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Killzone 3

Mislis na Warzone? Cega se to plasis vezano za Warzone?
 
"Nemoj nista da se plassis... "

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Pa znas i sam sta je syebalo ceo KZ2 mp, uzas spawn, lag, los FPS, tesko se igraci odlucuju na raznovrsne klase.

Lozacu jer si uradio preorder ? Salji zbog funte!
 
Spawn sistem je potpuno promenjen. Zar nisi citao sta sam pisao?

Lag nije problem ako imas dobru konekciju, jer sada oni sa dobrom konekcijom imaju prednost.

FPS nije dobar i dalje, ali trebalo bi da bude (donekle) popravljen do launcha.
 
Spawn sistem je potpuno promenjen. Zar nisi citao sta sam pisao?

Lag nije problem ako imas dobru konekciju, jer sada oni sa dobrom konekcijom imaju prednost.

FPS nije dobar i dalje, ali trebalo bi da bude (donekle) popravljen do launcha.

Citao sam. Naveo sam ono sto je syebalo KZ2.
Pa ako 2mbita nije dosta, ne znam sta treba onda.
FPS moraju da srede!
Jel smaraju glupi botovi ko u KZ2 ?
 
Mnogo manje smaraju jer su mape tako koncipirane da u principu ni ne mogu da te pogode. Ne znam vise sta od utisaka da prenesem. Ako nekoga nesto specificno zanima, neka napise.
 
Mozda ovo nekome bude zanimljivo :
[Suggestions and Feedback]

General thoughts on game play and longevity:

Firstly, a requisite statement of gratitude to the powers that be for the beta. Hopefully this is the type of feedback the dev team are after rather than the dross from less discerning gamers who think everything is perfect and thought that LMGs without recoil was a good idea. Hopefully, seeing as you went all the way with improving the M224 LMG's recoil when being fired from the hip, you will continue to adjust the other weapons for balance as well. Only a tool with the most severe form of retardation would think this resembles anything like KZ2. It's not COD either even though it does a poor job of copying aspects from COD...It's don't think it's a particularly good game. Period.

I'm a big fan of the series having bought the first 2 games on day 1, and I've been into shooters for about 15 years, having played a wide variety of games in the genre ranging from the doom games, quake, half-life, counter-strike, Medal of Honour, Far Cry, Crysis, Rainbow Six, Bioshock and a bit of ARMA...and that's not all of them. I really liked what KZ and especially what KZ2 offered. A fun and accessible game with a focus on team work and tactical play.

The games that do well in this genre are the games that push the boundaries and are willing to do things differently to other games, whether on a technical or artistic level. That's how you get long running and revered franchises like Battlefield, Half-Life, Halo, Gears of War, Call of Duty. The fact that each of these popular franchises exist is because people WANT GAMES TO BE DIFFERENT. Other wise we wouldn't call it a 'Genre”. Have you heard of BRINK? I'm really interested in that game. It reminds me of the creativity and innovation that was unique to KZ2 and absent in KZ3.

KZ2 was an excellent game. Though it admittedly lacked a deep story, it delivered on game play and visually on a technical and artistic stand point. The game was set on an inhospitable planet and this was evident through out the entire game (A fact that people seem to forget or unable to comprehend gathered from their moaning). KZ2 represented the evolution of shooters for next gen consoles with it's gun mechanics. Weapons felt heavy and visceral. The physics and code behind the weapon handling, and how NPC's and objects reacted to getting shot seamlessly mixed in with motion capture really added a level of realism to the game which other FPS games still lack. Even with it's level of depth, it's focus on teamwork and tactical play. Though KZ2 had a learning curve and required skill, it was still a very accessible game.

I don't see KZ3's community lasting as long as KZ2. It feels like so much code has been unnecessarily re-written and the game play is a mess. It lacks the atmosphere, intensity and immersion that previous KZ games had. The gun play requires no skill...hip firing and using dot sights are broken in different ways because of the lack of recoil, and heavy aim assist. These issues along with the low health mean a lot of camping. Unlike KZ2, there is no skill and team work in this game. I'm fine with the tightening controls and wanting to make classes more accessible by making them all available off the bat....But this game is boring. The addition of jet packs and mechs are ok, but things like ribbons and the point system don't add anything to the game. If it's not pointless it makes the game unbalanced.

