KILLZONE 2 - input lag now? if you want a reskinned COD4, go play WaW

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TTP said:
I'm gonna grab some during this weekend. So probably show up on Gamersyde on monday (encoding, uploading).

Perhaps I should make smaller vids focused on each class. I'm still midway through the ranks tho.


Are you from Manchester? I could hear a voice on the videos, sounded from the north West, is that you or a online player?
 
Pristine_Condition said:
O.

M.

G.

!

Yeah.
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shadowsdarknes said:
I agree. 8 players vs. 8 players is perfect. It's perfect on Blood Gracht, The Radec Academy, and it's really good for the market as well.

I just felt like 32 players was a little too much. I'd often leave them if they got too crowded. I just felt with all the corners, alleyways, high ground, low ground, and pathways, it became too hard to play on. There would always be someone everywhere you look. Sometimes you need a few seconds to get to somewhere you would like to go or be. But instead you are too busy running into an enemy every 3 seconds which doesn't allow for you to do much. Whereas in an 8 on 8 I'd have space to do team objectives without getting shot at 24/7 by enemies. And I'd be able to find a spot I like and traverse the map without being raped. And face it, it would happen to even the best players too.

No matter how good you are, when all the people are near eachother on a 32 player map, you aren't going to be seeing big kill streaks... You are just never safe.

I thought 32 player was alright, it keeps things frantic but you have to keep making sure you don't get out-flanked all the time.

My favorite thing to do in Radec Academy is jumping over all those rows of desks right in the middle. Usually in other games you have an area like that it's like an invisible wall surrounding the center area but there isn't here, I can just go ANYWHERE!
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Quite unbelievable how nice the multiplayer mode is. Great job.

I hope the single player has a lot of very scripted but awesome moments.
 
Ether_Snake said:
Quite unbelievable how nice the multiplayer mode is. Great job.

I hope the single player has a lot of very scripted but awesome moments.

I wouldn't want too much scripted stuff, I would rather have intelligent AI and clever level designs and just let things play out differently every time for the player, I like scripted in-engine first-person events to lead from one gameplay scenario to another just for immersion and continuity instead of some pre-recorded video, gameplay-wise I would like more freedom and different approaches to the same scenarios, kind of like how in MP everybody can play their own style because the maps are so fucking sweet.
 
Kittonwy said:
Everything that should cast fucking shadows cast fucking shadows, REAL shadows, not some fucking blob shit that fades in and out or some fucking baked bullshit shadow maps that does nothing to your gun and other characters on screen. It's got better shadows in MP than the SP of every one of those so-called fucking "AAA" console shooters that sites like gametrailers and 1UP would hype.
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Private Hoffman said:
The shadows...you have no idea how good the lighting is in this game. It shows up in vids, but it stuns in person.

Dynamic lighting, high rez shadow maps.

The muzzle flash properly casts shadows on environmental objects.

Broken debris casts shadows as they fall.

The way your gun reacts to the lighting....hoooooolllllyy shit

The light rays....I don't even know how they are creating that effect.

The lighting is so damn stunning. This is the best lighting model I've seen in a game period. MotorStorm 2 has awesome lighting and it doesn't even manage to get close.
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It's getting harder and harder to get kills in the beta. Seems like everyone's playing considerably more than me :P
 
I'm sure the game will be nice but to hear/read quotes from Hoffman + Kittowny raving about its visuals..

well, I'll wait for final code + my own judgement.
 
Jax said:
I'm sure the game will be nice but to hear/read quotes from Hoffman + Kittowny raving about its visuals..

well, I'll wait for final code + my own judgement.

I'm raving about the GAMEPLAY.
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The visuals is teh real deal tho fo sho.
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Jax said:
I'm sure the game will be nice but to hear/read quotes from Hoffman + Kittowny raving about its visuals..

well, I'll wait for final code + my own judgement.

