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

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mr_nothin said:
People leaving and switching teams is just them stacking because they want to get easier kills. That's what a lot of people tend to do on certain maps....or on certain servers. When you see the ISA being stacked for EVERY map on the same server. It's just people stacking teams and it's not a problem about the level design. It's the players playing the level that can make a good level seem bad. I dont think you can blame it on the map design when there's 18 vs 7 and you're being spawn camped. It's more about auto balancing that it is map design and they said that they have addressed the issue and are going to fix it.

I cant believe there's 5 other maps to be played. These 3 are already amazing.

So there is no autobalance feature? Or does it just not work.
 
Dark FaZe said:
Is that Helghast assault rifle available in the beta? For some reason I haven't seen much use of it in the videos. Is it underpowered?

The Helghast rifle is more powerful and has the old school ironsight, but the ISA one has the green scope ironsight and is a bit more accurate for long distance shooting.
 
Ok, I know what I see with Killzone 2. It's gorgeous. But can someone tell me what this game is doing on a technical level that others aren't? No doubting here. I just want to learn.

Deferred Rendering: What are the advantages of that over other ways of doing things, and are what other games are using it?

Parallax Mapping with self shadowing: You guys just showed off a GIF. What other games are currently doing this? Is it just unique more that it's being done on the ground? Do any other console games have self shadowing parallax mapping?

Basically, we all know this game looks probably better than any other console game right now. What tech are they using that other games on consoles or PCs even aren't doing, not doing as well, and so on? And yes, I've read the GG PDF, but I don't quite understand it all that much. What are some of the technical aspects of this game that other games haven't really done? Any kind of technical explanations of the tech that is new ground on a console through this game would greatly be appreciated. :)
 
Tom Penny said:
So there is no autobalance feature? Or does it just not work.

You can make the game to auto-balance team numbers plus the search feature lets you pick games with people with similar ranks.
 
Tom Penny said:
So there is no autobalance feature? Or does it just not work.
There is an auto balance feature but alot of servers dont turn it on.
That only works at the beginning of the match. You cant select which faction you want to be on. It'll auto select but they will have a different auto balance in the full game. I think it'll be more like counterstrike where they'll cap off the teams at 16 and if 1 team is full or if they have 1 or 2 more guys on their team than the other team, then you cant select that team.
 
mr_nothin said:
I think it'll be more like counterstrike where they'll cap off the teams at 16 and if 1 team is full or if they have 1 or 2 more guys on their team than the other team, then you cant select that team.

They better do that. When you die you shouldn't be able to teamstack. Counterstrike is a good example. Nothing like joining a terrible team on a server with no autobalance. It usually the CT's outnumbering the moronic camping T's.
 
skulpt said:
Ok, I know what I see with Killzone 2. It's gorgeous. But can someone tell me what this game is doing on a technical level that others aren't? No doubting here. I just want to learn.

Deferred Rendering: What are the advantages of that over other ways of doing things, and are what other games are using it?

Parallax Mapping with self shadowing: You guys just showed off a GIF. What other games are currently doing this? Is it just unique more that it's being done on the ground? Do any other console games have self shadowing parallax mapping?

Basically, we all know this game looks probably better than any other console game right now. What tech are they using that other games on consoles or PCs even aren't doing, not doing as well, and so on? And yes, I've read the GG PDF, but I don't quite understand it all that much. What are some of the technical aspects of this game that other games haven't really done? Any kind of technical explanations of the tech that is new ground on a console through this game would greatly be appreciated. :)

Deferred Rendering: It first renders all the objects without lighting and then applies the lighting on the visible pixels. (Forward rendering applies shaders to all vertex and pixels even if they arent visible)
So whats the cool thing about deferred rendering ? Its geometry agnostic
Since you apply the lighting only to the visible pixels, you can have a lot of geomtry looking good :D

Ok, i suck at explaining... we need some GG Dev here :p
 
Kittonwy said:
The Helghast rifle is more powerful and has the old school ironsight, but the ISA one has the green scope ironsight and is a bit more accurate for long distance shooting.

false, read the weapons thread in the beta forums, it's pretty accurate and from what i've played i agree with it as well, a little bit too detailed to talk about here unless TTP wants to give an good description of how weapon attributes are :P
 
FirewalkR said:
Try reaching "motherh" at the us playstation forums iirc.
Here are what i've found ;
A: Not really talking about the tech yet, sorry.

And more
---
Q:It's a 3rd person camera when you die, have you tried a 1st? I think it could be awesome to have an ultra-blurry vision on the ground, looking around for a medic.

A: We have that in Single player. Noone is going to come and save you then though.
---
Q:will melee from behind kill in 1 hit? And do cloaked scouts show up on radar if they are not firing or moving?

