BrLvgThrChmstry
Banned
Now that I think about it, I'm not sure how I feel about the introduction of Killstre-- Kick-back medals. I'd like more detailed info how they work... beta can't come soon enough.
Yoboman said:Naughty Dog, please fix up the pissy looking bullet trails. It's not a big thing but these long white trails that hang in the air for far too long look weird. Especially when it looks the same from every gun. The gun fire should add to the look of the game not detract from it
I'm playing your avatar =]BrLvgThrChmstry said:Now that I think about it, I'm not sure how I feel about the introduction of Killstre-- Kick-back medals. I'd like more detailed info how they work... beta can't come soon enough.
They can do a better job, most games have bullet trails but they move quick, the trails are short so it looks like actual bullets moving through the air. Not some weird long spear object that you could dodge if you triedCallibretto said:wouldn't those bullet trails be helpful to let you know where the enemy come from?
mr_nothin said:I'm playing your avatar =]
BrLvgThrChmstry said:Now that I think about it, I'm not sure how I feel about the introduction of Killstre-- Kick-back medals. I'd like more detailed info how they work... beta can't come soon enough.
Callibretto said:for example,let's say there's a kickback that require you to get 10 headshot in a match to activate, and then another kickback that's less powerful, but only require 5 headshot to activate. it's up to you which kickback you want to pick. if you pick the stronger kickback, and you only got 7 headshot in a match, you don't get even the weaker kickback.
maybe I'm wrong though
SolidSnakex said:Kickbacks are tied to the amount of medals you earn during a match. During an IGN interview one of the ND employees gave an example of earning 14 medals during one match in order to activate the RPG.
SolidSnakex said:Kickbacks are tied to the amount of medals you earn during a match. During an IGN interview one of the ND employees gave an example of earning 14 medals during one match in order to activate the RPG.
Callibretto said:but didn't you get medal by doing thing like headshot or objectives. I didn't play much of Uncharted 2 multi so I don't know.
This is what I don't like, In UC2 it was far easier to get a medal just by going for kills rather than objectives.Callibretto said:but didn't you get medal by doing thing like headshot or objectives. I didn't play much of Uncharted 2 multi so I don't know.
Garjon said:This is what I don't like, In UC2 it was far easier to get a medal just by going for kills rather than objectives.
Callibretto said:well, I think nothing's wrong with the idea. now it's all about balancing the medal requirement etc so it didn't get abused enough to make a bad player's experience like me hell.
BrLvgThrChmstry said:The problem is... I don't care how it's implemented, people will farm for the required amount of medals/kills/etc. regardless. Even if acquiring a certain medals didn't involve kills but were solely objective based -- you'd still have players who will find a way to farm for the 'X' amount needed, i.e. camp the treasure during plunder and wait carriers from the opposing team to pick it up until you reach the required amount for your kick-back.
Honestly, I don't there is a way to completely deter players from doing this. Sure, it won't be as easy, but it can and will be done. I doubt it'll be as bad or an epidemic problem like in other shooters that have a similar mechanic.
MuseManMike said:I said in a post from a few pages ago, a way in which I would be okay with this underhanded implementation of kill-streaks, would be to NOT TRACK K/D in objective game-types. This means, it won't appear on the scoreboard during the game, it won't appear in your personal stats in the main menu, and won't be available to access online. Again, that's only in objective game-types. You could still track K/D in elimination, deathmatch, and team deathmatch game-types. Farming for kills and minimizing deaths is the whole point of those game-types so I don't care how you achieve your end goal.
I just don't want to see it with objective play. By not tracking K/D there is no point to farm for kills -- they won't track, you won't even know, nobody else will know (which is the core of the problem) and it emphasizes winning over everything else.
And have winning matter and losing hurt. Have the losing team lose third of all the experience and give it to the winning team. Have W/L associated trophies. Crap like this is the only way to deter against the evolved selfishness of online gaming to a degree, like you so eloquently said, there will always be some asshole-ishness. A small part of it will always be there, but it can be minimized if there is sufficient reward and substantial punishment. Not to sound like a masochist, but punishment works. You can't just add kill-streaks to your formula and expect it to stick. BALANCE.
MuseManMike said:I said in a post from a few pages ago, a way in which I would be okay with this underhanded implementation of kill-streaks, would be to NOT TRACK K/D in objective game-types. This means, it won't appear on the scoreboard during the game, it won't appear in your personal stats in the main menu, and won't be available to access online. Again, that's only in objective game-types. You could still track K/D in elimination, deathmatch, and team deathmatch game-types. Farming for kills and minimizing deaths is the whole point of those game-types so I don't care how you achieve your end goal.
I just don't want to see it with objective play. By not tracking K/D there is no point to farm for kills -- they won't track, you won't even know, nobody else will know (which is the core of the problem) and it emphasizes winning over everything else.
And have winning matter and losing hurt. Have the losing team lose third of all the experience and give it to the winning team. Have W/L associated trophies. Crap like this is the only way to deter against the evolved selfishness of online gaming to a degree, like you so eloquently said, there will always be some asshole-ishness. A small part of it will always be there, but it can be minimized if there is sufficient reward and substantial punishment. Not to sound like a masochist, but punishment works. You can't just add kill-streaks to your formula and expect it to stick. BALANCE.
Polo67 said:Kinda off topic but I'm watching GTTV with uncharted 3 and there showing Gear 3 voice actor for Jace.. What happen to Drake? how did he loose the voice acting part?
