Fersis said:Wow, that look amazing. (And more interesting than the first DLC)
Sadly too expensive for me so i pass.
Oh Fersis. I wanna share with you I guess.
Fersis said:Wow, that look amazing. (And more interesting than the first DLC)
Sadly too expensive for me so i pass.
Dont worry man, im a KZ2 casual player. You should share it with someone more hardcore than me.Thrakier said:Oh Fersis. I wanna share with you I guess.
Thats the friendly spirit i like in gaming.alr1ghtstart said:I'm down for setting up a gameshare account with some NA players for the map packs.
with me please. I could give you the steel/titanium maps in return.Thrakier said:Oh Fersis. I wanna share with you I guess.
user friendly said:Yeah, I don't play enough but it was pure jokes. I quit when Lyulf wanted to take on the rest of us, I should have hung around though :lol
Yes, all DLC and demos arent tied to a users account/share slots.(add-on content installs in the "Game Data" folder)TheFatOne said:If its sharable I will set up another account so that anyone who can't buy it in GAFA can get it.
Pffft that's nothing I once took on 13 people at once
Yeah, i only play with the GAFe guysFacism said:Thanks for the share offer, FFO <3
GAFe guys keep me playing this game longer than the dev's want me to, with their bullshittery, dodgy MP conventions and "LOL NON-DLC OWNING PEASANT" attitude.
Zen said:Don't be so hard on Beachhead just because it doesn't have awesome features like in Wasteland Bullet and Southern Hills that make the game better not worse.
bcn-ron said:It actually provided a big spike in weekly active players. If they are using that as their benchmark, they can't really view the first map pack as anything but a success.
Cagen said:I see what you did there.
Any map with intermittent environmental hazards is, in my opinion, awful. However, that doesn't seem to be the consensus as a lot of gaffers, for reasons unknown, enjoy Wasteland Bullet which not only houses intermittent environmental hazards, is also a horribly designed map.
They should take a look at how many times they get put in rotation now the initial excitement has died down. I haven't played on either map since their inaugural week.
So... how many team kills did you get?TheFatOne said:Man after a game tonight I have a new found respect for GG. I mean they are the best developers ever. They really know how make a fantastic online experience. I mean forget the fact that I just played a game that was 10 on 5 and the team completely annihilated us. I mean GG is so awesome. They made it so that I couldn't leave my base or we couldn't kick someone out of the team who wasn't even playing. They made it so that when it is 9 on 5 another person can join the team that has 9 so they could have more fun . GG are developer gods. I mean it is awesome that I can join an already stacked team just for the win and points. What an incredible decision GG made with that. Fantastic choice GG you should be applauded.
TheFatOne said:Man after a game tonight I have a new found respect for GG. I mean they are the best developers ever. They really know how make a fantastic online experience. I mean forget the fact that I just played a game that was 10 on 5 and the team completely annihilated us. I mean GG is so awesome. They made it so that I couldn't leave my base or we couldn't kick someone out of the team who wasn't even playing. They made it so that when it is 9 on 5 another person can join the team that has 9 so they could have more fun . GG are developer gods. I mean it is awesome that I can join an already stacked team just for the win and points. What an incredible decision GG made with that. Fantastic choice GG you should be applauded.
CrushDance said:So I owned a bunch of noobs in Killzone today. It was me vs FFo, Cagen, Raist, Lyulf, AJ along with some others not worth mentioning and I solo'd that shit. 12 vs 1 and I almost won 3-4, just embarassing. Lyulf was trying to bring that hot shit on Visari Hammer and Radec Academy but I wouldn't let him get close at all and taught him a couple lessons about Thrillzone.
Nice try guys, too bad it had to take so many of you nubs to fight little old me 1vs 9.
QQ more.
Dementia said:So... how many team kills did you get?
Cagen said:I see what you did there.
Any map with intermittent environmental hazards is, in my opinion, awful. However, that doesn't seem to be the consensus as a lot of gaffers, for reasons unknown, enjoy Wasteland Bullet which not only houses intermittent environmental hazards, is also a horribly designed map.
Zen said:Respectfully I'd have to dissagree with you, Wasteland Bullet does the best job so far of addressing some of the problems of Killzone 2 multiplayer, at least certain problems (Rocket abuse will always be there unfortunately).
The segmented level design helps cope with the dynamic spawn abuse that is so prevalent in other maps, and it also helps contain unintelligent use of the over powered boost ability. It allow for a much greater importance of strategy and thinking than say every other Killzone 2 Originals map because of how big a role containment and anticipating the other teams movement between segments is. Seizing control of key sections of the train, as well as making use of the turrets are key in this map (just throwing down a spawn an the S&D objective won't result in a win (or protracted cluster fuck) unless you've also captured/contained the above turret emplacement). Controlling and challenging control of key points and entrenchments are what make or break a game on Warzone mode and make it an above average interesting map. You might not like environmental hazards, but they really do help to segment the action from section to section, and moving from section to section, and anticipating where the hot spots are in what section on things like Search and Retrieve et all, add a fundamentally fun extra layer of strategy and help slow the action down from simply being the classic Killzone 2 Cluster fuck at higher player counts. So what if you have to jump between platforms and account for the occasional interrupt in safe traversal from train car to train car (Which is also fun when you have 2 teams vying at either end of a segment because it turns into a sort of no mans land). To me it ultimately makes for a much better play experience on average.