A:no and no [ :lol ]
---
As for changing anything due to any kind of popular demand, I think those days are gone. We are finishing up the game now and not implementing or changing any functionality. What we have is what you get now.
---
Q:does debris from destructable objects cause damage if someone is standing close by?
For example say a player is standing next to one of the destructable pillars. Then a grenade goes off in range to damage the pillar, but not the player.
Does the debris/rubble/concrete that is flying out cause damage or would the player walk away unharmed? Unless from shrapnel by the grenade?

A:It can happen yes, but not very much. You can shoot an air-con unit off a wall so it drops on peoples heads and such, but it is a very secondary mode of killing someone. Mostly it is for show.

[ I'm pretty sure we will see that shows when the KZ2 is out ]
...

But I'm still without a mp beta code and hate GG guys ..
 
Insane Metal said:
Even the blue light in the back of the character's suit lightens the ground... that's insane :lol

One more gif coming, BTW :B

Showing the sky :D

Oh, here it is:

1zcjtwy.gif


:D
Just... quoting for new page :D
 
Insane Metal said:
Even the blue light in the back of the character's suit lightens the ground... that's insane :lol

One more gif coming, BTW :B

Showing the sky :D

Oh, here it is:

1zcjtwy.gif


:D
I think the lightning only shows when you're in a game by yourself.
Cause it NEVER happens when I'm in a multiplayer game but when I create one, it's there.
 
skulpt said:
Parallax Mapping with self shadowing: You guys just showed off a GIF. What other games are currently doing this? Is it just unique more that it's being done on the ground? Do any other console games have self shadowing parallax mapping?

The shadowing is probably a function of the normal map rather than the parallax map. A normal map stores normal values for each pixel (or a couple, if the normal map resolution is less than the texture resolution), so to the lighting system, it's the same as if the actual geometry was there. I'm thinking if you use the normals from the normal map and the pixel heights from the parallax map, you could calculate texture shadows.

I could be completely wrong though.

EDIT: Actually I have another theory: If the lights are using shadow mapping, they would use the parallax map as "geometry", and transform the result to fit the texture. Shadow mapping usually means you pretty much take a picture of an object from the light's point of view, and then transform it to the plane behind the object. Except here, it would be the parallax map instead of an object.
 
I think the only thing that can turn me off the game would be the whole matchmaking... I can't enjoy a game where I play 15 vs 7 or something like that. I really really hope all that gets fixed and we are good to go.
 
mr_nothin said:
I think the lightning only shows when you're in a game by yourself.
Cause it NEVER happens when I'm in a multiplayer game but when I create one, it's there.
Same. Well there was 1 game that it happened with other people; I hope they fix this by launch
 
This game is full of win.

I just unlocked the Assault class. Love it.

I was playing with FFObsessed earlier, and he is full of win. I wish I could be as good as him, lol.
 
:lol FFObsessed needs to change his nickname. Those are some serious badass skills man :lol


roMonster said:
Umm, do the shadows stretch depending on the lighting?

116kpaf.jpg
Yes. Theres another location on that same map where you can make a much more impressive gif. The shadow goes from nothing to huge in such an awesome and realistic way. Very impressive.

Kittonwy said:
So basically you want the maps to be easier for people who like to bumble around and don't play the game very well. They could just make the map a flat open one and that would be easy for everyone, but that wouldn't be a good map at all.
Nothing or everything amirite?

There is such a thing as a sweet spot. ;)
 
Having read through the story section on their website it's nice to know they have a really well developed world and history to work with. I also find it very interesting that they have a bunch of the story between the Helghan pre-history and the current pre-war events locked...

Is that something that's revealed in the story of the game? Or maybe they don't want to ruin a prequel they plan on making? Curious...

Anyway I really like all the art and written text in there, but it's long and only for people interested in doing a lot of reading. Anyways it certainly has me hyped for the games single player story, hope it's not a letdown.
 
Has split-screen been confirmed or denied yet?

They're already got MP bots, so they're half-way there. The game needs split-screen, considering many other games including Gears 2, Resistance 2, COD4, COD:WAW have it.
 
Hey, if this game does Parallax Occlusion Mapping (POM) that would be awesome.

Loved that effect in Crysis. Really ups the realism.
 
-viper- said:
Has split-screen been confirmed or denied yet?

They're already got MP bots, so they're half-way there. The game needs split-screen, considering many other games including Gears 2, Resistance 2, COD4, COD:WAW have it.

I wouldn't hold my breath for it.
 
-viper- said:
Has split-screen been confirmed or denied yet?

They're already got MP bots, so they're half-way there. The game needs split-screen, considering many other games including Gears 2, Resistance 2, COD4, COD:WAW have it.

Agree. Splitscreen is a feature that seems to be becoming a standard.

Btw, in relation to the shadow gif above, if you look down, ingame, do you see your feet?
 
icechai said:
What's so friggin surprising? Have they been living under a rock since all the coverage of the game?! I normally am fine with that blog but that comment is just screaming at me >_<

I suppose they were surprised the multiplayer looked as good as it did with 32 players. Usually multiplayer looks significantly worse than the single player.

