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At some point, if he cares that much, why stop him? He's got nobody to play with (well, almost nobody), they can easily take down the servers, and there will certainly be some update that forces him to restart eventually. I mean, good on him for going through the effort to look at the main menu or play solo. The thing is out in not even 2 days anyway.
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# ¿ Apr 20, 2015 11:57 |
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# ¿ May 6, 2024 05:29 |
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echronorian posted:I thought this was the Killing Floor 2 thread, not the Killing Floor 2 PC early access thread. quote:Killing Floor 2 will be released on Steam Early Access on Tuesday, April 21st 2015 for $30/£20/€27 base edition and $40/£27/€37 special edition. A full retail release on PC and PS4 is anticipated within the next year. so no, it didn't get "cancelled"
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# ¿ Apr 20, 2015 16:38 |
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About to jump in for the deluxe version, but i need to know if there's some incredibly castrated German version that i'm secretly getting/going to have forced on me once further patches roll out by just going through the regular store page, because if so i'll definitely wait for someone to gift me the international version instead so i'm in the clear. Can a dev outline what's going to happen or is that already stated somewhere?
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# ¿ Apr 21, 2015 18:49 |
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Require More Fire posted:I believe it was mentioned on the last page or two that they're not entirely sure what's going to happen but it's likely if you live in Germany or Australia that you're going to get toned-down version once the full launch happens. gently caress
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# ¿ Apr 21, 2015 19:32 |
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CaudaVenenus posted:After fighting him a couple of times I think also that one of the keys is to keep your best stuff for last. Expanding your precious ammo too early will cripple you when fighting his last "red" form, which seems to take much more damage to put down than the intermediary ones.
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# ¿ Apr 22, 2015 12:33 |
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Weirdoman posted:I'd be interested in seeing the day 1 sales numbers and how much you guys over/underestimated those numbers.
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# ¿ Apr 22, 2015 17:20 |
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Whiskey A Go Go! posted:I was enjoying it as the matches where we fought as a team were more successful than the ones where we held a static position. I mean, the whole "reach the moving trader" mechanic exists to pull you out of your favorable spots in the first place.
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# ¿ Apr 22, 2015 18:33 |
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Mexicat posted:Is there any way to fix my animations? I'm on an Intel HD 4000 and yeah I know it sucks but the guy in this video https://www.youtube.com/watch?v=_N6fkD9wZQg has the same and seems to have everything working just fine for him. What's the deal? Did the animations work in the beta and then not in the full game? also mentioned here: http://steamcommunity.com/games/232090/announcements/detail/230024463457980482 e: actually thats a different video than i thought it was, probably a different issue in that case RoadCrewWorker fucked around with this message at 00:54 on Apr 23, 2015 |
# ¿ Apr 23, 2015 00:49 |
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Crabtree posted:drat, kind of makes playing it now a little pointless. Oh well, this is what happens when you buy Early Access.
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# ¿ Apr 23, 2015 11:09 |
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Mindblast posted:I know what artifacting looks like and this just isn't it. This isn't the entire image loving up. The in world lighting goes bonkers. In any case send a bug report with screenshots to the devs, i'm sure they know much better where the point of failure might be if it's a problem with the game.
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# ¿ Apr 24, 2015 09:23 |
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Perestroika posted:Yeah, the clot's new powerwalk is great, it always makes me chuckle when I see it. I'm not complaining, it's been improving my hardcore zombie invasion simulator experience significantly!
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# ¿ Apr 24, 2015 21:16 |
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Sadly, that is likely way too much text for the attention span of people who actually, seriously got up in arms over that. But good on them for trying. Joined my first public game yesterday, it had 3 people shouting human being and friend of the family over voice coms and we predictably got nuked on the boss. In related news i now wish the game had animation to burn your cash right in front of someone begging for it.
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# ¿ Apr 24, 2015 21:51 |
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Ramsus posted:^^really? pubbies have been really cool so far. Been having some good suicidal games with them. People seem really willing to cooperate. But yeah i was mostly surprised because in the KF1 public games i remember seeing a lot less of that stereotypical crap.
