Custom games created unreadable lists with a plethora of different games, but very often not the game that a player is trying to find.
Gee I wonder why.
Custom games created unreadable lists with a plethora of different games, but very often not the game that a player is trying to find.
translation: you're all dumb fucks.alr1ghtstart said:Gee I wonder why.
JardeL said:You guys better forget about Custom Games ;
We have 'much easier, user friendly system' guys, come on!
alr1ghtstart said:I was more going for their server filter listing sucked.
Zen said:Killzone 2 MP had a shit ton of problems, KZ3 MP just shuffled around the problems into new categories.
Isn't that pretty much the same with EVERY game that features vehicles? People always rush toward the tank/airplane/mech/etcdorkimoe said:Are the mechs gonna be one of those things where everyone sprints to it and I'll never get one?
Guerilla redistributed the wealth.Zen said:Killzone 2 MP had a shit ton of problems, KZ3 MP just shuffled around the problems into new categories. :lol
fortified_concept said:After playing the beta I went back to Killzone 2 today. Jesus Christ they CODtardified the game way more than I thought. Fuck off Guerilla I'm not buying this one unless there are some huge changes. KZ2's multiplayer will remain the best of this generation it seems.
TacticalFox88 said:Isn't that pretty much the same with EVERY game that features vehicles? People always rush toward the tank/airplane/mech/etc
Zen said:One thing I really like about the beta is the attention that has been paid to limiting the cluster fuck-ness of the experience. Decreasing the amount of grenades, RPG ammo, and explosives in general (combined with the lowered player counts) are all welcome additions. The core gunplay (More recoil, please!) and map design (Capture and Hold Spawn points - Can you not even spawn at captured areas anymore?) could use some work, but there is a lot that's pretty good about this beta. The classes are a dramatic improvement over Killzone 2 (locking classes to specific badges and removing the 'Heavy' from Killzone 2 that had extra health, and the run really fast spam AND the heavy weapons? Sounds good to me).
I can't wait for a map that allows for both jetpacks and the EXO.
Arnie said:Note: I've seen many people here talking about how this is Alpha Code and we can't judge it too harshly, but this obviously shows a stretch of naivety within certain people. Although this game isn't ready to release yet and still has 3 months of polish, it is certainly beyond your typical Alpha build, regardless of what stamp GG puts on it. I've tested many a game at Alpha build (currently testing Homefront) and the difference in polish is huge. No development studio release a true Alpha build to the public for obvious reasons, and by all accounts this is a public test. This game needs work but if they polish in the right areas could turn out to be a solid multiplayer shooter.
Lince said:on the contrary, the situation is worse now in KZ3 since we have...
- more classes that can use rockets
- mechs with infinite rockets
- 3 grenades / c4 = grenades and c4 everywhere
- grenade launchers
- infiltrators with unlimited stamina + sprint = worse than KZ2 boost
- full health regeneration, rendering medics useless
- infiltrators with unlimited stamina + sprint = worse than KZ2 boost
- full health regeneration, rendering medics useless
we've tweaked the range and damage of the base bots so the other team can't get anywhere near your Exos without being cut to ribbons.
Lince said:more devs updates
Lince said:more devs updates
beast786 said:Good News. That was one of my biggest complain. No spawn camping at home base I hope. It was one of the big problem in KZ2 especially RA.
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.
TacticalFox88 said:I wonder if it will be the complete opposite of KZ2
KZ2 Beta-HOLYFUCKAWESOMEBESTFPSEVAR!!!
KZ2 Release-HOLYSHITWTFISTHISSHIT!?
KZ3 Beta-HOLYSHITWTFISTHISSHIT!?
KZ3 Release-HOLYSHITAWESOMEBESTFPSEVAR!
alr1ghtstart said:That restores some confidence, but conclusively hearing this beta is it is pretty disappointing.
x2!!!user friendly said:Faith restoring.
Facism said:lince, if they turn kz3 around and it becomes something all the GAF clan can enjoy together, i will come to spain and clean your pool.
Also, maybe I'll marry your sister ;d
Lince said:too bad I moved to a flat way closer to my workplace so no more pool for me :'(
you can still keep my sister, I'm pretty sure she'll be impressed with your turkish steel charm
makingmusic476 said:Lince, do you have a link to the specific thread that response is from on the beta forums? I'd love to read exactly what he was responding to.
jorma said:Btw proximity mines, do they even work? Can't say that i've ever been killed by one that i know of, and i've placed them in doorframes (two of them) just before enemies came through them and still nothing...
Lince said:sounds like lag, I can confirm C4 sticks are everywhere and that they do indeed work :lol
Lince said:and more devs updates...
miracle incoming?
Lince said:and more devs updates...
miracle incoming?
Lince said:and more devs updates...
miracle incoming?
Lince said:on the contrary, the situation is worse now in KZ3 since we have...
- more classes that can use rockets - This still amounts to less people using rockets, from my experience with the game.
- mechs with infinite rockets - Only on one map, that's also the largest.
- 3 grenades / c4 = grenades and c4 everywhere Haven't seen this yet, to be honest, although 2 grenades maximum should be standard, starting with 1 only
- grenade launchers the new grenade launcher in Killzone 3 MP is less spammy, uses grenades as ammo, and has a low ammo count. Contrast that to the old M327 Grenade Launcher
- infiltrators with unlimited stamina + sprint = worse than KZ2 boost disagree, especially since the unlimited sprint in locked to one class, you don't see it abused as much, or as effectively as the Killzone 2 boost ability, hopefully it gets changed though!
- full health regeneration, rendering medics useless Medics are invaluable for reviving downed party members, thus preventing them from having to respawn all the way back at base, and walk all the way back, with the current system they're needed to help keep pressure on at key locations
Lince said:and more devs updates...
miracle incoming?
http://www.killzone.com/kz3/en_US/blog/news/2010-11-30_helghast-edition_eu.htmlAside from the Standard Edition, there will also be a Collectors Edition in SteelBook packaging. It includes a PlayStation Network voucher code that can be redeemed for a downloadable copy of the Killzone 3 soundtrack and the dynamic XMB theme, as well as a Retro Map Pack that brings two battlefields from Killzone 2 back into the fight.
And thats not all! If you pre-order the Collectors Edition through participating retailers, you will receive an additional voucher code for one of the following pre-order bonus packs. (Well update our pre-order page with retailers and pre-order offers as they become available, so check back often.)
The Steelbook won't be available in the US. Only in Europe.