But then again, it IS kotaku...


Metalmurphy said:
You're insane...


Unless of course you mean artistically. Gameplay wise they're pretty damn awful...

I've never seen a game where people get stuck all over the place and where spawn raping happens 99% of the time, and it always seems to favour one faction which again goes for the awful map design.


And this is coming from me so you know I'm not trolling.


No, the maps are the best I've played in a shooter yet. You expressed your opinion to me in a PM about why you didn't like KZ2, and I was honestly shocked that anyone could find the map design poor.

Everyone I know thinks the map design is exceptional (outside of you). Far better than most map designs in other shooters. While, I don't think you're trolling obviously, you're definitely in the vast minority.

People getting stuck is more of a function of the game allowing 32 players on maps where 32 players doesn't work all that well. It is not a flaw with the level design.
 
SolidSnakex said:
I wouldn't hold my breath for it.

Yep, with these kind of graphics I don't expect split-screen either. Anyway I don't really care about split-screen screen since I'm a selfish prick and want the whole display for myself :D

BUT online coop would be freaking awesome (yes, I know GG confirmed it's not going to happen)
 
Fucking bullshit. I've spent about 7 hours playing yesterday/today and the stats haven't registered from the first minute. So i've been stuck on "Master Sergeant" for 7 fucking hours!

At the end of each match it says "Saving Profile", so why the fuck isn't is saving...
 
-viper- said:
Has split-screen been confirmed or denied yet?

They're already got MP bots, so they're half-way there. The game needs split-screen, considering many other games including Gears 2, Resistance 2, COD4, COD:WAW have it.
Sorry, there is no split-screen I am afraid. The amount of work out-weighed the benefits. Would have delayed the game too much.

Seb Downie - QA Manager - Guerrilla Games
No split-screen 4.3 / 10 ...
 
Stillmatic said:
Fucking bullshit. I've spent about 7 hours playing yesterday/today and the stats haven't registered from the first minute. So i've been stuck on "Master Sergeant" for 7 fucking hours!

At the end of each match it says "Saving Profile", so why the fuck isn't is saving...

I love when people get this upset over a beta. Even if after every match my damn balls shrunk I would be
so thankful to be playing this game early.
 
BruceLeeRoy said:
I love when people get this upset over a beta. Even if after every match my damn balls shrunk I would be
so thankful to be playing this game early.

There's definitely some odd sense of entitlement that comes with beta players these days.
 
BruceLeeRoy said:
I love when people get this upset over a beta. Even if after every match my damn balls shrunk I would be
so thankful to be playing this game early.

Don't get me wrong, i absolutely love the beta and am damn grateful. :D It just kinda of deflates you after having an awesome session, leave the game for a bit, come back to it, and you don't have what you unlocked when you were playing the previous session. 3 times in a row, all going back to the same "Master Sergeant". :(
 
BruceLeeRoy said:
I love when people get this upset over a beta. Even if after every match my damn balls shrunk I would be
so thankful to be playing this game early.

Exactly. I will be very grateful if/when Sony decides to send me a beta code.

I don't want my balls to shrink though
 
SolidSnakex said:
It's because everyone wants the Scout badge. :P

Is Scout the last class to be unlocked?

I finally saw the sniper rifle in KZ2. So much better than the Helghan sniper rifle in the first game. I hated the glowing orange tint in the scope; it created an annoying glare.
 
Micromegas said:
I was a little concerned after hearing about less than perfect controls on the new 1upYours... any comments from current beta-players?

Were the control gripes made by Garnett? If so, he's full of shit and/or used to insane amounts of auto-aim and large reticules.

KZ2 controls just fine. It is a beauty to control.
 
Micromegas said:
I was a little concerned after hearing about less than perfect controls on the new 1upYours... any comments from current beta-players?

I don't remember them talking about controls on 1up Yours. Was it on last week's show?
 
Micromegas said:
I was a little concerned after hearing about less than perfect controls on the new 1upYours... any comments from current beta-players?

Controls are perfect, apart from the need of an option to take off toggle for zoom. I'm used to it now though.
 
Cerberus said:
Is Scout the last class to be unlocked?

I finally saw the sniper rifle in KZ2. So much better than the Helghan sniper rifle in the first game. I hated the glowing orange tint in the scope; it created an annoying glare.

Yes, the Scout is the sniper class.
 
It doesn't control like Gears 2 or COD4.
So people will have to go into it and learn how to play again.
That may be a bit much for some people.
 
Private Hoffman said:
Were the control gripes made by Garnett? If so, he's full of shit and/or used to insane amounts of auto-aim and large reticules.

KZ2 controls just fine. It is a beauty to control.

Probably not Garnett since on last week's show he actually said something like "if it controls as good as CoD4 it can be mother of all shooters".

So, Garnett didn't play it yet, or at least didn't play enough to have a strong opinion on controls.
 
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