[PS3] Killzone 3

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I hope/hoped that they use dedicated servers now :(

They used dedicated servers for Killzone 2! You could easily identify them, and certainly in the beginning most 32 player games were hosted on Sony serveres. It's just that people could also choose to host games themselves. Nothing wrong with that!

For the record, for me I haven't experienced much online lag in a Killzone 2 or 3 game ever. Maybe I just live in a good place in the world for these things.

There are some match-making complaints, but that can't be helped when you've got all these new players coming in - that's the one time you absolutely need a game-independent trueskill type rating to help balance things out.
 
So basically:

1) On default sensitivity the game feels like KZ2 on high sensitivity with high precision turned on (for those who don't know KZ2 sorted out teh input lag later).

2) The framerate isn't good, KZ2 wasn't the smoothest multiplayer game but it definitely ran better than this & it maintained a stable 30FPS more often than this, here you can be in your base & still get a 25-26-ish feel. Even the menu doesn't feels very smooth.

3) The aim snaps too fast for a KZ game.

4) The grain filter is a quite strong in this one, they should reduce it to KZ2 level.

5) MLAA is a hit or miss, it can make maps like Corinth highway awesome but at the same time can make makes maps the other two maps look awful with tons of sub-pixel aliasing. I want QAA back eventhough if it means an extra layer of blur (the grain filter already makes things look fuzzy so wouldn't hurt if it gets a soft look due to QAA).

6) Sprint is short, one of the things I loved about KZ2 was the ability to do long sprints. :|

There's one more problem as well, its that the guns currently don't have any recoil & have minimal bullet spread....but GG mentioned that they'll be sorting this out.

Even after they "sorted" input lag, at it's best KZ2 still wasn't as smooth as KZ3.

Recoil does seem like it's an issue though, but it is kind of satisfying picking people off at long distances with an LMG. They should just tone it down so it's not so effective past say, 200M.
 
So basically:

1) On default sensitivity the game feels like KZ2 on high sensitivity with high precision turned on (for those who don't know KZ2 sorted out teh input lag later).

2) The framerate isn't good, KZ2 wasn't the smoothest multiplayer game but it definitely ran better than this & it maintained a stable 30FPS more often than this, here you can be in your base & still get a 25-26-ish feel. Even the menu doesn't feels very smooth.

3) The aim snaps too fast for a KZ game.

4) The grain filter is a quite strong in this one, they should reduce it to KZ2 level.

5) MLAA is a hit or miss, it can make maps like Corinth highway awesome but at the same time can make makes maps the other two maps look awful with tons of sub-pixel aliasing. I want QAA back eventhough if it means an extra layer of blur (the grain filter already makes things look fuzzy so wouldn't hurt if it gets a soft look due to QAA).

6) Sprint is short, one of the things I loved about KZ2 was the ability to do long sprints. :|

There's one more problem as well, its that the guns currently don't have any recoil & have minimal bullet spread....but GG mentioned that they'll be sorting this out.

No recoil is VERY bad news. Sick of watching games ape COD :rolleyes: ! Hope better sense prevails.
Strange, does that mean they have been balancing gameplay uptill now without any recoil ? Recoil can change gameplay drastically, no more holding the trigger down, only short bursts while readjusting aim constantly.

Overall reaction seems +ve ! Good days to come :) !
 
I think recoil will probably be back soon. It may have been turned off for Move reasons (compare MAG beta/2.0).
 
To be specific recoil & bullet spread both are there (though toned down) but only when you are firing from hip...its completely absent when firing while ADS.

This basically changes killzone's shooting mechanic as KZ2 was a game where shooting revolved around hipfiring (which reminded me of old school FPS) instead of ADS based. (ADS = Aim down the sight)
 
Evidence of dynamic radiosity in Killzone 3?
http://www.youtube.com/watch?v=YYtigI-g2xs
Before
4j5axh.jpg

After
4r3gpd.jpg

They are taken from the cut-scenes of Operation mode and apparently the red light inside that room is showing a GI effect to the surrounding. Or is it just a rim light?
 
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Ok they NEED to change the health system to what it was in KZ2, the current system is crap ie. full regenerating health (what's the point of having a health bar in this case ?) and ultra low health. Its impossible for you to escape once someone starts shooting you because it doesn't takes more than a few hits to kill in this game.
 
Ok they NEED to change the health system to what it was in KZ2, the current system is crap ie. full regenerating health (what's the point of having a health bar in this case ?) and ultra low health. Its impossible for you to escape once someone starts shooting you because it doesn't takes more than a few hits to kill in this game.

What's wrong with this? I like that you die when you get shot. What do you think thiis is? A game? :LOL:

Seriously though, I really like this much better than the old system. I hate bullet sponges, and this makes armor buffs more sensible too.

I did some offline botfighting when the server was down for a bit yesterday which helped (also nice that you can test character classes fully upgraded in that mode), and I also got into one of the mechs and had some fun with that (pretty cool).

Then when the round was over the server was back up and I tried a Deathmatch (usually play Warzone, which is still the most popular), and I got 4-4-0 so not bad. I did note that as usual I was ranked last with someone who had 5-11-0 above me, which still annoys the hell out of me - he basically gave the opposition 6 points net. I had the same issue with Uncharted online multiplayer, and while I expect it is similar in most shooters, it just doesn't make any sense at all!

So far I have been having a good time, but I really need to start playing this with people with headsets again.
 
What's wrong with this? I like that you die when you get shot. What do you think thiis is? A game? :LOL:

Seriously though, I really like this much better than the old system. I hate bullet sponges, and this makes armor buffs more sensible too.
It encourages people to camp since you can die in 2 seconds. Also in Killzone 2 you had a fighting chance if you get shot at, here you get none basically....its whoever sees first wins the battle. And its due to this very reason why you can get killed halfway across the map by someone who's hiding near base & there is nothing you can do to avoid that...this is so not Killzone.

are there again a lot of double kills in the sense that both opponents in a head to head fight die?
Yes its there cause the game has client side hit detection (CSHD) & unlike many other CSHD based games here your bullets don't disappear from the battlefield if you die. But honestly speaking this is the better way cause it also gives the people who are playing across the continent (like me) a chance to fight, plus you don't have to lead your target if the game has CSHD. I can't possibly explain how it feels like when you know that you are the one to pull the trigger first yet you are the one to die just because the person you tried to shoot had a better latency to the server....but with Killzone 2 I atleast knew that I'll get a kill that I fully deserved. Whats more CSHD means better hit detection as well.
 
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are there again a lot of double kills in the sense that both opponents in a head to head fight die?

Lol remembered that from killzone 2 could clear a room gun blazing and die and 1 sec later get a double or a triple kill(love that tsjirp sound) when playing in us servers.:LOL:
 
Why would you want QAA back? Haven't played it on my tv yet but from the footage it looks alot cleaner than KZ2...good riddens to the blur.
 
Hmm: I can see (or maybe it's placebo effect? :D) OMB on moving characters but there is none on the weapons - probably bug or it's disabled in this build (like muzzle flash shadows for every weapon except jetpack gun), I loved OMB on weapons in KZ2, fix this shit Guerilla :D

GG - framerate problems:

"30FPS is a MUST not an option as far as we're concerned here at GG.
Naturally at this stage of the games development there is still plenty of optimisaton going on and we're gaining FPS every week.
The beta helps us to identify the areas where performance suffers most and then act on it.
So let us know wherever you exerience poor performance and we'll use your feedback to make it right.

Thanks for taking the time to come on here and share your thoughts, xxxx. We really appreciate it."
 
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