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KILLZONE 2 - The |OT|

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
Thrakier said:
Oh Fersis. :( I wanna share with you I guess. :(
Dont worry man, im a KZ2 casual player. You should share it with someone more hardcore than me. :D

I have fun playing against bots without worrying about cheaters,lags and crazy spawn fest.
Thanks anyway. *Hugs Thrakier*
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
alr1ghtstart said:
I'm down for setting up a gameshare account with some NA players for the map packs.
Thats the friendly spirit i like in gaming.
*Hugs alr1ghtstart*
 

kuYuri

Member
Played two more games just now, they were longer than the usual 5 minutes per gametype, but I was finally on a good team. Did much better than I expected, must have been facing some less skilled players. Went Engineer both times and managed to get two more Turret Specialist ribbons.

Watch the next time I play, I can totally see myself getting pissed off again. :lol
 

TheFatOne

Member
If its sharable I will set up another account so that anyone who can't buy it in GAFA can get it.

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

Pffft that's nothing I once took on 13 people at once ;)
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
Lots of friendship in this thread right now.
I. LOVE. IT.
 

alr1ght

bish gets all the credit :)
Is S&T shareable? I think it would be easier if someone made a GAFA account, put a $20 card on, have the 4 others send $4 to the guy who set it up in and just buy the maps as the come out.
 
How about this? Everyone has to download DLC but pay to unlock it. This way you can join new maps as a spectator which would basically preview the maps for you. I think more people would buy DLC if they could see it in action. I little message could appear giving you the option to unlock it while you were watching.

I won't ever buy the R2 maps because I have no idea how they look and play. You can only see so much watching promo vids.
 

Cruzader

Banned
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 ;)
Yes, all DLC and demos arent tied to a users account/share slots.(add-on content installs in the "Game Data" folder)

I would advice to only share with ppls in this thread only and/or regulars. too many dicks in this site.(some douch messed with my dummy acc. before)
 

JoJo13

Banned
New patch coming next week?

I hope it's good and fixes the main issues with the game (probably will be decent, but not as good as it should be).

I'll get the new maps though. They look pretty good.
 

Facism

Member
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.
 
Sorry for my recent absence guys. My wife has been staying up later, so I am not on as much (plus the awesome inFAMOUS demo). I should be able to get on tonight in a bit, so some of you bastards better be on!
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
Facism 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.
Yeah, i only play with the GAFe guys
 

Cagen

Member
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.

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.

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.

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.
 

Facism

Member
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.

Yes, maps with environmental gimmicks are usually pretty shytey and will rarely get used for clan games.

And yeh, after Rick shared the previous map pack with me, i've only played Wasteland Bullet twice and Vekta Cruiser 3 times. Tried finding a game with either of those maps in rotation during the day? I've found 2 actual servers at any one time, and they were 32 players with Assault and rockets allowed.
 

TheFatOne

Member
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.
 

Dementia

Member
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.
So... how many team kills did you get?
 
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.

You can avoid all that if you avoid custom games and only play in ranked games. Oh wait...
 

TheFatOne

Member
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.

:lol :lol :lol :lol :lol :lol


Dementia said:
So... how many team kills did you get?

None FF was off. 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.
 

Zen

Banned
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.

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.
 
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.

This I do agree...


The five minutes looks to try break up teams simply setting up for the next objective before it happens. Should prove pretty interesting as the fighting will all move indoors for a moment as teams try to hold indoor sections until the strike then attack again to the outside. Looks like this map will really slow down the match.
 

Rikyfree

Member
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.
Ya, shoulda had dedicated servers to begin with.
 

dwin45

Member
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


Yeah, I wasn't really having fun earlier tonight, but the last segment of games was downright fun as hell and awesome. Killzone 2 redeemed!

I just pumped you caught that and knew what movie I was referencing! I think I have my catch phrase now!
 

Zen

Banned
TheFatOne said:
Man without gaffers playing online the online would be shit. FF and CJ are hilarious. CJ I feel sorry for your motha

I never play with Gaffers and still manage to have a great time, maybe I should try playing with you clan guys sometime.
 

Cagen

Member
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.


If you were talking about Salamum Market here when referring to controlling key areas I would agree but there is no controlling of key areas on Wasteland Bullet, besides camping the spawn behind the atrociously placed containers right outside the only exit of the spawn which also sit right in front of the S&D objective making that whole objective obsolete. The map is far too enclosed, linear to have any kind of meaningful strategy and every 10 metres the design funnels you into constant choke points. I am not saying choke points are inheritably bad but having them so frequent there is no flow to the game play is. There is also very little verticality to it besides the section in the middle which is just one large block not lending its self to fighting over different tiers besides the turrets at the very edges.

Environmental hazards should never stop the flow of play and to prevent this there should always be an option to avoid them which on Wasteland Bullet there is no option. They should be high risk, high reward so you take the risk of waiting and jumping over from platform to platform on either train and you gain access to where you wish to go quicker, however you should be able to by pass this by going up to the middle sections top level and crossing over there, potentially taking longer and exposing you to snipers (and if the level was designed correctly it would take longer, it currently doesn't as you are, at least at the start of the match, pushing forward to the enemies position which is on the opposite end of the map). Currently you can still be hit by the lights in the centre even though you are above them which shouldn't be the case. You shouldn't want to segment the action, there is nothing fun about standing around doing nothing and waiting to get past an intermittent obstacle in a competitive FPS, unless you are going to get rewarded for it.

Couple this with spawn points being dropped near the edges so you take one step while getting your bearings and you can fall off or get hit by one of the hazards. Then you also have GG allowing you to spawn on top of your base, in the path of the oncoming lights so you can instantly get hit by them and you have incredibly bad design choices.
 

JardeL

Member
Lyulf
I'm scared of you from now on dude ... You know what happened after you sent me that msg ?.. POWER FAILURE!! For f.king 10 hours!!
 

KZObsessed

Member
Fun game last night guys :lol But yeh the team stacking is bullshit. It was even at the start then everyone just joined one side. They should only let ppl choose sides at the beginning after that it should auto balance on every game. It wont change stacking of teams at the beginning but at last you can shout at ppl to change sides. urgh so many small issues that stop this game being as good as it should be. Had fun last night tho! Was hilarious.

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.

:lol Yes, this happened!
 

Click

Banned
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.

STOP COPYING ME!!!

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 there’s no party system. With it turned off, most games become lop-sided affairs, with one team dominating the other, resulting with the dominated team’s 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 don’t 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 you’re going to go with the custom games route, at least implement it like SOCOM Confrontation has. If it’s a 2v2 game, 2 max on each side. 4v4, 4 max on each side. 8v8, 8 max on each side, etc. It’s basic common sense in game design. But with GG, it’s just another game-breaking, amateur mistake / exclusion.

You were beaten by 3 weeks, nub.


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.

Once again, I've beaten you...
~.~
 
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