What you can't view all the video's or something. The proof is in teh video's, everything said about how awesome this game is available in vid's from almost every major gaming site. And if you don't trust those trust TTP's vids on Gamersyde.
 
jett said:
It's getting harder and harder to get kills in the beta. Seems like everyone's playing considerably more than me :P


That always happens in Beta's it seems because the pool of players is pretty small, and pretty skilled.

Happened with me in the R2 Beta, I would always finish last on small deathmatch games, on the retail game I can finish pretty high :)
 
Dante said:
That always happens in Beta's it seems because the pool of players is pretty small, and pretty skilled.

Happened with me in the R2 Beta, I would always finish last on small deathmatch games, on the retail game I can finish pretty high :)

I think the beta skill level is pretty even so far, a lot of time it's just having to play smart, I tend to get some longer distance kills as much as I can, although with hip shooting it feels totally comfortable.
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Metalmurphy said:
:lol

But seriously now, stop breaking the NDA :p You never know what might happen :p
What in the world is he saying that is against the NDA? All of the stuff he's saying can be gathered from the videos that have been released

At this point I don't even know what would be considered under NDA aside from the campaign stuff. Is it taboo to say they're implementing toggles for Zoom and Crouch? Or that they're redoing the UI? Or adding spawn invincibility?
 
Kittonwy said:
Deserve haz nothin to do wit it.
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jett said:
It's getting harder and harder to get kills in the beta. Seems like everyone's playing considerably more than me :P
Damn how did you guys get codes? Jett I thought the other day you still didn't have a code.
Wollan said:
Gametrailers took the feedback about their previous videos so they've just now released two new ones actually showing a player who knows how to control a fps:

• Death Dealing MP Video @ GameTrailers
• Level UP MP Video @ GameTrailers
Ha I saw bishoptl an solidsnakessx in there damn I wish I was a part of this beta.
 
Wollan said:
Guerrilla's answer about player numbers is on the forum.
Basically it's all up to the players as there aren't the classic divide between ranked and unranked matches in this game, players form all the matches out there and therefor Guerrilla are letting players put 32players on a tiny map if they so please.


Guerilla's answer is stupid then, and I hope they start looking at this aspect a bit more seriously. People just want to throw up the highest player count possible, so you get every single game with 32 players. It is ridiculous.

I do feel that there should be a distinction between ranked and unranked lobbies. Ranked lobbies and playlists are defined by guerilla; casual playlists allow users to configure them.

Private Hoffman, about your UI issue... apparently you wont recognize the menus in the final game. :)

This would be good news...I hope the UI in the final game doesn't require me to select a world wide server all of the time, sync my game, etc. etc....feels a bit clunky. Resistance 2 has an amazing UI setup for games. Probably the best in the industry right now IMHO.

Jax said:
I'm sure the game will be nice but to hear/read quotes from Hoffman + Kittowny raving about its visuals..

well, I'll wait for final code + my own judgement.


Uh, everyone's been raving about the visuals.
 
Private Hoffman said:
Guerilla's answer is stupid then, and I hope they start looking at this aspect a bit more seriously. People just want to throw up the highest player count possible, so you get every single game with 32 players. It is ridiculous.

I do feel that there should be a distinction between ranked and unranked lobbies. Ranked lobbies and playlists are defined by guerilla; casual playlists allow users to configure them.



This would be good news...I hope the UI in the final game doesn't require me to select a world wide server all of the time, sync my game, etc. etc....feels a bit clunky. Resistance 2 has an amazing UI setup for games. Probably the best in the industry right now IMHO.




Uh, everyone's been raving about the visuals.

There is nothing wrong with 32 people on small maps - it all just comes down to how those people play. A lot of times though, 32 people on one map actually works out really well because the chaos level is pretty high but it's still somewhat controlled. If you don't set up squads, it'll be a shit generally but with squads setup, you generally see smaller groups of people taking various approaches to the map so that you don't have one giant rush to a single entry point.

