Killing Floor 2

Killing Floor 2

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om3g4_z3r0 Jan 17, 2018 @ 6:13am
New mode - Roguelike
So pubg main appeal is the gambling aspect, you rely a lot on luck to win or get what you want and that uncertainty bulds up tention and makes each weapon you get taste better, so instead of hopping on the battle royale bandwagon like all of these videogame industry hacks, why not exploit the emotion that allowed it to succeed?

I sugest a form of roguelike mode where all players are perkless and each perk trace/skill comes off as additional effects from random weapons the enemies drop (like an rpg) the constant gamble to get a good weapon and decision to switch your current load out with one with different effects but for a perk you are not very good with could get players hooked.

Better yet don't allow players to get money instantly after killing an enemy but make enemies explode in a pille of dosh (just allow the physics to throw it all around with amount equivalent to that enemy thoughness level) that will force them to move around more instead of sitting somewhere killing trash thus making them more vulnerable.

Modify trader so she can only buy your guns, sell ammo, 'craft' extra effects onto your old weapon but make it expensive and take up to 3 - 5 minutes while the player survives using something else, AND ressurrect dead players, no more free res.

Make some extra visual effect to attract your eyes to the weapons enemies drop, but highlight stronger items with shinier effects (like diablo 3 legendary for example)

Add a golden enemy that run AWAY from players but drop extra money/weapons thus forcing them to leave the confort zone to hunt it.

Allow 30 players officially.

Make it 7-10 waves but remove trader time, (one of the) traderpods will open for a few seconds mid wave so you gotta rush it to get things done.


I know i am giving you guys way more work and TWI is probably under already pilles of♥♥♥♥♥♥to deal with, but i like the game a lot i hope to see improvements not only in the game but in playerbase numbers too.
Last edited by om3g4_z3r0; Jan 17, 2018 @ 8:49am
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Showing 1-3 of 3 comments
MegaHunts Jan 17, 2018 @ 6:54am 
Awont lie but this is an interesting idea
Mkz01-Ale Jan 17, 2018 @ 6:59am 
NINJA gonna love that mode....but DEVs no, its a lot script what you are asking and also taking perks away breaks the sense of the game to get good with a class, a role and leveling.

Would be easer to make some sort of objective mode like this:

-Instead of being dropped, your class start with a specific weapon (each one different of course), a good one and you improve it on the trader between rounds with the money you earn (more dmg, less recoil, less weigth, more mag cap, more ammo, more penetration, add sights, laser dot, etc).

-Specific spawns each round and a boss fight every few of them.

-Map mechanics (like destroying floors, poison falling from roof, fire from walls, etc) on boss fights with regular bosses, so a lot of mechanics hell yeah.

-Objectives each round (hold here, take this to there, etc.)

-The integration of different maps as a whole, beat the first part to be able to queue to the second part and so. I would settle difficulty for 10 players (1rst part hard, 2nd suicidal, 3rd HoE) but allow only 8 to play to make it really hard to complete, as a tab like the weekly challenge gives a reward once you finish each map (1 per week).
om3g4_z3r0 Jan 17, 2018 @ 8:48am 
Originally posted by PwnStyle:
NINJA gonna love that mode....but DEVs no, its a lot script what you are asking and also taking perks away breaks the sense of the game to get good with a class, a role and leveling.

This mode would be recommended for people who can master any skill because its gambling aspect that is the main attraction, the point is that regardless of what perk you are good at you cannot control what weapons will drop and you gonna have to work with whatever is given.

Gambling is exploitable not only for microtransactions but for gameplay features too, its good for player retention because its addictive.
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Date Posted: Jan 17, 2018 @ 6:13am
Posts: 3