Killing Floor 3

Killing Floor 3

six 21 FEB a las 10:48 a. m.
Some feedback on the Beta
Hello!

Felt like sharing some of my feedback regarding the beta, being a massive fan and having started my KF journey when I was just 12 years old. Let me start by saying I don't think this is a bad game by any means, I had quite a lot of fun so far and playing with a full squad on Hard felt great.

Let's keep it civil, no need to insult each other or throw chairs in anger. These are my thoughts:


Bad / not so good things:

- The new syringe has to go. Keeping it under a cooldown worked well in the previous entries and made solo kiting against hundreds of zeds when your team was down possible. Now you're screwed if you go past the set number which is a shame and allows barely any room for experimenting or mistakes if you are alone. The feeling of successfully planning your route through the map while prioritising zeds by threat levels to stay alive and giving your team another shot was one of the highest points of the KF series for me.
You also can't heal your teammates, which is one of the decisions that left me a bit dumbfounded. Sacrificing your own cooldown to help your mate is a part of KF's core! These little features are what make you feel more connected to your team.

- Reviving feels out of place and is not a good addition. I can't exactly give a reason why, but it just feels off in here.

- The class system. Tying a character to a perk is really not a good idea. Not only is it difficult to tell who is who apart when you're in game (unlike in KF1 or 2, where you had a perk symbol next to their name), it takes the fun out of customizing your favorite character to your favorite perks. You are also not able to switch classes in between rounds which is very disappointing.

- The gunplay lacks any impact whatsoever. I feel like I'm shooting pellets from an air gun ie. the zeds now just ragdoll instantly, whereas in the previous entries they stumbled around without heads or limbs and made you feel like your shots were HITTING something.
Also not the greatest fan of the gun designs, they lack salt and pepper. No seasoning on those bad boys at all. I would've personally appreciated something a bit more grounded in reality when it comes to the guns, but that's just me.

- Scrakes and Fleshpounds spawn with no warning. :( What happened to their screams of pain and anger? When you heard those sounds you KNEW you were going to get tested, the adrenaline kicked in and made the waves more intense. Now you get surprised hooked into oblivion and it kind of just... sucks.

- The voice acting is also very bland and monotone. Give me some banter, scream MONEY MONEY MONEY from your lungs, yell bloody murder when you are on fire. ANYTHING. The characters have no personality and lack any interactions between each other. It doesn't feel like you are in a squad with psychopaths and mercs, it feels like you are sandwiched between a bunch of boring people who woke up with their balls getting nibbled on by a tiger.

- The maps are lacking some of the charm from the other entries. Levels like West London, Paris, Biotics Lab or even Volter Manor are iconic due to their sprawling environments and memorable set-pieces, for example the Eiffel tower burning in Paris, zeds being manufactured in Biotics Lab or seeing the brutal experiments Hans was doing on the zeds in his manor. The new maps need more visual storytelling and less random chaos. The chaos in the older maps always told a story and made you question what exactly happened.

- The soundtrack is good, but it sounds quite flat. There is a severe lack of low-end in most of the tracks. I'm a mixing engineer myself so I am quite tempted to go a bit nuts on the feedback for this but I don't want to turn this thread into an even bigger wall of text. In short: please more low and mid frequencies :steamhappy:

The good:

- I like the new interactions with the environment: climbing rails, walls, sliding down the floor, etc. it all feels great and helps with escaping hairy situations, which is always a plus.
ALSO, the dodge mechanic? That ♥♥♥♥ is a banger. I loved dodging Scrakes and Fleshpounds.

- The zed designs are pretty cool, I'm a big fan of the new Fleshpound. Their unnervingly tall stature, the walking, their arms turning into metal whips and breaking the walls and floor. All really cool stuff, not much to say on that. They don't feel like an improvement, but rather a re imagination.

Last thoughts:

I still quite like the game so far, but please hear out what the community has to say and fix these things. You are most likely under massive pressure from the suits to get this game out the window so this might just be wishful thinking, but still worth asking.
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KissMyAss300© 21 FEB a las 11:19 a. m. 
well summed up, i agree with all the points, the game isnt terrible but needs massive polishing.

heres my prediction: sadly i think this is pretty close to what is actually going to be released, only things that they will definitely work on is the soundtrack (more songs, but likely not good ones) and big zed warnings being added.
the rest they'll just do some minor adjustments and rebalancements, tripwire neglected KF2 very early on, just shows they're not rlly interested in making and upkeeping good games, but im totally open to being proven wrong

here's hoping they dont forget about adding text chat and hoping the maps they add are better than the current boring, disguntingly bland ones that they've shown us so far. altho i dont mind the syringe being limited, it is very retarded to not being able to share with the gang, so thats something that should be added alongside a higher carrying capacity for syringes. sadly, i think this is implemented to make medics more important, as if they werent already the most OP perk in KF2.

as an open firebugsexual, i was massively disappointed with how it feels playing it.
the sounds, the guns (every aspect about them), the gameplay, everything feels wrong about the firebug perk. also very weak against any non-clot or non-crawler zeds, the perk feels massively nerfed. burnt zeds arent rlly noticeable (i mean after they stop burning) and any fire that doesnt come from molotovs or the ... super/special move? (idk what to call that ♥♥♥♥) is very hard to notice, unlike in KF2 where u could lit up a whole room with fire
six 22 FEB a las 12:13 p. m. 
Publicado originalmente por KissMyAss300©:
well summed up, i agree with all the points, the game isnt terrible but needs massive polishing.

