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Uncharted 3 MP Beta Thread: Cinematic Murder Testing

Just got in my first handful of matches. I like the changes from Uncharted 2. Love the customizations, leveling up, etc.

I kinda feel like the health is just a tad too much for my tastes, but it's not bad. I'm definitely looking forward to seeing how the finished product turns out.
 
Jubs said:
Up the movement speed back to Uncharted 2. I feel slow as shit. And the aiming feels bogged down. I remember it being more fluid in Uncharted 2.

Also, powerplays, kickbacks, weapon mods, whatever can suck it. Why can't developers let skill be the deciding factor in these games?
Try Hardcore mode.
 
Puting killstreak like powerups in the game is the dumbest shit ever.

People will run up to an enemy who is chasing you so they can melee him for a fucking medal.
They will let you die so they can get avenger, they will rush the power weapons like idiots for the medals, they will camp like mad to not lose their killstreak so they can get the dangerous medal etc.

God, fucking terrible.
 
Jubs said:
Up the movement speed back to Uncharted 2. I feel slow as shit. And the aiming feels bogged down. I remember it being more fluid in Uncharted 2.

Also, powerplays, kickbacks, weapon mods, whatever can suck it. Why can't developers let skill be the deciding factor in these games?

Hardco.....ahh fuck it.
 
Alright so its well known here I hated the changes to U2 multiplayer so giving my thoughts on U3.

First of the health seems alot better.
The increased recoil is very good addition to the gun play.
In u2 guns were way too accurate, you could easily nail someone across map with handgun or ak47. Now guns seem to have more clearly defined strength and weaknesses at different ranges.

Not sure how I feel about the heavy feelling character movement could take some time to get used to.

other things:
Love that the crazy pirate enemies are back they have so much more character
than the boring U2 enemies, especially with their crazy movement and shooting.

Co Op is far too easy. Needs to have boss rounds and less lives. Do like there seems to be alot of enemies on screen at once.

High Fiving over an enemies body is not really worth it for the small $.

I hate the kickmap medals its stupid that someone can magically spawn an rpg.
And it is very easy to get. Also the magically teleport anywhere else medal is a bit weird. I hate in when games break the rules of their own universe. Probably just me on that.

People also do not seem to be going for power weapons.

The level design is far too big and does a very poor job of funneling players into high traffic areas. People seem to just run around randomly.

The arena size design of u2 maps is vastly superior.

Love that you can interact with in game things such as closing doors in the airfield though again because of how large the map is it makes little difference. Maybe in plunder it could me more useful?
 
I think the movement speed was lowered to balance the higher health which is fine by me. It takes longer to kill someone but you get an extra chance to get them while they're in the open. Which also leads me to believe that slower movement may make people play tactically and use cover and traversal.
 
PedroLumpy said:
3D spotting is never, ever a positive edition. If you're not capable of verbally letting your teammates know where someone is, why does telepathy suddenly become the next logical step?

this isn't my argument for this, but you brought up something - no mic or muting.
there actually was a decent percentage of folks playing without a mic on U2 MP, but I haven't looked in a while.
 
Killthee said:
P1oKS.jpg

Uh OH, Better start the boycott because this is going to make the game unbalanced.

LMAO!!!!
 
Ive been enjoying it, its kinda fun. Movement is odd, and I feel that people that I'm shooting last a bit long before they die. I hate the killstreaks though.
 
arne said:
this isn't my argument for this, but you brought up something - no mic or muting.
there actually was a decent percentage of folks playing without a mic on U2 MP, but I haven't looked in a while.

Decent? More like majority.

Head into any public match. You will be hard pressed to find 2 people talking.
 
jett said:
I don't approve of any sort of wallhacking

Look at it this way. A quick wallhack (1-3 seconds) allows players without mics to exchange information with their team. It allows players who haven't spent dozens of hours creating callouts on a per-map basis (that the vast majority of players won't even understand) to help their teammates. If UC3's maps had clearly defined areas (red base, blue base, etc...), it wouldn't be an issue. But there are so many nooks and crannies that the time it would take to formulate and state a callout would be longer than it takes for the enemy player to either regain health, change position or both.
 