As someone who has played both arcade-y and hardcore FPS games, this game has so little to offer both camps that the game won't last long...definitely not as long as KZ2.

Simply, there's not enough content and customisation to keep the casuals interested and there's not enough depth and team work to satisfy the more hardcore. This is already evident with the beta...I noticed it with my friend list and there's a thread about this in the forums...People are either playing black ops or are bored. This game will please no one, and with games like Duke Nukem Forever, Brink(which looks fun and innovative) and another COD coming out next year it really is in Guerrilla's interest to listen to the hardcore fans more. I just don't see casuals, or anyone sticking to this game for long. If Guerrilla wants this game to succeed they really need to make it more unique, give us back the gun play, the skill and the teamwork. Not just do a poor job of copying another popular game it will never ever top. Differentiation is key for a successful franchise.


Feedback/ Suggestions!

Unlocking and Levelling Up

In KZ2, everyone started out as a rifle man and needed to fulfil requirements in order to unlock not just the next class, but their abilities. For those who are unfamiliar with KZ2, in order to unlock certain weapons classes and abilities, you needed to use them successfully a number of times (5 or 8 times) in each. Want to use the tact's sentry bot? Place some spawn grenades and have a number of of people spawn at that grenade in some matches. Or kill a certain number of people with the pistol to unlock the revolver.

What I liked about KZ2 was that this was rewarding and didn't rely on ranking up and grinding. It forced the player to be better and they were rewarded for it. Sure, it may not have been immediately gratifying, but it was addictive and the core gameplay and gun handling were actually fun. It felt rewarding learning how to use each class. It also helped you play against people using the other classes.

Once you earned those secondary abilities you weren't finished. You had to learn to use those effectively so you can mix class badges, allowing you to mod your character and use a secondary ability from another class. There was always this cool and unique incentive for doing things after getting these rewards and it was based on getting better at the game rather than filling bars.


It's not that there's anything wrong with the method in which items and abilities are unlocked in KZ3. Giving people access to all classes makes the game more accessible, but it's just that what's available to upgrade doesn't feel as rewarding once you do unlock said abilities/ weapons. There either needs to be more content, or a more unique method of unlocking things not based on ranking up, but on improving use of classes.

It would have been nice if each class had been fleshed out more with some additional abilities that you could unlock and would need to switch between depending on how things are happening in game. It would add more depth and strategy to the game, provided that they are well thought out and balanced, without complicating things (for the 'reasonable person' as law would have it). The upgrade system just isn't rewarding. It's typical grinding affair, only compared to other games such as this, there are a fewer things to unlock and most often, it's some weapon you may have unlocked for another class.

The player isn't forced to better themselves and refine their chosen class, and you can't swap and switch abilities with other classes. What's worse is that the game play doesn't have the level of depth or substance to keep it interesting. It's a messy affair filled with base/ spawn point camping and “plain-old-everywhere-else-camping”. I think how weapons and abilities are unlocked should be more varied than ranking up and earning skill points. It doesn't have the depth of KZ2 nor the same amount of content that other games provide. GG should have thought about this a lot more carefully, as there are already a number of threads in forums asking for more weapons and such. I don't think this it the type of game that lends itself to having hundreds of different weapons. Instead relying on a smaller number of weapons but having those weapons differentiated. Another problem is the same-y-ness of the weapons in KZ3 which I will get to later.


Controls/ Movement:

As a veteran of KZ2, I don't mind the controls. For me, they are very close to the 'precision aim' option that was patched into KZ2. They are very good and I strongly feel no adjustments are necessary. It's sad...the changes made to everything else. I don't recall anyone asking for them.

A couple of niggles, though...

