Gameplay mechanics (Killing Floor 2): Difference between revisions

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== Money ==
== Money ==
<div style="width: 1000px;">
<div style="width: 1200px;">
Dosh is the new currency in Killing Floor 2, replacing the pound sterling from the first game. Dosh is used to buy equipment at the Trader.
Dosh is the new currency in Killing Floor 2, replacing the pound sterling from the first game. Dosh is used to buy equipment at the Trader.<br/>
Players can share money between each other by throwing it in stacks of 50 Dosh. Thrown money disappears after 2 minutes if not picked up.  
[[File:Killing_floor_2_dosh_symbol.png|right|caption|100px]]
[[File:Killing_floor_2_dosh_symbol.png|right|caption|100px]]
</div>
</div>


=== Starting money ===
=== Starting Money ===
==== New game ====
==== New Game ====
Each player receives money at the start of a game based on difficulty.
Each player receives money at the start of a game based on difficulty.


{|class="wikitable" style="white-space:nowrap;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;"
{|class="wikitable" style="text-align: center; background-color: #E5EECC;"
!  
!  
! scope="col" | Normal
! scope="col" | Normal
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Starting money = ''Respawn money * (current wave / max wave (excluding boss wave))''
Starting money = ''Respawn money * (current wave / max wave (excluding boss wave))''


{|class="wikitable" style="white-space:nowrap;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;"
{|class="wikitable" style="text-align: center; background-color: #E5EECC;"
!  
!  
! scope="col" | Normal
! scope="col" | Normal
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|}
|}


==== After death ====
==== After Death ====
There is a penalty for dying, based on difficulty.
There is a penalty for dying, based on difficulty.


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Starting money = ''Money - (money * death penalty modifier)''
Starting money = ''Money - (money * death penalty modifier)''


{|class="wikitable" style="white-space:nowrap;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;"
{|class="wikitable" style="text-align: center; background-color: #E5EECC;"
!  
!  
! scope="col" | Normal
! scope="col" | Normal
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However, if a player has less money after the death penalty than [[#Mid-game|a newly joined player would have]], the player will instead receive that same amount of money.
However, if a player has less money after the death penalty than [[#Mid-game|a newly joined player would have]], the player will instead receive that same amount of money.


=== Earning money ===
=== Earning Money ===
==== Killing specimen ====
==== Killing Specimens ====
Money is earned through killing specimen. Each specimen has a Dosh value which is modified and distributed to all damaging players once the specimen is dead.<br/>
Money is earned through killing specimens. Each specimen has a Dosh value which is modified and distributed to all damaging players once the specimen is dead.<br/>
The final value earned for each player is based on difficulty, the number of players in the game, and the amount of damage done to the specimen (in %).
The final value earned for each player is based on difficulty, the number of players in the game, and the amount of damage done to the specimen (in %).


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Money earned = ''(Specimen value * difficulty modifier * (number of players / player modifier)) * (damage done / total damage done)''
Money earned = ''(Specimen value * difficulty modifier * (number of players / player modifier)) * (damage done / total damage done)''


{|class="wikitable" style="white-space:nowrap;px;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;"
{|class="wikitable" style="text-align: center; background-color: #E5EECC;"
!
!
! scope="col" | Cyst
! scope="col" | Cyst
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|}
|}
<div>
<div>
{|class="wikitable floatleft" style="white-space:nowrap;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;"
{|class="wikitable floatleft" style="text-align: center; background-color: #E5EECC;"
!  
!  
! scope="col" | Normal
! scope="col" | Normal
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| 110% || 100% || 85% || 65%
| 110% || 100% || 85% || 65%
|}
|}
{|class="wikitable" style="white-space:nowrap;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;padding: 0px 20px 0px 20px;"
{|class="wikitable" style="text-align: center; background-color: #E5EECC;"
!  
!  
! scope="col" | 1
! scope="col" | 1
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</div>
</div>


==== Surviving a wave ====
==== Surviving A Wave ====
Each player surviving a wave will receive bonus money taken from the pool of money that the team has earned over the wave.<br/>
Each player surviving a wave will receive bonus money taken from the pool of money that the team has earned over the wave.<br/>
There is a death penalty that applies to the pool of money that the team has gathered whenever a player dies, except on Normal.
There is a death penalty that applies to the pool of money that the team has gathered whenever a player dies, except on Normal.
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Team death penalty = ''Money of the dead player * difficulty modifier * 5%''<br/>
Team death penalty = ''Money of the dead player * difficulty modifier * 5%''<br/>


{|class="wikitable" style="white-space:nowrap;text-align: center;border: 1px solid #603311;background-color:#E5EECC;font-size:1.1em;"
{|class="wikitable" style="text-align: center; background-color: #E5EECC; font-size: 1.1em;"
!  
!  
! scope="col" | Normal
! scope="col" | Normal
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== Experience ==
== Experience ==
Experience is gained by killing specimens. Each specimen is worth a certain amount of experience points, depending on difficulty. Whenever a specimen dies, any player who damaged it receives its full experience value.<br/><br/>


Each perk has its own experience and level which starts at 0 and caps at 25. Experience for a perk is primarily earned by using its class weapons. Using off perk weapons does not result in any experience gain except for the 9mm Pistol, which gives experience to the selected perk. Damaging a specimen with multiple class weapons splits the experience points between the perks. Each perk also receives bonus experience for performing various actions, see each perk page for specific details.


