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Uncharted 3: Subway's Deception Multiplayer Discussion [New Patch Released]

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jett said:
Played a match with the AK47, I don't know if I'm used to the recoil or whatever but it seems it's a perfectly viable option now.

It has always been. It's just you. Think about when you play on the maps M9's aren't the only ones laying around. The only gun IMO that isn't getting used is the sniper rifle. Outside Highrise it gets not use. Low ammo and crappy sights don't help it.

GAF Petition for Returning UC3 Multiplayer Back to How it was in the Beta
LowEndTorque
Kal2006
Robert Cogburn
exarkun
MoonsaultSlayer

ANTI SIGNS XxSlasherMcGirkxX

This is getting a little ridiculous. The summer beta was great and so is the subway beta. Everyone jumps at slighting the subway beta for everthing that's wrong with it but no one acknowledges the improvements. For example everyone complained about the running speed in the summer beta and now in the subway beta characters move a little faster. As per fan requests. People complain about abusing hipfire but this is only because of the increased speed. ND themselves have said they actually have nerfed it since the first beta.

People complained the rate of fire mods were too good in the first beta. Now that they are absent in the subway beta it's all the rate of fire is too horrible on all the guns.

Am I saying that the subway beta is perfect or better? Hell no. Do I want to go back to the original beta? Not really no. Why do we need to? ND has constantly improved and changed the settings in the subway beta. It's a beta, the middle ground is still being worked on.

You guys are thinking that if ND can fix this one or two things the game will miraculously better. With every fixed action there is always a reaction to something else. As long as U3 is balanced around traversal gameplay you will keep comming back despite the minor flaws and quips. The amount of people that play shows this.
 
Thrakier said:
Wow, RyanardoDaVinci.... o.O 19:2 in a match where I go 6:4...what the the hell. I don't even know what makes you so much better. In a sense like "I don't know what to do different".
I think that was me, not Ryan? IDK, this beta stat tracking is lousy right now.



New problem. Customizing characters. I only JUST discovered that you are able to control some of the color scheme for each piece of clothing by hitting Triangle on the screen before actually picking a piece of clothing.

However, if you decide to switch a skin, it doesn't save the color schemes you've previously selected. Even worse, if you were using a custom character, it COMPLETELY resets. Why...?
 
Robert Cogburn shouldn't be on that list.

"The List" I was referring to in my post was my own personal list. What it means to be on it, I cannot say... but it is not something you want to find your name on.

Justin Richmond is also on The List.

Darkatomz said:
I think that was me, not Ryan? IDK, this beta stat tracking is lousy right now.

Nah, it was me. When we played Molten Ruins, I think.
 
I just started playing Plunder and i've been dominating like crazy. I think these changes are a lot better, but there are still a few problems.

Overall, I think i'm fine with the current changes.
 
Bruiserk said:
This is what's wrong, I feel the exact same way. Some matches ill go 11-3, and other I'll go 5-8. Point being, there doesn't seem to be a "skill level" in this game where you can do good consistently. It feels random.

Wow, I'm glad I'm not the only one noticing this, the way it is right now, the MP is more random than playing Mario Kart Wii online.
 
LowEndTorque said:
Another brave soul. High five bro =p



All gaffers complain. But not equally.

Those who complain at night, in the dusty recesses of the gaf forums... awake in the day to find the same inferior multiplayer experience

But the complainers of "the list" are dangerous men...For they may act out their complaints by harassing the shit out of bob cogburn

To make it possible

This...we didn't.

Holy fuck I laughed. Nice.
 
I don't think there's one U3 map where throwing the Plunder treasure is required to win, like it was in Plaza in U2. That... I hope that changes.
 
How long does the mp beta-thingy last? What about the Subway dealy? Til the game comes out? Any frequent-subway eaters have a code they would be willing to pm me? I rarely eat subway, but would love to play this early.
 
I've really been trying to like this game, but it is simply not as good as UC 2. I fell in love with UC2 MP pretty much instantly, but this is just not catching on with me.

The second game was balanced enough that anyone could get into it. Level designs gave you options and were clear and consistent. It gave you the option of either hanging back and taking cover, or going out and seeking your prey. However, This game is entirely unbalanced and unfair for new players, features some poor level design, and forces everyone into headless chicken mode. On top of that you have many of the most annoying aspects of other multiplayer games creeping up (looking at you, Revenge).

