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Uncharted 3 MP Beta Thread: Cinematic Murder Testing

The character movement in this game feels so janky. That's my biggest issue with it.
 
FFA and three team deatchmatch is crack in gaming form. Regarding the movement, so far I've gotten use to running and jumping to escape and out maneuver people. It's really the aiming sensitivity and the lack of control when sprinting that annoys me.
 
So I encountered my first glitcher tonight. On Chateau where the high level turret is, there is that building on the side on its own with a few windows up stairs, and its little down stairs area. Well a guy got all the way on top of that building somehow, and he could see through walls from up there and snipe you. :/
 
Liking this a lot better after a few play sessions, my initial reaction was pretty negative, after getting used to it I like it a lot actually.

Pretty bad at it though :(
 
That revolver you get near the burning area in Chateau is so amazing haha. I love the death animation after you get a one hit headshot using that. Too bad only 5 bullets though :( I love this game.
 
Found a neat glitch/trick tonight

Some clothing items have colors that others do not. For example, the enemy (pirate) rebellion shirt has about 3 colors the bandoleer shirt doesn't have. But you can use any of the colors available.

In this example - take the rebellion shirt, and change the color to red. Then change your shirt to the bandoleer, and viola, a red bandoleer shirt (not available).


Another glitchy thing I noticed is that if a team mate has the emblem shirt on, before the match starts and you see all your team mates line up for a group photo or something, you see YOUR emblem on their shirt, not theirs. In the match, it's their emblem.

Also - GGs tonight guys
 
After getting to level 37, I have to say that Chateau sucks. Every game is the same: everybody runs to/spawns on their buddy into the room with the zip-line. The rest of the map only exists as scenery on your way to the zip-line room.

Airstrip is kind of the same, with most firefights happening on the roof with the treasure chest and surrounding area, but it's not as bad.

I blame asymmetrical map design and the terrible buddy system that allows you to spawn on your buddy within 50ft of an enemy. I cannot count how many times I've been exchanging bullets with someone and see their buddy pop into existence right behind them.

Oh, I've counted 5 treasure chests on both Airstrip and Chateau, why then does the treasure only spawn in two of them 99% of the time?

Enemies in Co-op need to randomly drop treasures.

Get rid of all turrets or make them destructible with a grenade.

Make all maps symmetrical and do not spawn the teams within grenade throwing distance of each other.

Make powerplays vote activated by the winning team.

Meisadragon said:
That revolver you get near the burning area in Chateau is so amazing haha. I love the death animation after you get a one hit headshot using that. Too bad only 5 bullets though :( I love this game.
8 bullets.
 
RyanardoDaVinci said:
After getting to level 37, I have to say that Chateau sucks. Every game is the same: everybody runs to/spawns on their buddy into the room with the zip-line. The rest of the map only exists as scenery on your way to the zip-line room.

Airstrip is kind of the same, with most firefights happening on the roof with the treasure chest and surrounding area, but it's not as bad.

I blame asymmetrical map design and the terrible buddy system that allows you to spawn on your buddy within 50ft of an enemy. I cannot count how many times I've been exchanging bullets with someone and see their buddy pop into existence right behind them.
I was trying to figure out what was causing this and had not thought of the buddy spawning. I was thinking the minimized importance of weapon pickups had people moving around the maps less, but the buddy spawning is definitely factoring in. The Chateau in particular was so much more fun at the beginning of the beta before it became this. And I have no choice, but to follow suit otherwise I won't get any kills. Sometimes people won't play it like this and I'm like wow... this is so much more fun then when all the action isn't in one spot.
 
Chuck Norris said:
Still can't find a single local game (Australia), matchmaking continues to be garbage from Naughty Dog

Matchmaking is working like a charm for me.. I live in the Faroe Islands (Europe), and since Arne told about them pushing out some matchmaking stuff, the matchmaking has worked Perfectly for me.. hardcore, Co-Op, TDM etc.. it finds me a game under 1 minute every time.
 
