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Uncharted 3 MP Beta Thread: Cinematic Murder Testing

Why is this happening again?

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Team Objective thoughts:

- It's a lot of fun and I love that it switches from objective to objective during the match. It keeps it fresh and intense.

- The capture zones NEED fixing. Literally in every game, it would start with a capture zone that favors a team because the capture zone is literally right next to them, which puts the other team at a major disadvantage.

- I already memorized where every zone basically spawns and I'm sure many people will at one point if they haven't already, which they'll use to camp out at different zones to get an automatic capture...hey this sound familiar because it happened in UC2 too!

- When it's a King of the Hill, it becomes a micro fest. What a surprise! But don't mess with King of the Hill because it's my second favorite objective next to Marked Man.

- Marked Man was a very nice addition that keeps the match VERY intense. I literally was not expecting that as an objective, but it's perfect for this type of playlist. I want more of this type of objective. It forces people to stick together and defend the marked man. Same goes with Treasure Hunter where you're supposed to carry the treasure for as long as you can. It's absolutely perfect for this playlist too.

- You really don't get too much cash compared if you play deathmatch, so maybe up the cash a little bit to have players continue playing it. For the life of me, I could never find an objective match in Uncharted 2, and I don't want the same thing to happen to this playlist in Uncharted 3. However, I can see the dilemma in upping up the cash because I fear that it'll become another Plunder like playlist (in UC2) where people are going to camp just for kills and not do the actual objective.

- When you're placed in a team with people that know what they're doing, it's a blast. If you're placed with team mates that don't do shit, it's frustrating. That's a given. lol

- The matches overall don't last too long. They end really quickly. Three points isn't enough for this playlist, in my opinion. An ideal point would be four or five points, but then there would be tremendous complaints about the matches lasting too long, which for me, isn't a problem because it's a team based playlist. The matches ARE supposed to last long, in my opinion. When it's a deathmatch objective, it only lasts for like a minute, which is really disappointing. Maybe if the time limit for each objective was increased, it would feel a lot better in the sense that it won't end when you're JUST getting pumped for the match.

Overall, it's a really great playlist and I can see myself returning to it frequently regardless if you hardly get any cash, but I'm sure people won't feel the same way since the majority of people just care about cash.

Hunters mode...I think it's a big mess. Honestly, I played about two or three matches of it, and I don't know what it is...but I don't really find it fun nor did my friend find it fun playing it. It just looks like a bunch of ideas thrown together in the map. The many different idols throughout the map, the waiting respawn period...I'm just not a fan. I like that it switches you from heroes to villains/vice versa, but honestly, I'd rather play Plunder than Hunters mode.

Matchmaking still takes forever to find people when I'm partied up with someone..."found players!" but oh no! It drops them and searches again! Sigh. Matchmaking seriously needs to be fixed.
 
I hope they introduce some endurance matches, especially with the option of joining mid-game now being there. 100 kill deathmatch was a lot of fun back in the day. Played really differently than regular deathmatch too.
 
They need to give partial points for following the objective. Like in plunder give points when you are actually carrying the treasure or when you throw it towards your objective or if you give the last assist. If you give too many points for the guy who brings the treasure in no one will throw it anymore. And please give more points for playing objective orientated than for kills.

And show the points IN GAME. Players need to know when they did something "good" so that the game gives them a direct feedback.
 
Thrakier said:
They need to give partial points for following the objective. Like in plunder give points when you are actually carrying the treasure or when you throw it towards your objective or if you give the last assist. If you give too many points for the guy who brings the treasure in no one will throw it anymore. And please give more points for playing objective orientated than for kills.

And show the points IN GAME. Players need to know when they did something "good" so that the game gives them a direct feedback.

Why not give them points for logging into the game too.
I mean games wouldn't be any fun without constantly earning points.
 
NIN90 said:
Why not give them points for logging into the game too.
I mean games wouldn't be any fun without constantly earning points.

I don't care that much about points. But many people do. And I'm just thinking about how you can get people to actually follow the objective instead of camping for kills.
 
NIN90 said:
Why not give them points for logging into the game too.
I mean games wouldn't be any fun without constantly earning points.
I know this is a sarcastic post, but I strongly believe he's 100% right and I agree with him. It would encourage people to actually do the objective if they're going to be getting more cash than people that are just killing for the sake of killing.

I'm glad there's no leaderboards on this beta, by the way.
 
It would be a fun meta-game also. How far can you throw the treasure towards the chest? They could show a little number in meter and calculate cashback on that. And you get a certain amoint of cash for every 2 seconds you carry it or so. Possibilites are endless. But just DO someting.
 
Rewrite said:
I know this is a sarcastic post, but I strongly believe he's 100% right and I agree with him. It would encourage people to actually do the objective if they're going to be getting more cash than people that are just killing for the sake of killing.

