I wanted to make a visually pleasing list with a series of questions and suggestions. This will be consistently updated as I think of more stuff. Also, I know some of these may seem a little far-fetched or too complicated but I'm kind of in that mindset that since this will be the only KF release for I'm assuming quite a long while, that we might as well go all out with it. ANYWAY! Enjoy!
Please do not post links to other similar questions or suggestions. I'm aware that some of these may have been asked, but unless it's be directly commented on with a yay, nay, or may by a developer, it will remain as a suggestion and therefore, will remain on this thread.
Trader:
Characters:
Settings:
Mutants:
Weapons:
Graphics:
General:
Please do not post links to other similar questions or suggestions. I'm aware that some of these may have been asked, but unless it's be directly commented on with a yay, nay, or may by a developer, it will remain as a suggestion and therefore, will remain on this thread.
Trader:
Spoiler!
1. In what way are you improving the route-to-trader path marker if at all? I think the red rope was just a quick concept that was meant to be something else but worked well enough, but cosmetically, it wasn't too pleasing. Might you be placing it a bit lower? Might it be arrows on the floor now? Two ideas I had for it was to have trashy billboard and wood post signs around the levels pointing in directions of the various trader locations. Give us the same standard direction arrow, but let us figure out the direction by learning the map and reading some context clues. Either that, or have an icon floating through terrain over the trader and having us, once again, learn the map and figure out our way there. It's just less clutter.
Characters:
Spoiler!
No Content Yet
Settings:
Spoiler!
1. Will there be an FOV slider? Now I ask this in the context of just having it as an option and not as an improvement because I will admit something here: Oddly enough, though your hands and weapons were HUGE and really close to your face in KF1, for some odd reason, it felt right and it felt natural. So while I don't mind the current FOV in KF1, I think the option in KF2 would be welcomed greatly.
2. Will there be any immersion settings? Like camera filters or a head bob slider?
2. Will there be any immersion settings? Like camera filters or a head bob slider?
Mutants:
Spoiler!
Clot:
Cyst:
Slasher:
Stalker:
Crawler:
Gorefast:
Bloat:
Husk:
Siren:
Scrake:
Fleshpound:
Patriarch(?):
Spoiler!
No Content Yet
Cyst:
Spoiler!
No Content Yet
Slasher:
Spoiler!
1. I know rigging has already been done for the Slasher, but I wouldn't say no to the idea that he could jump over other low-level mutants(Clot, Slasher, Cyst, Stalker, Crawler).
Stalker:
Spoiler!
1. While watching the Gore Dev Diaries, I noticed that the Stalker instantly becomes uncloaked upon death as per usual. But I was kinda hoping there be something new about it. In my mind, I was hoping for some rippling or distortion effect of her cloaking if she takes a killing blow while cloaked. And there are quite a few ways to do this. She could become uncloaked from the point of injury. An example of that being if she received the killing blow in the leg, she'd slowly uncloak from the leg up. Or perhaps, when she's dead on the ground, give her a persistent distortion effect like she's glitching out or something. Of course something like this would be capable of being toggled. But just a thought.
Crawler:
Spoiler!
No Content Yet
Gorefast:
Spoiler!
No Content Yet
Bloat:
Spoiler!
No Content Yet
Husk:
Spoiler!
No Content Yet
Siren:
Spoiler!
1. Multiple variants of screams would greatly be appreciated.
Scrake:
Spoiler!
No Content Yet
Fleshpound:
Spoiler!
No Content Yet
Patriarch(?):
Spoiler!
No Content Yet
Weapons:
Spoiler!
1. Will we be getting any WW2 era weapons on the tier of the Bullpup rifle? Like the the M3 GG(Grease Gun) or the STG?
2. BAYONETS WHERE????
3. Please for the love of god, higher recoil. While some find it to be an annoying factor, I think it'll pair properly with this game. KF2, after seeing the footage, feels like an entirely different game. Darker corners and creepier looking enemies is actually a frightening experience. What makes a situation more tense is controlling recoil when something is charging you. Just a thought. After watching the Dev Diaries, the recoil seems FAR too forgiving as well as the hip firing. I understand this is Killing Floor and for the most part, we're trying to keep it's likeness, but low recoil has just been somethings that's always bugged me.
