Yoboman said:E
If they can improve accessibility and the control issues it's only for the best because I personally found KZ2 to be ridiculously hard to get into.
Yes it was difficult but was much more rewarding once you got better.
Yoboman said:E
If they can improve accessibility and the control issues it's only for the best because I personally found KZ2 to be ridiculously hard to get into.
Well to be fair, if there was any point where GG needed to change the controls it would be at this point...before the game is out. When the game is out, keep it the same no matter how much bitching is involved. Don't go off changing the core mechanics of the game after it's been out for months/years.jett said:Maybe the new controls are for the best, I dunno it seems like that Killzone feel is still there in the controls from the videos I've wathced. Wish I could try them out for myself.
One thing's for sure though, people need to STFU about what GG should do or not do to the controls, either way. That ruined KZ2 for me, the constant change. Just let them do their shit.
X-Frame said:Another thing that I am not sold on is the ribbons/perks system.
So if I join a game half-way through I could potentially be going up against a team of players (who have been in the game since the beginning) all with 5+ perks activated while I have nothing?
JB1981 said:welcome to modern-day multiplayer.
mr_nothin said:Well to be fair, if there was any point where GG needed to change the controls it would be at this point...before the game is out. When the game is out, keep it the same no matter how much bitching is involved. Don't go off changing the core mechanics of the game after it's been out for months/years.
They need to find a balance between what they want and what the players want RIGHT NOW and then implement it. If ppl dont like it, they can move on. Dont go off splitting the userbase and making it difficult for the ppl that have been playing the game and learning the controls since Day 1. Yea you might get 30k new players but at the cost of what? Losing 75% of your (dedicated) installed base? The new players still might not stick with your game and can just quit the game after 1 month of playing whereas your "true" fans that have been playing the game for months/years are quitting your game. Not a great tradeoff IMO
My Point:
FIND YOUR NICHE AND STICK TO IT. In a world of FPS games, you really need to find your own position and avoid the MoH (even though i like MoH) situation.
Grow some balls.X-Frame said:Another thing that I am not sold on is the ribbons/perks system.
So if I join a game half-way through I could potentially be going up against a team of players (who have been in the game since the beginning) all with 5+ perks activated while I have nothing?
I can agree with this but I was just being politically correct. I wish GG was deaf from the start. They're probably being pressured to widen their userbase and have to compromise. I miss the days of having niche AAA titles that dont have to conform (well at least as much as they do now). Stop trying to follow the forerunner because you'll always be behind. We can see that in action right now with Black Ops. While ppl are trying to still get the MW formula right, they're off adding more game modes and refinements to their formula while the others are still trying to play catch up. There's room for more than 1 type of FPS game but ppl dont see that.jett said:You know what? No. FUCK the people that think know better. This is what got us in this situation in the first place. When it comes to core mechanics I hope GG plays deaf this time.
agaru said:Any bitching on the beta forums regarding this? This is probably the #1 reason for the messy clusterfucks, especially in S&D mode. It makes the whole game less tactical. *misses FF-on KZ2 beta*
I personally feel, that aiming isn't something that you should be think too much about. You should be able to target your enemy with relative ease and as you play and improve in the game, your aiming should improve even more. Faster targeting, better accuracy at long range. These are skills earned by expereinced players. There shouldn't be a differentiation based on the fact that one person is a greater glutton for punishment over the other, in that they are more willing to suffer through the controls.
A lot of people love to bring up COD and how it's for "n00bs". But, there is still a clear difference between an experienced player and a newbie. Being able to aim at your target is only one of many boxes that need to be ticked for someone to be good at a game. The key word to winning or losing is teamwork.
Mikey Jr. said:In Invidious's latest video, he just shoots and melees his teammates to test if they're a saboteur.
If there is no ff, then what the fuck is the point of the disguise perk?
X-Frame said:Another thing that I am not sold on is the ribbons/perks system.
So if I join a game half-way through I could potentially be going up against a team of players (who have been in the game since the beginning) all with 5+ perks activated while I have nothing?
alr1ghtstart said:*quote from community boards*
alr1ghtstart said:http://community.killzone.com/t5/Killzone-3-PS3/Killzone-3-Controls-Discussion/td-p/487258/page/44
i mean, jesus christ. No need to aim in a shooting game.
Thanks alot! Just be my luck i won't be in the beta although i gotta feeling i might. This should hold me up.iNvidious01 said:im gonna post 3 videos today =O that'll make it 10 and then i'm done, after today most of you could be playing it and seeing it for yourselves. i really gotta get back to fallout new vegas.
video #8 -turbine concourse se-6 commentary walkthrough (greenish map with stargate EMP thing & jetpacks)
video #9 - coronith highway with explosives, airstrikes, turrets and exo vs exo online
video #10 - commentary walkthrough of operations mode (one with the cinematic cutscenes)
stay tuned
mr_nothin said:Grow some balls.
Anyways, to me it sounds much better than starting from rank 1 and having EVERY game you play with rank 20+ that have much more powerful weapons than you from the start.
We dont even know how the ribbon/perk system works yet. It could be even for everyone, no matter what rank you're at. You could be a rank 1 and be able to earn the same ribbons/perks as others who are lvl 45. That's much more even than COD's route where the longer you play the game, the more powerful you get. I'm strictlyl talking about perks/ribbons here. I do know that KZ2/3 also have weapon unlocks and abilities that make you "stronger". Well, not really because I think the weapon/ability unlocks affect your playstyle moreso than how much damage you do or how quick your aim is or how far you can knife.
PedroLumpy said:Certainly that doesn't sound ideal, but at least it's even at the beginning of a match. Most games these days gimp newbies big time until they're level X, and you're just expected to 'deal with it'. There are notable exceptions certainly, but it's a nasty trend. Especially for long term community sustainability.
I think this leveling up thing within a match as an attempt to break stalemates in certain objective gametypes. Imagine two teams that are close to evenly matched play deathmatch. One team 100 kills to 95 lets say. Then they play capture the flag or some sort of attack/defend game mode. Often you would end up in a stalemate because cracking that defense is extra tough. But if one team is performing better, they'll get more of these sort of in match buffs and eventually be able to break through. Same sort of theory goes into the crit mechanic in TF2, which is very stalemate heavy.
Oh and in full disclosure, my avatar is from Lead and Gold, which had an in match leveling system, so take that info as you see fit.
alr1ghtstart said:i mean, jesus christ. No need to aim in a shooting game.
AndyD said:I think he means it should be natural and not require work just to aim. It should be second nature and not a chore. Hence his gain accuracy as you get experience and familiarity.
pixelbox said:Honestly, I don't want Killzone 3 to become an ADS game. Make the ADS more useful but not so much for close range. What they had in KZ2 was fine for the most part, i just don't get the complete overhaul in the mechanics. Come to think of it the biggest issue i've spotted in the video's was the recoil/spread. If they can tweak them say ADS being useful only in mid to long range, hip fire useful close to mid range, add some more recoil and gun jump and lets not forget sway, then we have a winner. The beta could fix perk balance and the like. Please GG don't screw-up!
I personally wouldn't stay up. There has been no mention as to when the emails will be going out, so just go to sleep and hope that when you wake up, there is a code sitting there waiting for you.magicaltrevor said:Does anyone know what time the codes will go out tomorrow? I guess there's no point in staying up tonight if you're in Europe? :-(
magicaltrevor said:Does anyone know what time the codes will go out tomorrow? I guess there's no point in staying up tonight if you're in Europe? :-(
Cover system would probably only work in something like a 6v6 team tactical. GG's reason to remove the cover system from KZ2 was that it "just didn't work" for the game play style they were going for (clusterfuck?).Galvanise_ said:Are there we only getting the three MP modes?
- Warzone (and its sub-modes)
- Operations
- Guerilla Warfare
I think they should add in a game mode where the cover system is in place. Maybe just a plain deathmatch (all against all).
Galvanise_ said:Can't wait to get into the Beta forums and post my views.
Things I'll be definitely commenting on:
- Please reduce the speed of the iron sights
- Add more recoil.
- Have server lists as an entry route to ranked games.
- Sort out the Higg's commander's voice.
More will come to be when I play the Beta.
Full Recovery said:Cover system would probably only work in something like a 6v6 team tactical. GG's reason to remove the cover system from KZ2 was that it "just didn't work" for the game play style they were going for (clusterfuck?).
Zen said:I hope they don't go overboard with recoil. I don't like Call of Duty, mind you, but I don't want them to over do it either.
BrLvgThrChmstry said:GG should incorporate V.A.T.S. For those of who prefer a more tactical, turn-based approach or just lack the ability to play FPSs. I feel this will add a new level of depth to the stagnant, boringly uninspired game play experience KZ2 was known for. The option would be nice.
BrLvgThrChmstry said:GG should incorporate V.A.T.S. For those of who prefer a more tactical, turn-based approach or just lack the ability to play FPSs. I feel this will add a new level of depth to the stagnant, boringly uninspired game play experience KZ2 was known for. The option would be nice.
EDIT:Dave1988 said:I can't tell if you're being serious or not...
Galvanise_ said:I think they removed the cover system because it slowed the objective based gameplay down to a point where people would just camp and not bother.
A 6v6 game mode with a cover system would be great.
Same. They really need to do something though. They have improved the sound but have compromised the 'feel' of the weapons because of the lack of recoil. The sub-machine gun should have a lot more movement than it currently does. Should be a short-mid ranged weapon. Having less recoil makes it more effective as a longer ranged weapon.
Loudninja said:Ah you played the beta?
iNvidious01 said:im gonna post 3 videos today =O that'll make it 10 and then i'm done, after today most of you could be playing it and seeing it for yourselves. i really gotta get back to fallout new vegas.
video #8 -turbine concourse se-6 commentary walkthrough (greenish map with stargate EMP thing & jetpacks)
video #9 - coronith highway with explosives, airstrikes, turrets and exo vs exo online
video #10 - commentary walkthrough of operations mode (one with the cinematic cutscenes)
stay tuned
He was joking :lolGalvanise_ said:Absolutely wouldn't work for MP. While you'd have gone into V.A.T.S mode to aim at someone, everyone else will be running around as normal and killing each other and you.
I would also nerf the whole point of Killzone in single player as the franchise is all about putting us in a sci-fi 'Theater of War' where we are meant to feel under pressure and are expected to react on the fly to AI changes, scripted sequences or entering a new arena.
Yeah, that goes without saying. But that's not what we're seeing here. I hope for their sake that there's no weapon stats until they get feedback from the beta, which could very much be so. Whatever they do, visually the guns need to shake more, rather that is controlled by recoil or not i'm not reading "powerful weapon" here. As someone said earlier, the sound is on point though...Full Recovery said:I believe that hip-fire should be effective at short range only, in these videos I've seen hip-fire become effective at mid-range. If two people with M82s meet each other at mid-range one using hip-fire the other using ADS the ADS user should win hands down. It should take 10-15% more bullets for the hip-fire user to get the same kill. All I'm asking is that the ADS user (who is more likely more prepared for the shot because he took the time to go to ADS) should have the advantage over someone who could have been sprinting to the nearest action and then started spraying bullets via hip-fire.
Aim small miss small.
Uhhh, Deja VuiNvidious01 said:ok dudes its just processing, youtube takes forever. will link as soon as its in 720.
also, machinima just posted my first game here, if you could like the vid it would help a lot. get this shit onto the front page gaming section
http://www.youtube.com/watch?v=D5wv_NRcSVc
mr_nothin said:Uhhh, Deja Vu
Did you upload an old video?
Oh Ok, I seeiNvidious01 said:i sent that first game over to machinima, initial impressions etc. they take a few days to upload though. but they have a huge audience and i get paid a bit as well so i send them a few videos a week
Zen said:I hope they don't go overboard with recoil. I don't like Call of Duty, mind you, but I don't want them to over do it either.