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Uncharted 3 MP Beta Thread: Cinematic Murder Testing

Net_Wrecker said:
Maybe I'm one of those weirdos that doesn't find fun in turning an objective mode into something it's not. To me the fun of Plunder is that rush to cap a treasure, not an endless deathmatch to rack up POINTLESS KILLS IN A BETA WITHOUT LEADERBOARDS.

Having one of those days with this game right now. I think I'll put it down until tomorrow.

Maybe a medal for carrying the treasure for a certain time or distance would help this problem and incentivize players to go for the treasure.
 
Interstellar said:
Maybe a medal for carrying the treasure for a certain time or distance would help this problem and incentivize players to go for the treasure.

The only thing that would push players to play for the treasure would be for kills to count for NOTHING. The only money you should get from Plunder are from the "special" medals (not having to do with streaks) and a big bonus for your team capping and winning the match. K/D should never be seen in Plunder, period.
 
Interstellar said:
Maybe a medal for carrying the treasure for a certain time or distance would help this problem and incentivize players to go for the treasure.

Might also give incentive to the idiots who keep throwing the treasure like they are trying to move it during treasure hunter team objective... the point is to hold onto it for as long as possible not keep throwing it around. smh

Net_Wrecker said:
The only thing that would push players to play for the treasure would be for kills to count for NOTHING. The only money you should get from plunder are from the medals and a big bonus for you team capping and winning the match. K/D should never be seen in Plunder, period.

They tried this with $2 kills in UC2. Didn't work, because the kills still count toward your overall K:D ratio on the leaderboards.
 
gogo said:
Congrats. You and your friends are the type of players ruining objective-based games.

Farming in Plunder needs to die.

Haha yeah I have to admit I hate that kind of behaviour too, I pretty much only play objective based PvP. That's why I liked Plunder so much at first, iirc the mode was fine the first couple weeks in UC2.
Then it progressively went downhill to the point it would only lead to raging if played the mode properly, focusing on the treasure when you only had 2 people working on the treasure whilst the other team was hell bent on just killing you over and over.

It was pretty much a case of "if you can't beat them, just join them (and ruin the game for everyone else)". Yeah not proud of that at all actually. Though it did feel damn satisfying when you were up against a stacked team who expected you to be sitting ducks for them.
 
handofg0d said:
They tried this with $2 kills in UC2. Didn't work, because the kills still count toward your overall K:D ratio on the leaderboards.

Then make it so that Plunder kills don't count period, and make a new overall stat on the Leaderbords for Plunder Games W/L.
 
$2 kills doesn't solve anything. I can't make any money playing Plunder legitimately, while the KDR whores just whore for their KDR. Just remove the KDR portion for all objective modes, and make it win/loss ratio.
 
The recording function on Cinema is fucked. Am I late to the party on that one or what? I record a part of my Cinema video, and the edited video has it impossible to see anything. Just black. All the HUD is there still, and the sound effects... annoying.
 
jett said:
8dplY.gif
:lol Pretty much.
 
alr1ghtstart said:
$2 kills doesn't solve anything. I can't make any money playing Plunder legitimately, while the KDR whores just whore for their KDR. Just remove the KDR portion for all objective modes, and make it win/loss ratio.

I agree with this post.
 
Throw in capture stats too, I've given up on plunder for the beta though. Seriously I have no help while I'm capturing the treasure myself for the win. FFFFUUUUUU k/d whores.
 
KDR is ruining every team/objective based MP mode this gen. A game should only calculate KDR and add it to its leaderboards if the mode played is TDM or FFA and the like.
 
If you're not within 25 virtual feet of the idol for more than a minute, the announcer should say "Dumbass, go and get the idol. You're playing Plunder. Your kills don't count for your uber elite KDR!"
 
Fully agree that k/d ratio should only be displayed on deathmatch and team deathmatch modes. It is not only not needed in other modes but encourages players to ignore objectives and focus on stats. I would love to see them change this before release.
 
I'm starting to see players getting kicked from maps (I got kicked on Team Objective for dying too much lol). In one game, I saw a whole team on Airstrip camp in one turret tower. One of them kept throwing grenades and killing their teammates. Then he got kicked.

And I would love to see a Team Rockets-like mode where everyone has RPG's or have to use just a handgun. That would be fun.
 
While a lot of the games are the same in effect as in Uncharted 2 (which is great), I have the following issues with the game:

1. Hopefully there's a tutorial or better introduction to MP features. I've played the games before and am able to get used to it but unless the MP features are more user friendly you'll still get a low adoption rate for the mp portion of the game. The modes and features aren't intuitive enough for casual players.

