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Forums - Sony - VGC Official KILLZONE 3 Thread

Jay520 said:
Cross-X said:

Just to share my two cents.

I'ts the the best beta ever.

 

Not once have I encountered the dreaded thing call LAG. Yep. I have not experience 1 SINGLE BIT OF LAG during my entire playtime of the Beta.

That's amazing and because of that, I've been able to enjoy the beta a lot and have a blast with it. Seriously even though it's a beta, Killzone 3 is probably the most hardcore team based shooter. Wanna be a the lone wolf and not work with squads? Fine. Go play something else. Killzone 3's Class system rocks and it really promotes Team Squad Play. I noticed this during the wins and losses. If everyone scattered about, my team lost and if we stuck together and helped each other, we shat on the other team.

It makes a difference.

Do you like it more than Killzone 2? How different is the gameplay from KZ2?

Gunplay still isn't final.  It's a bit too light at the moment, and some of the guns are too accurate (ie, LMG as accurate as an assault rifle).  However, these things should all be much improved in the final game, as shown in the link I posted on the last page.



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makingmusic476 said:

The StA-52 comparison in that video definitely highlights the decreased spread of most of the automatics now.  Just look at the LMG spread when scoped in the KZ3 footage.

I'll be straight - the game's got some serious problems as things currently stand.  The more I play, the more I realize this.

The biggest issue is that the decreased spread of bullets mixed with faster aiming and slightly decreased health leads to much quicker deaths than in Killzone 2.  Because of this, whoever starts shooting first is gonna get the kill, 9 times out of 10, regardless of which automatic they're using and what range they're firing from.  It makes weapon choice a moot point (discluding weapons like the VC32, which still have their obvious advantages). 

The quick kills severely detract from the experience that is Warzone.  You spend more time worrying about not dying than trying to complete objectives, and going after objectives often seems like a futile effort given you'll probably die on the way there.  This is especially annoying given they've dramatically reduced how long you can sprint, while increasing the size of the maps and removing spawn grenades.  It ensures you'll have a long way to go to get to any objective, and it'll take awhile to get there, increasing the likelihood of dying on the way.

The controls work well in Guerrilla Warfare, though.  Almost as if they were designed for that mode.  If only that were the main mode of the game.  Oh wait, that's Warzone.  Wtf.

Then there's the map design.  Two of the three maps are incredibly large, with rather unmemorable layouts.  Everything looks similar, with lots of corridors and catwalks that all blend together, making it easy to get lost.  None of the levels seem very distinct, like Radec Academy or Salamun Market.  They all feel more similar to Helghan Industries, the weakest map in KZ2 imo.  Only Helghan Industries still had the large road down the center and distinct spawn areas. 

Turbine Concourse (the one with the giant green EMP) is the only level that really has any notable features, but the map design is marred by absolutely atrocious spawn points.  The two points you can capture overlook all the objectives and both camps, and they're incredibly hard to get to, requiring the use of a jetpack in the most heated areas of battle.  Once one team captures those spawn points, the other team is doomed.  They'll have no chance of retaking those spawn points or completing any of the objectives (except maybe defending in S&D).  The victor of that match is decided within the first several minutes of play.

Another issue is that the Tactician's Spot & Mark ability is currently broken.  It's only a temporary issue, but it still has serious effects on the effectiveness of this beta.  They way it currently works is that all enemy targets appear on your screen, even those not directly in your line of sight when activating the ability.  Its effect is incredibly overpowered, akin to wall hacking in Counter-Strike: Source.  You know where everybody is at all times, and it leads to plenty of camping and cheap kills.  I normally have a .8:1 K:D ratio or so (yeah, I can't aim very well lol), but I went 10:1 one round when making heavy use of that ability.  It's just a glitch, however, and GG have said they've already fixed it in their internal build, but it completely changes the dynamic of the game, and it's hard to determine whether other gameplay elements are properly balanced when half the players are camping and dropping enemies like flies.

Another issue on top of all of this is the stupidity of the majority of beta testers.  On the beta forums, somebody made a thread about fixing the completely broken S&M ability, and you had pages upon pages of posters coming in to defend it.  "It's a totally awesome ability!  Don't get rid of it!" they'd say, or "It's part of the game.  Deal with it." from those who think GG can do no wrong.  They apparently lack ANY basic analytical skills, and are unable to tell when a feature is COMPLETELY UNBALANCED AND BREAKS THE GAME.  It's so frustrating.  Ugh.