4. Molotov's would be an excellent addition to this game.
5. Weapon Jamming and Default Pistol:
I've already seen this suggested and for the most part, a lot of people aren't too keen of the idea but it's usually just seen as a negative and not something that add's to the game. I'd like to change that mindset. In KF1, I noticed a significant lack in usage of sidearms by ANY other class than the Sharpshooter unless it was the first 1 or 2 rounds. If you practiced enough number crunching in the period of a few end-rounds, you'd soon realize that you could have one or two primaries without the need of an additional and more powerful side arm.
That's something that's really always bugged me because it just seemed to throw the importance of a side arm out the window. And let's be honest here, a lot of us non-sharpshooter specs turned a cold shoulder to the default pistol quite often. Personally, I think this system could implement more into a game like this where urgency is a key factor. The game looks greater, the game is darker, the monsters are scarier. Situations need to be more tense.
Primary weapons jamming would enforce variant types of gameplay decisions. If a primary gun jams and the player is confident or not in a very hard situation, they can take an extra few seconds to unjam their gun. No harm. If a player is in a tight situation though, they may want to reconsider swapping to their sidearm just to suppress the urgency a bit more. The more powerful of a sidearm they have, the better. It'll also give more value to each gun and have players play a bit more carefully. If a player saved for 6 rounds to get a gun and that gun jams, they're going to want to switch to a side arm.
This brings up part two; a second gameplay factor. Make the pistol sellable. Give the players that choice of having NO weapon except a knife. They can either spec up with primary weapons and run the risk of not having a quick secondary to go to, or they can play it safe and give themselves a varied arsenal. This would also increase the value of the perk that allows someone to unjam guns quicker(possible perk) or swap weapons faster. And while the quicker-swap perk isn't confirmed, I'm 100% sure it'll be a part of one of the class trees. So in this case, that particular class may not need to worry about having a secondary and it gives them a distinct advantage.
And on the front of technical prowess, I don't think it'd be a considerably large amount of work. I'm sure at this point, rigging for all the games primary weapons are done. I don't think jam-rigging work specifically needs to be done. I simply think that some animations can be played in smoothe normal and reversed form. Something as simple as replaying the empty-chamber bolt loader animation a few times as well as the character making a snappy quip at their weapon. Easy. Done.
As for the constraint of realism, jams would happen infrequently. Possibly a .5% chance everytime you reload. And if you're one of those folks that has the bad habit of reloading after a single shot or a quick burst, you're more likely to encounter a jam because you'll simply just be reloading more often and exposing yourself to that risk(Hey! Perhaps this game could provide some therapy to those of us with that terrible habit). This could be a cameo to real-life treatment of a gun as PERSISTANT reloading could potentially jam a weapon. I also just want to make clear that I'm not imagining the percentage stacking everytime you reload. That'd be ridiculous because it'd happen too often. Basically, you have a chance to get a jammed reload once every 50 reloads (theoretically). HOWEVER, you could have the chances of jamming multiple by 2.5x (starting from .5%) everytime you reload within 5 seconds of each other and the stacking would reset if you don't reload for 5 seconds. This basically imitates rushing and humans being humans and making mistakes. Basically, by the 5th rapid reload, you'd be at 50%(48.83%) chance of jamming your gun. JUST A THOUGHT.
Anyway, to add to the constraint of realism; based on an interview and gameplay breakdown presented by Destructoid, the trader isn't a person. Instead, it's basically an advanced 3D printer that prints your guns. And just to add to that, he had stated that a person will be added later but they'll primarily just be on a screen as to give the narrative that someone far away is controlling and maintaing the machines remotely. It's also to give some character to the trader stops. So, on that note, 3D printers aren't perfect despite this being an 'advanced' 3D printer. So it just adds to that narrative that your gun might jam because of a skewed manufacturing process.
WHICHEVER WAY YOU WANT TO TAKE THAT, I personally think this would be a fantastic addition to the KF2 world and give PROPER decisions to players and give PROPER form of tension. And I hope my explanation of it provided more insight on this feature not just being a negative, but actually enrichinening the gameplay and experience.
2. BAYONETS WHERE????
3. Please for the love of god, higher recoil. While some find it to be an annoying factor, I think it'll pair properly with this game. KF2, after seeing the footage, feels like an entirely different game. Darker corners and creepier looking enemies is actually a frightening experience. What makes a situation more tense is controlling recoil when something is charging you. Just a thought. After watching the Dev Diaries, the recoil seems FAR too forgiving as well as the hip firing. I understand this is Killing Floor and for the most part, we're trying to keep it's likeness, but low recoil has just been somethings that's always bugged me.