Pretty much the only good thing I can say about it is that I really like some of the concepts for the maps. Even then, the execution of those concepts (the airstrip and the high-rises) isn't all that great.

Somewhere under there is a great game, but on top of it is a hot mess of bad design choices. I want to say that I'll give it more time before I write it off, but I'm not sure I will. It's a thoroughly annoying experience, and I can't think of a good reason to not just play UC2 instead.
 
Trying to play the game again in the off chance that I will learn to like it.

Seriously, there's this map where it's all rubble and whatnot and different towers. No idea what it's called but it could easily be one of the worst maps I've seen in a competitive MP game...ever!

Shit has no flow, no reasoning to its various nooks and crannies. It's just there for the purpose that it's there. Too big of a map, to messy, too many chances that jumping will get you a death...it's just, I dunno.

Will this game replace the MP staples that people normally play? Nope...but even as an alternative MP game I'm seriously having doubts it can rope in any serious players - y'know, the ones that pay $ for map packs and whatnot.

Will play a few games again. Now leveled up to 11. If I still don't get the "feel" of the game when I reach level 20, that's saying something. Oh, and I don't suck either....well, not that much. I don't determine a game's fun factor in that regards anyway.

The good thing I can say is, the game's concept is good. It's just that they can't implement whatever it is intelligently.

Shooting? Flawed
Melee? Seriously overpowered
Climbing, Navigating? Too cumbersome
Map design? Messy, not built for MP
Perks, doodads on screen? Most are irrelevant, level 35 people all have the same things in their loadout.

Can anyone teach me how to overcome some of these complaints? Or is it more to do with me? I play different kinds of MP, and I really want to like this based on the fact that I WILL buy UC3 for its SP.
 
I'm liking the design of the new maps a lot, but they really need to fix the spawn points.

On another note, the most ridiculous thing ever is I still have not played Highrise in an MP match and I own the DLC from U2. I don't know if its luck or people generally just don't like that map, but its always voted off.
 
FantasticMrFoxdie said:
I'm liking the design of the new maps a lot, but they really need to fix the spawn points.

On another note, the most ridiculous thing ever is I still have not played Highrise in an MP match and I own the DLC from U2. I don't know if its luck or people generally just don't like that map, but its always voted off.

I find that I play in the same maps pretty much every time. That Cargo Airstrip, Sand with trenches and the Villa, was it?

I find it funny that the game's auto-balance made the teams of 5 level 35 people against me (level 12), a level 7, level 19 and level 26. Niiiice, Naughty Dog! Needless to say, we got owned - hard.

Shit, almost everyone has an M9 as their default weapon. And they have two attachments for their weapons.

Melee is so overpowered that it's not even funny. Why on earth would I shoot someone when I can just run up to them and bop them on the head? It even gives CoD's Commando perk a run for its money.

I have yet to see a long-range fire fight ensue. Most of the time it's people running like monkeys, spamming grenades, and melee-ing each other.

Does Naughty Dog know of the game's issues? Not bugs, but core mechanic niggles that will prevent people from playing this.

Already had a few people try the MP out...not so favorable responses to be honest.
 
excaliburps said:
Does Naughty Dog know of the game's issues? Not bugs, but core mechanic niggles that will prevent people from playing this.

this is Naughty Dog' vision of the multiplayer and how it should be played, they really don't want people to take cover and engage on medium/long range firefights, they want to keep players constantly on the move and jumping, running... a hectic experience where everyone can get a kill just by pressing square at the right moment.

I got a couple of friends that rarely play online shooters and they like UC3 mp, why? because they can be competent and actually get many kills thanks to the wild blind-fire autoaim + melee damage combo. I remember when they tried playing Killzone 2, MAG... they always went negative and overwhelmed so they quited in 2-3 days, hardcore fans own those games.

UC3 is not a game for the hardcore player who is aware of the surroundings and acts accordingly, there's always this grenade out of nowhere or some guy that spawns in your ass, sprinting at you and getting you killed blindfiring + melee. Just a wonderful engine wasted in a game made for casuals, but hey, casuals have the money.
 
