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My my stand out example. Walk backwards out a door watching two husks approaching down the hall, the last two enemies alive of the wave. Shut the door. Pull out welder.
I am on fire before I can even start welding. Because apparently the instant I shut the door, the two husks teleported to the snowy wall to my left and started taking shots down at me from it.
This sort of thing also showcases why welding is often a complete waste of time. If the zeds don't feel like it, the will just teleport behind you before you can even THINK about welding a shut door.
You know, not counting the times you hear a pile of zeds bashing at a (not see through) door so fast it drops 10% a second and you need multiple people to keep it sealed. Then once you are done killing enough zeds out in the open to have some breathing room and let them break it down... Three clots and a crawler come through. Gee I wonder what happend to all the gorefasts I saw clip their blades through the door?
Second place on "BS teleports" is all the times of rounding a corner, walking through an open door, etc, and then a few seconds later POOF a clot or something materializes out of nothing in the middle of the hallway two feet in front of me. A little slow on your teleport scripting there buddy.
EDIT: And as for people thinking no teleportiong will drag out a match... Well, when you WANT them to teleport over to you when you got 1 zed left and everybody is done scrounging for free ammo and want to go to the trader, of course that is when they decide to slow walk the whole way instead of teleport.
the concept itself isn't too bad. But the excecution leaves much to be desired.
But yeah, the concept isn't bad, it's just they overdo it. Just like overdoing pathfinding shortcuts with bloats warping 20 feet upwards instead of going up a stairway and past railings properly.
They go a long way making everything more realistic and then they introduce this teleporting crap. No, this crap has to go and never ever return. Once they spawn they should NEVER teleport.
Long empty corridor, turn back one second to kill one Z, one Z grab me from behind, "Oooook, explain me how you can run 20m less than one second, Z" .
Yeah this pretty much sums it up for me.
+1
Way better! I turned around while running from the last 2 zeds(scrake and a bloat) and after running for 8 seconds the bloat suddenly pops up in front me, it just feels fake and forced.
Actually they weren't and I can voice for that because. They only had mechanic where a monster just died out if it was the last one left for a very long time and outside of player field of view (if no player could see it).
What KF1 had was "teleported" spawning which works based on proximity anyway. But once the monster has been spawned, it couldn't just teleport around.
But in KF2, i was running away from 2 scrakes as a medic, ran realyl far away from them since I'm rather fast and 500m ahead, they appeared in front of me even though it was physically impossible for them to get there faster than I did. But 2 monsters doing that it's no problem. When everything is teleporting around you wherever you run, you get trapped very fast. And it's not even challenging, it's annoying.