I honestly dont see how they can pull this off with KF3, especially with Tripwire seemingly not doing anything about it and just let it flow. World of Warcraft, Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. Only unique they made is just the weapons, and I guess Moonbase as well despite having most stuff from workshop, mostly the gravity is the closest thing to being "unique" but I'm sure other custom maps has it too.īut yeah, most maps are more of copy and paste along with some changes because gameplay reason. I was hoping at least one unique map in a year but nope, just cheap map design. No new characters, no new voicelines, no new soundtracks so far, no new mode or even Objective mode maps, most of the stuff are pretty much ignored. Saber didnt really do much with KF2 aside from tossing in new maps and cosmetics. I heard also, they are planning on making a new Painkiller game so we know now where that money is heading. Also theirs no statistics on their profits of cosmetics which even though its predatory in some ways it still makes large profits considering they dont even make their own maps and when they do its just reused props like the new moonmap.Īlso yeah I agree, and considering Saber Interactive has been helping Tripwire with Killing Floor 2. Essentially throwing their flagship game in the bin. So if they dont have the money to make kf3 its simply because they lost money in their other games using killing floors profits. Also 1 year ago it totaled of 30 million owns for the franchise of the 2 games. But tripwire kinda threw it into the trash and let some crap team take control. Also kf2 sold over 1 million copies back in 2016 add another 5 years its definitely their highest making game. Further locations are constantly being developed and guarantee breathtaking gaming fun with the lowest latency in every game. The killing floor franchise has made over 100 million total including both titles so then again Im not sure. But then again I wonder how much they made from kf2 especially when they did that massive sale to epic games. yea kf1 was cheap in terms of development compared to kf2. The function is to keep the draw calls in a manageable area.Originally posted by Merim:Nothing mentioned so far, but I doubt there would be any plans at all honestly. It is used in KF2 since we use a deferred renderer instead of the front renderer typically used in Unreal engine based games. Traditionally this is used on mobile games and some consoles. This setting, when enabled, will calculate precomputed visibility. Usually used when map does not have a prefixĭafault Game in PIE: The default game type that will be used when using Play In Editor (PIE) These settings are primarily used in the beginning of developmentĭefault Game Type: What the game will be when played. This is used to define what game type will be used if the map does not have a prefix. Dude it took forever to level a single perk because you had to kill certain zeds for it to actually move you up. Killing Floor is a multiplayer cooperative survival horror franchise developed by Tripwire Interactive and first made available in 2005. Music: The music that will be played (no need to change) 27 21 shadowtwinz n2306287 said: Then I want to ask Devs to bring back part of Kf1 Leveling mechanic, add extra HP to zombies for each player in game, make the game slower and lastly make the maps not a huge chaos. Wave Respawn Period: How often, in seconds, that the Zed are spawn into the world The purpose of this document is to define that which must be set up in the WorldInfo for Killing Floor 2 maps to work and what the particular settings mean.
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