I got a lot of entertainment out of Uncharted 2's multiplayer but after playing the Uncharted 3 beta tonight for about an hour I don't think I'm going to bother to play it again. The maps were unimpressive which I think is the heart of the issue. The truck section on the one map is good but it only lasts a moment.

I'll still pick up Uncharted 3 this fall, but I'm completely unimpressed with the beta itself.
 
Went back and played about 6-7 matches of UC2 and then came back to this game. The core gameplay is the same and its wonderful. Hell i'm evening liking the sprint button as it allows me to actually escape if someone catches me from behind unlike uncharted 2. The game is slower but its grown on me alot and I love it. If they increased the speed of the running/aiming I would be ok with that too.

But I do have a concern about about weapon loadouts when you have a high level person vs a Low level person I hope ND is looking into to balancing it out a little more.
 
god every time i roll villains i just wanna quit out

seriously, who actually likes playing as these nameless dudes. pretty much my only complaint with the game so far.
 
The Xtortionist said:
Look at it this way. A quick wallhack (1-3 seconds) allows players without mics to exchange information with their team. It allows players who haven't spent dozens of hours creating callouts on a per-map basis (that the vast majority of players won't even understand) to help their teammates. If UC3's maps had clearly defined areas (red base, blue base, etc...), it wouldn't be an issue. But there are so many nooks and crannies that the time it would take to formulate and state a callout would be longer than it takes for the enemy player to either regain health, change position or both.

What ever happened to awareness of your surroundings and listening for footsteps etc in other games.

All this spotting does is make everyone chase the icon like headless chickens, abandoning their flank.

Also @ Arne: How many frames of input lag does this game have?
There's like an obvious good third of a second delay between pressing a button and something happening.

Trying to take cover behind a small box or something while being shot is hilarious (same when an enemy does it).
You basically veer left and right of the box as you try to adjust your movement, but because of the delay you pressed too long and move too far, then you move too far back etc etc.

Like some akward embarrasing failure to watch.
 
Loving the beta. I'm addicted to it, especially picking up treasures. I will go through hell just to pick it up.

Trying to do the 10 matches in each mode. In co-op, what does completing a match mean? Like, getting to round 10? Or can you lose or time runs out and still "complete" it.

Btw, you guys should get started on free-for-all if you want to get the decals. According to the site, free-for-all is only going to be up this week, then bye bye.
 
alr1ghtstart said:
let me mute the mouthbreathers in-game please!
Not 100% positive, but I think you can. I was playing Co-Op and smashing X to dance at the end of rounds when the scorecard pops up and when I came out of it my partner had the mute icon next to his name.

Try using select to bring up the scorecard and then use the dpad to select the player followed by X.
 
upJTboogie said:
Try Hardcore mode.

My PS3 isn't turned on atm so I can't check, but certain weapon mods are still in hardcore, yes? If it's something like having a bigger ammo clip, that's fine, but if mods like shooting faster or wall hacking are available in hardcore, then that sucks. Still, I guess it's better than having to deal with shitty ass kickbacks and paid boosters.
 
Killthee said:
Not 100% positive, but I think you can. I was playing Co-Op and smashing X to dance at the end of rounds when the scorecard pops up and when I came out of it my partner had the mute icon next to his name.

Try using select to bring up the scorecard and then use the dpad to select the player followed by X.
I think I may have accidentally muted myself doing this (hilarious in itself) and I could not for the life of me figure out how to change it back - it looks like you can't use the mute toggle in the lobby menu. Luckily, backing out to the XMB reset it.

autobzooty said:
god every time i roll villains i just wanna quit out

seriously, who actually likes playing as these nameless dudes. pretty much my only complaint with the game so far.
Someone mentioned earlier that everyone should see themselves as the heroes and the enemies as the villains. I can't quite see why this wouldn't work - the only things that really depend on team are the cutscenes at the beginning/end, and it's trivial to load different ones depending on the player's viewpoint.

Then again I'm sure when the game is actually out, the villains will be much more recognisable characters from the single-player and you'll be able to select Lasarevic, Navarro, etc.
 
