Killing Floor 2

Killing Floor 2

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Bu Jul 28, 2019 @ 5:30pm
Zeds spawning literally behind players.
Yes, take every complaint your customers are making about your product and make those complaints even worse, it's been the trend among Tripwire devs for a while now. Good job.
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Showing 1-15 of 24 comments
Rascal (Banned) Jul 28, 2019 @ 9:47pm 
This issue has been prevalent since early access and probably won't ever be changed. TWI said they fixed teleporting ZEDs but in actuality they didn't do anything.

Welcome to Killing Floor 2!
ArkAngel Jul 28, 2019 @ 10:09pm 
Originally posted by 💜SUSIE💜:
This issue has been prevalent since early access and probably won't ever be changed. TWI said they fixed teleporting ZEDs but in actuality they didn't do anything.

Welcome to Killing Floor 2!
I think they said they fixed teleporting big and some medium zeds.

I'm not a fan of the teleporting, but movement speed buffed classes like the GS and Zerk would be unstoppable.
screeno42 Jul 28, 2019 @ 10:37pm 
Originally posted by Frosty:
Originally posted by 💜SUSIE💜:
This issue has been prevalent since early access and probably won't ever be changed. TWI said they fixed teleporting ZEDs but in actuality they didn't do anything.

Welcome to Killing Floor 2!
I think they said they fixed teleporting big and some medium zeds.

I'm not a fan of the teleporting, but movement speed buffed classes like the GS and Zerk would be unstoppable.
so, I don't know about anyone else, but I feel the spawning got worse after the "fix." I used to only notice it maybe once every 10 or so matches on a bad day. Now I feel like I'm catching it every other match.

As for teleporting necessary to keep gs and zerker in check, that's not the reasoning the devs gave for the decision, and doesn't do that anyways. The reason spawning is so aggressive is because the devs want it to feel like zeds are coming out of the woodwork, and that nowhere is really safe. Based on some admittedly amateur eyeballing by myself and things others have suggested in similar threads, I feel the best solution would be to make a "dead zone" around players where zeds can't use in-map spawns extending maybe 20m(measured on trader compass) from players. This is only the length of a small room and vents and barricaded doorways would still be fair game, so zeds could still be pooring in pretty quick, but they would no longer spawn immediately behind you or around a corner as you're turning it.

In terms of GS and zerker's unstoppability, I feel that should be handled more by certain enemy types rather than overarching systems(like how sirens shut down demos that take frag rounds over siren resistance). Say what you want about EDAR trappers, but I'm pretty sure these two perks were the exact reason they were added; and they do their job well(some would even argue too well.)
HiTmAn Jul 29, 2019 @ 3:20am 
i get used on this by playing hoe u really must be active xd i dont like teleporting zeds at all
Jim Jul 29, 2019 @ 4:41am 
you could fill up the front page with all the necro'd threads from this subject.
They dont care about this.
MaximmionVoss Jul 29, 2019 @ 11:44am 
KF3 will be pop-up click smasher, like in fun park where you need hit with hammer the pop-up heads.
Valerie Jul 30, 2019 @ 3:30am 
Again, I thought this was intentional to give the players a sense of uneasiness that nowhere they go is safe and to make sure the game isn't too easy when you could kite.
Last edited by Valerie; Jul 30, 2019 @ 3:30am
Jim Jul 30, 2019 @ 5:35am 
Originally posted by Serenity ♡:
Again, I thought this was intentional to give the players a sense of uneasiness that nowhere they go is safe and to make sure the game isn't too easy when you could kite.

If that was the intent,I call it a clear FAIL.
The spawns of large zeds are too close and are causing AI spawn killing in HOE.
Valerie Jul 30, 2019 @ 6:11am 
Originally posted by {SS}_Jim236:
Originally posted by Serenity ♡:
Again, I thought this was intentional to give the players a sense of uneasiness that nowhere they go is safe and to make sure the game isn't too easy when you could kite.

If that was the intent,I call it a clear FAIL.
The spawns of large zeds are too close and are causing AI spawn killing in HOE.
Yeah, you see that a lot in custom maps too where scrake/flesh all spawn together. It'd be better if they spawned random and not clustered.
York Jul 30, 2019 @ 7:39am 
Originally posted by screeno42:
Originally posted by Frosty:
I think they said they fixed teleporting big and some medium zeds.

I'm not a fan of the teleporting, but movement speed buffed classes like the GS and Zerk would be unstoppable.
so, I don't know about anyone else, but I feel the spawning got worse after the "fix." I used to only notice it maybe once every 10 or so matches on a bad day. Now I feel like I'm catching it every other match.

As for teleporting necessary to keep gs and zerker in check, that's not the reasoning the devs gave for the decision, and doesn't do that anyways. The reason spawning is so aggressive is because the devs want it to feel like zeds are coming out of the woodwork, and that nowhere is really safe. Based on some admittedly amateur eyeballing by myself and things others have suggested in similar threads, I feel the best solution would be to make a "dead zone" around players where zeds can't use in-map spawns extending maybe 20m(measured on trader compass) from players. This is only the length of a small room and vents and barricaded doorways would still be fair game, so zeds could still be pooring in pretty quick, but they would no longer spawn immediately behind you or around a corner as you're turning it.

In terms of GS and zerker's unstoppability, I feel that should be handled more by certain enemy types rather than overarching systems(like how sirens shut down demos that take frag rounds over siren resistance). Say what you want about EDAR trappers, but I'm pretty sure these two perks were the exact reason they were added; and they do their job well(some would even argue too well.)
trip wire the only company to make the supports welding buff useless
Jim Jul 30, 2019 @ 7:44am 
Thats another good point,no use in welding doors,they just teleport in the room with you.
My main complaint on this awful spawn radius is that a group of large zeds can teleport so close to you that there is no chance of a fight.(AI SpawnKilling).
Last edited by Jim; Jul 30, 2019 @ 7:44am
Xalla Jul 30, 2019 @ 9:47am 
I hate how always a large group of zeds spawn behind you when you are at low hp (< 25). Always Husk, Bloats, Siren. The game wants you to die...:Alberts: :sadclot:

Tbh the spawn system in kf1 was much better but you can deal with it most of the time...
Last edited by Xalla; Jul 30, 2019 @ 9:49am
Q3Cloud Jul 30, 2019 @ 10:25am 
another hate thread between the other 34 in this forum.... twi dont care about that

such a shame
rip game
clapping hands twi jobs done
blank3t_m0nst3r Jul 30, 2019 @ 10:59am 
I think we need a new enemy type known as the Zed Teleporter Device, where there is this big machine that spawns in the map each wave that teleports zeds close to you but stops once it's destroyed. Either that or it continuously spawns Zeds until destroyed.

If they're gonna have teleporting zeds as a feature, at least make it canon.
Originally posted by {SS}_Jim236:
Thats another good point,no use in welding doors,they just teleport in the room with you.
My main complaint on this awful spawn radius is that a group of large zeds can teleport so close to you that there is no chance of a fight.(AI SpawnKilling).

this is the main reason why I quit playing
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Date Posted: Jul 28, 2019 @ 5:30pm
Posts: 24