People are already level 37? Holy shit! I hope you guys don't burn yourself out too quickly in the beta.

I guess ND is adding a couple of new game types tomorrow so that should help.
 
Hanmik said:
Matchmaking is working like a charm for me.. I live in the Faroe Islands (Europe), and since Arne told about them pushing out some matchmaking stuff, the matchmaking has worked Perfectly for me.. hardcore, Co-Op, TDM etc.. it finds me a game under 1 minute every time.
Takes me five minutes and its always 2 bars at best
 
Siege in coop seems broken.

Currently,
it seems like you can clear all the spawns, then go sit in a corner not in the siege zone and go afk, effectively "griefing" the rest of the players since the round will never end and nothing will spawn.
 
Chuck Norris said:
Takes me five minutes and its always 2 bars at best

wow.. that sounds like crap.. Guess there must be some regional stuff going on here.. or maybe you have a terrible ISP.. I have a lame 10mbit connection..
 
Once this game clicks, boy is it addicting. After you get past the seemingly stiff movement and aiming, the game feels great. It could still definitely use some tweaking, but man, I'm enjoying it a lot now.
 
RyanardoDaVinciI said:
blame asymmetrical map design and the terrible buddy system that allows you to spawn on your buddy within 50ft of an enemy. I cannot count how many times I've been exchanging bullets with someone and see their buddy pop into existence right behind them.
I agree with you, but it is far too late to fix these kind of problems.
 
I feel like initially a lot of my opinions were warped because I played so much U2 and I wasn't used to it. The more I play the shorter my list of complaints gets. Still think sprinting needs to be reworked and the AK needs improving but apart from that I'm very happy
 
Dance In My Blood said:
I agree with you, but it is far too late to fix these kind of problems.
HUh? why? I mean, asymmetrical map... okay... but as for the respawn system, it can be fixed, and should be.

In combat- when running alone

Possible to spawn when he's actually exchanging bullets.

^that's the problem

My idea would be pretty simple.

If he is not 100% health you cant spawn. Not only that but he's within a certain distance too.

Maybe at least to prevent something that with lag it can be exploited, the first 3 seconds you can't shoot/melee/grenade, but you can be hurt. That way people would not spawn in a moment of tension.

SO my idea would be:

100% health needed.
10-20 meter distance needed
3 seconds of non-action.
 
blitzcloud said:
HUh? why? I mean, asymmetrical map... okay... but as for the respawn system, it can be fixed, and should be.

In combat- when running alone

Possible to spawn when he's actually exchanging bullets.

^that's the problem

My idea would be pretty simple.

If he is not 100% health you cant spawn. Not only that but he's within a certain distance too.

Maybe at least to prevent something that with lag it can be exploited, the first 3 seconds you can't shoot/melee/grenade, but you can be hurt. That way people would not spawn in a moment of tension.

SO my idea would be:

100% health needed.
10-20 meter distance needed
3 seconds of non-action.
My problem with buddy spawning isn't that people can spawn into combat. That's obviously an issue, but it seems more like an occasional bump in a system that has difficulty defining "combat".

Buddy spawning is something that centralizes map play to set areas on asymmetrical maps. It makes it easy for winning teams to fortify and stick to specific locations, and consolidates groups of players so the chance for play to spread around the map is further minimized. It is a common occurrence for me to make a loop around 3/4s of the map and find no enemy players because people are spawning in to the center of the map and just staying there.
 
RyanardoDaVinci said:
After getting to level 37, I have to say that Chateau sucks. Every game is the same: everybody runs to/spawns on their buddy into the room with the zip-line. The rest of the map only exists as scenery on your way to the zip-line room.

Airstrip is kind of the same, with most firefights happening on the roof with the treasure chest and surrounding area, but it's not as bad.

I blame asymmetrical map design and the terrible buddy system that allows you to spawn on your buddy within 50ft of an enemy. I cannot count how many times I've been exchanging bullets with someone and see their buddy pop into existence right behind them.