2. It's difficult to tell where opponents are in relation to where you spawn in TDM. Whenever a player spawns (excluding teammate spawns) it's usually "Okay where am I?" followed by "Okay where is the enemy?". That second question is currently a big problem.

It's clearly a very fast-paced run and gun game but it's also difficult to determine if you're running into them or from them. A lot of the vanilla Uncharted 2 maps have branching paths between player camps, so this meant that even if you had alternating spawns, you could essentially narrow down where the enemy was (which invariably led to grenade spam in Uncharted 2), with the later maps that added more upwards movement, and for which all 3 Uncharted 3 beta maps seem to be, the map is more labyrinthine.

3. I can't tell if there's an icon that reflects teammate elevation. The levels are very vertical and busy so when you're trying to link up or protect teammates, it again adds an element of searching for them that's unneeded, especially when a power-play lasts seconds.

4. Matchmaking doesn't match so well. It might have something to do with party play, but I don't see how a team of less than rank 10 could really be matched all that well with a team in their late 30's and early 40's.

There's a few technical issues too but I need to re-review some vids to make sure they're there and not lag or something I thought I saw.
 
Alright, I think there's a glitch where you can have unlimited numbers of the Speedy Medal Kickback. I was just in a Plunder game where one guy was CONSTANTLY in that Speedy state. Like almost every time I saw him.
 
You know, I never thought about this until now, but the Uncharted 2 maps were perfectly designed. Want to know why? Because people were everywhere on those maps. There was never a centralized spot where all the fighting took place like the zipline room in the Chaeteu (fuck, I'll never spell this right lol). You could go anywhere in the UC2 maps that weren't wasted space where you could always find people. When I say wasted space, I mean the spots near the turrets in the chaeteu. People never fight there or even run there for that matter unless it's for a power weapon (rocket launcher/hammer) in deathmatch, and to me it's a shame. The house is the centralized spot of the map. For the Airfield, it's centralized spots are the rooftops and the inner factory. You don't see firefights in the place where the airplanes are at towards the back of them and no fights where the T-Bolt Sniper is at. Yemen is the slight exception, but I give it the benefit of doubt because it's a new map and people are learning it so they're running everywhere to get accustomed to it. The first few days of the beta were great since people didn't know the maps, so people were actually everwhere on the map taking advantage of every single location. People were in the turret areas, people were by the T-bolt sniper in the Airfield..there wasn't any wasted spots. I hope the other maps keep a similar design like the Uncharted 2 maps.
 
i think there's a glitch in airstrip map i saw someone or a could be a couple people that glitched through to the other side of a fence to go outside the map.
 
Rewrite said:
You know, I never thought about this until now, but the Uncharted 2 maps were perfectly designed. Want to know why? Because people were everywhere on those maps. There was never a centralized spot where all the fighting took place like the zipline room in the Chaeteu (fuck, I'll never spell this right lol). You could go anywhere in the UC2 maps that weren't wasted space where you could always find people. When I say wasted space, I mean the spots near the turrets in the chaeteu. People never fight there or even run there for that matter unless it's for a power weapon (rocket launcher/hammer) in deathmatch, and to me it's a shame. The house is the centralized spot of the map. For the Airfield, it's centralized spots are the rooftops and the inner factory. You don't see firefights in the place where the airplanes are at towards the back of them and no fights where the T-Bolt Sniper is at. Yemen is the slight exception, but I give it the benefit of doubt because it's a new map and people are learning it so they're running everywhere to get accustomed to it. The first few days of the beta were great since people didn't know the maps, so people were actually everwhere on the map taking advantage of every single location. People were in the turret areas, people were by the T-bolt sniper in the Airfield..there wasn't any wasted spots. I hope the other maps keep a similar design like the Uncharted 2 maps.

I had the same complaint last week, and I'm pretty sure it has to do with the buddy system. Instead of people coming out of spawn and taking all sorts of routes to find the firefight, guys are just spawning next to their buddies and going to the same places over and over. There is a ton of unused space if you're not playing an Objective mode which sucks.

I'd like to see more spawn spots for the Idol in Plunder, and more areas of the map used in Team Objective. Seems like the only way to get the movement flowing around the map.
 
bigboss370 said:
for a cover based game nobody seems to really care about using cover o_o

its helped me so many times where some guy would be shooting at me and i just take cover behind something, pop out and kill them while they stay standing there like an idiot. most times they'll just keep shooting in my direction while i wait in cover until they have to reload then i pop out and kill them, so satisfying :)

Most people can't use cover effectively and I've found that blind fire from cover is not quite as useful as i remember it being in UC2, at least when you're shooting around corners that is. Chest High Wall blind fire works great, not sure what I'm doing wrong.

