![]() More people add more zeds and cause the zeds to have more health. only you) don't have line of sight, so it's usually best (in more open maps, at least) to kite the mob when playing alone (or if you're the last one left). ![]() It's not in 2.The thing about playing alone is that zeds can spawn just around a corner or anywhere players (i.e. Killing Floor is more hold out against waves of zeds, but still, kiting was viable in 1. L4D works because it's from point A to B without dying, and the AI was designed with that in mind, hence why it's better optimised. Which forces you to camp, and camping as a meta = really boring and unfun. I don't mind the more action oriented approach in KF2, but it feels more like an exercise in map learning and spawn memorisation instead of being allowed to react to things as you explore/go round the map. I counter them of course thanks to my M4 shotgun, but should I be punished for playing smartly?! Nope, game decides to spawn a Husk and a few zeds behind me. Welded the door behind me on the walkway so there was only ONE way for them to reach me, the stairs. ![]() Try solo HoE on Catacombs if you want an example of unfair spawning. Mind you, this isn't something I want and I think it would change the game into something slightly different but at least we as players would be able to work with it in theory. PS- This just occured to me: Maybe if you're going to commit to the idea of an all-seeing antagonist, replace the trader voiceover (where appropriate) with The Patriarch or Hans and they can call out spawns and give us dat 1 second audio notice like in Boss Waves. I welcome any constructive discussion about this. Which all seems very bad to me, just to be clear Is this really the intention, Tripwire? Because if it is, what that tells me is that there are certain things in Killing Floor 2 that can't be fought against and there will always be luck-of-the-draw involved and to an extent, skill level won't matter. This poor implementation is so alarmingly bad as to present itself as a new, unadvertised, counter-intuitive, immersion breaking (yes, I'm on that bandwagon too), strategy ignoring, in-game performance disregarding, indiscriminate and invisible ENEMY. In theory, I have no problem with an AI Director, I just think it's poorly implemented when it comes to determining spawns-when, where, what, how many, yadda yadda. Really, I can stand some luck/randomness and therefore some bad luck, but what I can't stand is having THE GAME as an extra enemy to fight. I could say more about zeds spawning around corners very conveniently too but. And because why, I looked away from a patch of dirt behind me for 1 second? Seems legit. Also, many zed types seem to spawn in mid-attack (enraged) so there is no real way to avoid taking some damage during what are easily the most crucial moments in the match. ![]() I am not exaggerating either-Zeds spawn right under (because I'm jumping around) me and behind me routinely during Boss Waves. I shouldn't be punished for focus firing on the boss by having 6 zeds spawn under my (already) swollen rear. The problem with Zed spawns is most apparent during the Boss Wave. If this means patching in new spawn locations for every map then I am all for that, regardless of patch size. It would be a limitation on the AI Director in this case though. Something as simple as "distance-to-player-minimum", much like in L4D1/2 where (in versus) you have to be a certain distance away before you can spawn in. ![]()
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