The Airfield isn't NEARLY as bad. I still see firefights around most of the map. Of course the roof with the treasure is the most "busy" because it's a major traversal point in the middle of the map, but it still isn't bad.

Chateau on the other hand has turned into a bit of a joke. There's never anyone at the turrets anymore, barely anyone KNOWS there's a Hammer in the courtyard, NOTHING even happens in the opposite courtyard, nothing happens in the room where the ceiling gets caved in, etc. etc. It really has turned into a 1 room map.


Maybe they should mess with the buddy system until you can't spawn on a buddy if there's a roof over their head.
 
Had a few games over the weekend. Don't really play online games but as a huge UC nut, i gave this a whirl. Gets my thumbs up and can see myself playing regularly upon the games release.
 
I actually like the fact that people are going torwards the same places.

Especially on airstrip. It sort of becomes this king of the hill game. And the buddy spawn encourages spontaneous cooperation.

Id say its at its best when everybody keeps a watch their flank. Keeping people of the roof.
 
Shadow of the BEAST said:
I actually like the fact that people are going torwards the same places.

Especially on airstrip. It sort of becomes this king of the hill game. And the buddy spawn encourages spontaneous cooperation.

Id say its at its best when everybody keeps a watch their flank. Keeping people of the roof.

This. :)
 
It's completely fucked on Chateau when people just camp the area with the lipline, the spot is really easy to hold.
 
Shadow of the BEAST said:
I actually like the fact that people are going torwards the same places.

Especially on airstrip. It sort of becomes this king of the hill game. And the buddy spawn encourages spontaneous cooperation.

Id say its at its best when everybody keeps a watch their flank. Keeping people of the roof.

Yes choke points are usually a sign of great map design. That's why maps like de_dust are so popular.
 
Papercuts said:
It's completely fucked on Chateau when people just camp the area with the lipline, the spot is really easy to hold.

If people are camping there waiting for you.......don't go there.
 
Papercuts said:
It's completely fucked on Chateau when people just camp the area with the lipline, the spot is really easy to hold.

- climb up and surprise them, not on the large wooden thing but on the brick wall, you need to get onto the smaller wooden board to the left first. its directly underneath the zipline area so they wont see you coming up

- go in with all guns blazing. wait for an rpg or nade launcher and take em out. or just choose 2 nade slots and clear the room

- get a bolt sniper rifle from the corridor and pick them off
 
I am now level 14 and my biggest complaint (after the crappy matchmaking) is that the Micro SMG is so overpowered there's little to no reason to use any other guns after you get some upgrades for it. Pretty much everyone over lvl 20 is just running around, blindfire + melee = instakill.
 
Papercuts said:
It's completely fucked on Chateau when people just camp the area with the lipline, the spot is really easy to hold.

Cluster bomb is really effective there, I remember when I accidentally killed my entire team with it lol.
 
I keep getting the 'three beeps' when exiting the beta. Hopefully, my PS3 will still work.

I've had quite a number of people I've played against all use the AK's but the G-MAL seems to be used less. I've used it and done fairly well with it. I've had dudes I've played against complain about being unable to kill me lol.

The boosters/kickbacks aren't quite as bad as I thought it would be -- cluster bomb is a bitch though and I honestly hate the camping on Chateau (even though I'm guilty of that too). I like how there's more cooperation and teamwork through spawning on your buddy/partner. The first couple of days I've seen people lone-wolfing it though.

I can't seem to find a match on Hardcore mode though. I'll have to check out 3 Team Deathmatch soon. I want to try Free-For-All as well.
 
Meisadragon said:
Cluster bomb is really effective there, I remember when I accidentally killed my entire team with it lol.

hope Pwonager wasn't on your team lol I'm sure he'd have had a heart attack right there... just kidding you know we love you Pwon <3 keep that throat of yours healthy man.
 
I played a bunch of it this weekend and got to Level 14 thus far. This beta is seriously beta.

The movement and traversal is more janky then I expected. I had a lot of connectivity issues, usually when I initiate combat. I saw some serious lag in places and some bullshit kills too. Plus each and every time I exited the beta it crashed my console.

