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# ? Jun 13, 2016 20:52 |
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Well given that they are going to roll back all the resistances to "1" at this point, making all guns neutral again, I might still play this in the future.
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# ? Jun 13, 2016 20:56 |
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Kikas posted:Well given that they are going to roll back all the resistances to "1" at this point, making all guns neutral again, I might still play this in the future. Where'd you see that?
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# ? Jun 13, 2016 20:57 |
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Psion posted:Where'd you see that? Pretty much every update in the beta and now the live one has reduced resistances, like a stubborn kid.
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# ? Jun 13, 2016 21:03 |
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Lol why are they making VR KF2. Who wanted that. Finish KF2.
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# ? Jun 13, 2016 21:08 |
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alg posted:Lol why are they making VR KF2. Who wanted that. Gotta jump on that VR bandwagon.
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# ? Jun 13, 2016 21:09 |
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oh I get it. So it wasn't literally something they said. too bad, it would've been a valuable display of customer communication and trust.
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# ? Jun 13, 2016 21:10 |
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I can't wait to see how free weekenders react to the new resistance system.
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# ? Jun 13, 2016 21:10 |
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closeted republican posted:I can't wait to see how free weekenders react to the new resistance system. They won't even notice it existing other than some vague feeling that their guns are kinda weak for some reason, if they even notice that.
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# ? Jun 13, 2016 21:14 |
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Propaganda Hour posted:They won't even notice it existing other than some vague feeling that their guns are kinda weak for some reason, if they even notice that. I"m expecting "WTF why are my guns so weak-feeling?', not a statistical breakdown on why the resistances suck.
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# ? Jun 13, 2016 21:20 |
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Maybe, but chances are they'll play on normal or hard, and with no basis of comparison it might pass with something of a shrug. On the other hand, most classes are awful at level 0, so, who knows. the latest steam reviews are a bucket of fun though, I'll say that. Coolguy, I saw yours!
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# ? Jun 13, 2016 21:21 |
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I rarely write steam reviews, and I have literally never written a negative one. But good god, this is so aggressively bad. Tripwire can't even figure out what kind of game they want, how the hell can you recommend buying it?
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# ? Jun 13, 2016 21:29 |
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Bought this game around when it was first available, haven't touched it in forever. What's all the hubub about?
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# ? Jun 13, 2016 21:29 |
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I did my negative review as well recently, first I've ever done. I thought it might be a bit premature when I did it because the changes weren't live yet. Was thinking "maybe I should remove it", but since they went live with it, gently caress it.
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# ? Jun 13, 2016 21:43 |
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Tykero posted:Bought this game around when it was first available, haven't touched it in forever. If you're just starting, nothing really. However, if you're gonna do Suicidal or HOE... well... Also never Zerk now. The resistances just made that class loving awful.
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# ? Jun 13, 2016 21:46 |
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Really bringing home how little the overall dev process gives a poo poo despite the ones on the staff who DO give a poo poo trying their best to act like human beings and attempt damage control. My sympathies to Questioner and Turnways. Man, imagine if they'd test all the stuff half the player base has been asking to get worked on. Rather than try this hard to force the stuff half the playerbase doesn't want with "But you should give player testing a chance!" and missing the Section Z fucked around with this message at 22:38 on Jun 13, 2016 |
# ? Jun 13, 2016 22:34 |
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widespread posted:If you're just starting, nothing really. However, if you're gonna do Suicidal or HOE... well... http://steamcommunity.com/sharedfiles/filedetails/?id=702207621 There is only one Zed that Berserker's melee does normal damage to, and only three zeds where it does at least 75% damage to. The rest take half damage. So yes, the new resistances just made it awful. Berserker's projectile weapons do have a better damage spread but that was the absolutely wrong direction to take to make them comparable to his normal melee weapons.
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# ? Jun 13, 2016 23:03 |
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What the gently caress is up Tripwire's rear end where they have to keep punishing Zerker for being beautiful?
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# ? Jun 13, 2016 23:05 |
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# ? Jun 5, 2024 10:27 |
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Theta Zero posted:http://steamcommunity.com/sharedfiles/filedetails/?id=702207621 So you must use a ranged weapon as a loving BERSERKER to be even sort of useful? Yeah no, garbage system. Also I like how in the little chart for Melee, it says "Good: FRIGGEN NOTHING" Wait. Crossbow is Piercing? I understand but... WHY.
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# ? Jun 13, 2016 23:09 |