>>324332704 hans medic weapons look like toys microtransactions patriarch zed-conomy trading floor hans noguns the new zeds are shit no content hans no updates mr foster's torso looks weird clot has a nose gorefast has a nose zeds don't talk new siren looks awful fleshpound is now a gorilla scrake is also a gorilla sprint hans
>5-7 sentences minimum, no meme arrows. your not the boss of me
>>324332704 Microtransactions are pretty shitty. Skin packs were alright in the first game, weapon packs were pushing it, but what they've got going in KF2 now has just gone too far.
Next, they ruined the atmosphere. The cheery voices of the player characters and trader used to provide a sort of humorous class when viewed against the world those characters were in. Think Shaun of the Dead. Now everything is just too serious.
The way they are conducting the early access is fucking repugnant. They tout each update like it's some grand content pack like the post release updates for the first game. They are completing the game, adding content that I already paid for, and expecting me to be grateful like I'm getting additional stuff.
Sprinting feels like it's just a cop out to have larger maps. Not necessarily more detailed or content filled maps, just larger ones. Adding crosshairs is fucking retarded.
I'm also not a fan of the new zed designs, though that might just be a personal preference thing.
>>324333819 >hans >medic weapons LOOK >cosmetics when their were cosmetic DLC packs in 1 >hans >hans >more complaining about looks >more complaining about looks >more complaining about looks >wrong, because zeds do talk >more complaining about looks >more complaining about looks >more complaining about looks >hans
the boss is worse and they're pumping out content slowly. the latter you should have expected if you've played a tripwire game shortly after release. you spend too much time in shitposting threads.
>>324335845 they're still only cosmetics, who gives a shit. let retards spend their money for nothing. the trading economy is a much worst addition, because it attracts cancerous fucks who only play to get items for trading and don't care about playing for the game.
Hans isn't bad at all. I'm sorry you can no longer pipestack for easy wins against the boss like in KF1
I agree it's lame how he's basically a Zerk check in higher difficulties/6-man (if he comes in for the boss wave and you don't have a Zerk + Medic you're done for), but I'm otherwise fine with the fight. It will degenerate into a kitefest with one survivor, but that's to be expected of an enemy that has a HP pool meant to be whittled down by multiple people
KF2's real problem is that Medic is 100% mandatory. He wasn't in KF1, not even for HoE clears. The weakness of welding, the permanent destruction of doors, zed teleporting (preventing proper kiting), FP autorage...All these things contribute to a very fast-paced, close quarters game in which you must shoot and scoot and deal with zeds from close quarters even if you don't want to - it's difficult not to get damaged, so Medic is always needed. It's no wonder the most optimal tactic for HoE clears are Zerk walls - Medics and Zerks, make your team composition utterly focused on close range DPS and survivability
>>324335845 I've played it for about 5 hours since the store/trading whatever got added and I haven't seen it mentioned anywhere in game, on the menus. It has no presence and is able to be entirely ignored and remain ignorant of.
Early Access is cursed to delay development, put out incomplete and badly made features and then force you to redo them over and over until the wailing and gnashing spirits of those who died waiting for games are satisfied by the suffering. Also tripwire have been a bit shit for a long time now, RO players will tell you that.
>>324337996 >implying teamwork hasn't improved Firebug was practically useless If you tried focusing on the big guy in the first game you pretty much win. If you try doing that in this game with no medic you're kinda fucked. Also >complaining about balance issues and lack of content in an early access game Sure they're pumping out content slowly but still
>>324338935 Not who you replied to but part of the counterpoint to your second issue is (like with most early access games) they're pretending they've already released a finished product and are now adding "free content updates" like they're fucking heroes or some shit.
>implying teamwork has improved because "lelmedic"
KF1 had more frequent spawnrate of big guys, More sophisticated zed elimination methods commonly called "combos", No f****** screen shake, Multiple big guy removal techniques, Bigger emphasis on enemy management.
Killing Floor as a series sits on top of a very simple premise for a video game: There are a number of monsters, you kill them, you get better gear at a checkpoint, you fight a bigger number of monsters next round and you repeat this until you get to the biggest of them. The first title in this franchise executed its basic premise using an almost perfect formula, mixing player skill as well as knowledge to provide a thrilling experience on all levels of play for something that would otherwise become a monotonous and repetitive task.
Sadly, Killing Floor 2 distanced itself from that formula, applied most of its budget in the art department, kept bad things about the first game, worsened others, and, instead of listening to feedback from people who actually invested their time to analyze the title, developers began to build it around its errors that catered to new players, mostly to keep their own egos intact:
Aiming for a quicker and modernized experience, the game's pacing was increased; yet, somehow, the "killing" aspect was made slower: Characters can now sprint and cover an entire map within a minute or so, but their ability to switch weapons and their reload speed were drastically reduced (or at least not kept up to par). Ironically, the overall size of the maps were also reduced due to (what I assume are) engine limitations, which would otherwise cause severe optimization issues, or, better yet, make some players frustrated because they weren't paying attention to their distance from the checkpoint as they were killing everything.
