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Post by Deleted on May 23, 2015 16:20:02 GMT
News!!! At first some screenshots Big text below 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!”
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). Looks like we get new maps and new classes soon, awesome! more stalker pls cool
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Post by thatstoo2019man on May 23, 2015 16:30:24 GMT
nice shower
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Post by [...] on May 27, 2015 15:06:39 GMT
*TADA*
Killing Floor 2 - Update 1008
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
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Post by wakemeup on May 27, 2015 15:50:36 GMT
niiiiiiiiiice
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Post by [...] on May 27, 2015 23:03:50 GMT
Jakub and me just played a little bit on the new map and I gotta say, it's the best map Tripwire ever created. I mean, there's like EVERYTHING. The map itself is huge and when I say huge it's really huge - huge. There are different parts like a very cozy mansion with different floors, a mysterious research lab as a cellar and a big park. While clearing the waves you have to move around a lot and you get lost and separated pretty easy which makes the gameplay even more exciting Almost every round was a fight to the death and I personally had way more fun than in most sessions before. The medieval design of the map is just awesome!
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Post by [...] on May 30, 2015 15:15:12 GMT
I'm gonna set up the server again so we don't have to play with random jerks. Would be great if somebody could test it with me later
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Post by [...] on May 30, 2015 16:50:16 GMT
Great news, the server works without problems for me. I could even add a mod which allows me to raise the amount of players if we are a bigger group some day! If someone has a few minutes time please check out if you can connect to my server. Another thing.... Some of you may have heard or already changed their settings for the maximum dead bodies amount. Since this only works for offline games and not for servers (they have their own settings) I wanted to ask you if I should change it or keep it. For now it's like 10-15 dead bodies which can lay on the floor. I could change it to 200 and everything would look way more brutal but it also requires a good computer to handle it. Otherwise you'll have low FPS or you can't even play the game. To my question - are your computers good enough to change the limit or should I just keep it?
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Post by Deleted on May 30, 2015 16:56:31 GMT
Great news, the server works without problems for me. I could even add a mod which allows me to raise the amount of players if we are a bigger group some day! If someone has a few minutes time please check out if you can connect to my server. Another thing.... Some of you may have heard or already changed their settings for the maximum dead bodies amount. Since this only works for offline games and not for servers (they have their own settings) I wanted to ask you if I should change it or keep it. For now it's like 10-15 dead bodies which can lay on the floor. I could change it to 200 and everything would look way more brutal but it also requires a good computer to handle it. Otherwise you'll have low FPS or you can't even play the game. To my question - are your computers good enough to change the limit or should I just keep it? um I don't think that's how it works. Last time I checked, the amount of dead bodies displayed in a user's game is dependant entirely on their ini file, not the server's.
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Post by Deleted on May 30, 2015 16:57:23 GMT
for example, remember when I set my bodies to 300 and played with you guys and complained about it bogging down my framerate?
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Post by [...] on May 30, 2015 17:00:01 GMT
Great news, the server works without problems for me. I could even add a mod which allows me to raise the amount of players if we are a bigger group some day! If someone has a few minutes time please check out if you can connect to my server. Another thing.... Some of you may have heard or already changed their settings for the maximum dead bodies amount. Since this only works for offline games and not for servers (they have their own settings) I wanted to ask you if I should change it or keep it. For now it's like 10-15 dead bodies which can lay on the floor. I could change it to 200 and everything would look way more brutal but it also requires a good computer to handle it. Otherwise you'll have low FPS or you can't even play the game. To my question - are your computers good enough to change the limit or should I just keep it? um I don't think that's how it works. Last time I checked, the amount of dead bodies displayed in a user's game is dependant entirely on their ini file, not the server's. Well, my own settings for the game have a limit of 200 bodies but when I play on my server it's only 10-15.
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Post by [...] on May 30, 2015 17:01:34 GMT
for example, remember when I set my bodies to 300 and played with you guys and complained about it bogging down my framerate? Did we use my server when you changed it or did we use an official Tripwire server?
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Post by Deleted on May 30, 2015 17:05:55 GMT
I don't know... that might be it, maybe Tripwire's servers are set up to use the players settings for it and yours isn't
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Post by [...] on May 30, 2015 19:07:28 GMT
I don't know... that might be it, maybe Tripwire's servers are set up to use the players settings for it and yours isn't Well, at least the server is running again
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Post by Deleted on May 30, 2015 19:46:02 GMT
I need to get a better PC so I can play this again.
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Post by [...] on May 31, 2015 13:53:58 GMT
Guess I'm gonna loose my level 18 commando soon What We Are Up To 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
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