And then you have idiot websites like IGN making videos about how awesome the game is, going on about the pretty graphics and point pops.  You can definitely tell who the CoD fans are.  If a game fulfills an incredibly basic checklist - easy kills, plenty of ranks, and point pop-ups - they're all over it.  The graphics just make it all the better.  In IGN's video preview they even claimed the game is "more polished than most full releases" in its current state.  Apparently they were totally oblivious to the fact that it drops to sub-20fps when a game goes over 20 players.  Happens even earlier in Corinth Highway.  It's alpha code, so it shouldn't be an issue come release, but my gosh does it highlight the stupidity of game reviewers.

And that's another big worry.  This is still alpha code.  Supposedly GG have a much updated build running internally, but they're not going to extend that to beta players AFAIK.  Between the old code and the numerous balance issues, I just can't see how this can make out by February.  Unless the internal build is just THAT far along, but then why not let us test it.  -_-

The game has plenty of great things going for it - graphics, brutal melees, new class system, Operations (which is a whole lotta fun!).  They just need to work out these serious balance issues.

They are working on them, though.  They have two threads created by devs focusing on the weapons and maps/spawn points right now.  The issue is most of the responses are from total idiots that don't have a clue about basic game design.

Wow, MM, you easily summarised why even me, one of the biggest kz2 fans ever, is pronouncing a skip on this one. The lack of custom servers which you didnt mention is the game's biggest fail IMO. I just can't think of a good reason why banning those was justified. Even those who whined about kz2 controls at launch surely didnt complain about this? Oh well, I'll play kz2 till it dies or move on to brink instead if it turns out good



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Pristine20 said:

Wow, MM, you easily summarised why even me, one of the biggest kz2 fans ever, is pronouncing a skip on this one. The lack of custom servers which you didnt mention is the game's biggest fail IMO. I just can't think of a good reason why banning those was justified. Even those who whined about kz2 controls at launch surely didnt complain about this? Oh well, I'll play kz2 till it dies or move on to brink instead if it turns out good

Responses from devs on the beta forums have been very positive, so I wouldn't give up hope just yet!

Hey Lince, it was the fans feedback that led us down this path in the first place (Where we go to extra lengths to prevent spawn camping and to balance the game with the exos).

Ideally I could give you a new update during the beta to play around with these changes but we're no longer allowed to patch in content.

My ideal scenario would be to keep the beta going until we go to Gold Master and to continually provide the community with tweaks/changes/updates. Unfortunately that's just not possible.

The feedback I've received so far, whether it's negative or positive has been immensely helpful. So thanks for taking part and taking the time to comment.

I can tell you I've been playing around with the recoil, damage and damage over distance attributes of the weapons and I'm A LOT happier with their behaviour now. I'm certain you guys will be too. No more LMG sniping.

Also, the differentiation between the weapon is a big deal to me. You're spot on with the AR's in KZ2 and it's still the intention to have that differentiation in KZ3. We haven't messed with the M82 or the StA52 too much. Although there is another difference between the two. The M82 does slightly more per bullet damage but the StA52 has less spread while moving.

The differences between hip-fire and ADS are more pronounced too. Like I said, I'm confidet about the way the guns 'feel' right now and I'm sure you guys will be the same. From the comments I've read from you guys it seems as though we're all singing from the same hymn sheet here.

Our intentions with aim assist is that it's not noticeable. If you can see it easily then we're not being subtle enough. Console shooters need to have an element of aim assist but it was possibly too much for the Beta so this is something we have our eyes on and something we'd rather was a little more seamless and subtle.

We have indeed been playing around with the neutralisation and cature times for the TSP's.

The neutralisation times need to be shorter than the respawn timer to allow a Tact to clear out a TSP and then neutrlise it before the enemy respawn.

We've also added additional TSP's to the maps that required them.

There's been quite a lot of changes since this Beta went live and there will be an article soon that details for you guys what we've already addressed and what we intend to address prior to release.

At the very least wait until they post the article detailing all the changes they've made to the game internally.