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# ¿ Apr 24, 2015 22:08 |
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give me character customization all day, just don't make them cost 7 bucks a piece, that's garbageRandler posted:IIRC there are one or two shooters that do not work with German accounts at all. Maybe those are swastika related though. don't have the balls to activate it using a vpn on my 500+ games main account tons of other crazy gruesome poo poo is completely uncensored or has freely giftable international versions though
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# ¿ Apr 26, 2015 19:56 |
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I'm so stoked for the carnage the demo grenadelaunchers will bring in this new engine you have no idea. The M32 equivalent is going to be jawdropping.Guillermus posted:The only thing I want is that they don't release weapon pack DLC's that are upgrades to vanilla ones. I'm fine with Counter Strike style skins and all that or changing the AA12 for a jackhammer. RoadCrewWorker fucked around with this message at 20:33 on Apr 26, 2015 |
# ¿ Apr 26, 2015 20:30 |
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Geight posted:I'm a page late but please don't actually nerf clots, that is the silliest complaint I've heard in this thread. The auto-focus on the clot that grabbed you changes getting grabbed from the mild inconvenience it was in KF1 to a potentially catastrophic event. For example, you're about to dance with a Scrake and you get grabbed mid-pulverizer swing. Letting clots get in close enough to grab you means somebody on your team is slacking and you are painfully unaware of your surroundings, and now there's a punishment for that. The one thing i really hate / suck too much to reliably avoid is if hans decides to do multiple 3-slash attacks in a row on me at a point where i don't have armor. You can't outrun it, you can't outheal it even with a medic right on top of you. I guess the solution is either to parry him or glitch out his pathfinding so he misses? RoadCrewWorker fucked around with this message at 21:00 on Apr 26, 2015 |
# ¿ Apr 26, 2015 20:57 |
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No, the crawlers feat is that they hard(er) to spot and hit and can jump around, theyre annoying enough without burrying you in a QTE of all things if anything i'd want the enemies to be more unique instead of filling the same roles.
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# ¿ Apr 27, 2015 12:42 |
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dogstile posted:In fact, let me replace my weapon butt with a power kick. gently caress it
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# ¿ Apr 27, 2015 13:15 |
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Shumagorath posted:Fleshpound HP needs to be brought down or there's a damage threshold mechanic that I don't understand. I emptied a full AA12 mag into one of their heads on Suicidal and it killed me despite shot pellets now being the majority of its skull contents by volume.
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# ¿ Apr 27, 2015 16:25 |
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Fina posted:You should be able to parry Han's machine guns if you spam the parry key really quickly.
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# ¿ Apr 29, 2015 01:35 |
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Skoll posted:I think it's safe to say that since the game is in EA, ALL of the perks/skills could use a complete overhaul and reworking.
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# ¿ Apr 29, 2015 02:23 |
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That aggressive teleport behavior is pretty annoying and the worst reason to get killed. Does the game just break with kiting if that's not enabled or what?Mexicat posted:I'm already getting bored of KF2. They should be pushing out the other classes already. I'm sure the devs are sitting on the full game and are just holding out on us. What else is tripwire hiding? RoadCrewWorker fucked around with this message at 18:12 on Apr 30, 2015 |
# ¿ Apr 30, 2015 18:00 |
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Serious Frolicking posted:Why go nuts with marathon sessions when the balance is kind of hosed and all progression will be wiped? Unless it's crippling OCD causing you to treat this game like an MMO or something? Cause incoming wipe or not, progression really doesn't matter that much. Require More Fire posted:KFgame.ini, and then look for MaxDeadBodies
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# ¿ Apr 30, 2015 18:22 |
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Athropos posted:The game has the basics down but it's really starved for content until we get a few more perks and weapons and maps going. Athropos posted:Probably gonna stop playing this until we get more content. I don't play a whole lot anyways and just the ideas of losing all perk progress is kind of turning me off. Athropos posted:The base gameplay is solid and it can only get better from there once more content is added in. Athropos posted:Also is there any new content yet? Athropos posted:heres a horrible opinion, when is that game going to get updated with some content edit: oh never mind being subtle, this guy's just a real asshat period RoadCrewWorker fucked around with this message at 01:18 on May 4, 2015 |
# ¿ May 3, 2015 23:15 |
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There's nothing worse than getting a perfect medigrenade stack down to tank a double FP + scrakes and then have a siren nobody spotted/called out walk in and magic them away Theta Zero posted:Really nice but it has the same problem that I have with the other KF2 maps, it's not really gross and grimy like the KF1 maps. RoadCrewWorker fucked around with this message at 00:38 on May 6, 2015 |
# ¿ May 6, 2015 00:34 |
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The "made me really upset" part of the quote is obviously silly, but people are already complaining about zerks or commandos falling out of the min-max optimization required(?) for suicidal or HoE, so with every new class-"perk" added or ability-"perk" re-balance that feeling is likely to ramp up as people figure that stuff out. Not that i think some having some fun-classes around for lower difficulties is a tremendous problem, with this being a non-competitive coop game. That's basically how i played Demolition in KF1 "Solving" coop games for the one true class/loadout always just kinda makes them feel stale for me. RoadCrewWorker fucked around with this message at 06:53 on May 6, 2015 |
# ¿ May 6, 2015 06:49 |
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Oh yeah, dont get me wrong - i was actually agreeing with the intent behind the post in that a single class trivializing everything or rendering other classes superfluous would be unfortunate and i hope they balance to make varied playstyles viable. The re playability of the game heavily depends on it.
