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Post by AndiNo on Oct 3, 2006 10:24:01 GMT -5
Hello there, I've been playing KF for some days now and it rocks! Anyway, atm I like the map KF-Offices most, because you can go through the building like in the SWAT-games with tactics (one player covering the left side and another going ahead the right way for example). Now there is my question: Can somebody create a small mutator which keeps the zombies from actively hunting the players and always knowing where the players are? I would like to sneak through the building with my friends, but it won't work with the zombies always knowing where we are. It would be cool if the zombies wander through the map, but without a target. This won't have to be included in the next patch or something, because you can enable/disable this mutator as you like. So, please tell me if this is possible or it would be too hard to create it.
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Post by Alex on Oct 3, 2006 10:33:50 GMT -5
The idea is neat, sure. But think about how it would work with the Survival gametype.
Zombies are constantly spawning, right? So if you just avoided them, would more just continue to spawn until the map was packed wall to wall with confused, wandering zeds? At present, the whole way KF works presumes that you defeat all enemies in a given wave, before the next starts, and the enemies replenish. Sneaking past them seems like it wouldnt really achieve anything, after all - KF is a combat centric mod, and not storyline or objective based.
Its an idea for a different gametype possibly, but it would require just that- it goes FAR beyond the scope of a simple mutator.
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Post by AndiNo on Oct 3, 2006 10:43:43 GMT -5
Maybe it would work if you only change one thing: Not the zombies hunt you, but you hunt the zombies. Okay, it would be easier this way, but it would still be cool (not to say that the normal mod is considerably hard^^). But this way the survival gametype would somehow still be there, but it would be more like "go in and kill the zombies" instead of "go in and keep off all coming zombies".
But if it is far more work than a mutator, it's pointless I think. And it won't be enough for a whole new gametype... - but it could be added as a server-option. Simply a 'bool' that when it's true, the zombies are no longer actively hunting you.
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Post by Alex on Oct 3, 2006 10:54:03 GMT -5
I'm not sure I see exactly how such an option would make KF more exciting... I can definitely see it removing most of the fun from the game, though.
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Post by Abyx on Oct 3, 2006 10:58:42 GMT -5
I'm not sure I see exactly how such an option would make KF more exciting... I can definitely see it removing most of the fun from the game, though. I highly agree. Think about it, if you've ever noticed, what makes KF so fun in the first place is you're constantly on your toes, one second you think you're safe and then bam your ass is torn off by a stalker. I mean, what's the fun if it's the other way around?
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Post by AndiNo on Oct 3, 2006 11:33:17 GMT -5
hmm... maybe you're right. As I had played a few rounds of KF, I wondered why I couldn't set the "buy-time" any higher than 60 seconds for example. But I think you're right, that with keeping many of the settings in the "engine" the wanted fear keeps you "one your toes". So we will play KF as it is, it rulz anyway! And thanks for the answers!
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Post by uwasawaya on Oct 3, 2006 13:28:45 GMT -5
Buy time may seem kinda crunched, but after playing religiously it gets faster... like CS, it's terribly unforgiving to new folk at the beginning.
I still forget to buy things though (grenades...) and when I just finish welding myself into the house in Swamp... I just kinda hit my forehead.
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Post by keybob on Oct 3, 2006 14:27:42 GMT -5
he presents an interesting idea though... maybe if KF decided to make another type of gameplay type, like instead of survival, maybe extraction. Trying to get an objective and get back to the chopper. That would be pretty cool then.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Oct 3, 2006 19:21:39 GMT -5
I think that we need to stick to priorities; namely, getting A) A couple more official MP maps and B) A Singleplayer mode. Maybe once SP mode is done we would have a code base to do objective based gameplay, but until then, it's not worth the effort.
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