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Killzone 3 "open beta" February 3rd to 15

After a good amount of time(anger) with the beta there's a few things i want to get off my chest.

LAG:
Playing the beat made me realise it's not the health that's low, it's the lag for sure. Having 5 guys shooting at one to get him ro drop is ridiculous, likewise having a person insta-kill you on sight(without a headshot) is even more of an issue.

MOVEMENT:
Please for the love of GOD slow the running speed down. It comflicts with with aiming and there's no amount of "assist" the could fix it. Drop this casual non-sense and stick to what you know because in reality, you can't have it both ways. The game plays terribly as a casual experience and plays terrible as a Killzone game.

WEAPONS:
I truly believe you guys were wrong about animations making the difference for the feeling of weight. Sure it helps but then why are your fan complaining? You guy had a healthy mix of well timed animation as well as accelleration properties. And not only that, you guys took it a step farther and removed the gun sway. Why? Slow, methodical gameplay just cannot mix with twitch/fast gameplay. When will you guys get this? And the weapons! Did you really think you could slap a silencer on a gun and claim it to be variety? I don't care if it adds a burst feature, GG could of made a completely different gun model.

GUI/HUD:
Just poor, not very well thought out. GG wants to make KZ3 easy to get into but how? The match making is all over the place, i mean you have 3 seperate screens to handle it nevermind the point pop-ups. How hard is it to research other match making methods? The point system's a little better than the C.B. but that was horrible either way.It's definatly not a cohesive experience.

CLASSES:
I understand you guys wanted more teamwork and i really like that, but this system needs a complete overhaul.
The offenders? TACT and Sniper. The way GG has them makes the mini map close to useless and that's just one example. All is not bad(the system really does force teamwork) but if GG is going to keep it GG needs to be mindful of all the aspects of this kind of system.

Lastly, KILLSTREAKS:
WTF are they there? No one know how to earn them and they break the balance. And even if they did know how to get them, they are not achieved in logical manners. Either scrap them or create/refine other means of achievement.

Yes GAF, i know they're not listening but it's worth a shot for I fear if GG doesn't patch this...this shit day one, they and kiss boths camps goodbye.
 
pixelbox said:
MOVEMENT:
Please for the love of GOD slow the running speed down. It comflicts with with aiming and there's no amount of "assist" the could fix it. Drop this casual non-sense and stick to what you know because in reality, you can't have it both ways. The game plays terribly as a casual experience and plays terrible as a Killzone game.

Running is for getting somewhere quickly and has nothing to do with aiming.

Why run if you don't need to? Especially when the walk speed is decent.
 
Really surprised at all the negativity in here.

I love the game, I think it's a freaking blast and I also loved the second game.

Personally I'm happy they are drifting away from KZ2 - the multiplayer was far too unfriendly for most folks and I'm loving the changes.

I think people are going to find a way to complain no matter what, there's probably people out there who complained when they changed the default controls to high precision as well.

This is an awesome game and I can't wait for it to come out.
 
one of my best moments in the beta was when i walked into an area to capture a point, and on the wall in front of me i saw the shadow of a helghast, so i turned around right away and shot him down before he could sneak a melee attack on me :P
 
arg, why couldn't you bastard knuckleheads stay away from my tactician class? It feels so useless without the ability to place spawnpoints anywhere. I was genuinely superb at that, I thought.

Oh, well. Incentive to try and master another class.
 
pixelbox said:
Lastly, KILLSTREAKS:
WTF are they there? No one know how to earn them and they break the balance. And even if they did know how to get them, they are not achieved in logical manners. Either scrap them or create/refine other means of achievement.

What?
 
Well i only played a few games but the move controls definitely will take some time to get use to them. I had a more difficult time in the beginning until i calibrated with bigger movements (that helped steady the cursor quite a bit).

Only problems so far is a) i cant find a way to edit my char and or options while waiting for the next game to start and b) i cant hit the left direction in the nav blindly in order to revive people. Its too far down i usually hit x and the time it takes me to find it the teammate has died.
 
pixelbox

I somewhat agree on the running and totally agree on the matchmaking process. The running will be something to get used to. When you say conflicts with aiming, are you referring to the transition to shoot once the enemy is in your site while running?
 
