A fairly big update is scheduled to drop later this month (Feb.), which will include:
Yes, you will be able to change ship colors (once you found them) and equip enhancements (once you found them). These work like runes with positive and negative effects. And there will be a lot of other new stuff, or course.
I didn't see anything yet about any updates on joystick/hotas support etc. I can't seem to get the dev's "forum posts link" to work these days, which was really what my dev tracker was based on.
I also ran into some sort of limitation within the Steam game guide that sort of derailed my tracker idea too. Think it was like a character limit.
I'm still content with Windows 8.1, with a freeware Start menu utility in place. I fully expect at some point Microsoft won't allow me to safely do that anymore.
And this vid (some NSFW language) is pretty funny, these two clowns were just trying to see what kind of tomfoolery they could get away with. Including whether you could parachute drop from one helicopter down to a lower flying helicopter. Alas, the game doesn't give an option to get into a chopper on the fly, or land inside one, but they had some fun trying.
Today, Ubisoft announced their recommended Ghost Recon Wildlands system requirements, providing a glimpse into how you can enjoy the game at 1920x1080, the most popular gaming resolution.
Ghost Recon Wildlands Official Minimum System Requirements CPU: Intel Core i5-2400S @ 3.3 GHz or AMD FX-4320 @ 4 GHz GPU: GeForce GTX 660 VRAM: 2GB RAM: 6GB OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only) HDD: 50GB free space
Ghost Recon Wildlands Official Recommended System Requirements CPU: Intel Core i7- 3770 @ 3.5 GHz or AMD FX-8350 @ 4 GHz GPU: GeForce GTX 1060 or GeForce GTX 970 VRAM: 4GB RAM: 8GB OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only) HDD: 50GB free space
I can vouch for it on GTX 970 with 16GB system RAM. Did notice some fluctuations in my Shadow Play videos that weren't present in the actual gameplay so maybe I hit some limitation point where the actual video recording was chugging.
I filled out an online survey that went out to beta participants. Mostly it's rating stuff or yes/no stuff; at the end there is a chance to jot down any other feedback. There are questions specific to the game's AI, though it seems like mostly they want to make sure you can approach things however you want to in the game - that seemed the gist of a lot of the survey questions.
While I was mostly really positive, I did try to indicate some concerns about enemy AI, and about mission variety, though again, we just don't know what's in the other, higher difficulty zones, so that's just based on our sliver of a single province example.
I loved driving cars and motorcycles once I adjusted sensitivity on kb/mouse (default settings were hilarious at times in terms of how poorly I drove/steered). Helicopters I can maybe be a bit more adept with with practice. I indicated I didn't like planes just cause I couldn't seem to even get a basic grasp on kb/mouse - seeing the layout on screen in lower left corner is different than making it work ; perhaps it makes more sense on controller.
I wish I could find some interesting threads or articles on the AI, but the forums are mostly just people ranting they want PVP or "it's not Ghost Recon." To me it's like ranting Medal of Honor and Call of Duty aren't what the first couple games with the names were -- I loved the initial couple releases in each series, I haven't cared bout either for many years now. The more mega popular I got, the less they interested me. Franchises evolve, and generally they eventually no longer are what they originally were.
I actually would've loved some open world WWII MoH or CoD game. That would've been the cat's meow back in the day for me, but those days are over and I moved on to other series. fwiw the only Ghost Recon game I've played in many years was the turn-based Shadow Wars, a 3DS system seller for me a couple years back.
I caught it, was Entertained. Could be a good Double Feature with "Don't Breathe," imho.
My brother and I were underwhelmed by his supposed comeback, The Visit. Split I definitely found more riveting. I don't know if it means "he's back!" as much as if means that within the Blumhouse supervision and modest budget limitations, M. Knight can maybe focus more on performances.
As for the culmination....
Spoiler for Hiden:
Yes, really a spoiler!
Spoiler for Hiden:
I understand M. Knight wants to do an Unbreakable sequel, that he probably thinks now that comic book films are a cottage industry, he could have a bigger hit going back to that well.