I'm glad there's no leaderboards on this beta, by the way.
Well, also, why should you be rewarded for ignoring the objective and not rewarded for playing the game as intended?
 
I think there is a certain fear involved. People like killing the most and if they don't get enough points for kills they'll just play deathmatch/team deathmatch or stop playing at all (worst case). There must be a reason behind devs thinking that it's good to give less points for fullfilling an objective. It's surely not just an "oversight".
 
Willeth said:
Well, also, why should you be rewarded for ignoring the objective and not rewarded for playing the game as intended?

You aren't. The amount of money you get from kills in Objective and Plunder games is virtually non-existent. This stuff about getting money from carrying the treasure or partially completing an objective is dumb. People that care about that stupid shit won't be playing in Plunder/Objective, anyway.

Actually, Plunder is a quicker and surer way to get more money than in TDM. :P That is...if you aren't playing with randoms.
 
AngryMoth said:
Perhaps it would be better if you got double cash for kills whilst capturing a point or carrying the treasue, etc

No, no, no.

The way it is right now is better. Shit amount of money for any kill you get. They should increase the amount of money you get per objective completed and the bonus for winning, though.
 
Rewrite said:
Team Objective thoughts:
Team Objective is pretty much ruined by people that don't want to play as a team. It's awesome when you're the only one on your team trying to go after the objective and everyone else thinks they're in Team Deathmatch. Typical shit for online multiplayer. I'll probably only mess w/ TO when I have several friends on playing with me.
 
Frankly right now Objectives is such an unbelievable clusterfuck it's barely any fun for me. I don't know if it's the rotational aspect or the way Chateau is designed, but it's really no good. It's manic.
 
Yeah, playing Team Objective with randoms is most of the time not good for blood pressure.

By the way, isn't it awesome when you secure an area in Chain Reaction mode by closing those interactive doors in Airstrip?

Also, purple heart emblem > all. :D
 
gogo said:
By the way, isn't it awesome when you secure an area in Chain Reaction mode by closing those interactive doors in Airstrip?
During Chain Reaction, yes. But after Chain Reaction when the overhead doors are still closed and you need to go through them, no!
 
King of the Hill feels like it needs to be tweaked a tad. Having two people required to capture is really irritating when I Rambo in and kill everyone in the hill, and then have to wait for a teammate to meander in. And then just before we cap it, it only takes one person to break the capture. Some consistency in the amount of people needed for each action would be nice.
 
They need to bump the cash payouts for multiplayer or people are just going to grind co-op for the unlocks.
Heck, if they let people start solo games in co-op arena, then money becomes trivial at that point.

At least in CoD, the unlocks don't feel like they are dozens of hours out of reach.
 
firehawk12 said:
They need to bump the cash payouts for multiplayer or people are just going to grind co-op for the unlocks.
Heck, if they let people start solo games in co-op arena, then money becomes trivial at that point.

At least in CoD, the unlocks don't feel like they are dozens of hours out of reach.
I see you've never played U2. Now that was a grind. Hopefully they have negative boosters again.
 
Got an old 360 partner hooked on this beta. He was saying THIS was the game to get him hooked on the PS3. After the first night of him playing he made a trip to Gamestop, bought a headset, Uncharted 2 GOTY and pre-ordered U3 Lmao. We're having a boat load of fun with this beta though. Will definitely have to play U2 multi to cure the anticipation for October at the least.
 
I don't know if I can go back to UC2 multiplayer after the UC3 beta. There are too many changes in the beta that I like that I'll miss until it's released.
 
Not feeling the competitive at all because the gunplay is so dull.

U2 had enough value from SP/co-op though, so I'm still getting it.
 
RyanardoDaVinci said:
The point is to make it possible for a person to level completely in a reasonable amount of time while playing one mode exclusively; a person playing solely TDM is going to level a hell of a lot faster than a person playing solely Objectives.

I would like to play Objectives 90% of the time in U3 but if I can earn double, triple, or even quadruple the amount of cash in TDM, what's the incentive? Fun isn't enough when the game constantly throws it in your face that you're leveling up and ties many gameplay elements into that leveling.

And I want cash because I know they're going to make Doughnut Drake a high level skin again and I need my fatty! >:[

That's fair, I wouldn't mind if money earned was more consistent certainly. I have nothing against co-op (with the right people) but it sort of stinks how much more money people can make from that mode than most of the others (a good TDM run can probably rival it, but requires more skill I'd say).

Also, formally requesting Doughnut Sully.
 
LaneDS said:
That's fair, I wouldn't mind if money earned was more consistent certainly. I have nothing against co-op (with the right people) but it sort of stinks how much more money people can make from that mode than most of the others (a good TDM run can probably rival it, but requires more skill I'd say).

