[PS3] Killzone 3

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From the videos, we know KZ3 will inherit KZ2's atmosphere and look. They also improved the online system (I heard there will be a beta). Mike Gram addressed my last concern with KZ2 (Balancing advanced classes). So I'm all set. Hopefully, GG continues to improve the gameplay. From here onwards, it's all new KZ3 stuff for me.

Would love to see more of this:

you’ll see wind and other weather effects realistically interact with your surroundings.

... and more advancements in enemy AI.
 
Theater mode is ...well theater mode.

From website integration I was referring to saved replay videos/screenshots being accessible from the game website (like in Halo 3/Reach). Now normally this would be a difficult to integrate idea in any game but considering that Killzone 2 already had website integration, it suddenly becomes a plausible idea for KZ3.
 
Ah I see. I remember that. Marathon and Halo have replay videos. Yes, would be cool if they make it available online. I'd say MAG probably needs it more than any other shooter since it helps to understand where exactly our mission failed. :(
 
Well most don't realize that the players spawning would face the same direction they are facing while throwing the grenade. Even I came to realize/know about this after a long time.

Surely you mean opposite direction? I.e. throw the grenade and people spawning from there will face the opposite direction...
 
Perhaps to add on the subject of glitching:

I've started playing KZ2 again and noticed that there are still players that attempt to glitch. There's already a submit grief report mechanism in place which is a great idea, but obviously, its benefits is only as good as the effect it achieves.

If a player receives at least one or two grief reports on the basis of glitching, the system should send that particular player a warning notice.

There's an other option as well that I was thinking of when playing KZ2:

Why not simply check which kills have been achieved when being fired from outside the play field? Surely that data must be somewhere, given you can watch previous matches as a replay on the killzone.com website. I take it, it would be quite demanding to check those calculations during hot heated gameplay for every shot taken, but you could either do the check when the player has died or when the match is finished. If it is found that after a match, a player has cheated by glitching, take his points away and ban him for a week. Problem solved.
 
This. Plus XMB screenshot option in any mode.

Yes Yes please. Uncharted 2 is so beautiful but has no screenshot option for the campaign, when it has for the MP. They can keep the camera fixed at the same distance from Drake , but let us rotate around him and take any screenshot we want. Same for KZ2, there were beautiful moments in the campaign, but no way to save or share them.

Please, give us a screen shot option for SP. Oh, please.
 
Perhaps to add on the subject of glitching:

I've started playing KZ2 again and noticed that there are still players that attempt to glitch. There's already a submit grief report mechanism in place which is a great idea, but obviously, its benefits is only as good as the effect it achieves.

If a player receives at least one or two grief reports on the basis of glitching, the system should send that particular player a warning notice.

There's an other option as well that I was thinking of when playing KZ2:

Why not simply check which kills have been achieved when being fired from outside the play field? Surely that data must be somewhere, given you can watch previous matches as a replay on the killzone.com website. I take it, it would be quite demanding to check those calculations during hot heated gameplay for every shot taken, but you could either do the check when the player has died or when the match is finished. If it is found that after a match, a player has cheated by glitching, take his points away and ban him for a week. Problem solved.

Yap. I think in Resistance, they also kept replay data so that when someone filed a complain, they could eyeball the in-game actions to verify. There is probably some way to automate the process (at least for simple cases).
 
Perhaps to add on the subject of glitching:

I've started playing KZ2 again and noticed that there are still players that attempt to glitch. There's already a submit grief report mechanism in place which is a great idea, but obviously, its benefits is only as good as the effect it achieves.

If a player receives at least one or two grief reports on the basis of glitching, the system should send that particular player a warning notice.

There's an other option as well that I was thinking of when playing KZ2:

Why not simply check which kills have been achieved when being fired from outside the play field? Surely that data must be somewhere, given you can watch previous matches as a replay on the killzone.com website. I take it, it would be quite demanding to check those calculations during hot heated gameplay for every shot taken, but you could either do the check when the player has died or when the match is finished. If it is found that after a match, a player has cheated by glitching, take his points away and ban him for a week. Problem solved.

there is an incredible amount of bad loosers (in combination with no skills) that just file complaints whenever somebody rapes them, because they are either to stupid or to bad loosers to figure out that the other person is just better.

On my XBL account i got so many negative ratings from CoD4, in combo with tons of messages about how i cheat and how i was gonna be reported, it got old.

Reporting cheaters is a good idea, but it cannot just be a complaint system - because its to much administration. To many people file to many bogus complaints. It should however, be fairly straightforward to find glitchers by math. Or have replay option, and just take screenshots and send to GG.

I hope KZ3 will be slightly more faced paced than KZ2, i like that they fixed to ruined aiming system in KZ2 due to complaints, so no worries there. Would also like MORE GUNS and no assault class! I just dont like rocketnoobs.