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# ¿ May 6, 2015 07:24 |
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Don't maps usually start out as undetailed block versions to test the flow and layout and do the actual detailing and polishing much later after a bunch of playtests to see if there are just broken/horrible spots in the map? Wonder how feasible that approach is when you're mostly combining a set of fixed assets.
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# ¿ May 6, 2015 19:36 |
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Azran posted:I see people have set up some big player count servers, do Zeds scale for over 6 players? How many you get at the max number of players (32?) at wave 1?
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# ¿ May 8, 2015 03:30 |
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I'm just sad i can't be the grim reaper anymore, floating around corners to scare teammates when they least expect it.
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# ¿ May 9, 2015 07:29 |
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Fina posted:Game needs more female characters and more skin variations for everyone.
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# ¿ May 9, 2015 11:32 |
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I wouldn't mind if they dropped the xp system tomorrow, but they'd need to put some kind of specialization into its place. Other than that (same as in KF1) there is mostly the illusion of progress as you basically just climb a damage ramp that gives you enough DPS to survive the harder difficulties. A normal game on LVL0 basically plays like a Suicidal on LVL 15-20, with some classes having one or more additional tasks. The changing enemy behavior is a welcome, actually significant addition that adds some distinction. I'd like if there was a system to model the kind of dynamic challenges you get by attempting certain difficulties at certain levels but it didn't fracture the player-base into getting a "appropriate" play experience with their favorite class in one difficulty level.
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# ¿ May 9, 2015 18:10 |
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Shumagorath posted:Everything I found online involves Cheat Engine which is a big risk to someone's Steam account.
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# ¿ May 9, 2015 19:44 |
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I'm playing on Ultra for everything but occasionally when turning a corner to face a giant mass of enemies i notice some go through the UE mipmap loading. It's most noticeable on bloats, because they basically look like wet bowling pins for half a second.
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# ¿ May 11, 2015 00:26 |
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you joke, and I thought i'd get tired of the effect after a week but 200 hours in KF1 later i still enjoy it every time it happens. also the matrix sequels never happened so bullettime will be cool forever
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# ¿ May 19, 2015 16:14 |
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I usually much prefer the sort of balancing that buffs the other classes or enemies in interesting ways instead of crushing whatever the favorite loadout is right now. If they ever find out how good the AA12 is we're all doomed
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# ¿ May 26, 2015 20:49 |
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OneThousandMonkeys posted:If there were just a mode where you ran around with an unlimited clip fighting endless zombie trash mobs and popped zed time every time you killed one, I doubt I'd ever get tired of that. call it zen bloody sandbox mode or something
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# ¿ May 27, 2015 08:17 |
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Seems like an easy enough thing to grab while you roam around the map anyway, since you already have the dynamic trader locations to entice teams to move around a bit. As long as it doesn't ruin rounds by having OCD clowns get themselves murdered by having to grab them all singlehandedly in one wave or something. RoadCrewWorker fucked around with this message at 17:00 on May 28, 2015 |
# ¿ May 28, 2015 16:49 |
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splifyphus posted:It looks very fake and doesn't blend in well at all with the existing gore system. Obscene clouds of organ parts flying everywhere will probably have an adverse effect on visibility too. If that's the final product I'll probably turn it off and just crank up the blood spatter in the ini. hope it isn't a total performance killer
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# ¿ Jun 27, 2015 14:43 |
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# ¿ May 6, 2024 05:29 |
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dorkasaurus_rex posted:It's Friday. No update and no WWAUT. That's it. I'm killing myself
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# ¿ Aug 14, 2015 17:33 |