-viper- said:
I just tried it with move.

I like how smooth the aiming is but moving around feels terrible. It's fucking hard.

It's easier on the DS3 but I prefer the fluidity of the move aiming.

In short, DS3 > Move.

Trying means absolutely nothing. Keep practicing. You'll develop the necessary skillz eventually and will revert to Move > DS3.

Smidget said:
Same conclusion sadly after giving it another 15-20 minutes... just not clicking for me :/

Here is an advice: forget the DS3 for a day and play solely with the Move for that day. Let me know if it clicks then.
 
I like the speed of running; it should be considered a risk to run around constantly. The pause required to hit the brakes and throw your sights up is a good reminder to take things slow in corridors.

people keep moaning about how it's been CoD'ified, but the sole reason I'm ending up at the top of list for points during the match summary is because I'm NOT playing it like I play Modern Warfare. I play methodically in the interior sections, I rarely run, and I still have the default control layout set (no L1 for aiming).
 
bigboss370 said:
one of my best moments in the beta was when i walked into an area to capture a point, and on the wall in front of me i saw the shadow of a helghast, so i turned around right away and shot him down before he could sneak a melee attack on me :P
my favorite moment so far was runing behind a guy, realising there is another one folowing me, stoping and pushing back, the one folowing me runs infront of me not expecting me to stop and I get both with a headshot :D
 
TTP said:
Trying means absolutely nothing. Keep practicing. You'll develop the necessary skillz eventually and will revert to Move > DS3.
Are you going to do any more gameplay of KZ3 for iWaggle3D?
 
Not sure how i feel about it all. I spent alot of time getting good at the killzone 2 controls. Setting up my shots and reacting to the weight of everything. This is way faster paced and its waaaay easier to get kills. The frozen map is so damn small, its hard to really see how things are working.

but for all of that, i currently have 5 friends going to the midnight launch with me. They are 360 call of duty converts. So this time I will actually have friends to play with right off the bat. plus were having a lan party for the midnight launch. this has never happend for a ps3 game.
 
RoboPlato said:
Are you going to do any more gameplay of KZ3 for iWaggle3D?

Yeah. I'm working on a "How to Be Competitive with the Move" Article/Video. I have lots of requests :D
 
knee said:
Running is for getting somewhere quickly and has nothing to do with aiming.

Why run if you don't need to? Especially when the walk speed is decent.
It does of all to do with aiming because if the aim speed/acceleration works differently from movement you're going to have tracking issues.
 
TTP said:
Yeah. I'm working on a "How to Be Competitive with the Move" Article/Video. I have lots of requests :D
Whoo! I look forward to it. My PS3 is in for repair so I can't try it myself and haven't found any decent videos of Move gameplay yet.
 
TrAcEr_x90 said:
Not sure how i feel about it all. I spent alot of time getting good at the killzone 2 controls. Setting up my shots and reacting to the weight of everything. This is way faster paced and its waaaay easier to get kills. The frozen map is so damn small, its hard to really see how things are working.

but for all of that, i currently have 5 friends going to the midnight launch with me. They are 360 call of duty converts. So this time I will actually have friends to play with right off the bat. plus were having a lan party for the midnight launch. this has never happend for a ps3 game.

yeah some of my COD playing friends are interested in it too, i guess GG is getting what they wanted
 
I only played very briefly. I played through the campaign in KZ2 but no multiplayer. I thought the campaign was pretty decent but I was a little letdown because I had pretty high hopes.

Anyway, none of that really matters because I primarily wanted to check the 3D out and it works really, really well. It was quite a bit more impressive than the Crysis 2 3D on 360 IMHO.

However, that said, my favorite part of the demo is probably the image of the guy beating the shit out of his lamp and buddy with his move controller.
 
See the people bitching about some the shit here forgot how crappy KZ2 was at doing some of those things.

#1- The spawning, I fucking dare you to put in KZ2 again and see how much shittie the spawn system was, the stronger team will basically spawn camp unless you get a good tactician, then you get the boob Tact where they will throw the worst spawns and use them up and you wait until they vanish, unlike this time the spawns are default and anyone can capture them, they also removed it because it just added to the spawn camping where the strong team just camps and throws those spawns in from of the door plus that's why they took out squad respawning.

