Killing the floor of 3 developers talk about a novel weapon, ZED time mechanic and more

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There is almost time again. Stepped by bloody cooperative FPS, Killing the floor 3Is Exploding the road to PS5 on July 24. As part of the preparation for launch, the Creative Director of Studio Bryan Wyna and the project director of Leland Scala from Tripwire Interactive led me through what you can expect in this enormous, brutal and bloody continuation to one of the best blasts in the block.

PlayStation blog: When it comes to the game, what was the main emphasis on killing Floor 3? And what distinguishes him from previous titles?

Leland: This really added depth to existing systems. So, by killing the first and 2, you can do the player and add skills. Basically, you have sets of passive skills that can be thrown and gadgets. It is much more solid and there is more choices that the player can make. Depending on what you choose, you can ultimately synergize early skills with later skills or you can find better mixing later.

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Bryan: There is also a novel player center where these skills, weapons fashion and other elements can be adapted. But we wanted to find ways to keep it as addictive as possible. So these skills are not only numbers under the hood, but things you can actually see and feel when you play.

Leland: And we modernized the movement of players. You can now do things such as Slide and Clamber. But when we did this, we knew that we had to improve the way enemies move. So instead of walking around objects to get to you, jump and climb things. No matter where you go, they can go too.

How was the ZED mechanic converted?

Leland: When we started testing KF3, some of the early feedback consisted in the fact that this function is frigid, but what causes it? At the top of the screen there is a strap that you fill by performing various actions, such as destroying critical zones or killing enemies. And when it starts, the whole team can operate at the same time. Also, each profit has two unique skills that grow when the player increases his level of proficiency. This increases the effectiveness of the profit over the player as the player progresses. These are only certain ways in which we increased ZED time to be a more significant tool in the player’s arsenal, not a random event.

Bryan: We hired the former SWAT leader and weapon expert and I remember how he said that there is a brightness in battle. This is a huge source of inspiration in the ZED time. At the moment you can feel overwhelmed, but when it starts, we put the power in your hands.

Can you tell us more about the novel critical zone system?

Bryan: I think that players like to communicate that they are skillful in something, so it was one of the greatest factors that drive the critical zone system. You have many ways to kill enemies: you can unload the rounds, choose head shots or you can look for critical zones that will really benefit.

Leland: For example, the head of Impaler has a lot of critical zones. If you destroy those on his arms, you will be able to turn him off from shooting with rockets, while destroying the zones on his back, he stops him from shooting smoke grenades. The ability to turn off your skills is really frigid, because you quickly realize that if at the beginning of the match we fight it in a certain way, it will bring us benefits in later stages.

Are there any novel updates of the weapon system that you can reveal?

Bryan: With the shooter of the first person you experience and interact with the world through your weapon, so it was significant to give players more than cosmetic ways to adapt their weapons. For example, in the classroom of a sniper, I keep a distance and I really get damage. So I intend to create a model of weapons that are different types of monuments and handles when I aim at monuments. I can then combine people with skills such as knee when I shoot, I cause increased damage. We still want the identity of this weapon to be stored – we do not turn the shotgun into a sniper rifle – but you can operate mods to play with it as you like.

Leland: And you can modify ammunition. So you can create something like an ammunition of fire for a pistol, which is usually not based on fire. Which is useful in the case of a novel system called wave mutations, which randomly changes certain properties of the upcoming wave. For example, a certain enemy can be more susceptible to freezing injuries, and instead of usually the need to focus on another hostile, if you are not the right class, you can create a modified weapon to deal damage.

Are there any special things you want to pay attention to when they start it for the first time? Do you have any tips for them?

Bryan: I would like players to immerse themselves in some of our external loops, looking at fashionable trees and fashion of weapons and learning about critical zones. It’s about showing your skills and using novel functions, such as movement and animated fight through the wave to show that you are the best Zed Hunter on the Internet.

When it comes to tips, the biggest thing that helps survive is to set the priorities of goals. The fact that this ZED is closest does not necessarily mean that the one you should shoot first. There may be a scales or a siren on the back of the battlefield that can pull you out.

Leland: And when you hit the critical zone of some major zeds, they basically turn into a bomb, which is very useful when you are surrounded by low-level enemies-this gigantic guy will pull out all the little guys. Even if you do some damage focusing on this critical zone, this is a tactically better move.

Killing Floor 3 fires on July 24.

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