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Fordítási probléma jelentése
Different people have different motivations - for most it's a combination of the two.
Personally, I don't care for 'grinding' towards achievements or such, but I do enjoy seeing long-term progress such as on http://kf2stats.de/ (both personally and as comparison/friendly competition).
In KF1 I reset my perks several times as I enjoyed playing as a lower level on easier difficulties, but I've always wanted to know what my total headshots etc would have been if I'd not reset them.
KF2 is slightly different in that the skills every 5 levels can change the direction of the gameplay for a perk rather than flatly scale it's effectiveness versus the chosen difficulty so I'm less inclined to reset as the lower difficulty gameplay would feel shallower rather than just slower in comparison.
If prestige/rebirth/reincarnation/new game plus gets officially added in KF2, it'd be nice to feel it was optional rather than be an expected progression.
To be that, it shouldn't have associated steam achievements or tangible in-game benefits.
(As has been suggested - cosmetics or minor nameplate icon change would be enough if there must be a reward)
It'd also be nice to reset a single perk at a time.
As for the original cap increase suggestion: It would have to accompany a difficulty revamp if it provided any further stat boosts.
What would be interesting though, would be for experience with a perk to gain indefinitely but without leveling, similar to the 'level 7' of KF1 where the progress kept recording but just didn't trigger another levelup.
Or simply have a repeated levelup system that awards a common crafting material each time enough is gained beyond level 25 - It currently makes no sense that a level 25 still sees their experience bar ingame, but something like this could make use of it.
+1
"Something that needs a dedication of 500-1000 hours of gameplay to get to the skill where you can CONSISTENTLY (important word) finish it on hoe is not easy. Easy is hard difficulty, which you can finish it consisntently after 3-10h of gameplay."
Case in point: the people who claim that hoe is "easy" anyway have literally nothing to lose. If it's already easy, it won't affect you anyway since it's already a cakewalk to you, no?
Then there's this kind of mental gymnastics...
"Stop dumbing down video games they are supposed to work your brain and require skill if you want to go auto pilot go watch a movie or play AAA titles"
SMH, some people just don't think before posting...
What we need more Play Styles to enhance it,not more powerful weps,different strategies to win.
This game has far too much camping,and not enough movement.
Most of the campers stay in one place and only move because the of the pod system.(SAD)
So the larger maps have one busy area,and the rest is neglected.
It Has very little in the game for actual snipers or weapons as sharpshooter cant move fast enough and is basically has to camp inside the group to survive.
it has no fast moving scouting/sweeping style perks at all,(Swat could use a speed choice for this)
The definition of team seems to mean chained together in this game,limiting options.
Weight carried should be skewed for whatever weapon is in your hands for all perks.
A team can sweep/clear a map,and still be a team
Just a few ideas,not easier...more choices/styles,and new weapons for them.
It keeps you busy with something while you wait for new guns
Or better yet, make an option to play a game with perk skills disable, for the "git gud" crowd who thinks the game is too easy xD
Don't be a pleb. Thanks.
"No, don't add new content because the game is already easy."
What.