heres my prediction: sadly i think this is pretty close to what is actually going to be released, only things that they will definitely work on is the soundtrack (more songs, but likely not good ones) and big zed warnings being added.
the rest they'll just do some minor adjustments and rebalancements, tripwire neglected KF2 very early on, just shows they're not rlly interested in making and upkeeping good games, but im totally open to being proven wrong

here's hoping they dont forget about adding text chat and hoping the maps they add are better than the current boring, disguntingly bland ones that they've shown us so far. altho i dont mind the syringe being limited, it is very retarded to not being able to share with the gang, so thats something that should be added alongside a higher carrying capacity for syringes. sadly, i think this is implemented to make medics more important, as if they werent already the most OP perk in KF2.

as an open firebugsexual, i was massively disappointed with how it feels playing it.
the sounds, the guns (every aspect about them), the gameplay, everything feels wrong about the firebug perk. also very weak against any non-clot or non-crawler zeds, the perk feels massively nerfed. burnt zeds arent rlly noticeable (i mean after they stop burning) and any fire that doesnt come from molotovs or the ... super/special move? (idk what to call that ♥♥♥♥) is very hard to notice, unlike in KF2 where u could lit up a whole room with fire

Yeah I'm not feeling very hopeful that the release build is going to be very different from this one, but Tripwire did say on twitter that they have addressed most of the community's issues with the game. Let's see how it goes...
Streak 22 FEB a las 12:21 p. m. 
Publicado originalmente por six:
Hello!

Felt like sharing some of my feedback regarding the beta, being a massive fan and having started my KF journey when I was just 12 years old. Let me start by saying I don't think this is a bad game by any means, I had quite a lot of fun so far and playing with a full squad on Hard felt great.

Let's keep it civil, no need to insult each other or throw chairs in anger. These are my thoughts:


Bad / not so good things:

- The new syringe has to go. Keeping it under a cooldown worked well in the previous entries and made solo kiting against hundreds of zeds when your team was down possible. Now you're screwed if you go past the set number which is a shame and allows barely any room for experimenting or mistakes if you are alone. The feeling of successfully planning your route through the map while prioritising zeds by threat levels to stay alive and giving your team another shot was one of the highest points of the KF series for me.
You also can't heal your teammates, which is one of the decisions that left me a bit dumbfounded. Sacrificing your own cooldown to help your mate is a part of KF's core! These little features are what make you feel more connected to your team.

- Reviving feels out of place and is not a good addition. I can't exactly give a reason why, but it just feels off in here.

- The class system. Tying a character to a perk is really not a good idea. Not only is it difficult to tell who is who apart when you're in game (unlike in KF1 or 2, where you had a perk symbol next to their name), it takes the fun out of customizing your favorite character to your favorite perks. You are also not able to switch classes in between rounds which is very disappointing.

- The gunplay lacks any impact whatsoever. I feel like I'm shooting pellets from an air gun ie. the zeds now just ragdoll instantly, whereas in the previous entries they stumbled around without heads or limbs and made you feel like your shots were HITTING something.
Also not the greatest fan of the gun designs, they lack salt and pepper. No seasoning on those bad boys at all. I would've personally appreciated something a bit more grounded in reality when it comes to the guns, but that's just me.

- Scrakes and Fleshpounds spawn with no warning. :( What happened to their screams of pain and anger? When you heard those sounds you KNEW you were going to get tested, the adrenaline kicked in and made the waves more intense. Now you get surprised hooked into oblivion and it kind of just... sucks.

- The voice acting is also very bland and monotone. Give me some banter, scream MONEY MONEY MONEY from your lungs, yell bloody murder when you are on fire. ANYTHING. The characters have no personality and lack any interactions between each other. It doesn't feel like you are in a squad with psychopaths and mercs, it feels like you are sandwiched between a bunch of boring people who woke up with their balls getting nibbled on by a tiger.

- The maps are lacking some of the charm from the other entries. Levels like West London, Paris, Biotics Lab or even Volter Manor are iconic due to their sprawling environments and memorable set-pieces, for example the Eiffel tower burning in Paris, zeds being manufactured in Biotics Lab or seeing the brutal experiments Hans was doing on the zeds in his manor. The new maps need more visual storytelling and less random chaos. The chaos in the older maps always told a story and made you question what exactly happened.

- The soundtrack is good, but it sounds quite flat. There is a severe lack of low-end in most of the tracks. I'm a mixing engineer myself so I am quite tempted to go a bit nuts on the feedback for this but I don't want to turn this thread into an even bigger wall of text. In short: please more low and mid frequencies :steamhappy:

The good:

- I like the new interactions with the environment: climbing rails, walls, sliding down the floor, etc. it all feels great and helps with escaping hairy situations, which is always a plus.
ALSO, the dodge mechanic? That ♥♥♥♥ is a banger. I loved dodging Scrakes and Fleshpounds.

- The zed designs are pretty cool, I'm a big fan of the new Fleshpound. Their unnervingly tall stature, the walking, their arms turning into metal whips and breaking the walls and floor. All really cool stuff, not much to say on that. They don't feel like an improvement, but rather a re imagination.

Last thoughts:

I still quite like the game so far, but please hear out what the community has to say and fix these things. You are most likely under massive pressure from the suits to get this game out the window so this might just be wishful thinking, but still worth asking.
Very good feedback, hope the devs are taking this input constructively! If you can, I'd suggest posting this thread in the "Ideas, Suggestions and Feedback" section since it has a higher chance of being seen there.
Última edición por Streak; 22 FEB a las 12:22 p. m.
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Publicado el: 21 FEB a las 10:48 a. m.
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