I'll shoot people up and then they'll duck into cover, I stay standing out there because I can shoot worth a damn and I know they have low health. Usually they pop up before they regen and a couple shots puts them down. If I went to take cover too I'd lose my major advantages of already being on target and having more health
 
Net_Wrecker said:
Alright, I think there's a glitch where you can have unlimited numbers of the Speedy Medal Kickback. I was just in a Plunder game where one guy was CONSTANTLY in that Speedy state. Like almost every time I saw him.

Full Bargain booster + paid Bargain booster? I'm not sure if the combo works but it'd drop the medal requirement for speedy g to 3 medals?
 
It's funny to see so many people saying that the fighting on Chateau is always localized in the house and the zipline room since I've barely ever had that happen. Usually for me most of the fighting is in the two courtyards and the zipline room is empty.
 
I haven't noticed these problems with plunder outside of maybe a couple bad apples. Most games I find that firefights are taking place reasonably close to where the idol actually is as opposed to all over the map not related to the treasure at all.
 
I like the new map a lot. It plays pretty good and I like the bolt action sniper.

Any EU-gaf would like to play some games tomorrow afternoon? If so, add me: Dreav3rr (I do not have a headset...)
 
Rewrite said:
You know, I never thought about this until now, but the Uncharted 2 maps were perfectly designed. Want to know why? Because people were everywhere on those maps. There was never a centralized spot where all the fighting took place like the zipline room in the Chaeteu (fuck, I'll never spell this right lol). You could go anywhere in the UC2 maps that weren't wasted space where you could always find people. When I say wasted space, I mean the spots near the turrets in the chaeteu. People never fight there or even run there for that matter unless it's for a power weapon (rocket launcher/hammer) in deathmatch, and to me it's a shame. The house is the centralized spot of the map. For the Airfield, it's centralized spots are the rooftops and the inner factory. You don't see firefights in the place where the airplanes are at towards the back of them and no fights where the T-Bolt Sniper is at. Yemen is the slight exception, but I give it the benefit of doubt because it's a new map and people are learning it so they're running everywhere to get accustomed to it. The first few days of the beta were great since people didn't know the maps, so people were actually everwhere on the map taking advantage of every single location. People were in the turret areas, people were by the T-bolt sniper in the Airfield..there wasn't any wasted spots. I hope the other maps keep a similar design like the Uncharted 2 maps.

Eh, I wouldn't say that is true for everyone. I often have firefights in those places you seem to stay away from. The only interesting map in U2 was Highrise. The other ones were far too symmetrical for my tastes.
 
Net_Wrecker said:
Alright, I think there's a glitch where you can have unlimited numbers of the Speedy Medal Kickback. I was just in a Plunder game where one guy was CONSTANTLY in that Speedy state. Like almost every time I saw him.

Not necessarily. He was probably using a booster to reduce the cost of his kickback. Use Speedy-G, get 3 medals while running & gunning, use Speedy-G, get 3 medals while running & gunning.....rinse & repeat. Getting 3 medals isn't that hard if you have that much of an advantage (super speed).

Maybe they should look into that. Maybe you should only be able to use certain kickbacks >2 minutes apart?
 
storl026 said:
Not necessarily. He was probably using a booster to reduce the cost of his kickback. Use Speedy-G, get 3 medals while running & gunning, use Speedy-G, get 3 medals while running & gunning.....rinse & repeat.Getting 3 medals isn't that hard if you have that much of an advantage (super speed).

Maybe they should look into that. Maybe you should only be able to use certain kickbacks >2 minutes apart?

I didn't check the Cinema file yet but if you can do this they really need to look into it. This guy was CONSTANTLY in that state, and it's a pain in in the ass dealing with it. since the AK hip fire is pretty beast.
 
nade them or have a buddy shoot him in the back. If you're solo just find cover and keep looking for an opening I guess.
 
KevinCow said:
Could someone please explain what the hell you're supposed to do against enemies with riot shields?

Keep shooting the shield until you see them topple over, then you can run up to them and initiate a melee takedown where you jump off their shields and snap their necks from behind.
 
krypt0nian said:
What is the chance of KDR being taken out of all Team modes?

I doubt that would accomplish much. Most people just like to camp, or run around like headless chickens, especially if they play a lot of other MP games, so can't really do anything about them.
 