{|class="wikitable" style="text-align: center;"
! scope="col" | Level
! scope="col" | Experience required
! scope="col" | Level
! scope="col" | Experience required
|-
! scope="row" | 1
| 2,640 || '''14''' || 9,667
|-
! scope="row" | 2
| 2,917 || '''15''' || 10,683
|-
! scope="row" | 3
| 3,224 || '''16''' || 11,804
|-
! scope="row" | 4
| 3,562 || '''17''' || 13,044
|-
! scope="row" | 5
| 3,936 || '''18''' || 14,413
|-
! scope="row" | 6
| 4,349 || '''19''' || 15,927
|-
! scope="row" | 7
| 4,806 || '''20''' || 17,599
|-
! scope="row" | 8
| 5,311 || '''21''' || 19,447
|-
! scope="row" | 9
| 5,868 || '''22''' || 21,489
|-
! scope="row" | 10
| 6,484 || '''23''' || 23,745
|-
! scope="row" | 11
| 7,165 || '''24''' || 26,238
|-
! scope="row" | 12
| 7,918 || '''25''' || 28,993
|-
! scope="row" | 13
| 8,749
|}
== Trader ==
== Trader ==




== Waves ==
== Waves ==
{{KF2NavBox}}

Revision as of 16:58, 3 May 2015

Money

Dosh is the new currency in Killing Floor 2, replacing the pound sterling from the first game. Dosh is used to buy equipment at the Trader.
Players can share money between each other by throwing it in stacks of 50 Dosh. Thrown money disappears after 2 minutes if not picked up.

caption
caption

Starting Money

New Game

Each player receives money at the start of a game based on difficulty.

Normal Hard Suicidal Hell on Earth
Starting money 300 250 200 100

Mid-game

Players joining a game that has already started will get money based on the current wave of the game.
For example, in a long game, players joining during the first wave will receive 10% of the respawn money while players joining during the final normal wave will receive the full value.


Starting money = Respawn money * (current wave / max wave (excluding boss wave))

Normal Hard Suicidal Hell on Earth
Respawn money 1750 1550 1550 1000

After Death

There is a penalty for dying, based on difficulty.


Starting money = Money - (money * death penalty modifier)

Normal Hard Suicidal Hell on Earth
Death penalty modifier 5% 10% 20% 25%

However, if a player has less money after the death penalty than a newly joined player would have, the player will instead receive that same amount of money.

Earning Money

Killing Specimens

Money is earned through killing specimens. Each specimen has a Dosh value which is modified and distributed to all damaging players once the specimen is dead.
The final value earned for each player is based on difficulty, the number of players in the game, and the amount of damage done to the specimen (in %).


Money earned = (Specimen value * difficulty modifier * (number of players / player modifier)) * (damage done / total damage done)

Cyst Clot Slasher Crawler Stalker Bloat Gorefast Siren Husk Scrake Flesh Pound Hans Volter
Specimen value 7 7 7 10 15 17 12 25 17 75 200 500
Normal Hard Suicidal Hell on Earth
Difficulty modifier 110% 100% 85% 65%
1 2 3 4 5 6
Player modifier 100% 200% 275% 350% 400% 450%

Surviving A Wave

Each player surviving a wave will receive bonus money taken from the pool of money that the team has earned over the wave.
There is a death penalty that applies to the pool of money that the team has gathered whenever a player dies, except on Normal.


Money earned = (Money earned by each player this wave - team death penalties) / surviving players

Team death penalty = Money of the dead player * difficulty modifier * 5%

Normal Hard Suicidal Hell on Earth
Difficulty modifier 0% 100% 200% 300%

Experience

Experience is gained by killing specimens. Each specimen is worth a certain amount of experience points, depending on difficulty. Whenever a specimen dies, any player who damaged it receives its full experience value.

Each perk has its own experience and level which starts at 0 and caps at 25. Experience for a perk is primarily earned by using its class weapons. Using off perk weapons does not result in any experience gain except for the 9mm Pistol, which gives experience to the selected perk. Damaging a specimen with multiple class weapons splits the experience points between the perks. Each perk also receives bonus experience for performing various actions, see each perk page for specific details.

Level Experience required Level Experience required
1 2,640 14 9,667
2 2,917 15 10,683
3 3,224 16 11,804
4 3,562 17 13,044
5 3,936 18 14,413
6 4,349 19 15,927
7 4,806 20 17,599
8 5,311 21 19,447
9 5,868 22 21,489
10 6,484 23 23,745
11 7,165 24 26,238
12 7,918 25 28,993
13 8,749

Trader

Waves