I played a lot of U2 MP and enjoyed it. I wonder why this time around it feels so unpolished? Have they really changed it up that much?
 
funkystudent said:
still getting 3 beeps when ever I try quit to the XMB or shut down.

Think i will leave it for a while. Dont wanna kill my slim.
That just means it's the game's fault.

Errors in the game exit procedure, not the PS3 shutting down, will cause 3 beeps. It's a beta, so something like that might not be fixed for consumer use.
 
Papercuts said:
It's completely fucked on Chateau when people just camp the area with the lipline, the spot is really easy to hold.

That entire back wall should be removed where the zipline is in my opinion.

It has become the #1 spot to camp on that map because you can kill people really easily trying to climb up the ladder, nobody can flank you or shoot you in the back, you have long sight lines, and if things get dangerous, you can quickly zip away.

Removing the back wall would expose you a good deal, and would discourage people from staying there too long.
 
Xater said:
Yes choke points are usually a sign of great map design. That's why maps like de_dust are so popular.

Choke points and camping rooms are not the same thing, and a camping room in a mutliplayer setting based on traversal is even worse. That dead end corner near the zipline NEEDS to be opened up. The guy(s) in that corner can see EVERY possible angle of attack which is completely unfair to the squad trying to rush in.

T-0800 said:
If people are camping there waiting for you.......don't go there.

So the match just stalemates at people waiting up there, and people refusing to play the makeshift "KOTH"?

"Just don't do ______" is never the solution.
 
Net_Wrecker said:
Choke points and camping rooms are not the same thing, and a camping room in a mutliplayer setting based on traversal is even worse. That dead end corner near the zipline NEEDS to be opened up. The guy(s) in that corner can see EVERY possible angle of attack which is completely unfair to the squad trying to rush in.
I disagree with that. Enter through the window after brick wall, get on the planks, climb the brickwall. Perfect tricky medal for those campers. Thats what I do and works most of the time.

Think is, this chateau thing is mainly imba in 2vs2vs2. In TDM it's something else.
 
funkystudent said:
still getting 3 beeps when ever I try quit to the XMB or shut down.

Think i will leave it for a while. Dont wanna kill my slim.

Same thing happened to me. Needless to say, I promptly deleted it and forgot about it. However, I did manage to get in a few smooth matches and thought it was pretty good. Spawn camping and having to unload nearly an entire clip to get a kill unless you get a head shot were my only real gripes from what I played, but I probably will not be spending too much time with the multiplayer when the game drops anyway. Uncharted is still all about the campaign for me.
 
I only play hardcore. So i dont know about them other modes.

but ive never played a game where one side held the line room for an entire game. It goes back and forth all the time.
 
Played a few more rounds today and still loving it! I am so playing Uncharted 2 multiplayer once this beta is over :D

I don't think anyone answered my question yesterday but how will a level 1 newbie fare on UC2 multi today?
 
blitzcloud said:
I disagree with that. Enter through the window after brick wall, get on the planks, climb the brickwall. Perfect tricky medal for those campers. Thats what I do and works most of the time.

Think is, this chateau thing is mainly imba in 2vs2vs2. In TDM it's something else.

If you're against a team that's aware of their surroundings, even the guy climbing via the wall will get caught because people in that corner can still see him. And if someone from that angle doesn't see him, the guy waiting by the treasure will.

If the dead end was OPENED so that people could climb up there from the outside as well, THEN there would be an entry point that would force guys up there to turn around allowing for some real flanking.

Shadow of the BEAST said:
I only play hardcore. So i dont know about them other modes.

but ive never played a game where one side held the line room for an entire game. It goes back and forth all the time.

It's not about one team holding it for the whole time, it's about Chateau being reduced to both teams fighting over that one room for the entire match. EVERY time.
 
I'm waiting to get in on this. Canadian PSN hasn't updated with the free for all beta access.


EDIT: I just read on the PSN site that it says July 5th, not 4th like the OP. Bummer.
 
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