Jubs said:
My PS3 isn't turned on atm so I can't check, but certain weapon mods are still in hardcore, yes? If it's something like having a bigger ammo clip, that's fine, but if mods like shooting faster or wall hacking are available in hardcore, then that sucks. Still, I guess it's better than having to deal with shitty ass kickbacks and paid boosters.


Shall I just say, Beta is not representative of final output. :)
I know we're all taking your feedback under advisement. Cursed being reviewed is one such thing.
 
arne said:
Shall I just say, Beta is not representative of final output. :)
I know we're all taking your feedback under advisement. Cursed being reviewed is one such thing.
Cursed and Double Damage lasting too long are my only complaints about Power Plays. Everything else seems pretty great, especially the health and recoil. I can't wait to play the final thing.
 
It's funny seeing twin Drakes when matches finish. I always get a chuckle.

Btw, any of you guys notice the PS3 rebooting when quitting the game? It'll have the black "wait" screen then the system beeps twice signalling that it's restarting.
 
one_kill said:
It's funny seeing twin drakes when matches finish. I always get a chuckle.

Btw, any of you guys notice the PS3 rebooting when quitting the game? It'll have the black "wait" screen then the system beeps twice signalling that it's restarting.
It's only done that to me once so far. The U2 beta did it every single time.
 
arne said:
this isn't my argument for this, but you brought up something - no mic or muting.
there actually was a decent percentage of folks playing without a mic on U2 MP, but I haven't looked in a while.

Well okay, for whoevers argument it is, I don't really understand it. People make that decision to not have a mic or to mute people knowing that it will prevent them from communicating. I don't see how that suddenly becomes a reason to add a variant on a wall hack into the game.

But I do understand how allowing people to communicate without using mics can make a game much much better, and how that could be a design goal someone was aiming for. Something like Medics in TF2. But I don't think spotting accomplishes the same thing.

The Xtortionist said:
Look at it this way. A quick wallhack (1-3 seconds) allows players without mics to exchange information with their team. It allows players who haven't spent dozens of hours creating callouts on a per-map basis (that the vast majority of players won't even understand) to help their teammates. If UC3's maps had clearly defined areas (red base, blue base, etc...), it wouldn't be an issue. But there are so many nooks and crannies that the time it would take to formulate and state a callout would be longer than it takes for the enemy player to either regain health, change position or both.

See the thing is is that, it is impossible to verbally convey incredible wealth of information that spotting gives you. It just goes way way too far. You ever played Shadowrun? They had an interesting approach to it.
 
arne said:
Shall I just say, Beta is not representative of final output. :)
I know we're all taking your feedback under advisement. Cursed being reviewed is one such thing.
I just have to say, I love the customization in this game. Hopefully my Nathan Drake can have some crazy gear in the final game.
 
When is Yemen opening up? I got to play 5 seconds on day 1 of the beta before it shit out... I can already tell it'll be my favorite of the 3
 
What a difference a patch makes.

Really liking it so far. Multiplayer was fun. Coop is a blast. Netcode felt much better after the patch. No irregular slowdowns (still some slowdown in busy close-range fights) and no boots out of the lobby.

I just wish everything wasn't so god damn dark. These demo levels are like 90% shadow (exaggeration but come on). Don't have an issue with the kickbacks. The power plays seem oddly implemented. I think we were down 6 points and it kicked in. Really? Shouldn't these kick in if the margin is a bit more significant?

Holding down left stick to spring took some getting used to but it's fine. I'm noticing that you can't use some things as cover where there is no logical explanation behind it (e.g. a doorway). I also found that sometimes enemies glitched up close and I couldn't melee them (but my teammates could shoot them). Really odd.
 
Am I not supposed to have like, any options for customization? The only customizable things I can get for Drake is a hat or glasses (both of which are locked, atm). Everything else just has one option (green shirt, and regular pants). The other models only have one or two options for each area too.

Also, on my co-op upgrades for the pistol, it has the indicator saying that I have new shit there, and I remember seeing more stuff unlocked for it, but I only have two things available (longer clip and faster reloading, I believe). Dunno if that's a glitch or what.
 