When using Iron/ Dot sights. Rotating with iron sights up is not slow enough. It needs to be toned down a bit more, so that people can't just used iron sights to track someone a metre in front of them. Right now this, along with no recoil in ADS, is what is contributing to camping and cheap kills.

Also, when using iron/ dot sights movement, in general, should be a bit slower. It's not slow enough with certain weapons and feels applied inconsistently. This speed should be based on weight.

Lastly, the animations going from hip aim to iron sights should be slowed down a tad, depending on the weapon. Right now it feels very unnatural.



The current online system/ environment:

Matchmaking still needs a lot of work. Game balance really hinges on the matchmaking in this game working properly. When there are an equal number of people on each side, the spawn camping (regular camping still sucks though) and mechs aren't so bad, but when you often get 'matched' in matches of 8 vs 1, you can kiss enjoyment good bye. If players don't like the match and quit, chances are you end up with the same group of people and the vicious cycle starts over again. Matchmaking doesn't just need fixing. We need to have access to SERVER LISTS.

In the time it takes for KZ3 to “match make” me I can browse the server list of games in KZ2 and quickly find me a full game before KZ3 finds me a game that I have an 80% chance of not enjoying. Nothing beats server lists and lobbies. This should be easy to amended as GG are just refusing to show the lists to us.

Also, It would be nice if games with low player counts automatically blocked the use of Mechs and wasps. Or better yet, the option to to disable such weapons. Wouldn't be a problem if custom games were in this.

The core gameplay is lacking. There's way too much camping and there is less emphasis on team work. Not saying that camping never happened in KZ2, but it's a billion times worse in KZ3 and the low health, low recoil and high aim assist are at fault. While it's still not COD gameplay it's not unique either and I feel that elements like the score feedback have been half-heartedly copied from other games. I go into these a bit more after my feedback on weapons.

Respawn times need to be increased to make the medic class more important in it's primary function and to make taking/ defending spawn points and completing missions like search and destroy more organised, strategic and fairer. Right now it's just a mess with all the camping and spawn camping. This will really help improve the need for strategy rather than just flooding a spawn base with campers and mechs.

Squad System: I find that people don't send or respond to invites as going through the XMB is slow. Bring back the old squad system and let players respawn on the squad leader. The thing I loved about KZ2's squad system was that it was quick, easy, it always worked and added strategy to the game.

Base health needs to be upped a bit more to deter camping. You'd think that in the future armour would have improved....

In KZ2 it only took long to kill people if you were aiming at someone's legs or arms, but if you aimed at their upper chest and head, kills were quick. There's nothing difficult/ inaccessible about this to whom a court of law would define as a “reasonable person”

Aim assist: I know KZ2 had a bit of aim-assist (hip-fire), but it's really horrible in KZ3 and needs to be toned down significantly. I shouldn't be going full auto, killing someone at long-range just as the clip empties out (The M82 is one of the worst offenders with it's narrow bullet spread and power). Again this is contributing to camping.


Weapons/ Weapon Handling:

Weapons are a mess at the moment. Hip-fire and ADS are both broken in their own ways...There's not enough pros and cons between ADS and hip-fire. No need for managing recoil with short-controlled bursts. A lot of weapons like the SMG and both of the assault rifles could still use a bit more recoil and wider bullet spreads when hip-firing. Give us KZ2's gun play back. It was accessible but required skill.

There's no recoil while using sights and the bullet spreads aren't wide enough and it's contributing a lot to the camping problem. It also makes the weapons feel weak and same-y compared to KZ2's weapons which felt realistic, visceral and with their own purpose. This decision is really puzzling as COD, the biggest FPS franchise in the world has more recoil than KZ3. KZ2's weapons were plenty accessible and there's no sense in changing this. Bring KZ2's skilled gun play. With the low health players have, perhaps even more recoil than KZ2 is needed, but I would be satisfied with KZ2 recoil/ gun play.