A couple of things weve learned over the past year and a half of reviewing thousands upon thousands of Uncharted 2 matches is that it really sucks to be blown out on the way to losing a match and that winning or losing a tightly contested match by some kill made way off-screen is a bit of a letdown. Weve thought of some ways to make these inevitable multiplayer moments a bit more exciting and satisfying. Power Plays activate when one team is way behind in the score count. They provide the team on top with an opportunity to maximize their cash for the match, while evening the odds a little for the team on the losing end of the equation and giving them the opportunity to close the gap a little.
If matches are too close to call as they get close to the end, Overtime will activate, giving either time an opportunity to win the match by more than one point within a limited time. If the game is still too close to call, the match enters Sudden Death. Sudden Death is similar to Elimination there are no respawns and the last player standing wins the match for their team.
Rewrite said:
jett said:I wonder what changes are they going to bring to plunder. Was my favorite game mode until ND utterly ruined it with the health changes. I'm not one of those militant 1.04 fans, but they undeniably destroyed Plunder.
electroshockwave said:And as well as everyone on the team getting a captured medal I think that whoever puts the treasure in the chest should get an extra medal too along with a Capture assist or something for another player who had the treasure in the last 5-10 seconds.
KAOz said:Did you play the BETA? Because, yeah, originally only the guy who put the treasure in got a medal. This didn't really work though, because fuckasses started doing nothing but standing back at the start, just waiting for people to throw the treasure up, so they could grab it and get the points. Pissed me off alot. Since they did nothing but do that.
And that was part of the change to everyone getting the medal.
Maybe I am just cynical, but that would just reappear if they changed it all "back".
KAOz said:Did you play the BETA? Because, yeah, originally only the guy who put the treasure in got a medal. This didn't really work though, because fuckasses started doing nothing but standing back at the start, just waiting for people to throw the treasure up, so they could grab it and get the points. Pissed me off alot. Since they did nothing but do that.
And that was part of the change to everyone getting the medal.
Maybe I am just cynical, but that would just reappear if they changed it all "back".
The problem is that throwing them isn't hard at all, most of the times the grenade lands exactly where the reticule points at. Also are the grenades always perfectly cooked and explode almost immediately after they hit the ground.Irish said:Perfectly tossed grenades should not get you kills? I don't see the logic behind that.
Still, you have no business worrying about the grenades. You'll be spending 95% of your time in Co-Op anyway.
Didn't people already do this in Uncharted 2 even though there were no Killstreaks?BrLvgThrChmstry said:The problem is... I don't care how it's implemented, people will farm for the required amount of medals/kills/etc. regardless. Even if acquiring a certain medals didn't involve kills but were solely objective based -- you'd still have players who will find a way to farm for the 'X' amount needed, i.e. camp the treasure during plunder and wait carriers from the opposing team to pick it up until you reach the required amount for your kick-back.
Bad idea.MuseManMike said:And have winning matter and losing hurt. Have the losing team lose third of all the experience and give it to the winning team.
RyanardoDaVinci said:On another note, here's a new Badge of Honor for you ND: Like A Boss: You can only walk while using this and it gets you $30k every 5 kills.
Watch it again. At 1:40 on the plaza king of the hill match the guy on the left clearly jumps out of the grenade's range but still gets killed by it. Uncharted's grenades were extremely temperamental because of the netcode. Reducing the radius didn't make the jankiness of the grenades any better, but it does reduce the chance of that kind of stuff happening. That said, i always felt that the ideal radius was somewhere in between the old and the new, but if I had to choose between them I'd stick with the new unless Naughty Dog can clean up the netcode.Irish said:Perfectly tossed grenades should not get you kills? I don't see the logic behind that.
ProtoCents said:That's dubstep?
Interesting.
so...yes stupid MP trophies? They don't have to be the main ones attached to the platinum.RyanardoDaVinci said:Please, no stupid multiplayer trophies.
It was perfect in U2 with just completing 1 of each mode and then having dedicated MP trophies in the DLC packs.
AAK said:There are plenty of black arabs.
alr1ghtstart said:Better look at the HUD
[]http://i.imgur.com/28P8e.jpg[/IMG]
[]http://i.imgur.com/NeKYI.jpg[/IMG]
& popups (let us turn these off)
[]http://i.imgur.com/2mni0.jpg[/IMG]
kill notification seems broken. lol
Metalmurphy said:It was FFA
First 2 screens are from a Villans pov so, heroes = red, villans = greenalr1ghtstart said:all of the names are exactly the same
I agree 100%.Rewrite said:Sorry, but I disagree with you. I don't feel like it's outdated at all. I strongly believe that weapon pick ups make things more interesting and more fair because everyone starts with the same set of weapons. It's a fair game from the very beginning and you have the option to pick up additional weapons/ammo wherever they are in the map. Not only does this lead to exploration of the maps, but it makes you learn the maps. I can see new players being annoyed because they don't know where all the weapons are, but that's easily fixed in a couple of matches and even if you don't get the general concept of where everything is, there's always cinema mode where you can explore the map at your whim by yourself. I honestly have never had any of my team mates complain because I pick up a power weapon like the RPG or a Sniper Rifle in my whole time playing Uncharted 2. Yes, there's some risk in trying to get them, but since it's a third person shooter, you have the ability to always check your surroundings at all times (thanks to the camera), making it less of a risk and more of a strategic attempt.