It's just to me, Split should've remained a riveting psychological thriller grounded in reality. I didn't feel like a last second kicker to tell us "Oh his mental illness turned him into an X-Men type mutant!" was really necessary. It didn't ruin things for me, and I think most folks in my audience didn't see or don't remember Unbreakable, so maybe they didn't even get Bruce Willis' presence. Or they thought he rolled in from Looper.
Me I'd just as soon he not revisit old material, and maybe keep seeing what he can accomplish with modest budgets and good performances.
I still feel like a big part of what made The Sixth Sense memorable/affecting was its humanity about its characters.
And I don't necessarily feel like Split recaptured that aspect of M. Knight's best work, nor The Visit. Though Split certainly felt gripping to me. And he probably doesn't give a hoot what I think.
I'm curious at night if shooting out lamps and searchlights does anything useful? We did that this past weekend. It seemed odd that shooting out every lamp/searchlight in sight in an area caused no reaction by the enemies there for example.
I guess one of my issues with stealth in FPS/3rd person shooters is that -- unless you have visual and audio "radial cones" like in a Commandos type game -- I don't really know how you give players visual cues that you're about to alert an AI enemy to your presence. Should it be, if I step on a branch 20 feet from an enemy looking away from me, he should instantaneously turn around and shoot me? Or should he say "did you heard that?" and then start searching for me?
Also curious if the AI is responsive enough to react to players air dropping directly onto objectives. Does it need a few seconds to respond? I didn't get around to testing that myself.
I'd be interested to read some sort of interview about the game's AI and what they're trying to do with it. With no PVP planned or promised at this point, it's really critical to the game (yeah, duh I know ). And I think we're all generally impressed with the friendly ghost AI but maybe that's a different ball of wax than the enemies.
Quote from: farley2k on February 08, 2017, 03:00:56 PM
I am not a huge fan of the search feature sometimes.....I tried Nintendo and Switch but didn't find that thread.
I guess the point kind of still stands. Where should all of it be put?
I know what I think you mean -- Switch is a hybrid that crosses handheld and console platforms.
I'd probably suggest just chatting about it here (console/PC gaming). I figure if it's not strictly a handheld/mobile platform (like DS, Vita etc.), then a hybrid type platform would fit here. I don't think anyone would get upset if you discussed it in handhelds though.
I don't plan to get one, certainly I like to read about it though. Cheers.
So just for fyi, here's my public GR profile. Since works for ALL GR games, I assume anyone could view it but you might need to login to the Ubi web site (whatever you use on uPlay if you use it, works):
For a little more weapon choices sharing, some list peeks: *I enjoy using the stubby P90 in Killing Floor 2, but never did unlock any new SMGs. Well the cartel have their own SMGs and I tried those a bit, don't think those are part of the list here.
*I'm unclear what the vines/plant leaves on the weapons list signify -- maybe it's a weapon native to the Wildlands or something?
*Was able to unlock this base light machine gun. It appealed to the bullet hell fan in me, even if it makes quite the commotion.
The regions, or provinces or zones or whatever big picture map:
I just know I had a tremendous amount of fun over the weekend, and while the shooting and kabooming was quite fun, so much of what I had a ball in the game doing had nothing to do with shooting -- just driving all the different vehicles and motorcycles, and the parachuting was a ball. I look forward maybe to eventually flying a helicopter with grace, and not crashing airplanes immediately into the ground.
Maybe the novelty of all that eventually wears off, but I found myself disdaining the quick-travel options here and there on the map because I just enjoyed the transportation modes so much. Of course I love plenty of games that are shoot-shoot-shoot, but I think the key there is, for example, Helldivers and KF2 are session-based games. Not something where I'm wandering around somewhere for hours. If I'm going to wander around somewhere for hours, I think the key is to have some enjoyable things to do that aren't just shoot-shoot-shoot every second. I think then the shoot-shoot missions become sort of a 'destination' that I look forward to.
