PlayStation® Community Events Calendar
PlayStation® Community Events Calendar
Reply
Cannon Fodder
xI_InPhEctED_Ix
Posts: 5
Registered: ‎01-28-2013

Recap of what went wrong in KZ3

Just in case you need a short a concise list to take to KZ4 meetings.

 

In no particular order:

 

I. Spawn system - TSPs made the game worst because the first team to capture them suddenly has a huge advantage over the other. Yes, its possible to take a TSP back from the other team, but you need a set of players working closely together. In public games you almost never have that as its just a bunch of random players put together, so once the spawn is gone, good luck trying to get it back on your own. In KZ2, with spawn nades, no matter how bad your faction was, you could always boost out of base and drop a spawn somewhere on the map and break any base rape. Also, spawn nades gave another layer of tactics to the game. Depending on where the spawns were dropped, the games were always slightly different, even public games. KZ3 games are always the same from start to finish: get the spawns (always in the same spot), trash the other team by trapping them inside their base.

 

The problems with spawn nades can be easily fixed with this: remove the smoke and allow enemy tacts to shoot them off (if they can find them). The first fixes the spawn rape abuse, the second the dropping the spawn right on top of the objective.

 

II. Ranked custom rooms/match making/server lists - First, match making has never worked up to today. I still get dropped into a 2vs10 room into the '10' side. I have no idea why that is, it just happens still. Secondly, custom rooms presented many different combinations that were quite different to play. Sniper rooms, pistols-only, small 4v4 huge 32P and so on. It gave the game variety so you could play all night long and not get bored. Now its the same over and over again. Server lists allowed you to pick exactly want you wanted to play.

 

III. Class balance - you need to tone it down. Marksman is way overpowered with its mix of invisibility and close-combat weapons, tact is overpowered with its recon, medic with its gun-on-wings which is more accurate than the player itself playing the class. The only recomendation I have is to put it back the way it was in KZ2 because it really was nearly perfect. That's all I have to say on it.

 

IV. Clan system and clan leaderboards - I just hope you have enough time to implement it in KZ4. I don't believe even GG thinks what we have in KZ3 is any improvement over KZ2. I believe that when it came down to the wire they had to cut corners and the clan system was obviously axed. So, please, bring it back in KZ4.

 

V. Maps - I imagine that making a map as detailed as KZ2/3 must take a lot longer than a MWx map, but still guys, we really need more map variety. OPs was a really nice addition to the series, if it only had more than three maps.

 

VI. Career and weapons - the career in KZ2 was better with the ribbons because it took longer to get the perks meaning they were also more rewarding. In KZ3, I can put together a new account with everything that matters in two-three nighs playing tops. Also, add some bling to the weapons and more variety so that there's always something more to unlock even if it doesn't change much. Keep the game interesting for longer.

 

VII. Support the game longer. In KZ2 and KZ3 GG supported the game up until it was running fine and then they dropped from the forums altogether. It would be nice if they kept their presence even after most major bugs are fixed and the game is in cruise control. Better even if ever so often they released something (USEFUL, not a patch for dual-vision or whatever the last patch was called), made more official tournaments (even if there's no prizes involved) and so on.

 

Hmm, okay that's it for now, I'll post more as I remember them.

 

 

 

 

Please use plain text.
Cannon Fodder
xI_InPhEctED_Ix
Posts: 5
Registered: ‎01-28-2013

Re: Recap of what went wrong in KZ3

another one:

 

VIII. Free C4 has to go in KZ4. In KZ2 it was an ability so people had to choose between C4 and something else which gave a fair spread of people using C4 and those not using it. In KZ3 however C4 is cheap so anyone can carry it. I still remember when KZ3 came out and the serious competitive clans were playing, it was virtually *impossible* to come near an objective because they communicated well together and basically every single route to the objective was wired with C4 and it was constantly being replenished. That was a freaking joke. And to make matters even worse, one C4 charge is enough to kill. So on a 4v4, if they were defending the bomb, they'd equip with extra ammo, that gives a total of 12 C4 charges scattered all over the floor. That doesn't happen as much now because current clans left playing are a joke, but it will return when KZ4 comes out unless GG does something about it.

Please use plain text.
Cannon Fodder
xI_InPhEctED_Ix
Posts: 5
Registered: ‎01-28-2013

Re: Recap of what went wrong in KZ3

Alright, so Killzone 4 is just around the corner huh ?

 

To celebrate the recent rumours, I'll leave a couple more suggestions:

 

IX. Proximity chat. Anyone that played KZ2 will certainly have fond memories of those epic moments where you managed to bring down your opponent both gun-wise and then verbally. KZ3 took that away for no reason, I hope KZ4 brings it back.

 

X. Health and damage. Say what you like, but this is an area where obvious COD-o-lite was consumed while developing it. KZ4 needs to go back to the serie's roots of KZ1/2 where you could actually have a gun fight instead of insta-death. As it stands now in KZ3, the first guy to see the other gets the kill because health is so low or damage so high that you barely have time to react as soon as the first shot hits you, not  to mention 1-shot kills from the M82 but I'll attribute that to lag.

Please use plain text.
Uncharted Territory
SpLinT
Posts: 1,767
Registered: ‎05-18-2004

Re: Recap of what went wrong in KZ3

[ Edited ]

Yea that pretty much covers it. If this isnt on the KZ: SF multiplayer dev notes, then screw KZ: SF and im talking for thousands and thousands of people who will support the game unlike the casuals who wont buy the DLC or people trading it in for BF4 1-2 months later.

Also, make TDM/bodycount  AUTO-respawn. You guys know why.

And take out the ai super sentry bots from the base. They dont help spawn killing because as soon as you walk out of your base, you are being killed by someone camping the exit door anyway. It would be better if the person had at least a shot at killing him because the opponent ran inside their base. Just make the base spawns really random inside with health invulnerability for 3 sec. if you really want. People just run in there all the time and hide in TDM or other modes and it gets boring waiting for them to come out. Also sometimes they shoot at you when you randomly walked near it. Just get rid of them and save the trouble of trying to tweak a bad idea.

Are you guys going to listen this time? You guys already know your KZ3 DLC sales figures I imagine. Im sure you dont want to give away the maps for free in an effort to save people from trading the game in again. Listen to the guys who play online FPS games. Killzone can be awsome. Make it awesome

Please use plain text.
Splicer
jj16802
Posts: 51
Registered: ‎03-31-2009

Re: Recap of what went wrong in KZ3

What went wrong for me was that there was a lack of maps for Operations mode.
Please use plain text.
Sackboy
louismarchman
Posts: 439
Registered: ‎09-19-2008

Re: Recap of what went wrong in KZ3

I bought this game as a greatest hits game and felt bad aboud the purchase immediately.

 

Graphics off par.

 

Killzone 2 was phenomenal but even not having played multiplayer yet this game should have been better.

 

 

Jeet Kune Do
Please use plain text.
PlayStation MVP
Emerald_Swords
Posts: 3,538
Registered: ‎05-12-2009

Re: Recap of what went wrong in KZ3

Nothing was wrong with it, great game, enjoyed every second of it.







Please use plain text.