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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 benjie~67 » Sat Oct 17, 2015 10:20 am

Sounds interesting, very interesting :twisted: I noticed that there is no mention of "dualies" for the gunslinger, it always sounds better "going out with guns blazing" than "going out with gun blazing".... :?
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Re: Killing Floor 2 Information

Postby Fireman » Sat Oct 17, 2015 11:45 am

The "Dual Pistol" concept will be evident in the Gunslinger perk from all that I read! Should be tons of fun.


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Re: Killing Floor 2 Information

Postby Fireman » Sat Oct 24, 2015 8:42 am

Yoshi posted more info on the "Gunslinger" weapons over at Tripwire. He gave links for people to have a look at the fully textured weapons for this Class.

Secondly, he commented on working out issues from complaints/suggestions of players and here are the two key features they will incorporate.

Flashlights: Instead of being mounted on specific guns, they are working on making the flashlight a "body component". This way, everyone will have a flashlight. Before, sometimes your favorite weapon HAD NO FLASHLIGHT!!

Audio: They are working on the the settings for the game by giving us more audio "Sliders" in the settings to be able to more custom tailor the audio to our personal liking.

You can read his whole post and comments here: http://forums.tripwireinteractive.com/s ... p?t=113669


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Re: Killing Floor 2 Information

Postby Fireman » Fri Jan 22, 2016 9:59 am

Jan. 22, 2015 ........................... This just in from Yoshiro at Tripwire.

"Hello everyone, we are working towards a quality of life update for Killing Floor 2 and I want to let you know what it entails. We are expecting this update to address several bugs and bring the Steam Modding Workshop online.

First I want to talk some details about the modding workshop (or you can skip below to check out the WIP changelog). With Killing Floor 2’s implementation of the workshop, API clients AND servers will be able to subscribe to workshop maps and mods. Clients will update their subscribed content whenever they launch the game and will be able to get unsubscribed content directly from a server that has a subscription that the client does not.

This will remove the need for redirects as the Workshop will be a global redirect that is constantly updated by the author of the content! We plan to toss up a few examples from our internal holiday game challenge to kick things off. But more on that shortly. To the WIP changelog:

(The following is our current WIP changelog. Keep in mind that items may be pulled from this list if QA finds the fix has failed before release and this update is NOT out yet)

General:
Ammo pickups are no longer picked up if a player has full ammo and grenades
If other players have left the server, the solo healing buff will kick in
The game will now prioritize the trader pod and doors over supplier for interactions
Steam Mod Workshop Upload Tool
Servers and clients can subscribe to mods and be updated automatically when the content creator updates their mod or map

Bugs:
Players who haven’t spawned will no longer count against the solo player healing buff
Doors that are fully welded should no longer take away welder charge
Controllers should no longer always rumble when explosions go off (nearby explosions will still trigger rumbles)
Zed ranged attacks will no longer open doors
Players can no longer jump and crouch during the Hans health drain
Weld integrity can not = 0%
Concrete and green poles can not be exploited anymore to avoid Fleshpound and Scrake attacks.
Fixed an issue where players were able to jump on top of Dosh Bling and exploit AI.
Fixed issue where if players join a game and there were previously welded doors on the server, they would see open doors with welds
Fixed MMMMMMMMMMMMMMM in party widget
Fixed a case where inventory would not initialize on first load
Fix for not being able to pause the game as an admin

Maps
Exploit fixes in Black Forest
Exploit fixes in Farmhouse
Updated Physics in Evacuation Point


Also as part of an effort to engage more with the community we will be hosting our very first internal livestream next week. We will be answering questions from the community (start asking below and we will try and get to many of them!) and showing off what is coming next. You’ll be able to tune in here: http://www.twitch.tv/tripwireinteractive "

Nice eh? That means I won't have to get all those maps myself and upload them to our server. I also won't have to edit many files when the "Workshop Maps" are up and running on Steam. Wooohoooo :D


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Re: Killing Floor 2 Information

Postby benjie~67 » Sat Jan 23, 2016 11:48 am

Yes, can not wait, that is great news. :) I have played some moded maps; quite a few of them are well constructed and are a ton of fun... 8-) We will have to start experimenting when new maps are available to identify which ones will be good on our servers.
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Re: Killing Floor 2 Information

Postby Fireman » Sat Feb 06, 2016 8:07 am

New Info from Yoshi......