Or I'm just over-navel gazing/analyzing like always. Anyway, I'm willing to eat my "I ain't gonna buy no more $59.99 supposed open world 3rd person shoots from Ubi again!" words, and of course Steam has the 2-hour, 2 week refund policy. I don't anticipating needing it, but I've been wrong before.
I fished around official forums a bit. Much of the concern there seems to be that the beta zone missions felt too easy even if the highest difficulty setting was chosen (I only played on the easiest, and next to easiest myself), though an Ubi guy chimed in to say this closed beta zone is easiest in the game, and presumably intended as your starting point, and I guess thus any missions in there would never be brutally difficulty even if the mission diff setting was turned up to max.
So it seems like an overall region (or whatever it's called) has its own difficulty ranking, and that seems to be innate/preset. And I guess that impacts the difficulty of the missions in there, even if an overall mission difficulty setting is available too? Maybe they'll do a Reddit Q&A at some point, and we can get answers to questions like that.
Guess another consistent concern was AI not reacting to noises made by players, and I don't know if that's just something that's being fine tuned, or if it's something related to difficulty settings. Another by players who claimed to put a lot of hours in was more about predictability in terms of where reinforcements and patrols might come in from. It's just, I mean I don't think in the full game we'd play in that one zone for hours and hours and memorize everything. We'd complete the storyline stuff and more than likely move on. So imho that's a bit difficult to judge based on our small beta sample.
There are boats in the game too, and official site had a video of one supposedly from beta, I don't recall seeing a body of water big enough for any in closed beta, but maybe I didn't look far enough?
I'm someone who hit a brick wall with The Division more due to high end content feeling more brutal than fun, generally unfun difficulty spikes all over the place, and the one real open world area in the game (Void) was not my cup of tea at all. Plus no vehicles to drive. And bullet sponges -- not so much that I hated the concept but some enemies were like the Hulk Buster armor in Avengers: Age of Ultron right?
I guess in terms of things that ultimately bothered/annoyed me in The Division, I don't really see a lot of similarities with Wildlands, though I confess we can only figure out so much from a limited beta.
I would like to know more about the different Wildlands regions, especially if the higher difficulty ones have any different objectives to throw at us. I mean, if all the many other regions in the game just repeated the same objectives from the beta portion, then sure, maybe it could get repetitive. Though I feel like as long as it's fun to play, that may not matter. I mean, Helldivers doesn't have an army of objectives but it does a good job of mixing them enough for variety.
I would guess in Wildlands if we get tired of the mission content in one area, we'd just unlock access to an adjacent area and move on to there to have a fresh experience. Perhaps that's over simplifying though.
At the least, I know in Wildlands, I had a ball playing 2 player co-op, and I had fun working alongside my 3 AI squadmates in solo and didn't feel any need to babysit them at all unless I wanted to - and as I blathered earlier, more often the AI guys babysat ME. The few times my pal and I broke a sweat, it seemed more due to numbers and our positioning, not because of Bullet Sponge Syndrome.
I'll try to get my act together tonight and post some short gameplay vids. I feel like in-game was smooth for me but some of the videos from my Shadowplay recordings seem choppy.
I probably should've done some 4 player co-op on PC just to see how my connection stood up. My Danish pal reported no lag issues with me hosting, but dunno how meaningful that is.
I didn't ever really quite grasp the flight controls on kb/mouse. I could get a helicopter from place to place but precise movements were generally beyond me. My one time flying a light plane was a disaster. Hopefully that would come with practice, and adjusting settings, or else I'll just stick with cars/trucks and motorcycles, and probably you wouldn't tag my GR profile as "pilot."
With mines I finally realized lightly tapping the default 'G' key placed it. If you pressed the button firmly, nothing happened.
Reminds me quite a bit of Pandemics' Lucasarts-published Mercenaries back in the day (2005). And yet it did feel like 'old' Ghost Recon in a good way on certain objectives, depending on how we approached them.