4. Molotov's would be an excellent addition to this game.
5. Weapon Jamming and Default Pistol:
I've already seen this suggested and for the most part, a lot of people aren't too keen of the idea but it's usually just seen as a negative and not something that add's to the game. I'd like to change that mindset. In KF1, I noticed a significant lack in usage of sidearms by ANY other class than the Sharpshooter unless it was the first 1 or 2 rounds. If you practiced enough number crunching in the period of a few end-rounds, you'd soon realize that you could have one or two primaries without the need of an additional and more powerful side arm.
That's something that's really always bugged me because it just seemed to throw the importance of a side arm out the window. And let's be honest here, a lot of us non-sharpshooter specs turned a cold shoulder to the default pistol quite often. Personally, I think this system could implement more into a game like this where urgency is a key factor. The game looks greater, the game is darker, the monsters are scarier. Situations need to be more tense.
Primary weapons jamming would enforce variant types of gameplay decisions. If a primary gun jams and the player is confident or not in a very hard situation, they can take an extra few seconds to unjam their gun. No harm. If a player is in a tight situation though, they may want to reconsider swapping to their sidearm just to suppress the urgency a bit more. The more powerful of a sidearm they have, the better. It'll also give more value to each gun and have players play a bit more carefully. If a player saved for 6 rounds to get a gun and that gun jams, they're going to want to switch to a side arm.
This brings up part two; a second gameplay factor. Make the pistol sellable. Give the players that choice of having NO weapon except a knife. They can either spec up with primary weapons and run the risk of not having a quick secondary to go to, or they can play it safe and give themselves a varied arsenal. This would also increase the value of the perk that allows someone to unjam guns quicker(possible perk) or swap weapons faster. And while the quicker-swap perk isn't confirmed, I'm 100% sure it'll be a part of one of the class trees. So in this case, that particular class may not need to worry about having a secondary and it gives them a distinct advantage.
And on the front of technical prowess, I don't think it'd be a considerably large amount of work. I'm sure at this point, rigging for all the games primary weapons are done. I don't think jam-rigging work specifically needs to be done. I simply think that some animations can be played in smoothe normal and reversed form. Something as simple as replaying the empty-chamber bolt loader animation a few times as well as the character making a snappy quip at their weapon. Easy. Done.
As for the constraint of realism, jams would happen infrequently. Possibly a .5% chance everytime you reload. And if you're one of those folks that has the bad habit of reloading after a single shot or a quick burst, you're more likely to encounter a jam because you'll simply just be reloading more often and exposing yourself to that risk(Hey! Perhaps this game could provide some therapy to those of us with that terrible habit). This could be a cameo to real-life treatment of a gun as PERSISTANT reloading could potentially jam a weapon. I also just want to make clear that I'm not imagining the percentage stacking everytime you reload. That'd be ridiculous because it'd happen too often. Basically, you have a chance to get a jammed reload once every 50 reloads (theoretically). HOWEVER, you could have the chances of jamming multiple by 2.5x (starting from .5%) everytime you reload within 5 seconds of each other and the stacking would reset if you don't reload for 5 seconds. This basically imitates rushing and humans being humans and making mistakes. Basically, by the 5th rapid reload, you'd be at 50%(48.83%) chance of jamming your gun. JUST A THOUGHT.
Anyway, to add to the constraint of realism; based on an interview and gameplay breakdown presented by Destructoid, the trader isn't a person. Instead, it's basically an advanced 3D printer that prints your guns. And just to add to that, he had stated that a person will be added later but they'll primarily just be on a screen as to give the narrative that someone far away is controlling and maintaing the machines remotely. It's also to give some character to the trader stops. So, on that note, 3D printers aren't perfect despite this being an 'advanced' 3D printer. So it just adds to that narrative that your gun might jam because of a skewed manufacturing process.
WHICHEVER WAY YOU WANT TO TAKE THAT, I personally think this would be a fantastic addition to the KF2 world and give PROPER decisions to players and give PROPER form of tension. And I hope my explanation of it provided more insight on this feature not just being a negative, but actually enrichinening the gameplay and experience.
Graphics:
Spoiler!