So, you move faster now, but the maps are smaller and the things you can do in them are more limited, which when put together, in my view, makes for the definition of counterproductiveness both from a gameplay and development standpoint.
>>324341950 Enemy spawning and speed were tweaked to "reduce boredom": Enemies will spawn anywhere at anytime whenever a player is not looking. That corner right next to you that you just checked? Yeah, it's full of spiders now, that can move and surround you faster than you can say "arachnophobia". If you somehow manage to get away from that, worry not about feeling bored from being alone for more than 5 seconds... the game will teleport the spiders to the nearest obscured corner in your very path! Nevermind that door you just welded shut behind you, your casual real life logic does not apply here... well - except for that one part where the doors break down and don't come back magically - i mean.
This is very "exciting" on lower difficulties where you might as well play blind folded, on higher difficulties however it will just force you to sit against a wall in a corner of a map with natural chokepoints that have you simply sit and point n click until this torture modernized experience ends, taken that long gone are the times where you had to think a little and make a combination with weapons in order to defeat certain types of enemies or keep welded doors closed to control the flow of the, now spacetime continuum manipulating, horde.
Grinding mania 2 electric boogaloo: Having to spend 50 hours to get a character artificially buffed enough in order to tackle on harder difficulties in the first game by reaching Level 5 wasn't enough, now you can spend 50 hours+ getting a character artificially buffed enough in order to tackle on harder difficulties in the second game by reaching Level 25... that only gets any significant strengths every 5 levels, so Level 25/5, or just Level 5.
>>324342032 Clear difference between Strategies of Masochism x Optimization: Certain character classes (Shotgun Support class) take much more player effort as well as in-game credit investment to get on the same playing ground of other, simpler classes (Flamethrower Firebug class).
The Skill ceiling for the game has a clear cap that is not rewarding nor too interesting to explore if not for sheer masochism. Taken the game is now about running a lot and thinking little, Classes that can move the fastest have simply the easiest time in the game because they don't get hit as often (Morphine junkie Medic) and coincidentally also have some of the highest damage output weapons available (Melee tank Berserker, High caliber revolver wielding Gunslinger). Slower classes still have the "strongest" weapons in the game but the time necessary to output their potential stopping power outweighs the time they usually survive in order to even do it. With the teleportation and grinding, it might as well be a waste of time to not have the fastest (Berserker), dumbest (Firebug) and most boring (Medic) of classes to play as in high difficulties if you want to "beat" this bloody PvE game.
Early Access games are difficult to formulate a solid review for, taken that things are still being made and could go from poor to exceptional and vice-versa at any given time. But, after almost a year, I feel Killing Floor 2 took this development route not for receiving feedback and offering a more lax update schedule, but rather establish a fantastical advertisement campaign bloated with ambition.
>>324342110 The developer straight up ignores the portion with the most player feedback (Steam Forums) regarding both mechanic suggestions and bug reports, having game breaking issues reported early on remain unaccounted for as well as worsening (parry bug on KF-Outpost and now all over the new maps) among other things. They have one (1) moderator and a community manager who might as well not exist to supervise the whole thing with well over +1000 customers while their "pray-to-get-into" private forums where people are somewhat listened to effectively creates a catering to a certain minority who might as well not play the game (they added collectibles to their maps due to "demand". who even asked for this?)
Updates take roughly 3~4 months, and with the content and tweaks I've seen I conclude the guys making the road map are either schizophrenic, listening to nobody in particular and making changes that make little to no sense, or simply have no idea where the game is headed; however, they remain so sure of themselves that it will be just so great, they even decided to put up a ready-to-go cash shop and gamble crate system for a game that is barely halfway done.
If you're looking for a game to invest time into, this is currently not for you and will never be taken that it is not being developed with your type in mind. It's a simple, very flashy game to casually sit through and blast the crap out of ugly things away non-stop with little room for any sort of strategy beyond that. You get better artificially, and any difference between average and experient players either doesn't exist or will be patched out in the next update.
no big kills - just shoot it til it dies no good offperk weapons - just med ar/pistol and maybe hunting for medic no zed manipulation/control via movement - everything sprints at you no avoiding damage - get your shit slapped by flailing enemies and have your armor healed back shitty weapon tiering that forces homogenization hans
Tripwire has no understanding of what made KF1 fun beyond gunporn and gore.
>>324332704 >Giving in to the bait The only problems are the lack of content, microtransactions and the fact that you can't pick ammo out of guns on the floor even if you have the same gun That and the impossible damage Hans' melee damage does
>>324340898 >KF1 had more frequent spawnrate of big guys they're identical in terms of large zed spawns >More sophisticated zed elimination methods no, there wasn't anything sophisticated about kf1's big zed removal >No f****** screen shake except sirens >Multiple big guy removal techniques which kf2 has? every perk besides medic can anti big guy in a certain way >Bigger emphasis on enemy management. what does that even mean
>>324345554 no his damage is just random like all other zeds, it'll pick a multiplier to reduce the damage but since his base damage and dps are so high he'll kill anything in a few hits it's fucking retarded, he's an awful boss right now because it's such a boring bullshit fight, patty is way more entertaining
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