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Killing Floor 2 - Server Status \\ Updating when i can.
Hey guys, i've been working a bit on the server. i've reached point i'm raging on the damn mods lol. As the creators sometimes are missing the important detail to make it work. I will ask flux on this topic for problem i bump into, keep in mind this is the first time i'm doing this and i have no experience about this kind of stuff, so i'm using basic logic :D.

Server adds
- RPG Mode (will need some changes as i see the classes verry powerfull)
- Zed accesory manager // Adds random hats to zeds
- Character costumization (most of them) free for all players. Kill with style guys!
- Slot Machines mod // People might have problems downloading it. message me if you do and i will disable it.

= Custom maps =
- Nuked
- BioticsLab Uk
- Doom 2 // seems to have a texture bug for now. I will see how to fix it for future update
- KF-NewCubeRemakeFinalV1
- ArcadeGasStationFinal.V2 // seems to have a texture that lags everyone looking at it. Hope i will get to make a fixed version.
- KF-Offices2009Remake

Known bugs/problems // Reporting the issues you guys find will help me kill these pesky bugs!
-The downloads are not giving you the files neede to enter the server // Hoping to get it working with redirects

Future Update
- Adding Vip System
- Custom waves // been having a hard time with this one

Request:
I've been looking around workshop, and some of the maps go over 400mb. I'm not going to add it to list unless is high demand for it. Still i don't know most of the maps but would be a huge help if people would check them / request them , so i can see and add them in future updates. As for the Character / weapons skins, not sure, but if high demand will look over it.
Mods request is more i'm looking for, as i did found a mod that adds Half-Life monsters along with zeds, BUT, i've seen some of them being a bit too powerfull or buggy, like hitboxes being really bad, or the monster having insane health and a kamikaze move that takes more then 150 health + 200 armor (yes i've seen this in a crowded server).

Vip System - Still not implemented
Ok i hate to put a price on the Vip system, but, this money will help me on keeping the server even upgrade it in future. For now it will be 1 pound donation as minimal to get Vip. As for the rewards, i got a few plans but needs more time.

Want you guys to keep in mind the server still is not fully playable, have experienced zeds not spawning properlly, classes beeing way powerfull as the skills have not been capt. Don't hasitate to ask me if you need some help with what skills are most usefull to have in earlly levels, the zeds will still eat your ass if you're not carefull :D
Last edited by [Fs]Miszalele; 29 May, 2016 @ 9:47am
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Showing 1-8 of 8 comments
[Fs]Reaper 29 May, 2016 @ 9:13am 
seems to be looking promissing, although you will no doubt need a lot of help for testing. Particularly any mods that will overhaul gameplay in any way.

Plus, from what i hear, the game is still being updated, and the content at the moment is still rather limited. So any future updates that adds stuff might break any overhaul mod u had there and whatnot, so keep that in mind.

In any case, a VIP system with exclusive content and custom waves will surely help bring in more people that might be willing to lend a hand in the near future.
[Fs]FluX 29 May, 2016 @ 9:55am 
Some things that i've kept up with other modders and the odd research:
- Pretty much every patch breaks many mods, especially the RPG (ServerExtension) mod.
- Custom mods are a no no in my opinion unless it's variations (and even then i'll be picky - remember our experience from my modding on KF1).
- I will be modding once the patches slow down with new content as then I can really look into it. Once done, i'll be modding KF2 like I did KF1 so expect huge changes ;)
- VIP system needs a purpose. I wont even attempt a VIP system until you can atleast give something back in return. Basically the way I did donations was that the VIP access was a bonus. In the VIP you got a free exclusive character, two perks which meant you have more access to the guns to play. Even showing off with a coloured name was a cool feature.
- I am very skeptical on the free access to the items as to me it's like the free DLC thing I once did with KF1. Doesn't feel right but I guess it could be cool for maybe the odd thing that is like rewards for competitions etc etc etc. Ego booster? Something of the sort.

For the settings, remember I Still have all the notes of when I had you guys in a meeting of how we thought of setting up the server. If you wanted it, let me know.
[Fs]Miszalele 30 May, 2016 @ 8:53am 
Hey guys, comming with a small Update. The redirect is up and running (thanks to flux), and i managed to add the files need to play on the server. i'm trying to add the custom waves now. to make it a bit more intense. Oh expect to be knocked by zeds a LOT >:D . MWAAHAHAHA

If anyone experiences any problem please let me know.