" Hello everyone, we are hard at work on our next quality of life update. As previously mentioned, these updates are focused on bugs and balance and we are pushing to get them out as fast as we can. Today I am going to touch on this next QoL update as well as the next content update which is also being worked on, ie: the beloved sharpshooter!

We currently have two sharpshooter weapons going through our pipeline first, the Lever Action Rifle and Crossbow. Both are currently in the process of being textured and I hope to show them to you in the near future with some renders! I’ll be talking more about the Sharpshooter weapon set and perk skills as they start to come online.

Now something that will be in players hands much quicker are some upcoming changes (some of which will come in stages as we try one thing and react to the data and feedback we receive). The first of which is our dynamic difficulty tuning. With an upcoming quality of life update along with as many fixes as we can get done in there we are introducing the first pass at a dynamic difficulty tuning system that we are calling the Game Conductor.

With this system the game can make some decisions based on how well players are doing to increase or drawback the intensity of the wave within some limits (each difficulty can be tuned up or down towards the ones bracketing it). The goal of the system is to find a sweet spot where the players feel challenged but not over or underwhelmed. We expect parts of this system to start coming online over the next few QoL updates.

I also recently mentioned we had a close eye on the Demolitions perk. This is an item that is a bit further out in terms of players seeing it but I wanted to give the community an idea of what we are thinking about here. Part of our goals around balance moving forward is to give perks more distinct roles both overall and situational. Using the perk tree we are looking at branches that give the demo options for better crowd destruction or to specialize as a larger zed exploding machine who may want to conserve ammo.

We are aiming for our next QoL patch to come out next week and our current WIP changelog (subject to change!) is as follows:

Balance:
First pass of live player skill tracking system Game Conductor
Demo - Offperk skill was doing 15% instead of the intended 10%
Berserker - Melee attack speed % increase was not working properly as players ranked up
Gunslinger - changed how Uber Ammo skill works so dualies will not run out of ammo during Uber Ammo

General:
If a player leaves the server and doesn’t drop the detonator, any deployed c4 will be removed
Continued to improve AI code to help prevent “walling”


Bugs:
Fixed a bug where clients that joined an in progress game could see already destroyed collectibles (and thus not be able to interact with them)
Fixed several gamepad issues in the options screens
Fixed not being able to save favorite servers while using a gamepad
Fix one case for zed warping online - other cases including high latency are still being worked on
Fixed the game displaying a pick up message when you dropped a 9mm from having dualies

We are still aiming to get the Modding Workshop in as soon as we can fix some outstanding issues. We think we have a good handle on it but will know more early next week.

And to wrap things up this week we are hoping to get a “Pulse Of The Community” poll going every once in awhile to see where our players feel we should be focusing our efforts. Below you can find a link to the first of such polls.

https://www.surveymonkey.com/r/KF2CP1
__________________ "

Sounds cool eh? That's all for now on the KF2 news front. :D


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Re: Killing Floor 2 Information

Postby benjie~67 » Sat Feb 06, 2016 6:00 pm

Thanks for the update Fireman, some good news. Too bad no update on the common redirect server (or what ever they will call it), to load modded/custom maps....
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Re: Killing Floor 2 Information

Postby Fireman » Sat Feb 06, 2016 7:34 pm

I read on another post that they are trying to iron out a few big bugs to get the WORKSHOP up and going. So it sounds like it is at a priority among the other things they are trying to do.


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Re: Killing Floor 2 Information

Postby Scorpio » Sat Feb 06, 2016 8:16 pm

...QoL...? Quality of Life? WTF. wow
Thanks for the update
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Re: Killing Floor 2 Information

Postby Fireman » Wed Nov 23, 2016 9:51 am

Yoshiro posted a "Post Launch" thread this morning with what they are up to and will be doing now that the game has officially released.

They are dealing with PS4 issues among other things, bugs to be worked out there. But here is a little excerpt that most interested me and probably will you too.

Yoshiro > "Looking ahead into next year, our production team is sorting out the roadmap for our intended content goals which includes: New Maps (both our own and community created ones taken official), New Weapons (for many if not all of the perks including some old favorites), New Zeds, New Boss (or potentially more) and New Game Modes, along with the return of the Seasonal Events from Killing Floor 1. Many of these items are in some sort of prototype or production already (one old favorite weapon and one soon to be new favorite are in early testing), so it is shaping up to be an exciting year ahead!"

Hot dog......... lots to look forward to.


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