KZ2's weapon handling was very accessible while having a lot of room in weapon handling to separate the skilled gamers from *****s/ less experienced gamers who like to hold the trigger down thinking they'll get lucky. It had a perfect mix of hip-fire and ADS. While hip-firing in KZ2 was effective it still required skill. It's mindless in KZ3, there's no skill in firing weapons like the M82, and while the STA52 has wider bullet spreads, it still feels too similar to the M82 as you can go full auto with either weapon and kill someone half way across the map and not letting go of the trigger until you need to reload. There's no need for short controlled bursts like in KZ2. It cheapens the gameplay and makes the weapons feel like toys.

The STA52 should be a less effective at long distances when going full auto than the M82. At mid and long-range it should be pretty effective using burst fire. With weapons like the M82, there's little point in using iron sights as the small bullet spreads and aim assist can still kill someone half way across the map (And the maps are massive by the way). Even when shooting at a wall, the M82 bullets too often touch. Bullet spreads for weapons like the M82 need to spread out quicker when burst firing or going full auto. Have a look at KZ2's weapons. I know there's a video comparison of KZ2 weapons and KZ3 weapons, but they are not similar. It seems like the recoil and bullet spreads are too slow to actually take effect and this really should be looked into.

I noticed with the STA52 that when fired full auto and emptying the entire clip while using iron sights, that the dot sight doesn't rise, but once you empty the clip and the view turns back to hip-fire view to reload, player animation shows the gun lowering, recovering from the recoil. There's a disconnect in animation and recoil reaction. Also when you go back to hip fire mode, the cross hairs are aimed hire than the dot sight.

Something weird with a majority of the weapons that people can exploit with most weapons like the M4 revolver, STA14, SMG and the assault rifles. When running at full pace the first shot from these weapons while hip-firing always hits the exact centre of the cross-hair so it is possible to tap the trigger button quickly as you're running and strafing while taking on a target and you can get a cheap kill. It's especially unbalanced with weapons like the M4 and the STA14 that only need 2 shots to kill people. This needs to be looked into, even if the accuracy of weapons while the player is stationary should be looked into. Weapons like the Sniper rifle and the M224 LMG in this scenario are fine. Please give us back KZ2's gun play. It was accessible but required skill.


Specific Weapon Feedback/ Suggestions:

ASSAULT RIFLES:

These weapons could use a bit more recoil as they are both too accurate at long distances when going full auto from the hip. You can still get cheap kills this way. Also, they need to be more differentiated from each other.

M82:

Still overpowered at long distances when hip-firing. It only takes about 3-4 shots to kill someone and the bullets don't spread out quickly enough when burst firing or going full auto. It's possible to go full auto and kill someone who is virtually on the other side of the map with little need for ADS and burst fire management. It just needs a little bit more recoil and spread. As I said earlier, it seems that recoil takes a bit too long to take effect, so when you're firing, bullets are often touching. This weapon was perfect in KZ2, so if you can get it's recoil and bullet spread exactly like that it will be perfect.

STA52:

I appreciate the addition of the dot sight making the weapon easier to use at long distances. It's more powerful than the M82 with a higher rate of fire, that makes up for it's lack of accuracy. Recoil and bullet spreads need to be increased a bit more to compensate for it's fire power and higher rate of fire over the M82. It is meant to be more effective at short range at. Anything at mid to long range should be on the short controlled burst side of things. It doesn't have to have KZ2 bullet spreads, but it could still do with some more spread. It could use with more recoil/ lift, too. It doesn't feel like an HG assault rifle where accuracy is really compromised in favour of power and rate of fire.

When using the dot sights the weapon doesn't rise up enough from the recoil. If you go full auto and empty a clip while using the dot sight and need to reload, as you go back to hip-fire view to reload you can see the weapon lower as the player's character recovers from the recoil. So there's this disconnect in the animation and recoil because as you're firing while peering down sights, the weapon doesn't rise at all..It needs more recoil when sights are up to rectify this.

Like with all weapons in this game. It needs more recoil when using dot sights....this is burst fire weapon for mid-long range.