If the environmental hazard for Flash is poorly done then so be it, but adding another layer of control to the flow of the battle certainly doesn't sound like a bad idea when we're talking about a multiplayer game with issues of having worse and worse strategy/flow/gameplay the higher the player count.
And on lower player counts your actions on Wasteland Bullet are even more crucial on a per moment basis because of the long linear distance of the map and where the objectives spawn etc.
Even if we dissagree about the quality of environmental hazzards on Wasteland Bullet, I can't see how someone could call the map itself poorly designed.
Ya, shoulda had dedicated servers to begin with.Pallaris said:Maps look sick and all...but damn, I think i'll wait for the inevitable map pack combo and save some chips.
Plus, hopefully the upcoming patch sorts out overall netcode cause it's crap.
Clinton514 said::lol Captain Narville giving a technical walkthrough of creating Mushroom clouds:
Kinda spolier-ish if you haven't finished the game yet.
http://ps3.ign.com/dor/objects/748475/killzone-next-gen/videos/killzone2_trl_nuke_52009.html
dwin45 said:What are the chances that dedicated servers will be added in the future? I'm guessing it's not a very high chance but I will continue to hope.
TheFatOne said:Man without gaffers playing online the online would be shit. FF and CJ are hilarious. CJ I feel sorry for your motha
TheFatOne said:Man without gaffers playing online the online would be shit. FF and CJ are hilarious. CJ I feel sorry for your motha
Clinton514 said::lol Captain Narville giving a technical walkthrough of creating Mushroom clouds:
Kinda spolier-ish if you haven't finished the game yet.
http://ps3.ign.com/dor/objects/748475/killzone-next-gen/videos/killzone2_trl_nuke_52009.html
We demand more Tempy! Really cool stuff you guys have going on at GG.Tempy said:Ahh, I see the "other video" showed up.
Zen said:It allow for a much greater importance of strategy and thinking than say every other Killzone 2 Originals map because of how big a role containment and anticipating the other teams movement between segments is. Seizing control of key sections of the train, as well as making use of the turrets are key in this map (just throwing down a spawn an the S&D objective won't result in a win (or protracted cluster fuck) unless you've also captured/contained the above turret emplacement). Controlling and challenging control of key points and entrenchments are what make or break a game on Warzone mode and make it an above average interesting map. You might not like environmental hazards, but they really do help to segment the action from section to section, and moving from section to section, and anticipating where the hot spots are in what section on things like Search and Retrieve et all, add a fundamentally fun extra layer of strategy and help slow the action down from simply being the classic Killzone 2 Cluster fuck at higher player counts. So what if you have to jump between platforms and account for the occasional interrupt in safe traversal from train car to train car (Which is also fun when you have 2 teams vying at either end of a segment because it turns into a sort of no mans land). To me it ultimately makes for a much better play experience on average.
If the environmental hazard for Flash is poorly done then so be it, but adding another layer of control to the flow of the battle certainly doesn't sound like a bad idea when we're talking about a multiplayer game with issues of having worse and worse strategy/flow/gameplay the higher the player count.
And on lower player counts your actions on Wasteland Bullet are even more crucial on a per moment basis because of the long linear distance of the map and where the objectives spawn etc.
Even if we dissagree about the quality of environmental hazzards on Wasteland Bullet, I can't see how someone could call the map itself poorly designed.
Tempy said:
Zen said:
CrushDance said:So I owned a bunch of noobs in Killzone today. It was me vs FFo, Cagen, Raist, Lyulf, AJ along with some others not worth mentioning and I solo'd that shit. 12 vs 1 and I almost won 3-4, just embarassing. Lyulf was trying to bring that hot shit on Visari Hammer and Radec Academy but I wouldn't let him get close at all and taught him a couple lessons about Thrillzone.
Nice try guys, too bad it had to take so many of you nubs to fight little old me 1vs 9.
QQ more.
TheFatOne said:Man after a game tonight I have a new found respect for GG. I mean they are the best developers ever. They really know how make a fantastic online experience. I mean forget the fact that I just played a game that was 10 on 5 and the team completely annihilated us. I mean GG is so awesome. They made it so that I couldn't leave my base or we couldn't kick someone out of the team who wasn't even playing. They made it so that when it is 9 on 5 another person can join the team that has 9 so they could have more fun . GG are developer gods. I mean it is awesome that I can join an already stacked team just for the win and points. What an incredible decision GG made with that. Fantastic choice GG you should be applauded.
Click said:Another major issue is the faction balancing in the game. With it turned on, public games do become more competitive, but this restricts clans and friends from playing with each other, because theres no party system. With it turned off, most games become lop-sided affairs, with one team dominating the other, resulting with the dominated teams players quitting. To make matters worse, the game has no limit to the amount of players allowed on one side of the team, so new players that join the game tend to join the team that already has tons of players because they dont want to be on an outnumbered, possibly losing team, getting spawn camped. It is beyond moronic for GG to not include a player count limit for each team, even if faction balancing is turned off. 18 vs. 2 sounds like a GREAT idea, GG! If youre going to go with the custom games route, at least implement it like SOCOM Confrontation has. If its a 2v2 game, 2 max on each side. 4v4, 4 max on each side. 8v8, 8 max on each side, etc. Its basic common sense in game design. But with GG, its just another game-breaking, amateur mistake / exclusion.
TheFatOne said:To be honest I think I'm done with this game. Its fun playing against gaffers but then it turns to shit the next game. There are just too many problems with this game for me. I'm just going to hit my backlog and play inFAMOUS when it comes out.
Tempy said:
Click said: