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Killzone 3 Beta Details (Starts 10/25, requires PS+, only 10k spots open)

alr1ght

bish gets all the credit :)
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.
 

X-Frame

Member
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?
 

mr_nothin

Banned
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.
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.
 

JB1981

Member
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?

welcome to modern-day multiplayer.
 

jett

D-Member
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.

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.
 

mr_nothin

Banned
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?
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.

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.
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.
 

Mikey Jr.

Member
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*

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?
 

alr1ght

bish gets all the credit :)
http://community.killzone.com/t5/Killzone-3-PS3/Killzone-3-Controls-Discussion/td-p/487258/page/44

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.

i mean, jesus christ. No need to aim in a shooting game.
 

jmd494

Member
I was just in a capture the flag match and I had the speaker just a few meters from the delivery point. I had to still pass through a doorway to return in.

A guy popped out at the last second...adrenaline was pumping...but I killed him. Now all I had to do was pass over his corpse in the door jam and return the speaker.

But I couldn't get past his fucking corpse. Kept getting caught on it.

About 5-6 seconds later, I got killed. Would have had PLENTY of time if I hadn't gotten caught.

And it's not just corpses..I'm getting caught on geometry a LOT. Very frustrating.
 
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?

Benefit of the disguise has always been the loss of initiative.

FF on 100% will hurt the community more than it would benefit because people don't play that way. However, explosives should do 100% damage to everyone, friend and foe. This will help cut down on a lot of the chaos during the mission types where there are a bunch of people around one zone. GG could even extend that to all weapons from the EXOs, any map specific weapons and weapon placements.

I love the new C4 placement sound, but really don't like how it seems to be triggerable through floors (at least that seems to be what I am seeing in one of the Whiteboy videos).

I hope I get into it tomorrow and can resolve my concerns through personal experience. Unfortunately the hype and excitement sometimes means I overlook issues that will bother me in the long run.

To those in the beta; are the GG guys active in the beta forums with feedback or indications of what they are taking into account?
 
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?

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:
*quote from community boards*

That's a quote from just some random jobber right?
 

iNvid02

Member
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
 

pixelbox

Member
I'm really not liking the lack of recoil in those videos nor do I like the direction GG is going for the shooting mechanics. How hard would it have been to just remove input lag? I don't get it...perks, recoiless guns, aim assist, no gun sway?! What the hell is going on? I do, however, love the graphics and gameplay so i'm hoping it's just early code and the beta for the 25th will be updated code. I mean so much is right so far, it's just the shooting mechanics that has me worried.
 

pixelbox

Member
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
Thanks alot! Just be my luck i won't be in the beta although i gotta feeling i might. This should hold me up.
 

Vasili2K38

Member
One question people.. the beta is shareable between different accounts? Or it's linked to the account like the Uncharted 2 one and everyone needs actually to redeem a code to play, even if you downloaded the client from another account?
 

Boogat

Member
Do you guys think that a new update will be going out on the 25th? So for those who downloaded the beta early, they might need to download the game once again on the 25th when the "public beta" officially starts?
 

DoomGyver

Member
Controls discussion, yippee. Wouldn't be a kz thread without it. :lol

As some of you know I played KZ2 hardcore the first couple months and I took the time to learn the controls which took me approximately one campaign run. But here's the kicker - people who bitch about the controls don't understand, once you learn Killzones controls it becomes second nature, I don't think about them when I play because it became natural to me. Yes switching back between a game like Killzone and COD takes a few minutes to adjust. They are completely different animals. It drives me nuts that people would prefer to have controls that feel like you're a weightless pencil who can spin around like a damn ice skater. There are two reasons why people prefer COD controls. One, they're already familiar with it so they can "pick up and play" and Two, the input lag is drastically less. Newsflash, you bought a new game and if you want to be good at it open up your stubborn mind and learn it. Don't bitch and moan until it gets changed to your favor. If you want COD go play COD.

Input lag is my only gripe with Killzones controls and hearing that they have fixed that issue tickles me pink.

Changes I would like to see to shooting mechanics:
Give ADS more of an advantage over hip-fire
Enlarge hip-fire spread
The heavier the weapon the longer it should take to go ADS. pistols<smgs<ARs<sniper/sta 14<LMGs/rockets
Don't puss out to complainers and remove recoil, this is killzone not nerfzone.

What I'm trying to say is that an LMG/Rocket user should not have the reflexes of an SMG/AR user, especially when it comes to flinch times and mechanics.