LMGS:

M224:

When firing from the hip, it's fine the way it is now. I hope this means you will continue to tweak the other weapons such as the SMG and the assault rifles as well and make them like they were back in KZ2.

When using iron sights it still needs more recoil and wider bullet spreads.

STA3:

Recoil Should be like the M224. These are support weapons.

RIFLES:

STA14 or scoped rifle is good. It's actually got a good amount of recoil and is a bit less accurate when firing rapidly than it was in KZ2 which is fine now that it sports a scope.

Sniper Rifle is ok too. I think it should be a bit less accurate when not scoped. Cross hair should be removed.


SMGs and MACHINE PISTOLS:

M66:

I love how the machine pistol from KZ1 is back. Generally I am happy with the machine pistol and no changes are necessary at the moment.

SMG:

The SMG is ok. It is a lot more useful than it was in KZ2 with it's damage which is great, but it needs a bit more recoil to prevent people running around with the SMG in full auto and killing people at a distance. It also needs more recoil and wider spread when using iron sights to make it less effective in long range combat, because that's what the bigger weapons are for.

SHOTGUN:

I have no complaints with the shotgun. I think it's fine at the moment. If it's possible I'd like the dot sight to be replaced with iron sights. It looks weird.

Rocket Launchers:

No problems. You don't need to be so precise with them like in KZ2 and you at most get 2 rockets. They're more useful and quite balanced.

Hand Guns:

HG pistol:

As stated earlier, it's done well. One of the best weapons in the game in regard to the logic of it's handling.
 
Poslednja izmena:
I nastavak :
Weapon Conclusions:

Regardless of how people felt about the controls, there is no reason for Guerrilla to change how the weapons were handled in KZ2. There was a bit of a curve, like ALL GREAT games, but the weapons and gun play were still very accessible. As a result we have a game that's too easy, boring, and too removed from what made the first game great:


The VISCERAL and realistic feel of the weapons:

Overall, buffing up recoil will restore the weapons to their former glory and will make the game more balanced, use of weapons more satisfying, reward skill(not camping) and better facilitating the need for team work.

I sincerely hope that the weapons in the single player do not handle anything at all like they currently do in the beta. The feel of the weapons is what people loved and what distinguished KZ2 from other FPS games (Much like all proper FPS games).

Please GG, don't neuter that experience...The beta is not so great at the moment with the lack of recoil and auto-aim and changing these alone will go a hell of a long way to improve it by a lot.

Other Feedback/ bugs/ suggestions:

Melee: It should be two hits or a weakened and unaware opponent to get into brutal melee. Right now it feels wonky and inconsistent with the distance for brutal melee to kick in, and it leaves you exposed for too long.

To be honest, if you're not going to have the cover system in multi-player, I don't think brutal melee should be in it either. If you can get it working consistently, then fine, but if you can't towards the end, I wouldn't lose sleep if it was dropped in favour for the classic melee system in KZ2.

It would be nice to have to press something else along with the melee to initiate a brutal melee. Tapping the melee button twice should just be the old 2 hit combo the Killzone series is known for.


HUD feedback/ suggestion:

I don't like the HUD feedback. There's just too much clutter on screen from the kill feed pop-up. It's useless and adds absolutely nothing to the game.

There are so few rewards/ ribbons that relate to kill streaks, so why bother with it. All it does is block peoples view and only takes away from the cinematic feel achieved in past games. I mean c'mon you guys work so hard on the visuals...shove the visuals in our faces unapologetically. There should at least be an option to turn this information off, if not removed completely.

I can keep scores just fine with the info in the top right corner.


Spawn System:

Spawn system is too base camp friendly. Please bring back spawn grenades. Even when misused they were better. Or give tacticians a spawn grenade when a spawn point is captured similar to air strikes(which are cool) ....just something off the top of my head. Also, allow people to spawn on their squad leader.