#2- Classes. Please the Tact and the sniper are nowhere near as bullshitty or frustrating as a speedy bitch ass rocket noober coming at you at double spleen with twice the health. At least the Tact and Scout can betaken down as easily as any key else, just need to stay away from open areas.

These issues ppl bring up are less frustrating than it was in KZ2 which was a hectic messy unbalanced game.
 
Only been playing the beta with the MOVE, was hard at first but after a couple of hours in botzone and finding a setting I like I can't go back to the DS3. Its so much more fun and can be much more accurate. I've been playing competitive online and still get into the top 3 using the move. Its so awesome, can't wait for the sharpshooter.
 
The spawn locations still need fixing. There are 3 spawns at the bottom of the map close together where you can easily be spawn-camped. There's nothing more infuriating than being spawn camped. I don't mind losing, but hitting the same chokepoints is just not fun. The map is just poorly designed right now.

Heck, during Operations, I can spawn on top of an enemy or behind them at the first bomb plant area. The enemy can spawn camp there too. That is just bad design.

I really enjoy the game, but there some balancing issues. I'm not optimistic about it since I'm hearing KZ2 had spawn problems. It seems like they haven't learned to build a balanced spawn system.
 
Rapping Granny said:
See the people bitching about some the shit here forgot how crappy KZ2 was at doing some of those things.

#1- The spawning, I fucking dare you to put in KZ2 again and see how much shittie the spawn system was, the stronger team will basically spawn camp unless you get a good tactician, then you get the boob Tact where they will throw the worst spawns and use them up and you wait until they vanish, unlike this time the spawns are default and anyone can capture them, they also removed it because it just added to the spawn camping where the strong team just camps and throws those spawns in from of the door plus that's why they took out squad respawning...

This is a fair enough argument against the KZ2 spawns/tactician, but GG has no excuse for removing the ability to spawn on the squad leader. Please, someone tell me the reasoning for that.

The could have easily left in squad spawning along with the TSPs. I see no problem with that.
 
Rapping Granny said:
See the people bitching about some the shit here forgot how crappy KZ2 was at doing some of those things.

#1- The spawning, I fucking dare you to put in KZ2 again and see how much shittie the spawn system was, the stronger team will basically spawn camp unless you get a good tactician, then you get the boob Tact where they will throw the worst spawns and use them up and you wait until they vanish, unlike this time the spawns are default and anyone can capture them, they also removed it because it just added to the spawn camping where the strong team just camps and throws those spawns in from of the door plus that's why they took out squad respawning.

#2- Classes. Please the Tact and the sniper are nowhere near as bullshitty or frustrating as a speedy bitch ass rocket noober coming at you at double spleen with twice the health. At least the Tact and Scout can betaken down as easily as any key else, just need to stay away from open areas.

These issues ppl bring up are less frustrating than it was in KZ2 which was a hectic messy unbalanced game.

You forgot controls. The lag was so bad you were forced to shoot from the hip.
 
Everyone is hating on the multiplayer but some people of the reviews are saying the multiplayer is amazing. I'm so confused.
 
Thrakier said:
Three possible scenarios.

1. Your framerate perception is off (most likely)

Perhaps I should've explained myself more clearly: the framerate in my 16-player bot matches was never poor to the point that it hampered my enjoyment of the game. Maybe my "perception is off" compared to yours, or maybe I'm just not being as picky because the overall experience I had was terrific. I'm also playing on a 54" Panny Plasma, so maybe the larger screen size helps to dull down any fps dips that do occur?

Either way, I don't think the framerate in these large bot matches should be conveyed as having a negative effect on the gameplay experience: I've been gaming on all platforms for 20+ years, and it didn't bother me, so I very much doubt it would bother most other people. In fact, I'd go as far as to say that a person would be silly to miss out on such a fun experience because they're concerned that 16-player bot matches in a gorgeous environment are running at a constant 30fps.
 
Rapping Granny said:
See the people bitching about some the shit here forgot how crappy KZ2 was at doing some of those things.