Here's an example: Say you have 10vs10 battle going on in the courtyard of the smallest map in the beta (name eludes me right now). If you're in a squad and play it with strategy, you're going to attempt and flank the enemy and they might try and do the same to you so now you've got another separate battle going on between those guys. I think it all just comes down to whose playing and Guerrilla is aware of this.
 
jett said:
Dude...MAKE YOUR OWN GAME THEN.


So then I have to wait for people to join??

Yeah that's a great solution...

mr_nothin said:
Really? I usually see an even amount of 32 or 16/8 player matches.
There are a couple of smaller player count servers in there.

problem is that the number keeps fluctuating whenever you're playing, so I join a room with only 16 people, and then it grows to about 32 over the course of a few games
 
Core407 said:
There is nothing wrong with 32 people on small maps - it all just comes down to how those people play. A lot of times though, 32 people on one map actually works out really well because the chaos level is pretty high but it's still somewhat controlled. If you don't set up squads, it'll be a shit generally but with squads setup, you generally see smaller groups of people taking various approaches to the map so that you don't have one giant rush to a single entry point.

Here's an example: Say you have 10vs10 battle going on in the courtyard of the smallest map in the beta (name eludes me right now). If you're in a squad and play it with strategy, you're going to attempt and flank the enemy and they might try and do the same to you so now you've got another separate battle going on between those guys. I think it all just comes down to whose playing and Guerrilla is aware of this.

There absolutely is a problem with 32 players on a map like Blood Gracht that has relatively tight doorways.

The chaos is not fun at that level. You walk a few feet, you die. There doesn't appear to be any movement or strategy at that level.
 
Private Hoffman said:
There absolutely is a problem with 32 players on a map like Blood Gracht that has relatively tight doorways.

The chaos is not fun at that level. You walk a few feet, you die. There doesn't appear to be any movement or strategy at that level.
Newsflash! Everyone has an opinion! Quit trying to convince everyone yours is right... You're cluttering the damn thread.



obligatory:
need moar gifs!!!!!!1
 
Private Hoffman said:
There absolutely is a problem with 32 players on a map like Blood Gracht that has relatively tight doorways.

The chaos is not fun at that level. You walk a few feet, you die. There doesn't appear to be any movement or strategy at that level.
Well I usually walk away from that level (with 32 players) with a 40-11 or 20-5 kind of score.
I guess i'm one of the guys who makes you mad on that map. ;)
 
Private Hoffman said:
There absolutely is a problem with 32 players on a map like Blood Gracht that has relatively tight doorways.

The chaos is not fun at that level. You walk a few feet, you die. There doesn't appear to be any movement or strategy at that level.

I disagree completely - it just requires you to play to it's weaknesses. The fact that it's so tight means that you have to switch up your approach to succeed. Me, I'll spawn with the assault rifle, pick off people from a distance and then anyone who try and make their way across the map through the gully. I'll then spawn with a shotgun from time to time and make my way through the gully and take 'em from the back. I don't really get the whole argument to be honest. It just sounds like you're complaining about something that you're throwing yourself into. Don't rush with 20 other people on your team because it will be chaos - just like in real life. In real life, if people just rushed in like most people do in the game, they'd be dead in no time. Find areas that aren't heavily populated by your teammates and take that approach. Every single room, entry/exit point gives you access to an opposite entry/exit point for the opposing team. Stop playing the game like rambo and look at other ways of getting to the enemy. The only real argument I would have would be that the Hellgast seem to have the weaker design of their side in terms of ease of fighting the enemy.

mr_nothin said:
Well I usually walk away from that level (with 32 players) with a 40-11 or 20-5 kind of score.
I guess i'm one of the guys who makes you made on that map. ;)

Yeah, seriously. I'll always walk away with at least a 2:1 ratio in those kinds of matches. When the opposing team is very aggressive in their play style, you can generally lay back and just pick them off with no real difficulty. Also, shotty runs are a blast. :)
 
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