By our last session together yesterday, Topper kept blowing me up by accident as he spammed C4 and Rebel mortar drop and what not.
As long as the other regions in the game are varied and have interesting missions/objectives, I can certainly envision having a lot of fun with it.
Thanks. I have so much to learn in the game. Just tons of stuff I haven't tried or quite mastered yet. Topper and I finished up the beta missions just now and I'll probably call it a day. I think I'll preorder, just I think I'll have to skip season pass until they throw us at least a bone about it. I'll check forums on that, maybe they said something.
So parachuting is fun if not really what I'd call a necessity. But it absolutely puts a dumb grin on my face to do it. On PC it seems to be just holding the E key down, and then spacebar (defaults) to open the chute.
The animation as you roll on the ground is fun too. You can disable the motion blur, but for some things like the parachute drop, I really dig it.
Here's a few more screenshots. I am REALLY impressed so far with the friendly AI ghosts in solo play. Put some time solo last night. They worked a reasonable distance behind me, took cover intelligently, called out targets -- you can give precise orders/placement, but I just wanted to see how they worked if I left them alone.
Actually they're smarter than me. They had to revive me more than once. And unlike me they're just not dumb enough to wander into firing radius unless you force them to.
I blew it on a radio station objective. I blew open a door as required, but I should've regrouped the AI squad with me or sent them in first.
AI Squad Controls (on PC -- TAB key brings up this Orders screen; you roll your mouse wheel through the options, and I think LMB to activate it; perhaps there's hotkeys for this too, still figuring things out)
Sync Shot (default is 'Q' key on PC keyboard) (In solo play, I believe it triggers the AI guys to focus on your target after start shooting; in co-op it's a way to 'mark' a target, helpful if you want to focus on something or indicate what you're concentrating on)
Rebel Forces call-in abilities (carrying out certain side missions/objectives wins over the rebels and eventually unlocks Rebel call-in abilities - at least that's what I call them - and later upgrade their power).
Multiplayer lobby (Host options are "friends can join any time," "only friends & only if you invite them" [essentially private] or "public matchmaking/option", I think, that's how I'd interpret them. The game will suggest a few random players whose stats/play style seem to suit yours but you can ignore these if you want.) "AWLT" is the callsign for a fledgling Task Force I set up with Danish pal Topper; a Task Force is essentially like a guild in an mmorpg. It's a pretty cool feature I think that you create/edit via the Ghost recon network site (and supports all the GR games going back to the 2001 original): https://ghostreconnetwork.ubi.com/en-US/
Couple general pix -- riding a motorcycle is so much fun, you could just skip the rest of the game maybe. I just find the vehicles generally have two modes: Screaming like a Bat out of Hell, and Handbrake. I guess I wished there was an accelerator pedal so to speak - feels more like a toggle Nitro Boost to me.
PC version does have text chat (T key default) as well as integrated VOIP.
I have 3 invites for this weekend's beta test if anyone interested (PM me here, I'd need a webmail address to send it, and you might need to log into Ubi's site to claim it, which is what worked for me). Yeah I know we have few PC gamers here anymore, but I might as well offer. Bleah - I misread; if you got an invite from a friend, then you yourself don't get to invite 3 others.
Finally got to play beta a bit this morning. Total blast. Had no performance issues. I think the vehicles can be a bit challenging to temper speed wise with keyboard controls. As others pointed out here, it's no Division in some good ways imho -- it's true open world, you can one shot kill enemies as in GR and R6 in the day etc.
It's a bit Division-y in terms of skills variety (but these are very different), weapon modifications, gathering resources/supplies for tech upgrades later, and what seems to be a Ubi server set up rather than player-dedicated servers. Or maybe it uses their servers to track levels and it's really client-hosted? I'm a wee bit unclear.
