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Treasure Hunter
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Re: Hand to hand improvement online.

Nov 17, 2009

JoeDuke4 wrote:

Also, where did you hear servers were going to be shut down for kz2? All the hardcore kz2 players on neogaf all say that the one thing they should fix for kz3 is dedicated servers, as the game can become laggy with large player counts and delayed deaths. I too thought the game had dedicated servers when it was being released but the game doesn't have them.


Those people don't know what they're talking about. Most people already knew that any time they mentioned the Sony-maintained "servers," the "dedicated" part was implied, but here's the final word:

 

http://www.killzone.com/kz/_ns:YVByb3h5LTF8YzB8ZDB8ZXByb3h5VGFyZ2V0PTE9TDNOalpXVXZZbTloY21RdmJXVnpjM...

 

Just because the game is lagging does not mean it does not use dedicated servers. A developer offering dedicated servers for their game is not a cure-all that absolutely guarantees no lag at any time, but it certainly helps a lot considering the game supports up to 32-player matches. Just look at the difference in latency between a full lobby in KZ2 with dedicated servers and 32 players versus Uncharted 2 with P2P and only 10 players. It becomes difficult to even put the two in the same category.

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Uncharted Territory
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Re: Hand to hand improvement online.

Nov 17, 2009

FrankDeluded wrote:

My apologies, JoeDuke.  I did skim.

 

I think that's a great suggestion but I still think it would lead to more problems.  What happens in the scenario of a simultaneous double melee when two people are at 100% health?  Would both of them do the 'dynamic uncharted single player' melee for their second hit?  I also think it would be a tremendous overhaul for the developers to do that and really difficult with a patch and considering other potential problems/glitches, that I don't think it will happen.

 

But it would be nice if they could iron out the kinks to make it happen.  Since It feels really rewarding to kick someone off a ledge or smash their heads on a ledge or come up behind them and choke them, break their back, etc.  

Message Edited by FrankDeluded on 11-16-2009 05:39 PM

This system of syncing animations is already in place. The ledge pulls and head smashes and kickoffs are run on this system, and it wouldn't be hard to implement the animations for a 50% health hit. What happens when someone does a ledge pull and kickoff at the exact same time? ND already solved this issue.

 

Also the other part of this and just as important is that for a melee you aren't stuck in place waiting for the animation like the current one. It would be like in the SP where you retain your movement and control when the punch animation is done and they are blended as in the animation for melee when there is no enemy; the run punch. This would improve the gameplay closer to SP. I can't believe they put in that animation that stops you, it just doesn't fit in Uncharted. It would really suck in KZ2 if every time you pressed melee it would hold you there unable to move until the animation is done. They can atleast fix this animation, but i'm certain they can add the other awesome animations using the already in place system.

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Uncharted Territory
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Re: Hand to hand improvement online.

Nov 17, 2009

Please look a little farther down in that post for the correct answer, pdiss88. Gameplay is p2p. Stats and leaderboards are on servers.

 

And dedicated servers do get rid of lag, look at MAG 256 players and very very minimal lag.

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Treasure Hunter
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Re: Hand to hand improvement online.

Nov 17, 2009

JoeDuke4 wrote:

Please look a little farther down in that post for the correct answer, pdiss88. Gameplay is p2p. Stats and leaderboards are on servers.

 

And dedicated servers do get rid of lag, look at MAG 256 players and very very minimal lag.


They just said that with absolutely no proof, much like you are doing now. I have seen far more proof that KZ2 is on dedicated servers than P2P. Unless you show me some concrete proof, I'm totally disagreeing with you.

 

The gameplay in KZ2 is sluggish, from the response time in the controls to the enemies falling to the ground after you kill them.. You may be confusing this with latency issues.

 

As for "looking at" the MAG beta, I can't do so because I haven't preordered the game. I have heard very mediocre things about it from my friends who were able to qualify for the beta without preordering it and don't plan on picking it up unless it gets positive word of mouth from other gamers.

Message Edited by pdiss88 on 11-16-2009 07:51 PM
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Uncharted Territory
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Re: Hand to hand improvement online.

Nov 17, 2009

I don't find it sluggish, maybe compared to other arcadey style games, I don't know. But really why are we having this argument anyways? haha. Anyway I think MAG looks great, with the clan options and deep tactical play on a massive battlefield, but not all games are for everyone.

 

Anyway, what do you think of this improvement to the hand to hand?

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Splicer
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Re: Hand to hand improvement online.

Nov 18, 2009

It would be pretty cool if you could reverse.

No need to flame me, but I would like that feature because the first person that hits you will win without a doubt.

So this option would give players a great comeback.

But, no slow-motion in multiplayer.

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Uncharted Territory
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Re: Hand to hand improvement online.

Nov 18, 2009
Great post and idea. This should be added!
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Monster Hunter
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Re: Hand to hand improvement online.

Nov 18, 2009

Joe Duke4:  I'm understanding what you mean more and more with each post.

 

I think that's a great idea, but I believe there's some sort of reason the ND team went with this current melee system rather than the SP melee for MP.

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Uncharted Territory
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Re: Hand to hand improvement online.

Nov 19, 2009

FrankDeluded wrote:

Joe Duke4:  I'm understanding what you mean more and more with each post.

 

I think that's a great idea, but I believe there's some sort of reason the ND team went with this current melee system rather than the SP melee for MP.


 

    Thanks. I don't know, other games have melee animations blended into the running animation so you keep control and not make you stop and wait. Most every shooter like killzone 2 and other games have moveing melees, so changing the animation for the melee to be a run punch thats already an available animation from SP shouldn't be an issue. In Uncharted the current melee animation is negatively highlighted because ND really pushes layered animations like no other dev in Uncharted and the animations are really something that make the game stand out. But the current animation just is very poor and goes against that by taking away control from the player when it shouldn't and that really opposes Uncharted gameplay.

 

    And with the current system in place for ledge pulls/kick offs/neck snaps syncing animations, the finisher animations also shouldn't have an issue being implemented. Sure in the cinema mode they will be a little laggy, but during gameplay they work well enough. I think this would work, and would be fairly easy because the system is already in place.

   

     I think its a worth while improvement, as it was the first thing about the beta I noticed and really was a let down as the animation of the melee was so weak. I really hope they try to improve it, and I think this suggestion would really work.

 

 

Game Photography:
http://s617.photobucket.com/home/JoeDuke4/index

Homemade fightscene:
http://www.youtube.com/watch?v=yjErlHH21sA

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