TTP said:
I didn't know until I read it in an interview about the time the game was released. We had lag issues during beta and I assumed it was going to get fixed. Early KZ2 days everything was fine and I was like "ok, this P2P thing works after all". But soon the same issues we had during the beta popped up (mostly death delays). So it appears clear to me it's an unfixable issue related to the P2P set up.
Ok i understand. I was just wondering about it
TTP said:
Of course you get more kills in 32 players matches. There is hardly room for bullets to fly around without accidentally hitting somebody. But I don't think getting kills has anything to do with playability. It's how you get those kills: by tossing a grenade near an objective defended by 16 ppl or by actually engage an enemy and kill him with skill.
About the example i mentioned earlier, i did not get most of my kills throwing grenades into clusters of for example 16 players. I dont remember any exact weapons kills statistic from this round, but i didnt use the grenade or rocket launcher at least. I had maybe 20-30 (?) kills from using a mounted machine gun. I dont know how many grenade kills i had, but from what i can recall, i got most of my kills by using the ISA rifle, and i did aim. I didnt just shoot wildy into a crowd all the time hoping to get some kills. Maybe i did it sometimes, but far from all the time at least. The map i played on was Helghan Industries by the way.
I guess it depends on how you define "playable", but to me the game felt very playable and i enjoyed playing this round
TTP said:
Well, I have three friends who bought the game day one. One of them aborted rightaway cos it was too chaotic. Another one kept trying till general and then dropped off cos it got more and more chaotic. The third guy left cos the other two did. They are all experienced players with countless hours of online shooting under their belts. You can't call this a "proof" of what I'm saying of course, but it's clear cluster fucks are causing players drop outs rather than bringing them in.
Sure, i dont say anything against that some people will quit because they feel that Killzone 2 is too caotic with 32 players, but i wondered how it was with people in general. When you say that they aborted playing Killzone 2, was this by playing 32 player matches or Killzone 2 in general? If it is about general, why didnt they try to play on servers that had less people playing on them? Especially if they are players who have much experience with online shooters.
Come to think of it, since Killzone 2 is a relatively new game, it is actually not that long ago since we all were newcomers. The 32 players matches were pretty much the same when we were newcomers compared to how the 32 players matches are today, except today it seems to be less rocket spammers because several of servers arent allowing the Assault Class to be used, at least after my experience with the game.
TTP said:
You can't say 32 players works good on big maps due to the nature of the missions. Most of them have objectives that bring all those people in one tiny spot so it's chaos anyway.
That is true, but i would say it can depend on how which strategy you are using. Take Search & Destroy for example. Every 16 players on one team doesnt necessarily need to run to the same spot and try to plant the bomb at the same time. Some players can concentrate on keeping the enemy from gettin to the bomb site. I guess that this strategy arent used too much in public games though, but i think it could be possible
You have some modes that work pretty good with 32 players on the bigger maps, like Body Count and Capture & Hold works pretty good on Pyrrhus Rise, since then not all 32 players are trying to take over the same Capture & Hold stop at the same time, at least in my opinion.
TTP said:
It's not about being easier. It's about being fun. I don't see where the fun is when pure luck is what makes the difference rather than tactics or skill. As it is now, you just spawn and hope you don't get killed before even realizing what's going on. This is not Unreal or Halo where you can jump around and quickly pick up enemies. Those games can sustain cluster fucks easily as you move around like a superhero. Not so Killzone 2. Which is why the SP mode works until dozen of enemies start coming from every direction (see Radec fight).
What i ment by making the game easier wasnt that it is necessarily easier to get kills and much more easy to do the objective etc. As you say, "before even realizing what's going on", this sounds like you are talking about the big cluster fucks when there are alot of players at one spot, am i correct? If there are fewer players, there would be less (or at least smaller) cluster fucks, and wouldnt this make the game abit easier to play?
The same is it with Search & Retrieve for example, if there are 10-16 player guarding the Search & Retrieve delivery zone, wouldnt it then be harder to deliver the propaganda speaker compared to if there are maybe 4-6 people who are guarding the delivery zone?
The game becomes easier (or "easier") to play when there are less people playing because then it is easier to be more tactical as you say, and you have a bigger chance to avoid big cluster fucks in the game. I could have explained this alittle better earlier, i am sorry about that, but do you see what i mean with the game being easier to play?
TTP said:
Let's get real for a sec. The only reason we have a 32 players option in KZ2 is because that sounds better as a PR bulletpoint. Game clearly can't sustain that much, both technically (lag, frame drops) and gameplay wise (cluster fucks). Warhawk and Resistance could. Not KZ2.
I agree that this is a possibility about what you say about the PR bulletpoint, but i dont know if this is the only reason. I think that Killzone 2 handles 32 players pretty good. There might be some slight lag and small framedrops now and then, but this hasnt been something that have ruined the gameplay experience or made the game unplayable for me (as the game drops to 10 frames pr. second for example, this hasnt happend to me). I am glad that there at least is an option to play 32 players
TTP said:
Edit: I'm officially out of KZ2 MP until they patch in a no-respawn mode / fix the spawn grenade / eradicate lag. Just saying. I know no one cares.
With no-respawn mode, do you mean that you wont spawn until the objective is finished, like in Counter Strike? If yes, a no-respawn mode might have been cool on the smaller maps, but i dont know how well it would have worked on the larger maps like Pyrrhus Rise. I recently bought SOCOM for the PS3, and i found it boring to wait for upto several of minutes after i got killed and waiting for the other players to die or do the objectives, epseically on the bigger maps :\
Are there any words on what the new Killzone 2 patch will fix by the way?