I believe controls discussion is going to be more of a topic than it was for KZ2 simply because of the ps move. Do we know how GG are going to implement the move? Will we have a fixed center cross-hair? Will they make the DS3 controls easier to lessen the advantage (if any) the move will have over the DS3? Will they separate PS Move/DS3 users?

They should really reconsider giving the beta Move support or we could have a clusterfuck come release.

And iNvidious01 keep the videos coming, it's making monday come easier. Thanks
 

X-Frame

Member
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.

When you put it like that, it doesn't sound that bad at all. I get what you're saying and it makes sense. I just hope gaining ribbons/perks isn't a distraction from objectives.

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.

Yeah, another good point.

I suppose I will have to reserve judgement until I am able to play myself. I hate it when people jump to conclusions without playing a game and I am doing that myself. :(
 

pixelbox

Member
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!
 

alr1ght

bish gets all the credit :)
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.

Maybe I misinterpreted it, but anyone who played KZ2 a lot wouldn't call aiming a chore. There was progression in skills and there was a large divide in people who knew how to aim and noobs. It looks like that divide may be close now.
 
someone was streaming the beta on justin tv the other day.

looked the same as Killzone 2's multiplayer but the pace was faster. which is good.

one perk i saw that was :/ was this "UAV" tracker that could be instantly activated when you spawn, making seeing every enemy visible. It basically puts a bullseye on the enemy's body which was kinda stupid, like a heart beat sensor but worse.

Wish i could get in the beta :(
 
The thing is, I don't even understand why KZ should cater the CoD crowd in the first place. Even if you create a KZ mp that plays 1:1 like CoD MW, many people of the CoD crowd are also very interested in the real life (US) military porn and would just return to CoD anyway (meaning they buy its map packs etc.).
Plus, there is a new CoD every year so they will play that instead once it's out, no mater what.

I already enjoyed KZ2 way more than any CoD game, so improve the fucking sequel to cater to my taste and not the CoDards.
 

DoomGyver

Member
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 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.
 

alr1ght

bish gets all the credit :)
ADS (and hip firing) doesn't (shouldn't) work when you can just spray with no recoil.

See enemy. L1. hold R1. win.

The little recoil along with the lowered health is not a good combo.
 
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.
 
Are there we only getting the three MP modes?

  1. Warzone (and its sub-modes)
  2. Operations
  3. 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).
 

Boogat

Member
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? :-(
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? :-(

Most of my previous Beta Codes from Sony have arrived between 11AM-12PM UK time.
 

DoomGyver

Member
Galvanise_ said:
Are there we only getting the three MP modes?

  1. Warzone (and its sub-modes)
  2. Operations
  3. 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).
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?).

I would like to see a fun mode like Gun Game added.
 

Zen

Banned
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.

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.
 
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?).

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.

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.

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.
 

Dave1988

Member
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.

I can't tell if you're being serious or not...
 
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.

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.
 

Loudninja

Member
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.

Ah you played the beta?
 
Loudninja said:
Ah you played the beta?

Not yet. I've been watching a lot of the HD beta videos and have spoken to a guy in the Beta who has a similar taste in gunplay to me and played Killzone 2 a lot.

I'm EU based and a gentleman of leisure so if anyone wants a game or two online when the Beta is out (I have a Mic too), add me on PSN. PSN ID is Galvanise_

If any of you do add me, let me know you are GAF in the invite or a message.

Oh, and excuse the EyePet trophies.
 

ACE 1991

Member
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

I've been watching a bunch of your videos for a while now, had no idea you were on GAF :lol
 

mr_nothin

Banned
Galvanise_ 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.
He was joking :lol
Well at least he was joking bout the 1st part of his sentence...the second part is true for him
 

pixelbox

Member
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.
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...
 

iNvid02

Member
mr_nothin said:
Uhhh, Deja Vu
Did you upload an old video?

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
 

mr_nothin

Banned
iNvidious01 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
Oh Ok, I see
 

reKon

Banned
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.

Counter-Strike recoil? :D

j/k, but seriously I don't care if it's a little bit of recoil. Weapons MUST be handled differently and not the same to make this gun play work. Ask yourself, what the fuck is the point in making all weapons handle the same? To make the game easier? That just pushes the genre a step backwards and that's what we are seeing in all these shooters today.

In fact, you shouldn't be able to run and spray maintaining pin point accuracy on a target! This isn't the Golden Eye 64 era anymore. I'd be willing to accept a comprise though and have the recoil be minimal, but without it just plain sucks and it makes the game play like slightly slower paced MW2, which has fucking shitty gun play to begin with.
 
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