[PS3] Killzone 2

Yes, that's what I would love to have sixaxis support for - for being able to quickly look around independent of my running direction.

There are a whole host of issues when you introduce independent look.

Such as if you look 90 degrees to your left and while running straight ahead and see a target you want to shoot, what control actions would provide the most efficient way to do so? Do you force the player to recenter to directly ahead taking his eyes off the target so he can make a 90 degree body turn? Do you provide two mechanisms one to recenter in direction of movement and another to where his eyes are allowing for a more efficient targeting action?

What do you say when trying to figure out the best way to handle this with six axis and someone says, "How about telling the player to pull left with the right analog and right with the left analog, which would have the player point left while strafing in the direction he was currently heading?"
 
It would add to immersion, but wouldn't solve the trouble of FOV and ont knowing where the heck anything is. I finished playing the campaign yesterday getting my butt handed to my by a flying bot-boss. The thing was impossible to track and stay safe from, being able to move faster than I could turn my head. Add in all the smoke occlusion, and the reduced visibility due to death-effect so that the more dead you are, the less chance of recovering, and the whole situation was very frustrating.

As for autoaim, I'm all for it if it makes for a more fun game. I know it's not the choice for proper FPS fans, but I don't see anything wrong in using the player to pick a target when shooting, and then the game to fill in the player-character's combat training and aiming skills to be able to track the target. WH and SWBattlefronts were plnety of fun, and the playing field was level. I'd prefer the option of better aiming aids in KZ2 to account for the difficult control of the reticule.

I think if GG allowed for faster turning without the acceleration and momentum mechanics and remove the motion blur, the FOV wouldn't be a problem.

The FOV doesn't seem to be that much different from other FPSes, but the turning mechanisms along with the motion blur at too low of speed to be naturally induced allows for enemies to easily take advantage of being outside the FOV and also allows easier escape from the FOV at close range, which only serves to emphasize the lack of FOV FPSes tend to have.

Motion blur used by KZ2 and slow turning have contradictory affects on your sense of your orientation in the game world. Your brain naturally picks how fast it takes to turn any certain degree in the game through the actions of your thumbs. However, KZ2's motion blur tricks your brain by providing information to your eyes that you are turning at much faster rate then you really are in game. Since those two different sets of information which would normally help you to maintain your orientation during turns don't mesh well or naturally, your brain has a harder time maintaining orientation during turns, which inhibits you ability to position yourself correctly to your brain's predicted position of that fast moving target.

Add in aceleration and momentum and it makes it that much worse.
 
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SOme are saying the deadzone is "gone" or reduced.

Joystiq says 1.20 patches everything in the work-in-progress list posted before: http://playstation.joystiq.com/2009/03/06/killzone-2s-1-20-patch-out-today/

Boost -- We've identified and fixed the bug to do with the boost medal not being awarded. It will go into a patch we are working on at present, but there is a workaround in the mean time to get it. Simply ensure that you are the Game Creator rather than client and you'll be awarded it.

Network Errors/Honor Ranks -- We are also looking at fixing a good bunch of the network errors and are looking into the complaints about the Honor Ranks as well as a couple of other bits and pieces. We'll provide a list of fixes when we are close to releasing the patch.

Bots -- We're working on a permanent solution for the bots stat padding and have some internal solutions that we're going to work on implementing. We'll let you know what those are when we've got the patch together and the solution implemented. We will NOT be wiping ALL stats and padders will be looked at individually by the moderators.

www.kz.com -- www.killzone.com is being sorted out today to deal with the massive traffic it's been facing and hope to have some long-term solutions in place shortly. The stats are currently empty on the site and will be repopulated today.

Controller Issues -- We have not stopped looking into the complaints and will see what we can do about it. Any possible changes will have to be carefully implemented and tested before being deployed though.

Charge disarming -- We have identified the issue where sometimes the C4 charge in Search and Destroy will not disarm. Will be fixed with the next update.

Shotgun Aim Assist -- Investigating the problem and will patch it up.

Clan Games -- Sometimes the clan that does not turn up for a match is awarded the win under specific circumstances. Will be patched ASAP.

Battle Replay for Map 8 - Corinth Crossing -- The BR on www.killzone.com is not quite right and will be fixed soon.

Ignore list -- Was found not to be functioning correctly. Will be fixed in the next patch.

Crashes -- Crash when using Saboteur disguise in certain situations. Will be fixed in the next patch. Infrequent crash when trying to start a game with an empty game name. Will be fixed soon.

Medic/Assassination -- There is an issue with the Assassination target HUD icon displaying when playing as a Medic. Investigating and will be fixed.

EDIT: That's awfully quick. Something's not right. :)
 
I think if GG allowed for faster turning without the acceleration and momentum mechanics and remove the motion blur, the FOV wouldn't be a problem.
the FOV's already a problem, at least for me! :p I beat the flier using headphones for stereo positioning. Looks like they intended audio to play a big part, but I felt that bit of the game really rubbish, confusing because the controls couldn't do what I wanted it to do.
 
I think you should go back and re-read the reviews for Lair. This is from IGN's closing comments:

the FOV's already a problem, at least for me! :p I beat the flier using headphones for stereo positioning. Looks like they intended audio to play a big part, but I felt that bit of the game really rubbish, confusing because the controls couldn't do what I wanted it to do.

Well you are a self admitted non-FPS player right? I think calling the design rubbish is a bit strong. I got the medal for killing it fast after a few tries learning what I was supposed to be doing and how to do it. I ended up swapping weapons after every rocket shot rather than using the pistol. I also used sound to determine where it was, that is part of the game.
 
