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Dead Space 2 PS3 Multiplayer Beta Invites Going Out - [Update2: More Going Out 9/29]

Irish said:
Hey, codecow, I've been putting some major thought into this, so I think you should hear me out. One map just totally isn't enough for the final game. You guys should definitely add more. As much fun as that one map is, I just don't believe it will cut it for months after release. You should also add in more weapons because I'm already getting tired of the three available for humans. :(

Haven't bought my slim yet, so I've been reading through the beta forums and loving how you respond to some of the out-there suggestions. -_-

You're in luck, we already thought of adding more maps, weapons, and objective types so we went ahead and made them and they'll be in the final product! :D

When we test the game the map you're playing (Titan Mines) actually ends up being people's least favorite.
 
codecow said:
You're in luck, we already thought of adding more maps, weapons, and objective types so we went ahead and made them and they'll be in the final product! :D

When we test the game the map you're playing (Titan Mines) actually ends up being people's least favorite.
that's what I never understood about game development. Why keep something in a game if people don't like it? Just scrap it and start over. It's like keeping the AR in Halo despite peoples' assertions that it's a useless weapon. Either fix it or drop it. Don't just stick with dogma.
 
codecow said:
You're in luck, we already thought of adding more maps, weapons, and objective types so we went ahead and made them and they'll be in the final product! :D

When we test the game the map you're playing (Titan Mines) actually ends up being people's least favorite.


Wow, can't wait to play the other maps then, cause I've been having a blast in that stage (although it's sort of starting to get a little bit old:lol)

Is there any possibility of perhaps, a map with zero-g environments?
 
Played a little of the beta the other night. It's a really fun game, but it didn't do a good job of orienting new players to the mode. I spent most of the first few rounds bumbling around like an idiot trying to figure out what I was doing. It was probably me as the helpful waypoint didn't even register with me.

And my team absolutely got slaughtered one round when all four necros started camping up on the ledges above our spawn point. If I were a better player, I'm sure we could have broken through, but as it stands, I feel there needs to be another way out.

That said, the game's an absolute blast, and I can't wait to play more. I love how much the multiplayer feels like the main game.
 
I played a few rounds last night. I need more time to learn the different attacks for the various necros.

Feel free to add me: FinFan-

(that's a dash on the end)
 
I fixed my issues with multiplayer not connecting and getting into empty lobbies by playing around with my router.

I have a notoriously shitty router for gaming and I had to downgrade my firmware so I could select the DMZ for my PS3, and now I get into games in a few seconds and haven't had problems since.

If you have the same problems I suggest you try out the DMZ setting in your router if you can.
 
Scarecrow said:
that's what I never understood about game development. Why keep something in a game if people don't like it? Just scrap it and start over. It's like keeping the AR in Halo despite peoples' assertions that it's a useless weapon. Either fix it or drop it. Don't just stick with dogma.

They just like it the least. I love Titan Mines FWIW...

It's like the Bad Company 2 demo/beta, I played the Port Valdez map hundreds of times, some people hated it but it was still one of my favorites in the full release.
 
Pancho said:
Wow, can't wait to play the other maps then, cause I've been having a blast in that stage (although it's sort of starting to get a little bit old:lol)

Is there any possibility of perhaps, a map with zero-g environments?

It may just be our least favorite because we've played it the most. It's still fun (IMHO) but just not my favorite. As part of a playlist I think it will be fine.
 
*sigh* Still can't play. And I don't really want to plug my PS3 into the modem as every other game I have played has had no issues with my router or connection. :|
 
Scarecrow said:
that's what I never understood about game development. Why keep something in a game if people don't like it? Just scrap it and start over. It's like keeping the AR in Halo despite peoples' assertions that it's a useless weapon. Either fix it or drop it. Don't just stick with dogma.
if you remove the least favorite thing, then something else will be the new least favorite. recycle.
 
codecow said:
You're in luck, we already thought of adding more maps, weapons, and objective types so we went ahead and made them and they'll be in the final product! :D

Totally sweet, bro. :P

codecow said:
When we test the game the map you're playing (Titan Mines) actually ends up being people's least favorite.


I really like it, so I guess that means the other maps are really fantastic. You guys are really great at balancing to the point that skill actually determines the outcome of the match more than class selection or map layout.

Of course, the one map, Titan Mines, that we've been playing seems perfectly to suited to both species. There are the corridors that slightly favor the humans with their advanced weaponry and then the open areas where the humans are completely open to attack from all sides by the Necros. The objectives are all out in the open outside of the first one, giving the Necros the ability to slow down the humans (their main job), but once the humans move that component into one of the hallways, they're pretty much home free until the reach the next open area.

