[PS3] Killzone 2

Can't wait for the next few matches. There's always room to join if anyones interested. No skill level required.

Just join the B3d PS3-XMB chatroom and we can coordinate things from there!

Heh, thanks for that! ;)

After my only previous online session (also co-ordinated through the B3D chatroom) I told myself I must play this more but disappointingly yesterday was only my second try. I'll be keeping an eye on this thread and the chatroom - I'm keen to get more stuck in.
 
I am getting the Signature series Strategy guide for KZ2 !
Not for getting the trophies, but I feel the SP levels and the MP maps are so well made in this game that I would like to see what thinking went behind making these levels. It has overhead map like renders of all the SP levels, where you can see the whole route taken in that level in a coherrent city like map. That would be very interesting ! In one of the interviews before KZ2 was released, the dev had shown such a map where they had marked out the route the player takes while in planning stages. It would be great to see the way the cities were planeed, considering they had mixed areas of Rome, Hongkong, etc to come up with level designs.
Its a used copy , so I am getting it for pretty less, I hope it lets me study the levles and MP maps. :)
 
Hmm.. does GG get anything if you buy a used copy of the guide ? If you want to support them, get the DLCs, especially the last one. It's well worth it (IMHO naturally).
 
faction balancing

Does anyone know how the faction balancing works? It's a given that the mechanics to put friends into the same faction messes it up a bit, but despite this, I always had the feeling that mechanics for faction balancing isn't quite as good as say, RFOM was.

Do the mechanics work based on ranking, or a combination of stats and accuracy? Or does it even do a anything, other than putting an equal number of players on the same team?

For some odd reason, I seem to be placed a lot in losing teams. When I enter a new game, that is kind of logical (wouldn't want to make the winning team even stronger), but even after the game has completed and the next round starts, the teams hardly change to adapt to the new players that have joined to make it a more leveled playing field.

Last night, I couldn't join my friend because his "squad" was already full (or his faction), so the game puts me in the opposing team. No problem. For the next round though, we still weren't in the same team, despite other friends on his list not being a problem. Due to no change in the faction balancing though, we evidently lost the next 4 rounds which was a bit annoying given we really didn't have any chance.


It's not a huge complaint, but I'd still be interested to know the mechanics behind it.
 
Great effort last night, guys! We (Jardel, Lagspike_Exe & me) had a pretty good run - lots of fun!

Hope we can continue tonight, same time. :)

Anybody else want to join the party?
 
I'd say around 7 p.m (GMT+2)... so that would make it around... 1 a.m. in India?

Just join the B3d PSN chatroom, we should be logged on when we're playing. If you don't have a link to the chatroom, post your PSN name so that we can send you an invite!
 
I'd say around 7 p.m (GMT+2)... so that would make it around... 1 a.m. in India?

Just join the B3d PSN chatroom, we should be logged on when we're playing. If you don't have a link to the chatroom, post your PSN name so that we can send you an invite!

That would be 10:30pm in India ...fine by me :)
My id is nOoblet16

I guess Patsu once invited me into the room so I wont be needing it again, whats your id ?
 
That's fine, there's no skill level required and usually always more than enough room. :) We should be online for a fair bit - at least I should be. :)

As long as everyone has access to the B3d chatroom, we should be able to coordinate things, even if one is not on anyones friend list.

@nightshade:
PS: My PSN name is conceptics-US.
 
I'll might join too if I'm up to it, I'm having a cold at the moment.
And it's been a while since i played KZ2, so I think I'm pretty rusty.
 
Great effort last night, guys! We (Jardel, Lagspike_Exe & me) had a pretty good run - lots of fun!

Hope we can continue tonight, same time. :)

Anybody else want to join the party?

Nice ! I always thought JardeL and concepticus-US should gang up in KZ2. Add in the occasional Ostepop and Lagspike_exe, and we should have a pretty solid team.

It sucks when people gather in the chatroom while I'm about to enter peak working condition. It would be PST 10+ in the morning. All I [strike]can[/strike] should do is [strike]watch[/strike] turn my head away. ^_^
 
I've got the mail on friday that it's shipping, I might write up some short summary about it, but probably in the polygon count topic on the tech forum.
 
Just a comment on the multiplayer part of this game:

I played a lot, and got all classes and second abilities and the monsterful revolver and all this stuff and bought all the DLC (which doesn't help me much as no one seems to play the new maps).

The biggest flaw for me is (and it is so obvious that I really wonder why this game has this flaw) that despite this very well made different classes and the different second abilities and the possiblities to combine them to create new classes, the game basically only rewards "killing".


Most of the other abilities don't give you points. For instance:

throwing a spawn grenade...they should give you points, if someone spawns at your grenade. When he survives the first few seconds, or leaves the spawn area with a certain distant you should get points (this ensures that you take care where you throw the spawn grenade, and maybe take care of guarding it). If someone uses your spawn grenade and immediately gets killed, in consequence you should loose points, because it is your task as a Tactician to find smart spawn locations (this would easily sort out all "bad" Tacticians).

repairing stuff...if someone uses your ammo boxes, you should get points. if someone kills with your ammo, you should get assistance points. If you repair a turret, you should get assistance points if someone kills with it.

