[PS3] Killzone 3 game discussion

For people who think Marksman is too powerful, I think the following is interesting:
http://community.killzone.com/t5/Killzone-3-PS3/To-GG-Insight-into-Class-Balancing/td-p/899373
Specifically, making bots or turrets prioritize targeting Marksman can provide a weakness for the Marksman class without drastic overhaul.

I'm still not sure if Marksman is overpowered myself. I haven't spent significant time playing as one. Nonetheless, I think the general idea of that thread deserve some consideration from GG.
 
Hey guys, just sold my KZ3 and realized I never used the free promition codes that came with it from Amazon, so here they are below if anyone wants them:


"Here are your bonus codes: G8Q7-2PND-D8MT and 54P9-C2NL-CNGQ

The first code will give instant access to 3 Unlock Points to use on the weapon or ability of your choice, and also includes the Killzone 3 Retro Map Pack, featuring two of the most popular maps from Killzone 2.

The second code will unlock the Helghast Jetpack for your PlayStation Network Avatar."
 
Patch 107 details [custom games finally coming , first part in this one , and another one after ]
http://www.playitnews.co.uk/2011/03/26/killzone-3-is-finally-getting-private-matches/

Gameplay

■Bullet Damage and Faster Aim ribbon now unlock correctly
■Separate turn speeds for ADS on Primary weapons in Multiplayer
■Increased Accuracy ribbon effectiveness has been lowered
■Bullet Damage ribbon effectiveness has been lowered
■The 3rd person revive beam now shows correctly
■Bilgarsk Boulevard – preventing players getting stuck at spawn location
■Akmir Snowdrift – fixed a problem where the speaker object can fall beneath a piece of geometry
■Fixed a crash when joining a Guerrilla Warfare Clan match
■Blood Gracht – Fix for a hang when the Recon ability was used

Functionality

■Fixed a crash while joining a Warzone game
■Player gets directed to multiplayer lobby when being kicked from game due to inactivity
■Adjustments to reduce the server load

Exploit

■MAWLR Graveyard –Improved collision around one of the Capture and Hold locations
■Kaznan Jungle – Added a blocker around a tree to prevent player to use tree to jump out of the level
■Bilgarsk Boulevard – Removed invisible collision of S&D objectives in Guerrilla Warfare
■Bilgarsk Boulevard – Prevent players from accessing an advantageous position (above the ISA Base) and climb out of the level

Single Player Campaign

■Scrapyard Shortcut – Mobile Factory – Fixed a hang to a red Debug screen upon the user reaching the Jetpack Trooper


Menu

■Added a “Mute all” button
■Updated icons and text on the Medals statistics
■Fixed clipped text for moderator messages
■The Faster Reload ribbon now updates properly on the Personal statistics page
■The Increased Accuracy ribbon now updates properly on the Personal statistics page
■The Bullet Damage ribbon now updates properly on the Personal statistics page
■Fixes a hang when accepting a squad invite on the final results screen of an online game
■Fixed the Pause functionality in Botzone on the Class selection screen
■“Squad menu” is changed to “manage players” in the menu

Move/Sharpshooter

■Button configuration improvements – Swapped L1/L2 grenade and aim
■Melee is now on the circle button
■Multiplayer – Aim Lock will now time out after one second
■Camera turn upped while using jetpack. Lowered for mounted weapons

Explanation of Custom Games

Custom Games will be rolled out in 2 patches. This one (1.07) and a future patch. We don’t know when this will be yet.

Phase One

Phase One of Custom Games gives players the option to create unranked games with the choice of:

■Game Mode
■Map
■Missions (Warzone only)
■Mission Time (Warzone only)
■Invite Squad members
■Invite Enemy Squad Leader
This gives players the ability to create private matches, and playing with and against friends or a rival clan for instance. People who don’t get an invite to these games won’t be able to join through matchmaking.

Phase Two

We still need to spec this out, so this is subject to change, but we are looking to add the options of choosing:

■More configuration options for missions in Warzone and Operations
■Adjustable kill count for Guerrilla Warfare
■Configurable Unlocks (choose which one you want to play with)
■Configurable Classes (choose which one you want to play with)
■Configurable Weapons, Abilities, Skills, Ribbons
■Friendly Fire On/Off
■Brutal Melee On/Off
 
Finally finished the campaign. Hm, story wise...it was ok-ish. Although I am not so happy with the end.

I am a little bit dissapointed with the settings and the battles...imo not so memorable like the KZ2 battles, and the settings neither.

Indeed a little bit to much on rail passages imo.

With respect to graphics...I am a little bit dissapointed due to the high amount of jaggies and the shimmering. I highly prefer KZ2 QAA image over this...KZ2 was super clean in my memories...KZ3 has lots of aliasing issues.

On the other hand, textures were great and very consistent.

I cannot remember one instance with mid-level streaming stuttering, like in KZ2...so this is good.

Overall, I really don't like the extended use of colors...I prefer KZ2 looks. Overall, I think that KZ2 is just a better looking game than KZ3, except for the consistent texture work in KZ3 and the character models/faces...which looked really good.