Edit: Thanks for testing the gameplay with me(for those who played recentlly). I got a clue on what to work, still trying to get the custom waves up. My plans is to make the mutators i've said work then i'm going for extra content for the Vip. Lest pray to god, the patches doesn't break everything. And NO, flux is not a GOD. (derps)
Last edited by [Fs]Miszalele; 30 May, 2016 @ 3:53pm
[Fs]Miszalele 31 May, 2016 @ 9:25am 
Update time!
RPG mod Changes
Minion Spawn time 60 ---> 30
Max level for having top tier cost prestige 3 removed (hopefully)
Minion Health cost 5 / 15 / 25 / 40 / 60 ---> 5 / 10 / 15 / 20 / 40
Minion damage cost 5 / 15 / 25 / 40 / 60 ---> 5 / 10 / 15 / 20 / 40
Redemption skill Minimal level cost 50 ---> 30
Redemption chance skill cost per level 30 / 40 ---> 30 / 50
Bunny hop removed
Medic pistol cost 25 ---> 10
Duracell skill cost reduced for all levels 5 / 10 / 15 / 20 ---> 5 / 5 / 5 / 10
Nighvision cost reduced from 20 ---> 10

Berserker perk changes
-max health 300 ---> 500
-max armor 300 ---> 350
-Off damage tweaked
-Max damage capt to 1000, progress per cost 1 / 0.25 ---> 1 / 1
-max movement speed capt to 50%, progress per point 1 / 0.25 ---> 1 / 1
-Max ammo per mag capt at 200%
-Knockdown reduced from 100% to 50%

Commando perk changes
-damage progress per point 1 / 0.5 ---> 1 / 1
-max movement speed capt at 35%, progress per point 1 / 0.25 ---> 1 / 1
-Fire rate 1000 ---> 500, progress per point 1 / 0.5 ---> 1 / 1
-Knockdown reduced from 100% to 35%
-Recoil capt at 80%
-max Health 200 ---> 250
-max armor 250 ---> 350
-Max ammo per mag 400% ---> 200%

Medic perk changes
-max movement speed 70% ---> 50%,progress per cost 1 / 0.5 ---> 1 / 1
-Max perk damage 1000 ---> 500, progress per point 1 / 0.5 ---> 1 / 1
-Max health 300
-max armor capt at 250
-Max ammo per mag 500% ---> 200%
-Knockdown reduced from 100% to 35%

Support perk
-max movement speed 20% ---> 35%, progress per point 1 / 0.5 ---> 1 / 1
-damage progress per point 1 / 0.5 ---> 1 / 1
-max armor 250 ---> 400
-max health 150 ---> 400
-Knockdown reduced from 100% to 35%
-Max ammo per mag capt at 400%
-Welding speed capt at 300%

Demo perk changes
-max movement speed 50% ---> 35% , 1 / 0.5 ---> 1 / 1
-max health capt at 300
-max armor capt at 250
-Damage progress per point 1 / 0.5 ---> 1 / 2
-Knockdown reduced from 100% to 50%
-max rate of fire 1000 ---> 500, progress per point 1 / 0.5 ---> 1 / 1
-Selfdamage progress per point 1 / 1 ---> 1 / 5

Firebug perk changes
-max movement speed 50% ---> 35% , 1 / 0.5 ---> 1 / 1
-Spread progress per point 1 / 0.5 ---> 1 / 1
-Max health capt at 250
-max armor 250 ---> 300
-Knockdown reduced from 100% to 35%
-Max ammo per mag capt at 400%
-Selfdamage progress per point 1 / 3 ---> 1 / 5

Gunslinger
-max movement speed capt at 50% , 1 / 0.5 ---> 1 / 1
-max health capt at 300
-max armor capt at 250
-damage progress per point 1 / 0.5 ---> 1 / 1
-max ammo per mag 500% ---> 200%
-Knockdown reduced from 100% to 35%

Custom Waves are up and running, now becoming a weak zed after death.
Still working on balancing the waves, if you can give me a feed back that would be great.
Please Subscribe to this thread, so you guys get the update popup
Last edited by [Fs]Miszalele; 31 May, 2016 @ 9:33am
[Fs]FluX 31 May, 2016 @ 5:41pm 
I'm unsure why you would allow the firebug to cap the health at 250 when everything else is 300. I would make max 300 or 250 for all perks apart from maybe the berserker who could go to 500 (suits him). Same for the armour. What i'll do is this sort of pattern for all perks like I did for KF1. This then makes the perks unique in what they do.
[Fs]Miszalele 31 May, 2016 @ 7:15pm 
i want some extra opinions before i balance the health and armor for all perks, as i did test medic with400+ hp and he was so unkillable even swarmed by 20 zeds, but will look over his resistances to blots sirens and husks. also i want to look over the exp system, to make it less levels with higher rewords ( more points) same for the prestige, even put some of the max skills in prestige 2-3

I suggest people stop looking and start talking. these changes are based on people's point of view, second thing, i can't test everything myself. playing a bit solo won't hurt you. we might get new players and test how the perks feel. 2 birds one stone.
Last edited by [Fs]Miszalele; 31 May, 2016 @ 7:18pm
[Fs]Reaper 1 Jun, 2016 @ 1:49am 
I would give my opinion but until i can get the game and test it for myself, im not really seeing the whole picture (since i havent seen much of the game itself).

I suppose i could look at this and try to view it all on KF1 perspective, but i would wager it wouldnt be the same.
[Fs]FluX 1 Jun, 2016 @ 5:43am 
For you personally Reaper, it's best not to. YOu'll need to see how the standard leveling etc works for each perk before judging how RPG works.
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Date Posted: 29 May, 2016 @ 7:37am
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