Of course this needs a new point system...at the moment you get basically 1 point for kills (sans HS and other stuff) and 3 for a objective. Why don't they give you 100 points for a "personal" kill and maybe 50 points if a bot of yours kill someone and 30 for an assistance. Give you 1000 points (or more) for an objective so that people really have a reward if the go for the objectives (up to now, it seems that most of the people playing just go for the kills because this gives you maximum points)

When you revive someone you should get 100 points if he survive the next few seconds, if he immediately gets killed you should loose points in consequence. Healing with medi packs (up to now gives nothing) should give 20 points or something like this and 0 if you heal yourself (medics use their medi packs just for themselves and not for others it seems)

If you are a Saboteur you should get more points if you kill someone in disguise (after all, it is his special ability). As a sniper, if you mark and spot people for the others, you should get a reward as well.

The list goes on and on, as there are a lot of specialities and abilities, which in the end don't get rewarded at all. So basically people choose the classes to maximise there kill number and ignore the rest (this is maybe the reason, why the assault class with the rocket launcher is hated so much, as it gives easy kills and thus easy points).

This is what I wonder so much...they allocated a lot of time to build this classes and all the abilities, but they don't build a reward system so that the classes and different abilities are rewarded. Team play and self-sacrifice doesn't work when you play with strangers, it only works when you get rewarded!

As I already like this MP part so much, I wonder how this could have turned out...
 
I think those are fair points. Although I don't quite agree with everything (I think a revive should count no matter what, because if someone dies again, he's still drawn fire basically), but the general idea is good.
 
I think those are fair points. Although I don't quite agree with everything (I think a revive should count no matter what, because if someone dies again, he's still drawn fire basically), but the general idea is good.

Hmm, I often got revived in the mid of a firefight and immediately died. Of course it is to debate if it is my fault or the fault of the medic, but this should be adressed somehow. At least, they should give you an option if you "accept" the revive, because sometimes I really prefer to die :) (switch to a new class or something like this or leave the firefight and flank from a new spawn point)
 
The biggest flaw for me is (and it is so obvious that I really wonder why this game has this flaw) that despite this very well made different classes and the different second abilities and the possiblities to combine them to create new classes, the game basically only rewards "killing".

The incentive to use those abilities is not in points during the game, but to unlock the 2nd abilities or get the badge to unlock it completely.

Even so, I never got the feeling that anyone who plays the game is only out for "killing and making points". Perhaps you've been sticking to "body count" only games? In all other game modes, a team using different classes is central part of the game. You will hardly ever win a Search & Destroy mission without a tactician putting up a spawn flare in a strategic location. This may not be the case in especially small games (below or equal to 6 players) or ones where one team is extremely overpowering the other team.

I'm also not about the point system that you are proposing. If you can gain points by letting people use your spawn points or feeding from your ammo boxes, what's stopping them from throwing spawn points at their own base or abusing the ammo boxes to gain points without targeting the main objective? I somehow like the idea that not everything gives points, but that the classes are used as a way to improve ones position on the opposing team which should be enough of a benefit.

If a spawn point results in many deaths, it's not necessarely because it was placed in a bad spot, but maybe it just has been overrun by the opposing team in the mean time?

All in all, I think KZ2 MP is extremely balanced. Sure, you still have the case where one of the team is extremely strong and overpowering the other, but thanks to a well set up home base with high defence, it's not impossible to find a way out or to defend your self. Usually, with the start of a new objective, it's also possible to free yourself etc. For what it's worth - the team work among strangers in KZ2 is very impressive, with or without coordination. It's just as if every player, regardless of beginner or pro knows what's at stake and helps the team one way or the other to complete the objectives.
 
Just for your information: on www.killzone.com there are a lot of informations (continuously updated) how they designed and build the game, its characters, guns and ships, levels, animations, shaders, textures and so on, named "Killzone Chronicles".

Here for instance part 14

http://www.killzone.com/kz/news.psml?kz_news_article=The+Killzone+Chronicles,+Part+14

Here an intersting bit of Part 13:

Killzone Chronicles said:
Suljeva Village Terrain

To save our environment team some time, we developed a procedural system in Houdini which could turn a simple mesh into a fairly realistic landscape.

The GIF animation below shows the steps of the system in Houdini:

1. Import a low-resolution mesh
2. Progressively up-res and smooth it
3. Split it up into UV patches (representing sediment layers)
4. Perform vertex-based displacement and poly reduction
5. Project UV from average normal, but retain sediment layer orientation
6. Add vertex colors to the control shader

.
.
.
.

The system was first tested on Suljeva village, and even though there was still a bit of manual tweaking required the results were encouraging.
 
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