With respect to gameplay, I have the impression that KZ2 is more meaty and visceral and punshier...maybe because of enemies taking much more damage than enemies in KZ2. The bullet hit detection+animation system seems to work good in KZ3 although, in KZ2 I had some ridiculous cool kills+animation...probably luck?!

Overall, KZ3 is a very good game imo, but not better than KZ2 which in itself is not a shame as KZ2 is one of my favorite shooters out there...but looking at ND and the dramatic improvement from U1 to U2...one may wonder if the resources used for the 3D are well spend. Especially the missing online coop mode is kind of a real downer...

Hm, I wonder if I have the energy to start the MP mode and unlock everything...like I did for KZ2...
 
I miss the dark and gritty atmosphere of KZ2 too and that aggressive OMB, they really should add at least one big night level in KZ3 with all the lightning and stormy sky. The Mawler level was the only one that resembles kz2. Though overall KZ3 is far more impressive looking with the improved textures, more polygons, more particles and bigger levels, MLAA works best in some areas if not most but its flaw is more prominent than GoW3. I just wished the campaign was longer, like MUCH longer:(.
 
I miss the dark and gritty atmosphere of KZ2 too and that aggressive OMB, they really should add at least one big night level in KZ3 with all the lightning and stormy sky. The Mawler level was the only one that resembles kz2. Though overall KZ3 is far more impressive looking with the improved textures, more polygons, more particles and bigger levels, MLAA works best in some areas if not most but its flaw is more prominent than GoW3. I just wished the campaign was longer, like MUCH longer:(.

hm, do you really think that particles have improved? I always had the impression that particles in KZ2 did last much longer on screen compared to KZ3?! But I could be wrong...not sure about the particles. Explosions in KZ2 (for instance hand grenade) looked really cool...in KZ3 it seems that they look average. I also have the feeling that destruction was pared down a bit. Overall, I agree that textures look superb...but I miss the aggressive motion blur as well, was kind of cinematic feeling in KZ2!

Another subtle feeling I have which I cannot properly describe is that the lightning seemed to be "overly bright sometimes"...don't know how to explain it.

I agree that MLAA did wonders in this jungle level...it was almost flawless AA'd imo and looked very good!

Did the levels feel bigger to you? Hm, I have think about this one to be honest...which level in particular did feel bigger? I mean, in KZ2 you really had big levels and vistas as well (for instance I remember one battle, where you also have to enter a tank and fight other tanks...this was pretty big!).

I agree, the MAWLER level resembled KZ2 the most and is indeed the one I think looks best!
 
another thing: what people don't seem to mention often: the AI in this game is really good imo (especially directly compared to Crysis 2 AI). I mean really good and really cool tactics. Combined with the brilliant animations and the hit detection...it just felt good fighting.
 
hm, do you really think that particles have improved? I always had the impression that particles in KZ2 did last much longer on screen compared to KZ3?! But I could be wrong...not sure about the particles. Explosions in KZ2 (for instance hand grenade) looked really cool...in KZ3 it seems that they look average. I also have the feeling that destruction was pared down a bit. Overall, I agree that textures look superb...but I miss the aggressive motion blur as well, was kind of cinematic feeling in KZ2!

Another subtle feeling I have which I cannot properly describe is that the lightning seemed to be "overly bright sometimes"...don't know how to explain it.

I agree that MLAA did wonders in this jungle level...it was almost flawless AA'd imo and looked very good!

Did the levels feel bigger to you? Hm, I have think about this one to be honest...which level in particular did feel bigger? I mean, in KZ2 you really had big levels and vistas as well (for instance I remember one battle, where you also have to enter a tank and fight other tanks...this was pretty big!).

I agree, the MAWLER level resembled KZ2 the most and is indeed the one I think looks best!

The particles last around the same more or less but I agree the blast radius and shrapnel were reduced somehow. For KZ3 it's more like you get tons more ambient effects such as amber, dust, debris, snow flakes and more explosions on screen.
About the lighting being brighter it's because GG has tweaked the engine a bit to give it more precision although still being LDR, it was mentioned in an interview. They tested the Logluv but wasn't happy about the interpolation somehow, I wasn't quite sure what exactly did he mean by that.
The level did feel bigger with larger draw distance and more different routes to choose although you can't really go everywhere.
One thing I really liked about kz2 was the the realtime cutscene, the pre rendered ones in kz3 while looked good but lacked the crisp uncompressed iq of the realtime ones. Really hope GG would keep everything realtime in the future.
 
another thing: what people don't seem to mention often: the AI in this game is really good imo (especially directly compared to Crysis 2 AI). I mean really good and really cool tactics. Combined with the brilliant animations and the hit detection...it just felt good fighting.

Yeah AI was excellent which is why I wished for more fire fights. I wish they had a horde mode.

I love this part:

avermediacenter20110329.jpg
 
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Biggest problem with KZ3 is the same problem with most first-person shooters: corridor-like level design. I do not consider "You can go left or right" to be meaningful choice. I'd like to see a return to the more "free" design of the late 90s where you were largely free to choose how you attack a level. I think Goldeneye and Perfect Dark showed how that could be done in an intriguing way, but that school of level design had virtually evaporated by about 2004.
 
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