I know this has been said quite a few times in this thread, but one more time shouldnt hurt:

Please ND, make picking up THE GRENADE a priority over the guns on the ground.
 
http://www.youtube.com/watch?v=50r9L8_S9Sk

Footage that shows the FAL SS (the first minute of the video).

Some more info according to the video:

- Negative Boosters are back: Invalid, Half Loaded (maybe), one where you can't pick up power weapons, one that decreases sprint time, another that decreases regeneration rate, etc. Instead of giving you a medal for every five kills like in UC2, each negative booster has it's own multiplier. For example, you can get x2 or x3 cash multiplier depending on the negative booster.

- Beta boosters are also back (Weapon Expert + Kal-7 lol).

- 15 second long kickback called Juggernaut

- Elena has kitten ears for customization, custom villains have a suit made of leaves.
 
Sorry to double post, but on the ND forums, two members called Eugenides and TripleWRECK decided to make a review of the beta, in which they go into very great detail to discuss what's good and what's bad. They've done it for the old beta, and they're doing it again with the Subway MP version.

I suggest you guys take a look at it. It's a very good video and I hope Naughty Dog actually sit down and take notes while they watch it.

Part 1 of the review titled: "Blindfire"

http://www.youtube.com/watch?v=666tqK_5T1M
 
sara_is_anxious said:
this is Naughty Dog' vision of the multiplayer and how it should be played, they really don't want people to take cover and engage on medium/long range firefights, they want to keep players constantly on the move and jumping, running... a hectic experience where everyone can get a kill just by pressing square at the right moment.

I got a couple of friends that rarely play online shooters and they like UC3 mp, why? because they can be competent and actually get many kills thanks to the wild blind-fire autoaim + melee damage combo. I remember when they tried playing Killzone 2, MAG... they always went negative and overwhelmed so they quited in 2-3 days, hardcore fans own those games.

UC3 is not a game for the hardcore player who is aware of the surroundings and acts accordingly, there's always this grenade out of nowhere or some guy that spawns in your ass, sprinting at you and getting you killed blindfiring + melee. Just a wonderful engine wasted in a game made for casuals, but hey, casuals have the money.

You mean the game's MP is aimed at casuals? If so, I can see a lot of them tugging their hair in anger regarding some of the design choices.

---------

Seems like I found the combo to enjoy the game somewhat. Played Team Objective and I used the M9. I enjoyed it waaaay more than standard Plunder or TDM. TDM is the worst. It just feels off and the fact that characters are bullet-sponges further make TDM an amalgam of weird design choices with iffy core mechanics thrown in.

Ok, enough shit-talking. I'm now at level 18 and the game is playable. It's downright fun in some areas, but the bullet-spongeness, melee OP and traversing snaffu are the main gripes I have with it.

On the whole, I'm liking it way more than when I started last night, but it took me a couple of hours and having to reach level 18 to realize that. Either the game's warming up to me, I've invested so much time that I NEED to feel like I'm having fun...or the game is just more playable in Team Objective mode.

Of course, I doubt other players will "test" and try to see if they like the game's MP as long as me. I mean level 18 and I'm just now starting to have some fun without frustration? That's a pretty steep learning/fun curve. Your mileage may vary, of course - but I started having fun around the level 16 mark.

Oh, and they should explain game modes in Team Objective more. I know what they are since I played FPS' before, but I had someone test it out, didn't know what to do. I had to tell them - this is like Conquest in BF, etc. Not good when you have to tell someone what to do, no?

Kinda digging this, but not to the extent that Naughty Dog might have in mind...
 
Rewrite said:
- Negative Boosters are back: Invalid, Half Loaded (maybe), one where you can't pick up power weapons, one that decreases sprint time, another that decreases regeneration rate, etc. Instead of giving you a medal for every five kills like in UC2, each negative booster has it's own multiplier. For example, you can get x2 or x3 cash multiplier depending on the negative booster.

Great... more changing things that don't need to be changed. Unless there's one with a x10 multiplier I'm sticking with Sugar Buddy/Deposit/Cash 'em In.

x2/3 is laughable.

----------

Actually, if the multiplier is applied across the board (kills and medals) I might be OK with that; if it's just for kill money though, bah!

Rewrite said:
- Beta boosters are also back (Weapon Expert + Kal-7 lol).

LOL! They have no idea what the fuck they're doing.