Ribbons:

These should just be scrapped. They don't encourage risk taking and going after objectives. It's gonna ruin the game for people who want to play as a team properly. I think giving a player who is already performing well rewards such as higher accuracy and higher bullet damage is stupid and breaks balance. End of story. What's worse is that it lasts for the entire game. Higher accuracy and damage ribbons suck on top of already overpowered weapons like the SMG and M82. If you insist these rewards stay in. Their effectiveness should be dumbed down to 10% from their ridiculous levels of 25%. They should not last the entire match and should be harder to get.

Instead of a reward like silent footsteps, which doesn't add anything useful to the game, how about you increase sprint time and stamina recovery times by about 25% for all classes.


Squads system:

Just bring back the old system and let people respawn on their squad leader. It's takes too long the way it is now having to through the xmb, and people don't really respond like in KZ2 anyway. Also I think the matchmaking system ruins this. What's the point in squadding up if you're a 2 player team going up against 8 people. Come to think of it, the other team have little incentive to squad up in that situation either.

Classes:

Infiltrator:

This class is too overpowered. He should not have infinite sprint time. Giving him more stamina is ok, but don't make it infinite.

Medic:

Let medics take out the revive tool before getting near a wounded team mate and let them revive team mates at a distance. Make the Medic properly useful by increasing respawn times to 8 seconds. It will also enforce the need for team work.

Tactician:

Needs an assault rifle. Preferably an M82. Needs an ability to set up some kind of spawn point anywhere. Tacts should be able to set up spawn nodes that take time to plant like the engineer's sentry bot so that players are forced to use them properly. They should be indestructible and should at least stay active for a few minutes if not for the entire round. I guess one of the other classes could use a STA 52 to make distribution of Assault Rifles better.

Engineers:

Replace the SMG with a shotgun. It's weird that all classes get an SMG and not an assault rifle...I think this will help improve weapon distribution.


Class Abilities:

Give us more abilities that we need to choose between, and let us switch secondary abilities from other classes. Make us fill out certain requirements for them that aren't related to ranking. Like let us gain experience points each time these abilities are used successfully, separate from the level up experience points. I don't want this information cluttering up the HUD mid game.

Scoring:

More points need to be rewarded for actually completing objectives. Again to encourage teamwork.

Mechs:

When you have an even team they aren't bad and can be dispatched quickly. However when you're in a game of 2 vs 8 the other team use them to camp the hell out of base camps and spawn points. They are too powerful in these scenarios.

Mechs should not have regenerating health. You can give them more health and armour, but make them repairable by engineers. Make it so that they take longer to repair than setting up turrets. Machine gun could use recoil and should heat up a bit faster.

Warzone customising:

Should be an option to disable things like Mechs and WASPS in standard warzone.

Custom Games:

They made the community great, and the game was fully featured because of it. These need to make a comeback regardless of being ranked or not. Custom games really gave this game legs.

Server Lists:

There was nothing wrong with these. Unless someone is completely stupid and illiterate, these were easy to understand in KZ2. Why take options and features away? A franchise who's last game has a metacritic score of 91 should be adding features and improving existing ones, not take them away.

I think this covers everything. I sincerely hope Guerrilla listen to the fans and make this game closer to KZ2 which was tactical but very accessible. It would be beneficial for sales, longevity and be beneficial for the sale of DLC once the game is released. Right now, this game feels like it's for people too stupid to use something as simple as a door knob.
 
A velichina mapa u odnosu na KZ2 mape?
Takodje, krajem proshlog mjeseca sam naishao na izjavu nekog iz GG da nece biti "custom" partija.Ako sam dobro razumio nece moci da sa mijenja ni duzhina mecha, a kamoli neki drugi parametri?
Edit: pitao sam Ragnaroka, nisam josh chitao ovo shto je postavio shin-bojan.
 
Poslednja izmena:
Mape su, koliko sam video tu-negde. Dve su prosecne velicine, jedna je ogromna. Veca nego bilo sta u KZ-u 2.

Definitivno vise nema prilagodjavanja pravila. Iskljucivo matchmaking.
 