Then again, the open areas are where teamwork comes into play, so both sides could easily come through in the open, even though that's where the Necros are slightly favored.

Now, the Necros can easily spawn camp the humans on Titan Mines, but it requires the Necros to have perfect timing and team up to blockade the humans in. Of course, the humans also have to be pretty lazy and a little too cautious when trying to get to the initial component, otherwise they would have already been down at the objective.

Spawn camping can also be easily countered using teamwork and the proper equipment. Nothing is more fun that entering a game with your buddies that other people have already dropped out of because they were being camped. It's like a totally different experience. You spawn and are instantly nabbed by the crop of AI that has gathered in the base. After you quickly beat them the hell off you, you see dual Packs running your way. Floop! Oh no, you missed the shot. BOOOOOM!!! There goes that Javelin alt fire, blowing the limbs right off those creepy ass toddlers. Your team advances, only to get shot by a couple of spitters (not fully charged because that's a little too hard -_-). Back to back, both you and your partner put away those javelins and pull out those magnificent pulse rifles and toss a stasis on both ledges over looking the spawn. TAT TAT TAT TAT! How cute, both blue spitters magically disappear in a hail of gunfire. What's that? It's gone quiet, you say? I guess those spitters worked out so well the first time that they're going to be used again. Cool, we'll be down at the objective, grabbing pieces of the bomb while you wait that 6 seconds to spawn.

Now, it's just as fun to be on the camping side.

"Hey, Tom, why don't you go out there to make sure they're not going to camp us?"
"Yes, Sir!"
Splat!
"Bill, I think something might have happened to Tom. You should go out there by yourself and make sure he's alright."
"Yes, Sir!"
Split! Splat!

Wow, looks like the dude just got tackled by two opposing players. His head goes rolling one way while his body flies in the other direction. Gotta loved that charged up spit. Also, you guys should think about putting up some wet floor signs near that spawn. It's like the humans come out and fall right on their behinds.

(credit goes to AJ for some of the remarks)


I miss this game so much. :(
 
Irish said:
Totally sweet, bro. :P




I really like it, so I guess that means the other maps are really fantastic. You guys are really great at balancing to the point that skill actually determines the outcome of the match more than class selection or map layout.

Of course, the one map, Titan Mines, that we've been playing seems perfectly to suited to both species. There are the corridors that slightly favor the humans with their advanced weaponry and then the open areas where the humans are completely open to attack from all sides by the Necros. The objectives are all out in the open outside of the first one, giving the Necros the ability to slow down the humans (their main job), but once the humans move that component into one of the hallways, they're pretty much home free until the reach the next open area.

Then again, the open areas are where teamwork comes into play, so both sides could easily come through in the open, even though that's where the Necros are slightly favored.

Now, the Necros can easily spawn camp the humans on Titan Mines, but it requires the Necros to have perfect timing and team up to blockade the humans in. Of course, the humans also have to be pretty lazy and a little too cautious when trying to get to the initial component, otherwise they would have already been down at the objective.

Spawn camping can also be easily countered using teamwork and the proper equipment. Nothing is more fun that entering a game with your buddies that other people have already dropped out of because they were being camped. It's like a totally different experience. You spawn and are instantly nabbed by the crop of AI that has gathered in the base. After you quickly beat them the hell off you, you see dual Packs running your way. Floop! Oh no, you missed the shot. BOOOOOM!!! There goes that Javelin alt fire, blowing the limbs right off those creepy ass toddlers. Your team advances, only to get shot by a couple of spitters (not fully charged because that's a little too hard -_-). Back to back, both you and your partner put away those javelins and pull out those magnificent pulse rifles and toss a stasis on both ledges over looking the spawn. TAT TAT TAT TAT! How cute, both blue spitters magically disappear in a hail of gunfire. What's that? It's gone quiet, you say? I guess those spitters worked out so well the first time that they're going to be used again. Cool, we'll be down at the objective, grabbing pieces of the bomb while you wait that 6 seconds to spawn.

Now, it's just as fun to be on the camping side.

"Hey, Tom, why don't you go out there to make sure there not going to camp us?"
"Yes, Sir!"
Splat!
"Bill, I think something might have happened to Tom. You should go out there by yourself and make sure he's alright."
"Yes, Sir!"
Split! Splat!

Wow, looks like the dude just got tackled by two opposing players. His head goes rolling one way while his body flies in the other direction. Gotta loved that charged up spit. Also, you guys should think about putting up some wet floor signs near that spawn. It's like the humans come out and fall right on their behinds.