1. The lighting via flashlight in KF1 was working on some grid system; lighting up certain sectors or geometry. Has this been improved/fixed in KF2? It's something that really broke immersion for me in KF1. It was particularly noticeable at long ranges when you'd see individual geometries lit up a fair distance away. Just strange and just a thought.
General:
Spoiler!
1. Special death animation for final Mutant? I've always had this as an idea considering the phenomenon started in KF1 of keeping one last Mutant alive to run the map for ammo and things. And for whatever reason, everyone is always incredibly surreal with the final take down. Any special execution moves planned? I think that'd be a good cherry on top for an already community-formed tradition. Of course it'd be dependent on the mutant itself and if it's HP is within single-shot kill range with the selected weapon. I just think it'd be cool to shove a shotgun into the last mutants mouth or perhaps stab into it with a sword, turn around, and pull it forward and out of the mutant. Just fun stuff like that. Theatrics! (Choreographer at heart.)
2. Will any current Steam-account-bound items be transferred over such as skins? Aldridge has always been my favorite and I'd love to have him in the new game and better yet, if he's actually been visually touched up.
3. Please no zed congo lines. Have some variant type of pathing! There was only so little gameplay available in the Dev Diaries and the footage had a lot of jumpcuts so I couldn't tell too much if congo-lines have been fixed or not.
4. I'm dubbing this "The Autobahn Initiative":
Have high-threat mutants(Siren/Husk/FP/Scrake/Bloat, Gorefast) be capable of pushing or displacing lower mutants(Clot, Slasher, Cyst, Stalker, Crawler).
There's a few ways this can be done with each mutant.
Siren: Might make surrounding mutants stumble when she screams. This could even apply to high-threat mutants.
Husk: His interaction has already been seen with his loss-of-control flamethrower and his explosive canister.
FP: Stumbles and knocks over other mutants. For crawlers, they'd just be instantly crushed(Think that's pretty comical considering their spiders).
Scrake: Possibility of cutting apart lower mutants when he may be charging. Considering how TWI have done the other creatures so far(namely the gorefast), it's reasonable to say and suggest that the Scrake might flail his chainsaw idley or when charging.
Bloat: Considering that he projectile vomits, perhaps any lower mutants in front of him gets knocked forward if they're within the vomit cone or get stumbled when he blows up.
Gorefast: Simply displaces other mutants when he charges.
I'm not including the Slasher as a high-threat mutant because while he's fast and charges, he's a light and agile body unlike his counterpart, the gorefast whom is a muscular and relatively slower thickbody.
5. Lifetime stats, please! Bullets fired, zeds killed, heals given, etc, etc. It'd be great if these could be displayed on loading screens for you as well just to give you a game to game update.
2. Will any current Steam-account-bound items be transferred over such as skins? Aldridge has always been my favorite and I'd love to have him in the new game and better yet, if he's actually been visually touched up.
3. Please no zed congo lines. Have some variant type of pathing! There was only so little gameplay available in the Dev Diaries and the footage had a lot of jumpcuts so I couldn't tell too much if congo-lines have been fixed or not.
4. I'm dubbing this "The Autobahn Initiative":
Have high-threat mutants(Siren/Husk/FP/Scrake/Bloat, Gorefast) be capable of pushing or displacing lower mutants(Clot, Slasher, Cyst, Stalker, Crawler).
There's a few ways this can be done with each mutant.
Siren: Might make surrounding mutants stumble when she screams. This could even apply to high-threat mutants.
Husk: His interaction has already been seen with his loss-of-control flamethrower and his explosive canister.
FP: Stumbles and knocks over other mutants. For crawlers, they'd just be instantly crushed(Think that's pretty comical considering their spiders).
Scrake: Possibility of cutting apart lower mutants when he may be charging. Considering how TWI have done the other creatures so far(namely the gorefast), it's reasonable to say and suggest that the Scrake might flail his chainsaw idley or when charging.
Bloat: Considering that he projectile vomits, perhaps any lower mutants in front of him gets knocked forward if they're within the vomit cone or get stumbled when he blows up.
Gorefast: Simply displaces other mutants when he charges.
I'm not including the Slasher as a high-threat mutant because while he's fast and charges, he's a light and agile body unlike his counterpart, the gorefast whom is a muscular and relatively slower thickbody.
5. Lifetime stats, please! Bullets fired, zeds killed, heals given, etc, etc. It'd be great if these could be displayed on loading screens for you as well just to give you a game to game update.
Aucun commentaire:
Enregistrer un commentaire