One more thing take suicide of down of the D pad in co op!

It is easy to accidently hit and it is second nature to start hitting it as soon as you die to cycle through the camera.
 
web01 said:
One more thing take suicide of down of the D pad in co op!

It is easy to accidently hit and it is second nature to start hitting it as soon as you die to cycle through the camera.
I think it's fine on that button, but maybe make it hold to activate instead of a tap.
 
PedroLumpy said:
See the thing is is that, it is impossible to verbally convey incredible wealth of information that spotting gives you. It just goes way way too far.

Not really. Games like Gears and Halo contain mostly small to medium sized maps with only a handful of clearly-defined landmarks. If I call out "snipe 3" on Halo 2's Lockout, or "middle bridge" on Gears 2's River, there's no ambiguity. UC3's maps' ridiculous intricacy and size makes locations much more challenging to convey quickly.

You ever played Shadowrun? They had an interesting approach to it.

Shadowrun had Enhanced Vision, so making the universal callout a wallhack would be redundant. Of course EV has a trade off of some essence slots, but using the callout mod in UC3 prevents you from using another attachment.
 
arne said:
Shall I just say, Beta is not representative of final output. :)
I know we're all taking your feedback under advisement. Cursed being reviewed is one such thing.

Will the final product have hardcore variants of all multiplayer modes e.g. hardcore plunder?
 
Willeth said:
I think I may have accidentally muted myself doing this (hilarious in itself) and I could not for the life of me figure out how to change it back - it looks like you can't use the mute toggle in the lobby menu. Luckily, backing out to the XMB reset it.


Someone mentioned earlier that everyone should see themselves as the heroes and the enemies as the villains. I can't quite see why this wouldn't work - the only things that really depend on team are the cutscenes at the beginning/end, and it's trivial to load different ones depending on the player's viewpoint.

Then again I'm sure when the game is actually out, the villains will be much more recognisable characters from the single-player and you'll be able to select Lasarevic, Navarro, etc.
You can do it in the lobby too just hit select to bring up the scorecard for the last match.
 
This beta made me finally go back and beat the last 5 chapters of Uncharted on Crushing to get my Platinum trophy. Now I can dedicate some serious time to this.

EDIT: I want some bonus in U3 for having both Platinum trophies for U and U2.
 
The Xtortionist said:
Not really. Games like Gears and Halo contain mostly small to medium sized maps with only a handful of clearly-defined landmarks. If I call out "snipe 3" on Halo 2's Lockout, or "middle bridge" on Gears 2's River, there's no ambiguity. UC3's maps' ridiculous intricacy and size makes locations much more challenging to convey quickly.

But you see, calling 'Snipe 3' does not tell your team EXACTLY where he is and where he's moving in 3D space. There's a massive difference in showing where someone is on a map, and showing where they are on your HUD. And besides, your problem seems to be the map design. Trying to cover that problem with another problem isn't a good idea. Two wrongs don't make a right and all that.

Xtortionist said:
Shadowrun had Enhanced Vision, so making the universal callout a wallhack would be redundant. Of course EV has a trade off of some essence slots, but using the callout mod in UC3 prevents you from using another attachment.

It's true it did have that, but that's not what I was referring to. Everyone had an ability where they could look at an enemy and press the D-Pad to send a message to the rest of the team saying something like "3 enemies, Ramp side low" It was quick and succinct without going too far.
 
2 vs 2 vs 2 is so gooooood!!!!!!!!!! I wish it was longer than 20 kills though. Quick question, if someone drops a treasure, can everyone see/get it or just you? Because some people seem to ignore it...
 
b.mak said:
2 vs 2 vs 2 is so gooooood!!!!!!!!!! I wish it was longer than 20 kills though. Quick question, if someone drops a treasure, can everyone see/get it or just you? Because some people seem to ignore it...

You or your buddy.
 
b.mak said:
and if they get it, do you get it too?
My understanding is if they pick up your treasure, only you get it. If you pick up theirs, only they get it. If it's your buddy's treasure it's green, if it's yours then it's normal-colored.
 
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