GG je objavio da vise nece biti patcheva (Sony ne dozvoljava dalje patchovanja) niti svezih beta klijeneta (najverovatnije nedostatak vremena). Dakle, ovo je poslednji build koji cemo igrati jos neko vreme.

Sa druge strane, izgleda da su prihvatili da je u ovom buildi ima dosta gresaka (sto dizajnerskih, sto tehnickih) i "gledaju" da ih isprave. Kada cemo videti kako ce KZ3 multiplayer izgledati u gold buildu, ostaje da se vidi.
 
Znaci moguc je i online co-op, ne vidim razloga da ne ubace tu opciju.
 
10 minuta iz kampanje, brisu se linkovi sa YT jer je ovo procurelo pa ako ovo ne radi ukucajte MAWLR u pretragu. Btw Rico dobija po labrnji :-devil-:

[youtube]sp-m0bb8W84[/youtube]
 
Nova reklama, bzv. Fali neka Eminemova pesma u pozadini. *** jel oni kapiraju da ce jednim a la MW2 trailerom da prodaju min 1 mil kopija vise ? :)

[YOUTUBE]aOSnR9I1src[/YOUTUBE]
 
Da, bas se Eminem uklapa u ovo. :)

Trailer o kom ti pricas traje preko minut, ovo je kratki isecak pravljen za TV. Ja ne vidim kako bi bilo sta od Eminema bilo efektivno spojeno sa ovim kolazom gameplay snimaka.
 
Da, bas se Eminem uklapa u ovo. :)

Trailer o kom ti pricas traje preko minut, ovo je kratki isecak pravljen za TV. Ja ne vidim kako bi bilo sta od Eminema bilo efektivno spojeno sa ovim kolazom gameplay snimaka.

Dao sam samo Eminema kao primer, moze naravno neka druga lozacka pesma.
MW2 trailer sa njegovom pesmom traje preko 2min, i meni je prejak, iako se ne lozim na CoD igre, bukvalno sam odigrao igru zbog tog trailera, znaci ubedili su me. Zamisli kako su se tek izlozili CoD paljevine.

E takva reklamna kampanja za KZ2 bi bila pun pogodak, ali nisam siguran da Sony to zna. Onaj Uncharted 2 trailer, no honor among thievs je bio super, to treba da im bude smernica.
 
Au pa kako cemo pored ovog CC imati zelju da ubijamo metcima ?
Ne svidja mi se nikako sto je gameplay, tj dizajn misija potpuno isti kao i u KZ2, trci vamo stavi bombu, trci tamo stavi bombu.
Ova puska za Sharpshooter deluje krajnje zanimljivo. :)
 
Ne znam sam sta bi najbolje ucinilo KZ3 SP zanimljivijim ? Vozila ?
Znas kako, falilo je KZ2 price, da se uzivis u ulogu Seva, valjda ce na tome bar da porade.
Meni se bas svideo onaj prvi trailer za KZ3, kad je Sev klao hordu Helgasta, i izgledao je kao da je odlepio. Dark side of the Sev mi deluje kao prava stvar. Nadam se da bi zapravo mogli napraviti neki neocekivani twist i da Rico, Sev bilo ko predje na stranu helgasta ili da ih ispali u pokusaju bega.
Uostalom imaju bre pare, nek unajme nekog pisca za pricu. Ako moze Crytek da uvidi gresku, onda moze valjda i GG.
A ne da nam jadnu pricu sakriju sa izivljavanjem na Helgastima na 100 nacina.
 
Poslednja izmena:
Lepo bi bilo da nas malo stave u ulogu Helgasta, a ne stalno da igram sa ISA pederašima
 
A shta bi sa online co-op-om ?
 
A shta bi sa online co-op-om ?

Ne treba ti to veruj mi. Ima da igras sa nama online mp, mani se coop-a. :-devil-:


Co-op was strongly tipped after a supposed screenshot appeared online showing the feature.

We can only assume that if split-screen's in, then online co-op will follow. Finger's crossed.

Killzone 3's out on February 22.
 
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