Killing Floor 2

Killing Floor 2

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Teleporting Zeds? No. Instead..
I'd like to speak for everyone with half of a brain and plays Killing Floor 2 Regularly to say: TAKE OUT ZED TELEPORTATION.

It ruins the whole idea of strategy.
Time and time again I find myself dying on the harder difficulties because of this cheap tactic to flesh out people who run around the map waiting for Zeds to die.

Teleportation.
Is.
Annoying.

Please remove it.
For the community that played this wonderful game since it began.
Don't listen to newbies.
Just remove it for the sake of the fans of this game.

Instead, have larger Zeds do callouts and commands to flank, sabotage, or put more reinforcements on welded doors. This will make welding much more crucial and vital to success.

This will cause zeds to be more difficult, without making the game cheap. Also consider making zeds run when out of range, and find different ways to get to a player instead of teleporting. It will also make the Zeds cooler, and much more interesting, giving you extra points in the hearts of your loyal fans.

Edit:
I've given up on this game, guys, maybe you all should too.
If they release an update making it so zeds don't teleport, this thread will still be open for discussion.

To further explain why I've given up on the game is that devs don't look at what's wrong, they look at how many people are playing, and I refuse to play the game until it's fixed. Call it silly, but I have standards for a game I once enjoyed. I feel that with less people playing the game, they'll look at it and go "Well, its not selling." or "People aren't buying our DLC." or even "We don't have enough data to see what's wrong with the game."

They'll finally look and fix the mistake, in order to bring in the customers, and their fans. I feel it's a bold decision, and although I'm not forcing it upon anyone, I do advise doing the same so they can understand.

Last edited by Afress Highwind; 27 Aug, 2015 @ 3:33pm
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Showing 1-15 of 1,033 comments
Moon 10 May, 2015 @ 10:08pm 
Agreed - it is annoying.
enchant 10 May, 2015 @ 10:16pm 
Letting them wander around the map seeking players would be better.
Moon 10 May, 2015 @ 10:17pm 
Yes, I don't see what is wrong with the old style KF1 system of letting them wander and having the last one or two die off eventually in case things take a while.
ImHelping 10 May, 2015 @ 10:47pm 
I seem to have noticed either through luck or design, my most flagrant cases of BS teleportnig on outpost.

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.
Last edited by ImHelping; 10 May, 2015 @ 10:52pm
Shades_For_Sha3es 10 May, 2015 @ 11:28pm 
I am on the fence about this myself... Honestly, I think if it were removed/ changed in such a way as to make sure you were not almost immiedately jumped by the zeds.
ImHelping 10 May, 2015 @ 11:35pm 
I am posting in the wrong thread like an idiot.

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.
Last edited by ImHelping; 10 May, 2015 @ 11:36pm
RejZoR 11 May, 2015 @ 6:37am 
The concept is VERY bad, because the spawning ♥♥♥♥♥♥♥ appear where they shouldn't ever appear, particularly when you're escaping a bad situation just to run into a corridor getting trapepd from both sides, by those who were originally chasing you and those who freshly teleported. That's why it's stupid and annoying. The whole point of KF1 was to cleverly organize and plan kiting or just regular movement not to get trapped or to split larger groups by deliberately "dragging" them where YOU wanted them. But now it's all random nonsense with teleporting. It kills immersion, kills the movement planning and just looks plain stupid.

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.
Kolay 11 May, 2015 @ 7:04am 
I'm agree. It's overfrustrating (!).

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" .
Luna 11 May, 2015 @ 7:07am 
Originally posted by HiVE RejZoR:
The concept is VERY bad, because the spawning ♥♥♥♥♥♥♥ appear where they shouldn't ever appear, particularly when you're escaping a bad situation just to run into a corridor getting trapepd from both sides, by those who were originally chasing you and those who freshly teleported. That's why it's stupid and annoying. The whole point of KF1 was to cleverly organize and plan kiting or just regular movement not to get trapped or to split larger groups by deliberately "dragging" them where YOU wanted them. But now it's all random nonsense with teleporting. It kills immersion, kills the movement planning and just looks plain stupid.

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.

Yeah this pretty much sums it up for me.
+1
J_blank 11 May, 2015 @ 7:11am 
I could have sworn they teleported in KF1 it was just less obvious.
JimmiRustler 11 May, 2015 @ 7:22am 
Attemtping suicidal or HoE without exploiting some dodgy location is hard because multiple times, I'd run away from the 3 or 4 scrakes left only to turn a corner and see half of them staring me in the face. Welded doors mean jack cause unless you stay in the same room, not advised on higher difficulties, I end up with Zeds teleporting right into the room I sealed. Makes a lot of tactics in this game pointless
chouja 11 May, 2015 @ 7:22am 
Agreed - it is unpredictable, frustrating, restricts viable playstyles and takes out a large part of what made KF unique and fun.
Fhireman 11 May, 2015 @ 7:36am 
Originally posted by enchant:
Letting them wander around the map seeking players would be better.

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.
RejZoR 11 May, 2015 @ 7:36am 
Originally posted by J_blank:
I could have sworn they teleported in KF1 it was just less obvious.

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.
Filosofem 11 May, 2015 @ 7:38am 
I think nobody like teleporting, not a surprise !
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Date Posted: 10 May, 2015 @ 9:34pm
Posts: 1,033