There is a cool Metal Gear Solid easter egg in yemen where you spawn inside some crates and can barely get out by jumping. STEALTH CARDBOARD BOXES, bitches

And now it's pretty annoying that you can't back out of a game unless you hulk smash circle when the game ends (and can't see what medals, treasures etc. you got)
 
Net_Wrecker said:
The only thing that would push players to play for the treasure would be for kills to count for NOTHING. The only money you should get from Plunder are from the "special" medals (not having to do with streaks) and a big bonus for your team capping and winning the match. K/D should never be seen in Plunder, period.

While I get what you mean about the farming and the complaints about that, I don't think this is always the case. I play with the same people I played with in UC2 and we've really only lost a handful of rounds. While we primarily focus on captures we have certain people who very rarely get captures, this is because the best shooters should always be shooting not going for captures, it's a very easy way to get killed if you approach the treasure wrong, and it hurts the team in a big way.
 
Net_Wrecker said:
Then make it so that Plunder kills don't count period, and make a new overall stat on the Leaderbords for Plunder Games W/L.

we're with you all on de-emphasizing the KDR type stat on anywhere it's listed publicly. It may actually be entirely eradicated from the leaderboards in favor of another stat or a calculated based one. The prevailing desire has been to show stats that make the game fun, and discourage this kind of gametype breaking behavior.
 
arne said:
we're with you all on de-emphasizing the KDR type stat on anywhere it's listed publicly. It may actually be entirely eradicated from the leaderboards in favor of another stat or a calculated based one. The prevailing desire has been to show stats that make the game fun, and discourage this kind of gametype breaking behavior.

You are a fine gentleman! Wise decision.

EDIT:

I made this thread three years ago. http://www.neogaf.com/forum/showthread.php?t=261789
 
arne said:
we're with you all on de-emphasizing the KDR type stat on anywhere it's listed publicly. It may actually be entirely eradicated from the leaderboards in favor of another stat or a calculated based one. The prevailing desire has been to show stats that make the game fun, and discourage this kind of gametype breaking behavior.
Awesome.
 
Put a proximity sensor on the plunder treasure that calculates a bonus for each player who helped move the treasure (specifically bringing it closer to the chest) before it was finally deposited.

Also, make a column on the scoreboard for the stat, because people like to flaunt their accomplishments, not just be quietly rewarded.
 
arne said:
we're with you all on de-emphasizing the KDR type stat on anywhere it's listed publicly. It may actually be entirely eradicated from the leaderboards in favor of another stat or a calculated based one. The prevailing desire has been to show stats that make the game fun, and discourage this kind of gametype breaking behavior.
Awesome, this is basically what Team Fortress 2 does, and I love that about it. Your KDR is only visible to you, and you're the only one who would care. If you are playing objectively, it'll reflect that on the leaderboards. I love to see that other companies are doing away with KDR as a main stat since it just leads to people pretending they are in a deathmatch game at all times.
 
arne said:
we're with you all on de-emphasizing the KDR type stat on anywhere it's listed publicly. It may actually be entirely eradicated from the leaderboards in favor of another stat or a calculated based one. The prevailing desire has been to show stats that make the game fun, and discourage this kind of gametype breaking behavior.

Thank you Arne, I am 110% for this.

on a side note

Aviators unlocked!!!

29xudc0.jpg
 
arne said:
we're with you all on de-emphasizing the KDR type stat on anywhere it's listed publicly. It may actually be entirely eradicated from the leaderboards in favor of another stat or a calculated based one. The prevailing desire has been to show stats that make the game fun, and discourage this kind of gametype breaking behavior.
Not enough
tjUaR.gif
's for this.

Snipes424 said:
Aviators unlocked!!!
Jealous! I still can't get the last treasure for them. It never drops for me! Can you combine the aviators with the hat?
 
alr1ghtstart said:
$2 kills doesn't solve anything. I can't make any money playing Plunder legitimately, while the KDR whores just whore for their KDR. Just remove the KDR portion for all objective modes, and make it win/loss ratio.

EDIT: yay, please make it happen ND
 
Meisadragon said:
I doubt that would accomplish much. Most people just like to camp, or run around like headless chickens, especially if they play a lot of other MP games, so can't really do anything about them.

It would have great effect if they were gaining nothing from the kills in those modes. They'd run off to the deathmatch modes.
 
Jocchan said:
Randoms are terrible at Team Objective.

"HEY GUYS I'M THE VIP SO I'LL RUN TOWARDS A BUNCH OF ENEMIES SHOOTING AT ME"

LOL this is so true. It's kind of like when CoD players came into the BF2 BETA and absolutely got massacred cause they didn't understand anything about how to aim guns with recoil, classes, or how the attack tickets system worked.
 
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