(credit goes to AJ for some of the remarks)


I miss this game so much. :(

Way too much thought went into this post Broken! That being said, hurry your ass back!!!
 
Some quick stats I saw, with a very limited number of players in the beta, so far:

161314 Human kills of Necromorphs
54151 Necromorph kills of Humans

And a bit surprising, a bunch of people had received XP from 20 kill killstreaks.
 
codecow said:
Some quick stats I saw, with a very limited number of players in the beta, so far:

161314 Human kills of Necromorphs
54151 Necromorph kills of Humans

And a bit surprising, a bunch of people had received XP from 20 kill killstreaks.

I'm not that surprised... people love to pull suicide attacks as Necromorphs.
 
NotTheGuyYouKill said:
I'm not that surprised... people love to pull suicide attacks as Necromorphs.
Are there other attacks? :S I've only survived a handful of encounters, and not on purpose.
 
NotTheGuyYouKill said:
I'm not that surprised... people love to pull suicide attacks as Necromorphs.

Is there actually anyway to survive other than that way? Because they're pretty fragile and you can't summon a hoard to occupy the humans to attack them in the fray.

I kinda wish there was a "smoker" character like Left 4 Dead in the multiplayer. Dragging a human upwards to snap their head off would be nice.
 
Minamu said:
Are there other attacks? :S I've only survived a handful of encounters, and not on purpose.

TheSeks said:
Is there actually anyway to survive other than that way? Because they're pretty fragile and you can't summon a hoard to occupy the humans to attack them in the fray.


Yeah, there isn't much other options. I mean there's the Spitter's... spit... but you gotta charge that up. The suicide attacks are effective at slowing down the humans, I was just commenting on the 3:1 kill ratio of the Necromorphs and humans
 
Ah ha, beta forum is finally working for me. Most people have already reported the stuff that concerned me... plus there's some really good ideas there.
 
StevePharma said:
I got it. Thank you so much. I might get another AC2 (EU?) beta code soon, you can have it if you want to
No problem, just pass that AC: Brotherhood code along in the thread. I've already got one. Plus, my PS3 just died recently. :(
 
*sigh* Always the bridesmaid :(

If any kind soul is still the holder of an extra code, I promise to give it a good home and play the hell out of the beta.
 
NotTheGuyYouKill said:
I heard that it will end today.

When codeccow sent me the code he said it would end on the 7th but the updates section in the multiplayer menu is saying that they're doing a server stress test tomorrow 8-10pm PST. Maybe codecow can clear things up.
 
Well, it looks like I got in to this beta via Plus, from the 5th to the 19th. Guess I'll check it out.

Anyone else from PSN+ get this?
 
Got a code from Darknessbear, thanks so much mate!

I know we're not really supposed to talk about it here, but I will say that it's actually a heap of fun and a much tighter experience than I was expecting. When MP elements for both the Uncharted and Dead Space games were announced I was sceptical but I'm happy to say that they've both come through with the goods. Not a COD or Battlefield killer but very impressive nonetheless.
 
endlessflood said:
I will say that it's actually a heap of fun and a much tighter experience than I was expecting. When MP elements for both the Uncharted and Dead Space games were announced I was sceptical but I'm happy to say that they've both come through with the goods. Not a COD or Battlefield killer but very impressive nonetheless.

I had a lot of fun with it too. I just don't think anyone will be playing it after 2 weeks
 
Got an email from the Dead Space 2 team- stress test with the devs tonight:

Hey Dead Space 2 fans, we need your help! We need to stress-test the servers for Dead Space 2 multiplayer to ensure that the multiplayer is the best it can be. If you have a BETA code, we'd love it if you could all hop on the BETA on Friday, October 8th, 8pm - 10pm PST to play with devs and a ton of other Dead Space fans.
 
betweenthewheels said:
I had a lot of fun with it too. I just don't think anyone will be playing it after 2 weeks
I expect it'll occupy a niche similar to the Uncharted, GTA and RDR online modes. If you're not a game that is built first and foremost for MP then I think there's always going to be an online player-base drop-off a month or two after release.
 
endlessflood said:
I expect it'll occupy a niche similar to the Uncharted, GTA and RDR online modes. If you're not a game that is built first and foremost for MP then I think there's always going to be an online player-base drop-off a month or two after release.

Whoa! The Uncharted MP was absolutely fantastic. It wasn't just an afterthought. In fact, it was probably the best MP game I've ever played. It only went downhill four months after release because ND decided to listen to the people who demanded the game play more like Call of Duty, completely unbalancing the game.
 
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