The Kal is already stupidly overpowered in CQC, so let's throw Rate of Fire and Blindfire Accuracy on there and see how that works!

But I guess it is the only way to make the Gmal useful...

Rewrite said:
- 15 second long kickback called Juggernaut

Fucking shit.

I wish Hardcore didn't blow so hard...

--------------

Also, lol @ the guy saying he didn't want BoH's back because you lose matches because of them.

No: You lose matches because you sucked that time -- it happens. Some of my best matches were when I was using Invalid/Come Get Some.
 
UNCHARTED 3 Multiplayer Experience: Advanced Tips, New Map Today
Starting today, we’re adding a revamped map — Facility — to the experience so you can practice your new skills on this fresh level. If you were lucky enough to attend New York Comic Con, you may have already gotten a taste of this map and you can now explore it online with some new friends and enemies from the comfort of your couch.
http://blog.us.playstation.com/2011...layer-experience-advanced-tips-new-map-today/

How many maps total now?
 
Loved Weapons Expert on the beta, the KAL-7 is garbage at anything but close range, it's just 15 fucking seconds for Juggernaut, and negative boosters are for people that hate themselves.
 
electroshockwave said:
Isn't UC2 8 without DLC (and including Fort)? Unless you're including The Stage.

You're right, for some reason I thought it was 9 with Fort.

There's still one more map to be unlocked in the "beta" btw, a remake of Museum. That'd be 6 new maps + 4 from UC2. I wonder how many more maps are we getting from the campaign.
 
Weapon Expert should have been shit-canned the with the addition of the unique character guns, the guns that allow two or more mods at once but can be properly kept in check and balanced by not putting RoF & BfA on the fucking Kal.

This "close range" you speak of, is about a 20ft radius extending from your character, that's not "close" really -- and it's only going to get worse with RoF & BfA. It will be worse still if they don't do something about Stopping Power, which they definitely need to do.

If getting shot immediately knocked you out of sprinting, and Stopping Power is increased, even a RoF & BfA'd Kal would become an ambush weapon, instead of a run-wildly-while-holding-R1 weapon.
 
Rewrite said:
Sorry to double post, but on the ND forums, two members called Eugenides and TripleWRECK decided to make a review of the beta, in which they go into very great detail to discuss what's good and what's bad. They've done it for the old beta, and they're doing it again with the Subway MP version.

I suggest you guys take a look at it. It's a very good video and I hope Naughty Dog actually sit down and take notes while they watch it.

Part 1 of the review titled: "Blindfire"

http://www.youtube.com/watch?v=666tqK_5T1M
Wow, I was sitting out this beta just to avoid some spoilers for the game and I didn't realize that the blindfire issue was that bad. I just assumed GAF was overreacting as usual. Some of the most fun I've ever had in an MP game was in the beta for this so I hope that it gets fixed up before release.
 
RyanardoDaVinci said:
Weapon Expert should have been shit-canned the with the addition of the unique character guns, the guns that allow two or more mods at once but can be properly kept in check and balanced by not putting RoF & BfA on the fucking Kal.

This "close range" you speak of, is about a 20ft radius extending from your character, that's not "close" really -- and it's only going to get worse with RoF & BfA. It will be worse still if they don't do something about Stopping Power, which they definitely need to do.

If getting shot immediately knocked you out of sprinting, and Stopping Power is increased, even a RoF & BfA'd Kal would become an ambush weapon, instead of a run-wildly-while-holding-R1 weapon.

Meh the Kal 7 just has STUPID recoil for me, it's an unusable and annoying weapon at anything but close range, not 20ft radius.
 
jett said:
Meh the Kal 7 just has STUPID recoil for me, it's an unusable and annoying weapon at anything but close range, not 20ft radius.

It does have incredibly stupid recoil, it's how they attempted to "balance" it, by making it a CQC only weapon; but since you can sprint, or even just run normally, around an aiming person's fire, it can rarely be beaten unless the user is running in a straight line.

Just because you can't use it doesn't mean it's useless; the first match I used it in I went 15-3 with a Fury in less than 2min, and any time I do use it I never go negative or close to it. You can literally run circles around one, two, and sometimes three people and walk away from it; or at worst die with the last guy.