Some of the KZ2 where really cool, but i allways felt there was a lack of guns.
 
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I'm going to try to get into the Guerrilla Games Developer Session at the EG expo on Saturday. While KZ2 was far from a fave game of mine, I'm really hoping that, now the base tech is in place, they are really focusing on the core gameplay for KZ3.
 
I hope that KZ3 MP copies as much from BF BC2 MP as possible.
I already saw that they improved their EXP system, but I don't believe that it is as divers as in BF. If I had a free wish, I hoped for a DICE destruction engine implemented in KZ engine :cool:

I read that they also changed the leveling up - which is good, although not much details are known. But in KZ2 it was way to difficult to level everything up and unlock everything - took me ages. And some challenges like the one to get the Magnum didn't even make fun anymore (although the pain was worth it, because the Magnum is typically a one shot killer!)

I think that it is kind of idiotic from a game design point of view that classes have to be unlocked and are not available from the start. Give us all different classes from the start, and let us level them up - unlocking is kind of a boo, when you for instance want to play as a Sniper and have to unlock ten million classes before you can finally play with your favorite class....

Move support in KZ - I don't care at all.
3D support in KZ - I don't care at all.
I just hope that those things don't take away essential resources where they are really needed to make it a better game!
 
I hope that KZ3 MP copies as much from BF BC2 MP as possible.
I already saw that they improved their EXP system, but I don't believe that it is as divers as in BF. If I had a free wish, I hoped for a DICE destruction engine implemented in KZ engine :cool:

I read that they also changed the leveling up - which is good, although not much details are known. But in KZ2 it was way to difficult to level everything up and unlock everything - took me ages. And some challenges like the one to get the Magnum didn't even make fun anymore (although the pain was worth it, because the Magnum is typically a one shot killer!)

I think that it is kind of idiotic from a game design point of view that classes have to be unlocked and are not available from the start. Give us all different classes from the start, and let us level them up - unlocking is kind of a boo, when you for instance want to play as a Sniper and have to unlock ten million classes before you can finally play with your favorite class....

Move support in KZ - I don't care at all.
3D support in KZ - I don't care at all.
I just hope that those things don't take away essential resources where they are really needed to make it a better game!

This! Wasting time on gimmicky stuff and not the game itself is what Iam worried about.
 
If Move support is gimmicky, it's done wrong. Being able to point with a virtual gun would be a step up for shooters. In principle at least.
 
If Move support is gimmicky, it's done wrong. Being able to point with a virtual gun would be a step up for shooters. In principle at least.

And therein lies the problem. At the EG Expo I played one of the on-rail shooters with Move in a gun-style attachment and it worked well. I'm not 100% convinced that it actually targeted where I pointed (rather, it felt like the crosshair resided about 1/2 screen below where I was actually pointing), but overall the game was fun enough played with Move.

During the KZ3 dev talk however, he spent a lot of time talking about the difficulity of balancing Move integration.... and not it seems because it is either easier or more intuitive than using dualshock. It was concerning that someone who had obviously been playing with Move for a long time, struggled to shoot any of the enemies.... even when they were standing still. In fact, the only time he really made any kills was when in ironsight mode, and that's because the game auto-aims to the nearest target. And then, during a couple of reloads he ended up looking at the sky, etc.

It just really didn't look like it worked all that well for KZ3. That's probably why he mentioned they were looking at seperate MP lobbies for DS and Move players.
 
If Move support is gimmicky, it's done wrong. Being able to point with a virtual gun would be a step up for shooters. In principle at least.

I think if you really want that Move is more than a gimmick, more than an attachment, you have to wait for games which focus solely on Move as an input device.


And therein lies the problem. At the EG Expo I played one of the on-rail shooters with Move in a gun-style attachment and it worked well. I'm not 100% convinced that it actually targeted where I pointed (rather, it felt like the crosshair resided about 1/2 screen below where I was actually pointing), but overall the game was fun enough played with Move.

During the KZ3 dev talk however, he spent a lot of time talking about the difficulity of balancing Move integration.... and not it seems because it is either easier or more intuitive than using dualshock. It was concerning that someone who had obviously been playing with Move for a long time, struggled to shoot any of the enemies.... even when they were standing still. In fact, the only time he really made any kills was when in ironsight mode, and that's because the game auto-aims to the nearest target. And then, during a couple of reloads he ended up looking at the sky, etc.

It just really didn't look like it worked all that well for KZ3. That's probably why he mentioned they were looking at seperate MP lobbies for DS and Move players.

I had the same experience with SOCOM 4.
Try to aim in Sports Championship...for instance when you want to select something in the menu, now imagen to headshoot someone with this controls.
 
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