Killing Floor 2

Killing Floor 2

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Mr.Something Mar 31, 2018 @ 8:39am
Area Protection was the worst addition to the game
Its barely rewarding, the area you need to protect is small with little to no safe-space and as soon as you leave it for 1 second, it starts draining the rewards. It also appears most of the time during survival. So basically, 5-7 (using Long wave as example) waves are just protecting small, annoying area for barely anything.
Of couse I can just ignore it, but the fact that its kind of being rubbed in my face doesnt really help it.
So in conclusion, its best to either remove it completely or give it its own game mode. Not to mention its such a lazy and uninspired addition that is also barely Killing Floor-like.
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Showing 1-15 of 21 comments
Dark Savior Mar 31, 2018 @ 10:26am 
I think it's fine.
You get rewarded for protecting an area.
On 10 waves game, it does help the team money wise.
Tentons01 Mar 31, 2018 @ 12:35pm 
I also think it is fine. It was a nice addition to mix the game up a bit so you aren't always camping in the same spot
screeno42 Mar 31, 2018 @ 12:45pm 
I personally love it. I'll agree that it could still use a little tweaking though. I would kinda like a slider to determine how likely it is to show up, and I feel the meter should only go down when zeds are in the area instead of when players are absent(how is the area being breached by you simply not being there?) or at least make the "players absent" drain more forgiving in some way.

Also something that appears in the area so that it's like you're actually defending/securing something rather than just holding a random location would be a nice touch.
∴ Snake ∴ Mar 31, 2018 @ 2:54pm 
First of all, they need to increase the payout on Sui/HoE. It's absolutely ridiculous that you get ♥♥♥♥♥♥♥♥♥ for defending the area, but you lose all your armor and maybe even people. Make it actually worth it on the higher difficulties.

And it's also absurd how once you step out, or take too long to get there, it starts draining fast.
TartineMyAxe Mar 31, 2018 @ 10:02pm 
I personally love it too but why not giv own game mod too
GnomeDompski Apr 1, 2018 @ 5:47am 
Originally posted by TartineMyAxe:
I personally love it too but why not giv own game mod too

Well it would split the community. I think having a small message about it in the corner is better than trying to seperate it into a different game mode and split the community. Since there is a Dosh Vault reward aspect many people would only play in the version with SYG, while others would split off into a playerbase that plays the original mode.
TartineMyAxe Apr 1, 2018 @ 8:33am 
Yeah true
Amplifier (Banned) Apr 3, 2018 @ 10:58am 
Originally posted by Tentons01:
I also think it is fine. It was a nice addition to mix the game up a bit so you aren't always camping in the same spot
It's a little iffy right now and could use some tweaks to be less annoying, but overall it's fine.
I'm just happy that we aren't doing it on a small-as-♥♥♥♥ Holdout map anymore.
.ZombonerX13 Apr 3, 2018 @ 9:09pm 
My only issue with it is most of the time, the penalty starts before anyone can even get there.
Drunkenstein Aug 11, 2018 @ 5:04pm 
I agree. I hate being told where to go and what to do when everything I'm told will lead to nothing but a death trap and THEY KNOW IT. While true, there is no downside to ignoring it, I honestly wish there were an option to disable area defense entirely, as the amount of RNG is horribly painful in this case.
Amplifier (Banned) Aug 11, 2018 @ 5:25pm 
You protect a tiny area for a pitiful amount of dosh that isn't worth the armor damage you'll take, yet alone the potential high number of deaths. The reward needs to be more substantial on all fronts and the areas need to be locations people actually hold, instead of 3x5 areas located under a bridge. (Looking at you Infernal Realm.)
The idea is good but it's need better rewards , Risking a wipe just for a bit a dosh is not worth it.
Syncourt Aug 11, 2018 @ 9:52pm 
SYG is nowhere near fine. It's great for those who do it just for the fun of it, but the fact is most people just don't want to risk it. More often than not, in public matches the team simply will not participate. There should be more encouragement, even if not in the form of extra dosh.

For starters, the dosh reward should differ very slightly based on difficulty but more largely based on how hard the specific area is to defend. Some areas are simply suicide (eg: stairwell on mansion) and aren't even slightly tempting for a few hundred dosh. Some are easy enough that it's a no brainer to defend it (eg: the main camping room on containment station).

Informing the players of what they're getting into would be a really great addition. Each area should have thier own official name, with the name and difficulty of the area appearing on-screen along with the objective. So you know which one it is and if it's worth risking a move to the area before comitting.

There should be a few more easy areas to defend, ones that just encourage the team to hold out somewhere different to the normal spot for each map.

The vosh reward should be way higher for sui and hoe difficulties.

SYG objectives should provide a chance for loot (skins/cases) after the match completes if the player took a large part in defending the area. Harder areas on Sui and HoE offering a chance at higher rarity rewards.

I'd also like to see a time-out after leaving the area before you start to lose it. You should be free to move in and out of the designated area for short periods, as long as no enemies are inside it of course. Especially in the case of beserkers.
Last edited by Syncourt; Aug 11, 2018 @ 9:52pm
m550 Aug 11, 2018 @ 10:20pm 
Area Protection, some people do love while some's not.

Since difficulties speaks literally on their sides so this is a mixed addon so far.

For begineers, yes we like it since it gave us fairly bonus.

For veterans, nope it just spilt us out and getting us wiped easily.

I'd say difficulty makes the factor.

Better makes reward as loadsamoney
Last edited by m550; Aug 11, 2018 @ 10:22pm
Sensor Sweep Aug 12, 2018 @ 9:34pm 
I like how they shake things up, but the incentive is barely worth rushing to defend it. The qualitites I would most want changed is:

-Increase the grace period on wave start, especially on solo. On some maps you can be 110+ meters away from the area, and the quick decay rate means you lose half the value before even getting there.

-In addition, mark where we're going to defend before the round start so we can buy extra gear and get into position.

-The amount of Zeds you need to keep out needs to be increased by one or two. Now it seems like two cysts poke their toes into the area and you're down 15% of your reward.

-Dosh payout is fine (should have one higher than 500 though) but XP and Vault payouts need to double at least. Farming zones for the Vault is impractival because the reward is tiny.

-Future zones need to be better balanced. There are some that are two entrances and are a piece of cake to defend, but others are smack in the middle of an open zone, sometimes with a vent or spawn zome smacked right in the middle, that's impossible to keep clear. One I'm thinking of is the Eiffel Tower approach on Burning Paris that everyone goes to anyway, but keeping it clear isn't practical past the early waves. The zones should be used to encourage fighting in unorthodox places (and most do) but there could be areas that actually make sense. The pub and the cafe on BP are prime examples (if they aren't there already, I forget).

-I like the idea of halting the timer if you leave the area for a few seconds. For the people who can't wait the few seconds for Zeds to round a corner, Berserkers, or people who want to head off a horde. I'd like to go further and complete the objective when the minimum number of Zeds survive, making it impossible for them to claim the area anyway. I hate it when you have to stand still and wait for them to come to you to finish the round. And if one gets stuck somewhere then kiss your hard work goodbye.
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Date Posted: Mar 31, 2018 @ 8:39am
Posts: 21