Also, formally requesting Dougnut Sully.

Eh, two games of Deathmatch will make you the same amount of money as one co-op round and you can finish it and half the time.
 
How do you download a video after you've uploaded it? I just went 16-0 in a match, I need to keep that demo for future references.
 
Greg said:
Not feeling the competitive at all because the gunplay is so dull.

U2 had enough value from SP/co-op though, so I'm still getting it.
How is the gunplay dull? Each weapon is extremely unique and difficult to master, aiming takes skill, you need to play a lot to know how to effectivily use each weapon with melee/grenades etc. How is this dull?
 
b.mak said:
How do you download a video after you've uploaded it? I just went 16-0 in a match, I need to keep that demo for future references.
You can't. Upload just puts it on ND's servers so you can retrieve it later or send it to a friend. The YT feature will be available for the retail release.
 
Here is how I think the playlists should go.

1. Team Deathmatch
2. Team Objective
3. Rogue Team Objective (no parties allowed)
4. Plunder
5. Hardcore TDM
6. Free for all
7. Three-team Deathmatch
8. Whatever co-op stuff is left
9. The Lab (where they can do crazy shit every week like all rockets or something like that)

I think that satisfies pretty much everyone, while also not splitting up the userbase along too many playlists. Maybe Rogue Plunder as well.
 
Mikey Jr. said:
Here is how I think the playlists should go.

1. Team Deathmatch
2. Team Objective
3. Rogue Team Objective (no parties allowed)
4. Plunder
5. Hardcore TDM
6. Free for all
7. Three-team Deathmatch
8. Whatever co-op stuff is left
9. The Lab (where they can do crazy shit every week like all rockets or something like that)

I think that satisfies pretty much everyone, while also not splitting up the userbase along too many playlists. Maybe Rogue Plunder as well.
Hardcore plunder is a must.
 
After playing for a while (lvl 18) I feel like every mode is too hectic, doesn't really translate what Uncharted feels for me. I like it, it's good fun, but the co-op mode is the closest you get from the actual game feel.

I wish there was a mode that actually makes you use the scenario smartly, since right now there are those encounter points where everyone is micro-ing and grenade-ing.

So I had an idea for a mode but I guess I'll take flak for it:

2 teams = Heroes vs Villains
- Heroes are all by themselves, no initial boosts, no indicators.
- Each villain have a squad of 3 to 5 goons that works with the normal co-op AI, although you can order then like a point and do system: search there - guard here - hide
- Utilizing a close system to the hunter mode spawn, you'd win medals for those treasures hidden like in the campaign mode (shining dots) where you could improve your goons and for heroes you'd be given boosts like faster climbing, cloaking, more damage.

The objectives:
- Treasure loadout by the villains that the heroes must capture in the other side of the screen.
- Villains must capture or kill heroes.

Villains could choose to capture or kill heroes (kinda like inFamous) if you brought the hero captured to the loadout you'd be given a hefty amount of money.
The more goons of yours survived, more money.
Heroes would gain more money for killing a whole squad, or going undetected.

The damage would be the same for all like in hard mode, and death is permanent till the end of the round. Friendly fire is just as deadly too.
If teams entered gunfights, other teams wouldn't be alerted by icons, they would have to hear the gunshots to know where it is happening.

What would make the villains just don't guard their spot and wait? If heroes go on grabbing treasures and the goons stay at their low ranks, they would be mowned down easily.

---

Well that's basically it, other than that I'm having a good time (when the matchmaking finds) with Hardcore mode games and co-op :) Saw some GAF names killing me too haha
 
Lagspike_exe said:
How is the gunplay dull? Each weapon is extremely unique and difficult to master, aiming takes skill, you need to play a lot to know how to effectivily use each weapon with melee/grenades etc. How is this dull?
Mainly because of the emphasis on cover.

2 people holding L1 while standing still and trading shots is not my idea of entertainment.
 
I think something is weird with team objective.

When we were done, someone on my team had 82 kills and 12 deaths.

There is no way in fuck someone got 82 kills. I was watching the cinema, and he got roughly 25-30 kills.

How the hell did it show him with 82? Someone on the other team got 77 kills.

Something wonky going on.
 
Mikey Jr. said:
I think something is weird with team objective.

When we were done, someone on my team had 82 kills and 12 deaths.

There is no way in fuck someone got 82 kills. I was watching the cinema, and he got roughly 25-30 kills.

How the hell did it show him with 82? Someone on the other team got 77 kills.

Something wonky going on.
You get extra kills from getting the marked man too
 
Greg said:
Mainly because of the emphasis on cover.

2 people holding L1 while standing still and trading shots is not my idea of entertainment.

Emphasis on cover exists only if you want it to exist. I have almost never camped in a cover, except to regain health.
 
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