"We want to start off by thanking you for contributing to a successful Public Beta Trial so far. So here goes: “THANK YOU!”

 

Seriously, thank you for all the time you have spent playing the Beta. Thank you for your honest and sometimes brutal feedback. Thank you for all the creative, workable and sometimes unimaginable, but fun, suggestions. Between all the Devs, we have read all of them and responded to half as many as we would have liked.

 

Thank you, because we now have what we need. Actually, we have received so much feedback, suggestions and bugs, that the general discussion part of the forum has served its purpose and has been closed. There is enough info on there to make six Killzone games, not just one. We know what your opinions are; we know what you think should be altered or different altogether. And we know what we need to focus on to make Killzone 3 all it can be when it launches in February 2011!

 

During this Beta we’ve had a good mix of participants to help us out: people who were new to the franchise, but also a lot of hardcore Killzone 2 veterans. To those of you in the latter group, please know that we recognize your share in keeping the Killzone community alive and bringing new players to the game. We appreciate your continued support and feedback. Your comments on features such as Matchmaking, Controls, Server lists (or Custom Games) and Tactical Spawn Areas (or Spawn grenades) have been most valuable.

 

And while we may not be able to implement every suggestion you’ve offered (for instance we can’t “…just implement Killzone 2 spawn grenades-code” – that’s just not how it works!) that doesn’t mean that we aren’t listening to you. Your comments and suggestions form the basis for the changes we are currently making to Killzone 3, along with your bug reports and telemetry data from the game.

 

While it’s impossible to specify every fix, update and change that we are working on, the game is already in a much better state than what you are playing now. We would have loved to bring all of these changes to you via additional patches, but this would have taken us a lot of time that we’ve chosen to spend on development, fixes and tweaks instead. We will continue to incorporate your feedback up until launch, so the next time you see Killzone 3 it will be a much-improved experience.

 

We have already improved on a number of things that you listed. These are just a few:

 

•                    Matchmaking improvements - lots and ongoing

•                    Tactical Spawn Areas - functionality and additional TSA’s where needed

•                    Weapon damage, recoil and range

•                    Weapon distribution over careers

•                    Added Weapons

•                    Exo's - count, health regeneration and damage

•                    Spawn camping

•                    Career Abilities (like Recon)

•                    HUD icons, readability, options

•                    Tweaked turrets, sentries and drones 

•                    Running speed, stamina tweaks

•                    Player health 

 

Finally, it’s important to note that we’re nearing the end of the Public Beta Trial. We do not know exactly when the beta will shut down yet. But somewhere in the next couple of weeks the online service will be discontinued. The good news is that you will still be able to play and practice in Botzone after the Beta ends.

 

The Bug Section will be still open to report bugs. So you can still report issues. Also, don’t be afraid to use the Survey we’ve set up.

 

In the meantime, have fun with the Beta. And be nice to the new people coming on board! We hope to see you all in February 2011.

 

Thanks,"

Guerrilla

They have responded!  But, it does seem more and more likely that Killzone 3 will get delayed for a few months, which may have it conflict with inFamous 2's release?  (May-ish?)




Check us out at the Vindication Gamer Network on Youtube. 

@Feneris:  It's actually seeming less and less likely, given apparently most of these changes have already been implemented into their internal build.  It seems the build we've been playing these past two months it at least that far behind their build at this point.

Also, hm...



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OMGOMGOMG

THIS BETTER BE LEGIT

And they better allow vertical splitscreen too, darn it.



Split screen co-op?!!

OMFG!!! plz be true!!!!



0_0 split screen co op? OMFG YES! I hope it's true, honestly if they put that in, that alone will help it move a few million imho...

and that giant robot thing, I read that we have to find a weak spot of it to attack in that scenario, and there was something about shadow of the collosus too, I'll try and find that news article again

But yea it looks great



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http://www.youtube.com/watch?v=rHzX0qa_Fy0&feature=player_embedded

@2.05...in the distance...the giant enemy robot in action?



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there is a guy in N4g (he posted an article on it too) that KZ3 campaign is like SOTC meets FPS at parts 0_0 I know it's rumor mill at the moment but I LOVE the sound of that...FPS nowadays are getting too predictable and boring



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