There's no NDA afik, so I'll post some screenshots. Some interface type stuff:
Quote from: Caine on January 30, 2017, 12:41:08 AM
Played a bit of this in the back to basics mode. For anyone who complained of how every gun feels more like WW2, this is the mode to play. You are limited to a small handful of weapons, mostly bolt action. There are limited number of vehicles and the game is a lot more infantry focused again. Played a lot of it Saturday night with a small group of friends and had a lot of fun.
If they'd have set up servers that didn't allow sniper rifles, I might've gotten the game. But I'm a wuss at these things and realized all I'd ever do is keep getting shot in the face before I'd barely even moved, as was happening during my public beta experience.
That Dutch Steam pal I mentioned sometimes, he offered to send a beta invite as he got into some sort of beta for this and as with For Honor they let you invite a few friends. So hopefully I'll get to try it.
I uninstalled the For Honor closed beta since that ended and it releases pretty soon. While I don't need 100GB free on my 2TB hard drive I just like to try to keep around that much leeway. I'm sure at some point the temption to add another hard drive to accommodate increasingly large monster install footprints will be too great to ignore.
Embodying the greatest warriors of each faction, players experience some of the defining moments that led to the war. Dealing with manipulation, betrayal, and catastrophic reversal, they will need wits and skills to ensure victory.
Storming castles and fortresses, turning the tide of key battles, and defeating deadly bosses in intense duels, players will incarnate as battle-hardened heroes who will shape the course of a violent history.
Obviously, not much gruel to go on. I'd probably be more into it for that and the 2-player co-op, but perhaps that's not enough reason to go for a premium priced game like this.
I found with Star Wars Battlefront that I could get into team vs. team play for a while but it didn't keep me invested all that long, and I dunno, something about adversarial games gets this hateful mojo juice churning in my brain while playing -- I don't like the feeling. I get sort of a comfortable gaming buzz going on when playing Helldivers and Killing Floor 2 (co-op; it does have a PvP mode now), or the 2 player co-op mode in SW Battlefront.
Tutorial was a hoot (I'm on PC). I was worried it'd feel awkward on mouse/keys but I think it's awesome really -- really feels like you're swinging big ass swords and stuff in the 'guard mode' one on one battles, and then it's more akin to maybe Shadows of Mordor on the larger battlefield and it just feels and looks so great. I wish the light saber stuff in SWTOR had worked this way but maybe it's not realistic within mmorpg limitations.
I suspect I might have difficulty remembering all these different combos and stuff, but maybe it's 2nd nature with practice.
I don't know about the depth, and I'm wondering also too about the single player. Just my initial impressions went from "meh, I dunno if this is my thing" to "This is my thing!" I love online co-op games, I guess I wonder exactly how we work together in this and I guess I just gotta join some games and find out.
The flip side is the beta forums are well.... you can guess the general behavior there. I'm shallow. Probably the game has all sorts of issues I don't know about yet.
Also, although the beta warned me my Asus gaming PC is "below minimums," the game runs like a dream on the venerable if aging GTX 970. So I'm not sure what it's talking about, but maybe it'll be different in an online session.
afik, there's no NDA on this brief closed beta so hopefully OK to share these.
As old fart (51), I have fond memories of my mom, brother and I (dad died in '73) huddling on the floor in my bro's bedroom to enjoy CBS's excellent Sunday lineup. I get the order mixed up, but I believe it included MTM show, the Bob Newhart show and the Carol Burnett comedy/variety show. I want to say there was one other show (MTM and Newhart were half hour sitcoms; CB a one-hour show), but I draw a blank on what that was.
I actually bought the first season of MTM on DVD way back. While I still enjoyed it, I think it was after the Phyllis and Rhoda spin-off shows that the focus shifted almost entirely to the newsroom, and those later years ended up being amongst my favorites.
I'm sure in today's world, CBS would've forced everyone to keep doing the show for 10-15 years. I think in most network shows (22-26 episode types; today is shifting towards fewer episodes per season) then, you sort of started repeating yourself after 6-7 seasons.