#1- The spawning, I fucking dare you to put in KZ2 again and see how much shittie the spawn system was, the stronger team will basically spawn camp unless you get a good tactician, then you get the boob Tact where they will throw the worst spawns and use them up and you wait until they vanish, unlike this time the spawns are default and anyone can capture them, they also removed it because it just added to the spawn camping where the strong team just camps and throws those spawns in from of the door plus that's why they took out squad respawning.

#2- Classes. Please the Tact and the sniper are nowhere near as bullshitty or frustrating as a speedy bitch ass rocket noober coming at you at double spleen with twice the health. At least the Tact and Scout can betaken down as easily as any key else, just need to stay away from open areas.

These issues ppl bring up are less frustrating than it was in KZ2 which was a hectic messy unbalanced game.

I agree with this. KZ2 had some serious issues, much more serious than a lot of the "issues" being brought up in this thread. Still my favorite current gen shooter.
 
Rapping Granny said:
See the people bitching about some the shit here forgot how crappy KZ2 was at doing some of those things.

#1- The spawning, I fucking dare you to put in KZ2 again and see how much shittie the spawn system was, the stronger team will basically spawn camp unless you get a good tactician, then you get the boob Tact where they will throw the worst spawns and use them up and you wait until they vanish, unlike this time the spawns are default and anyone can capture them, they also removed it because it just added to the spawn camping where the strong team just camps and throws those spawns in from of the door plus that's why they took out squad respawning.

#2- Classes. Please the Tact and the sniper are nowhere near as bullshitty or frustrating as a speedy bitch ass rocket noober coming at you at double spleen with twice the health. At least the Tact and Scout can betaken down as easily as any key else, just need to stay away from open areas.

These issues ppl bring up are less frustrating than it was in KZ2 which was a hectic messy unbalanced game.

1.Are you fuckin serious?! The system itself was not the issue, it was shity players which i cannot say for this steaming pile of shit of a game. Atleast KZ2 was flexible where if you didn't like something you could change it...good luck doing so here.

2.So limited gamplay and wallhacks or indefinatly invisible is hot on the streets then? Rocker bitch could be rendered useless with a good engineer/sab easily.
 
Blakero said:
Everyone is hating on the multiplayer but some people of the reviews are saying the multiplayer is amazing. I'm so confused.
I think the multiplayer is amazing. There's just a couple of minor issues that can hamper the fun a bit. I feel like 90% of the time I'll have fun playing the game, but that 10% is such a drop off. Of course, this is not unexpected for a big title. COD has some of the biggest issues in multiplayer, yet it is still the most popular. KZ2 sounds like it had issues as well. If I can keep that fun ratio of 90% to 10% in the retail version, then I think the game will be a big success.
 
Blakero said:
Everyone is hating on the multiplayer but some people of the reviews are saying the multiplayer is amazing. I'm so confused.

who is everyone, my clan likes it, and we have some people coming from MAG
 
TTP said:
Yeah. I'm working on a "How to Be Competitive with the Move" Article/Video. I have lots of requests :D

Oh my, I expect I'm going to show up in the crosshairs quite a bit in this video.
 
Infiltrators suck ass. Nerf that shit please.

Other than that, I don't get all the complaints except for crappy map. Seems fine to me, looking forward to the full release.
 
pixelbox said:
1.Are you fuckin serious?! The system itself was not the issue, it was shity players which i cannot say for this steaming pile of shit of a game. Atleast KZ2 was flexible where if you didn't like something you could change it...good luck doing so here.

2.So limited gamplay and wallhacks or indefinatly invisible is hot on the streets then? Rocker bitch could be rendered useless with a good engineer/sab easily.

Well, to me, the idea of a portable spawn point itself was not the best idea. It would just lead to cluster fucks. Who doesn't remember getting a shitload of kills as a team tried to spawn and plant a bomb? Sure, it was great for getting a ton of kills if you were on the right side of it, but it was frustrating for the rest.

As for rockets, perhaps things were changed later in the game, but when I played, an eng/sab wouldn't do anything special to a rocket whore. Still too fast, too much health, too powerful. IIRC, there used to be rocket-free maps all the time bc no one liked them for these reasons.
 
tapedeck said:
To add some more positivity to this thread Id just like to say Im having a blast playing this with the Move. It was pretty fucking terrible for the first 20 minutes or so but once I messed around with the sensitivity settings and got used to turning around quickly, it really opened up. Im thinking of picking up that sharpshooter thing whenever it comes out.