The gun is overpowered, plain and simple. If they want any hope of balancing it, the default rate-of-fire needs to be lowered, and the blindfire accuracy decreased -- in other words: the way it is now, is how it should be with the RoF & BfA mods attached. Increasing stopping power for the long guns will then bump it down from overpowered.
 
I say just leave the gun alone and increase stopping power. The recoil is just too stupid for the gun to be nerfed further. Blindfring itself isn't a problem either as there's WAY less autoaim in UC3 than there is in UC2. Increasing stopping power would do a lot to fix many perceived issues in the game. But just a tad, unfortunately ND loves to go to extremes. :P
 
The current state of the multplayer is NOT casual friendly at all, IMO. This game requires extremely precise aiming skills. The recoil is insane, it takes a ton of bullets to kill someone etc.
 
JB1981 said:
The current state of the multplayer is NOT casual friendly at all, IMO. This game requires extremely precise aiming skills. The recoil is insane, it takes a ton of bullets to kill someone etc.

lol

Does it really?

Really?
 
jett said:
I say just leave the gun alone and increase stopping power. The recoil is just too stupid for the gun to be nerfed further. Blindfring itself isn't a problem either as there's WAY less autoaim in UC3 than there is in UC2. Increasing stopping power would do a lot to fix many perceived issues in the game.

Stop bringing up recoil! :p

Nobody that uses the Kal uses L1, it takes a ridiculous 13-15 bullets to the chest to kill someone that way, and it seems like less when blindfiring because I've taken out two guys without reloading.

My point is: if you don't think the Kal is OP'd now (which it is); when it has RoF & BfA mods at the same time, it will be (even more).

The way the gun is now, is how it should be when modded.

TheAtomicPile said:
lol

Does it really?

Really?

Yes, actually.

Do you need to aim?

Well, that's another question entirely...
 
RyanardoDaVinci said:
Stop bringing up recoil! :p

Nobody that uses the Kal uses L1, it takes a ridiculous 13-15 bullets to the chest to kill someone that way, and it seems like less when blindfiring because I've taken out two guys without reloading.

My point is: if you don't think the Kal is OP'd now (which it is); when it has RoF & BfA mods at the same time, it will be (even more).

The way the gun is now, is how it should be when modded.



Yes, actually.

Do you need to aim?

Well, that's another question entirely...

Meh, I don't mind at the moment. I'm mostly doing good at keeping rushers at bay by aiming and shooting. At close range of course you're gonna get assfucked by the KAL-9 at the moment, that's the whole point of the gun. 100% useless at long and medium range, retarded crazy at close range. Rather than RoF & BfA which I doubt would be much of an improvement over this already beastly close range weapon, i'd much rather fear an extended clip mod. :P
 
Haha! I find most of the complaints funny because they're so on point! Whenever I think it's just me, a few Gaffers post the same qualms.

I'm now level 20, and can stand the game - heck, it's even fun to a degree, but most of the kills, deaths are by chance or luck. A

Also, still can't stand the map design. Who in the world decided that King of the Hill should be somewhere where no one knows where it is, and to go to it, you have to grab ledges that are good choke points for deaths once someone already has position? Seriously? Map design is atrocious. Naughty Dog should bring someone with MP level design experience...

Oh, and I agree. Increase the gun's stopping power. Damn things feel like pea shooters. Recoil is kinda iffy, in the sense that it either goes up or down or sideways.

I literally am in the back of the enemy and they still can turn around, pinch me with bullets and finish it off with a love tap - this happens while I'm unloading an entire mag on their ass.
 
RyanardoDaVinci said:
Yes, actually.

Do you need to aim?

Well, that's another question entirely...

I'm sorry, but the answer we were looking for was "no."

If you don't need to aim, then extremely precise aiming skills are not required now, are they?
 
TheAtomicPile said:
I'm sorry, but the answer we were looking for was "no."

If you don't need to aim, then extremely precise aiming skills are not required now, are they?

The question was: "Does the game require extremely precise aiming skills?"

The answer is: Yes. If you are aiming, extremely precise skills are required to handle the recoil associated with each weapon. Not to mention tracking the target and keeping your sights on them.

It was never asked: "Is aiming the best in every situation?"

I was just being specific. :p
 
Frankly playing the rush game is unfun crap. Aiming is a viable option right now, and it's a much more entertaining game when you do it
 
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