Ron clued me in on Steam chat that this is 3rd person (I tagged it myself on Steam to at least remind me). I swear I can't find a single reference on the store page or the web page or the gameplay videos even -- I really couldn't tell because the camera is swooping all over the place aside from one 3rd person view of a player manning a turret in a vehicle, and much of the footage is cinematics stuff. It doesn't bother me, I just found that odd.
Certainly sounds like fun, and vehicles certainly weren't something in The Division. I guess I'm leery of running into drastic difficulty spikes as in The Division or scripted enemies that are too predictable. I did sign up for PC beta so hopefully I'll get to enjoy some impressions soon.
Steam pal got me into the PC beta. Although the whole system seems messed up atm, and the key's not showing in my account or his other invited pal's account. Their forums have some instructions, but I mean it's just not showing up as available for us yet.
While I loved it in 2005, I had way more motion sickness issues with it than Sierra's SWAT 3, so I didn't really put as much time into SWAT 4 as I would've liked. I don't recall if the game had a FOV setting.
I think it used a "powered by Gamespy" game browser for co-op then, so I'm uncertain of this release's online co-op functionality.
Quote from: rittchard on January 25, 2017, 12:15:31 AM
Quote from: Blackjack on January 24, 2017, 11:56:56 PM
I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?
They let you go to 125 in the interface, you can see it in the screenshot you posted earlier
OK, another player's older KF2 screenshot showed a lower maximum FOV number, that's why I thought may have modified it. Perhaps that was for the console version.
I think there was some Unreal "console command" shortcut I had to enter in order to have the option to raise the maximum FOV to 125. I'll try to research that later. Let me know if your FOV has a "125" number or something lower as the maximum listed?
Got SWAT Perk to L25 today: *Read up on Steam forums about the two final Zed Time skills. Battering Ram apparently works against Scrake and Fleshpound but not when they're in midst of certain animations; and on Bosses, which seemed like it could be invaluable at times, but you have to luck into that pesky Zed Time at the right moment. Seems like it would make more sense visually if the perk got some sort of a riot shield.
I'm asking about whether Rapid Assault provides "infinite ammo" even if your favorite SMG is out of actual ammo.
I looked up SWAT Perk's last two SMGs on YouTube to see what they're like in real life use on a shooting range:
DEEP ROCK GALACTIC is a first-person co-operative sci-fi shooter for up to 4 players, featuring fully procedural and destructible environments to explore, mine, and explode your way through to reach your objectives. As a team of veteran dwarven space miners, you must take on perilous missions for the interplanetary mining corporation DEEP ROCK GALACTIC and go where no-one else dares - into the deepest, most dangerous cave systems of the most hostile planet ever discovered.
* TEAMWORK ABOVE ALL - For efficient traversal and exploration as well as combat, you will need to rely on your teammates. * A MATTER OF CLASS - Pick the right class for your play style - mow through enemies as the Gunner, scout ahead and light up the caves as the Navigator, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer. * CARVE YOUR OWN PATH - Fully destructible and procedurally generated environments means there is no set path - it is up to you how to reach your goal. * THE TOOLS THAT YOU NEED - A plethora of tools and gadgets at your disposal means no obstacle is insurmountable. * INTO THE DARK - The only light is what you bring, and the pitch-black alien caves will not give their riches up easily.
Console versions may happen if the PC release's a success, according to their post in the FAQ on Steam forums.
The footage I've seen is really fun. At times it's like FPS Dig-Dug crossed with sci-fi Aliens-ish type shooter. Graphics are very colorful. I think it's purposely closer to say a TF2 in visuals, and it seems like some sort of voxel type stuff for the destructible mining rocks and cave walls and stuff.
Of course my FPS motion sickness bugaboo but KF2 is heavily modified Unreal 3 engine and gives me no issues, so here's hoping.
Although it's a closed alpha now, they seem to be encouraging folks to share feedback and videos publicly. The videos suggest either it uses dedicated servers or perhaps even MMORPG-type servers (the servers having names makes me think that), I'm not quite certain.
The procedurally generated levels atm seem to lead to some navigation issues from time to time. It'll be interesting to see if they can keep that from becoming a problem.