This. Every shooter will be judged against KZ3 in terms of its use of move.
 
commish said:
Well, to me, the idea of a portable spawn point itself was not the best idea. It would just lead to cluster fucks. Who doesn't remember getting a shitload of kills as a team tried to spawn and plant a bomb? Sure, it was great for getting a ton of kills if you were on the right side of it, but it was frustrating for the rest.

As for rockets, perhaps things were changed later in the game, but when I played, an eng/sab wouldn't do anything special to a rocket whore. Still too fast, too much health, too powerful. IIRC, there used to be rocket-free maps all the time bc no one liked them for these reasons.
they very easily could've added no spawn zones where you wouldn't be able to throw the spawn grenades. or at the very least, let me spawn on someone in my squad who is playing as tac
 
TheExecutive said:
This. Every shooter will be judged against KZ3 in terms of its use of move.
You know it's sad when people prefer motion controls to the actual controller.

Granted, this is good, and it sets a standard, but still.

Isn't it ironic that GG absolutely NAILS controls on the Move....yet on the standard people are divided.
 
dralla said:
they very easily could've added no spawn zones where you wouldn't be able to throw the spawn grenades. or at the very least, let me spawn on someone in my squad who is playing as tac

But you really need time to arm anything, and they only way that can happen is killing and sending them back.
 
knee said:
Running is for getting somewhere quickly and has nothing to do with aiming.

Why run if you don't need to? Especially when the walk speed is decent.

Yap, coming from MAG, I usually walk unless I'm chasing after some assassination target (or getting chased :lol). In which case, I jump over all sorts of barriers and serpentine the path to avoid line of sight. I'd like to keep that speed.

At one point I lost the stupid bot I was chasing, and then got backstabbed by it. :-(
 
TacticalFox88 said:
You know it's sad when people prefer motion controls to the actual controller.

Granted, this is good, and it sets a standard, but still.

Isn't it ironic that GG absolutely NAILS controls on the Move....yet on the standard people are divided.

…because there is nothing to compare to for the Move controls. Come to think of it, it'd be weird/unbalanced for Move and "heavy/weighty DS3 controls" people to play together.
 
dralla said:
they very easily could've added no spawn zones where you wouldn't be able to throw the spawn grenades. or at the very least, let me spawn on someone in my squad who is playing as tac

Most of us cried for as much since the game launched. They made a small tweak here or there, but generally it often didn't work. However, I did enjoy placing spawn points, and I felt that it was a skill and that a good spawn point could win the game. Just had to accept that there was going to be clusterfucks and try to do the best you can. I remember spawning on some maps and just unloading all my grenades and firing blindly and hearing chirp after chirp. Spawn, unload, chirp chirp chirp, die. Spawn, unload, chirp chirp etc.

I can't wait for the 22nd!
 
TacticalFox88 said:
You know it's sad when people prefer motion controls to the actual controller.

Granted, this is good, and it sets a standard, but still.

Isn't it ironic that GG absolutely NAILS controls on the Move....yet on the standard people are divided.

Not irony .. helps drive Move sales (ie ask commish .. he just ordered a Move set). Now, I'm not saying that DS3 people are getting the shaft. I don't have a problem with the standard controller. It is different from KZ2 but that was due to all the negativity the controls got in that game. GG made changes based on this feedback.

I said it before .. its probably just best to offer a million options and let people configure their own controls.
 
sajj316 said:
Not irony .. helps drive Move sales (ie ask commish .. he just ordered a Move set). Now, I'm not saying that DS3 people are getting the shaft. I don't have a problem with the standard controller. It is different from KZ2 but that was due to all the negativity the controls got in that game. GG made changes based on this feedback.

I said it before .. its probably just best to offer a million options and let people configure their own controls.

Yes I did, and I would have bet you $400 a week ago that I'd NEVER buy a Move.
 
patsu said:
Yeah, I think I don't mind the spawn grenades if they allow us to destroy it or move it somewhere else. :-)

Also true, but the problem is in pub games, ppl would just destroy other people's spawn points. I lost count of how many times my teammates destroyed my turret bc they wanted to place their own.
 
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