There are a whole host of issues when you introduce independent look.

Such as if you look 90 degrees to your left and while running straight ahead and see a target you want to shoot, what control actions would provide the most efficient way to do so? Do you force the player to recenter to directly ahead taking his eyes off the target so he can make a 90 degree body turn? Do you provide two mechanisms one to recenter in direction of movement and another to where his eyes are allowing for a more efficient targeting action?

What do you say when trying to figure out the best way to handle this with six axis and someone says, "How about telling the player to pull left with the right analog and right with the left analog, which would have the player point left while strafing in the direction he was currently heading?"

I already answered these questions earlier in the thread. ;)

The short of it - I gave the example of giving the user one button to align body and gun with your field of view, and one button to recenter the field of view to the current direction you are running in. Note that if you always bring the gun in the direction you are looking, you can then do away with separate strafing buttons.
 
Well you are a self admitted non-FPS player right? I think calling the design rubbish is a bit strong. I also used sound to determine where it was, that is part of the game.
It's certainly just my opinion but it's as legitimate as someone saying my LBP level is rubbish because they can't control the balloon. For some people, maybe the vast majority of KZ2 players, it may be an enjoyable challenge, but as a player I personally found it frustrating and I do question the design decisions.

I also used sound to determine where it was, that is part of the game.
I can accept that all the smoke is deliberate to make the player use sound, but what if the player hasn't got a surround-sound system? It doesn't say on the box it's needed. A level design that's dependent on a piece of equipment needs to be sure the players have that equipment, or in some way caters for them. As it was, there was no way to know where the thing was because it moved so fast and you couldn't see for smoke, and no way to avoid its missiles except by luck by being on the right side of the pillar when it did shoot.

Of course if 99.9% of the players have good surround systems, it may well have been a reasonable oversight and I'm just unlucky to be in the minority.
 
I can accept that all the smoke is deliberate to make the player use sound, but what if the player hasn't got a surround-sound system? It doesn't say on the box it's needed.

We both used headphones, which are stereo. You need 1970s technology, nothing fancy.
 
As it was, there was no way to know where the thing was because it moved so fast and you couldn't see for smoke, and no way to avoid its missiles except by luck by being on the right side of the pillar when it did shoot.

You do know there is a set of stairs that lead to what is basically a hallway with windows that runs under balcony?
 
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I already answered these questions earlier in the thread. ;)

The short of it - I gave the example of giving the user one button to align body and gun with your field of view, and one button to recenter the field of view to the current direction you are running in. Note that if you always bring the gun in the direction you are looking, you can then do away with separate strafing buttons.

But how is that anymore useful or less complicated than strafing left of right.

Dual analog sticks used in tandem can pull off running in any direction with your view in any direction. You can run literally run in circles without changing the direction you're facing.
 
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the FOV's already a problem, at least for me! :p I beat the flier using headphones for stereo positioning. Looks like they intended audio to play a big part, but I felt that bit of the game really rubbish, confusing because the controls couldn't do what I wanted it to do.

What I am saying is that KZ2's FOV is not appreciably smaller than games like Halo 3 or COD 4. But that the control mechanics along with motion blur of KZ2 can make the limited FOV, which is pretty standard (in terms of degrees of vision), stand out more.
 
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I found the FOV to be a too small to start with but you do tend to compensate. It makes certain combat situations quite unnerving but makes CQC pretty hard.
 
Well you are a self admitted non-FPS player right? I think calling the design rubbish is a bit strong. I got the medal for killing it fast after a few tries learning what I was supposed to be doing and how to do it. I ended up swapping weapons after every rocket shot rather than using the pistol. I also used sound to determine where it was, that is part of the game.

Well, I'm an experienced console FPS player, and I can't get the controls to do (easily) what I wan't them to do most of the time either. Close combat is hilarious in this game, you often go to melee and enemy and aren't sure whether you've hit them and they're dead or if you've missed them (or they need another hit to kill) and their out of your FOV.

The fact that an early tactic in MP, is to sprint next to someone who is shooting at you, so they have a harder time killing you, highlights the issues with the controls.

I would say that about 50% of the game's difficulty stems from the controls, it would be significantly easier had it controlled like any other console FPS, eg. I could shoot the Helghast heads behind cover easily, rather than having to constantly readjust my aim to get their heads in my sights, only to have them stand up or move somewhere else.
 
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Have you tried the new controls to see if it suits you better ? I think it was only a subtle change to retain the current feel.

Also I thought KZ2 will emit a 'chirp' to confirm a kill in MP ?
 
Have you tried the new controls to see if it suits you better ? I think it was only a subtle change to retain the current feel.

Is this the new patch? Are there any actual changes to the controls, GG sounded pretty firm on their position (saying any improvements would alienate the people who've gotten used to the current controls).

Or is it just the placebo effect? (which I have learnt you shouldn't understimate)
Also I thought KZ2 will emit a 'chirp' to confirm a kill in MP ?
I was talking about killing enemies in SP, I haven't played MP yet (only bot skirmish)
 
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Is this the new patch? Are there any actual changes to the controls, GG sounded pretty firm on their position (saying any improvements would alienate the people who've gotten used to the current controls).

Or is it just the placebo effect? (which I have learnt you shouldn't understimate)

I was talking about killing enemies in SP, I haven't played MP yet (only bot skirmish)

It could be a placebo effect. Last night I started a second run on Veteran and the fact I've gotten use to the controls alleviated all the frustration I initally experienced, which has allowed me to enjoy the second playthrough so far alot more than my first.
 
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