I'm tired of spending $49-$59 on AAA-budget overhyped titles that lost my interest (and most of my forum or Steam pals who buy them seemed to lose interest quickly as well) within a couple months. I think I won't do that anymore this year.
Finally got my favorite Perk (Class, most games would call it), Commando to L25 to unlock the Advanced Training ability: "Zed Time" is like The Matrix/Max Payne slo-mo, and each Perk has a L25 ability to choose that gives mega bonuses during those Zed Time periods.
My SWAT Perk (L24) will be next and maybe Support (L23). All my other perks are in single digits up to maybe 11 or so.
I'm mostly a "bullet hell" fan in this type of game, but it's really classes like the Demolitionist and Sharpshooter on the high end that can really make the difference in battling the nastier Zeds (Scrake and Flesh Pound), along with the Beserker. I find a lot of my "job" with SWAT and Commando is simply to help "rinse off" lesser enemies as much as possible and let the mega damage Perk players focus on the rougher enemies.
Gotta say this Corsair gaming mouse has held up great in KF2, and I feel like somehow the LMB clicker lets me fire handguns in the game faster than on my trusty Logitech MX510. I still think if Corsair released a version minus the fat "sniper" button on the left (which gives you a temporary dpi setting of your choice), that would be perfect for me.
Official Orwell site: http://orwellgame.com/ *Free playable demo available, either on Steam or in a DRM-free version at the site.
Cool, thanks for sharing.
I was fascinated by it, but eventually removed it from my wishlist after reading it really had no replayability. Still sounds intriguing.
I remember some game several years ago that fascinated me in that the NPC characters were supposed to communicate with you in your 'real world' via text messaging, emails, phone calls etc. Can't remember the name.
Big TropicalBash update dropped, including a new Lost-inspired Jungle Island Map: http://killingfloor2.com/tropicalbash/ *The new Gorefiend is a whirling, twirling arm-blades pain in the ass, and my groups had some trouble adjusting to it last night. Which is a good change of pace imho. *I haven't tried the mace/shield combo that was added yet. Beserker's just not my thing. It's really meant more for players who like to parry enemy attacks, and I haven't really gotten hang of that.
*The map has some interesting environmental stuff including a periodically blasting volcano in the background, and changing tides at the teach. I haven't really noticed a gameplay impact from these.
*Multiperk adds some new, "makes sense" weapon choices for each Perk (i.e., Class), and still earn your "own" Perk XP when using it. So like the SWAT Perk gets access to the Medic Perks' SMG (which has a healing dart ability like all Medic Perk Weapons). Commando gets access to various assault rifles from other perks, etc. This does open the door to more hybrid-Perking where you're still earning XP for the class you're playing, while using a weapon previously tied in to a different perk. However, this does to my eyes really clutter up the vendor weapon screen, and can make a little rough to sort through in the 20-40 seconds you might have between game rounds.
Some changelog details:
We would like to welcome all Killing Floor 2 players to the Tropical Bash and join us for some bone breaking fun on sunny Zed Landing! With a special thanks to everybody who helped us test this update over the holiday season, let the hunt for (Alan) Wilson begin!
This changelog includes all the changes from the beta with a special section on fixes from the beta and since the beta. Full crafting/econ changes are still in the process of going live as database is being updated. They should come online shortly.
Highlights New Weapon - Bone Crusher New Map - Zed Landing New System - Multi-Perk Weapons New Zed - Gorefiend
General New System - Emotes - Players can now equip an emote and trigger it during gameplay
Multi-Perk Weapons Weapons can now be tied to multiple perks allowing for perk bonuses Example: Support Perk will now gain benefits from the Medic Shotgun
Inventory Crates can now be broken down into craftable items Game will now check for players purchase of KF 2 during early access via API and grant players the early access rewards As part of this previously granted EA rewards have been made non tradable Slightly sped up first 10 level experience gain Players can now turn off the auto-upgrade system