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GeezerGaming • View topic - Killing Floor 2 Information

Killing Floor 2 Information

Faction leaders / Moderators: Fireman & Benjie

Re: Killing Floor 2 Information

Postby Fireman » Sun Jun 14, 2015 8:02 am

News Flash - 06-14-2015

Looks like Melee, Parry, Blocking and more are getting refinements!!

Posted by Yoshiro at Tripwire:

"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."

"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!"

That is all!


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Re: Killing Floor 2 Information

Postby Fireman » Wed Jun 17, 2015 1:45 pm

06/17/2015 News from Tripwire forums.

John Gibson, head honcho at Tripwire, has stated that KF2 is far enough along in development that NO, yes I said NO, stat wipe will be necessary!! :D

There was also confirmation that a "Demo" class will be coming too.

No additional info on new content release dates as of this day.

That is all.


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Re: Killing Floor 2 Information

Postby benjie~67 » Wed Jun 17, 2015 1:56 pm

Thank you Fireman for the update. 8-) See you in game :arrow:
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Re: Killing Floor 2 Information

Postby Scorpio » Wed Jun 17, 2015 7:41 pm

Smart move, good move. Thanks Firebutt
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Re: Killing Floor 2 Information

Postby Fireman » Sat Jul 04, 2015 8:07 am

INFO Update-07/04/15

Posted at Tripwire by Yoshiro:

"Welcome back to another fine edition of What We Are Up To. This week I bring news of recent advancements our audio guru has been up to as well as some quality of life improvements that are heading your way with the next content update!

Our Audio Director, Mark Muraski (guru and recent hire who has joined us to level up our team's ability to create and deliver an even better audio experience for our fans!) has been looking under the hood of the game and spending his time in there reworking many items from the ground up!

One of his highest priorities has been to find areas where we can improve performance. During his investigation he has found ways to reduce our CPU load from the audio system which should result in noticeable performance gains from those users who are CPU constrained, particularly dual core CPU users.

Beyond that he has been looking at the general audio balance of the game and making sure sounds are balanced correctly against each other (loud things should be loud compared to other items, etc). This has gone a long way towards improving positional accuracy of where zeds are approaching you from in the world as well as improving the overall audio experience.

But that isn’t all. He’s also been looking at how to improve in-combat sounds and several improvements are heading your way. Impacts on zeds will now play different sounds depending on where you hit them (flesh vs metal)! We also have something planned for the melee lovers who just love to get in nice & close. Melee sounds have been enhanced to make them more visceral. On top of that, the gore sounds have been reworked as well to improve the experience and immersion.

Next I want to talk about some quality of life feature additions/enhancements. As part of the next update we are adding voting to the game. This includes map voting and kick voting. Map voting is fairly self explanatory, players will now be able to choose which map they want to travel to next when their current one ends (if the server has that function enabled). Want to play your favorite map (stock or custom)? Vote for it! We are also implemented client vote kicking. After a player has initiated a vote from the lobby menu, other players will be prompted with a yes or no response (via key prompt). "

Besides game content, they are also delving into fixing, enhancing, improving the audio in the game !!

That is all. :D


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Re: Killing Floor 2 Information

Postby Fireman » Thu Aug 27, 2015 11:53 am

Reading at Tripwire today I see that the massive update is in it's final testing with players who chose to "Opt In" to test it.

What this means is, it won't be long before we get the update, which is huge. To get all the details just check this link: http://forums.tripwireinteractive.com/s ... p?t=111627


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Re: Killing Floor 2 Information

Postby DrFr » Thu Sep 03, 2015 8:56 pm

Been playing it - or was, before my rig died (coincidence?). Only tried the firebug class. The molotovs you get to start with are very good, but very short range - maybe 15 feet, 20 tops. But they fry everything in a 12-foot radius. The shottie has incendiary shells, and then you also get a primitive homemade flamethrower that uses twin caulking guns strapped together. Only throws about 8-9 foot of flame, though, so it's up-close work.
Gaming since the Odyssey ... Magnavox, not Homer ...

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Re: Killing Floor 2 Information

Postby Fireman » Fri Oct 09, 2015 8:58 am

Info obtained from Tripwire this morning.

What they are working on, or at least all that has been mentioned so far, is a new perk called "Gunslinger" (the reason for the introduction of the dual pistols) AND a new map called "Black Forest"!

There is one pic Yoshiro shared in the post at Tripwire. Here is the link to the post: http://forums.tripwireinteractive.com/s ... p?t=113355


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Re: Killing Floor 2 Information

Postby benjie~67 » Tue Oct 13, 2015 10:17 am

That pic reminds me of the KF1 Wyre (not sure of spelling) map, it should be interesting with those pesky crawlers hiding in the bushes! Spent Thanksgiving weekend in Ottawa with grand kids, will be back home tonight. See y'all later...
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Re: Killing Floor 2 Information

Postby Fireman » Sat Oct 17, 2015 7:52 am

New info on the Gunslinger perk and other stuff in the works. Taken from Yoshiro's original post at Tripwire Forums.

Yoshiro: " Gunslinger. The perk name brings certain classic imagery to mind. Wisps of smoke lifting from the barrel of a 6-shooter as the eye of the gunslinger becomes visible through the clearing smoke. So what better to talk about than the weapons of such a Perk?

Tier 1: Model 1858 Revolver. An iconic weapon that saw use during the American Civil War, the Wild West frontier and further action around the world. This 6-shooter was prized by some over the competing revolvers of its time due to the fact that it could be reloaded quickly by replacing the entire cylinder with one pre-loaded instead of reloading the cylinder by hand. Just as lethal today as it was 150 years ago when that posse of zeds is beating down on your town.

Tier 2: M1911. Borne out of a search for a replacement for revolvers, this turn of the century pistol quickly found fans due to its stopping power and semi-automatic nature. Used by militaries around the world to this day, this pistol is a true friend to the gunman in need of some additional zed stopping power.

Tier 3: Desert Eagle. A hand cannon by any other name. This .50 caliber chambered pistol is many a zed killer’s favorite weapon when it comes time to deliver zed killing force down range with its distinctive barrel and muzzle flash being the last thing a zed will ever see.

Tier 4: .500 Magnum Revolver. Some call it too large, others call it excessive. Horzine contractors consider it to be the last word when it comes to in-the-field zed disposal. Designed for “big game” hunting, many zed hunters have found it truly stands up to the task, even when it comes to the most dangerous of zeds.

With a bit of luck I’ve also managed to sneak a render off the desktop of our weapons artist to share with you and hope you enjoy it just as much as I do.

http://media.tripwirecdn.com/101615/Model1858.jpg


One more item I would like to touch on in this post is our continuing audio work. With the last update we started what has become a general overhaul of almost all the audio in the game (be it tweaking, balance, or a re-recording) and that work continues. We are of course recording audio for all the weapons listed above (and think they are sounding great!) but that isn’t all. The Fleshpound is our first zed getting a full pass with all new sounds (and lines....) to bring him up to optimal “EarPound” levels. In the coming weeks we hope to be able to share some of that work with you! "

Now that will be fun to play! That is all................... :D


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