nasagoal schrieb:
Na und. Solange das Game taktischer als das mir zu anspruchslose Halo 1/2 wird, denke ich, dass mir das Spiel um einiges besser gefallen wird. Ich würde aber trotzdem gerne die Gründe dafür kennen, dass es im Gameplay eine 8 bekommen hat. Grafik eine 10 ist sehr erfreulich, vom Sound hatte ich auch eine 10 erwartet.
die 8 wahrscheinlich auch darum weil man nicht springen kann und damit (grad in dem setting) weniger taktische möglichkeiten hat
Edit: hier noch ein feedback aus dem Beta Test (neue infos über den MP modus; ich hab nicht nochmal alles editiert)
Guerrilla's feedback for you collection!
Hi everyone,
Here's a collection of all the feedback from Guerrilla sofar. It s a long one,( I'll bet it's the world record longest post) but here you can hopefully find all the answers to your questions! All the feedback is very much appreciated by the G's dev's!
If you have more issues to be solved before final release, please do make comments but make sure these questions haven't allready been answered below.
Enjoy reading and thx to the Guerilla dev's for these answers.
greetz,
NAP
Killzone Dev. Feedback on fixes!
Dev feedback on issues with levels
levels
questions
quote:
- i was on the beach level the 1 with the rocket thingy and you know the big base onit well you know you can go up ramps @
the back and @ the top of it theres this machine gun well i was in the middle of the map and i looked over there and i could
see guys in mid air i thought WTF??? but i realised that i was lokking thou the building while they where running up the
ramp..
- sometimes scenery disappears. People float in space. People won't die, because there's actually something between you, but,
you can't see it as it's disappeared.
- Sometimes when you respawn you are looking through the wall.
- The redraw seems to have difficulties sometimes. in the distance you will see floating players clearly only for the
building/wall/rock to appear as you get closer that they are actually behind.
- sometimes when you die, the ground goes funny, like it's disappeared.
- Something that looks wierd is: On certain levels you can look ahead of you an see someone in mid air floating and its not
untill you get closer the building apear. This is the same on the jungle level where the main detail in the plants only apper
when you close.
- Hi all,,I have got a problem with the screen,,I can`t travel around the map correctly as all wall are invisible.
- The beach map cannot be handled by this game, the pop - up is rediculous as it's so open and you often find yourself
looking at people floating in the air because the scenery hasn't appeared yet.
Answers
These issues are related to the levels being too heavy to have all the content in at once. Killzone uses a system whereby
content is constantly being streamed into memory when needed. This allows us to put more detail into the levels and
caharcters than would be possible without streaming. However, there is a limit to how much content can fit or be streamed in.
The beachead level was especially heavy, since LODs for the landscape were missing. This meant we were constantly trying
to have the highest detailed version of the landscape in memory even if it was far away. We are optimizing the memory load of
these levels, and the game in general and most of these problems are gone. All these problems should be gone in the final
build.
quote:
- There are alot of graphics glitches and pop ups, there also alot of small pixels that are white, so when you turn, you see
white lines between the polygons and stuff.
AnswerPopups are caused by the content issues mentioned above, and should be fixed in the final game.
quote:
- On the beachhead map, at the ISA end (the beach) on the ramp upto the grenade launcher building entrance. My brother was
running around with his mate and his mate stood at the top of the ramp. my brother tried running passed from inside the
building, but instead they BOTH feel through the bridge and landed on the otherside of the beachead barricades in the water.
he could then walk along the outer side of the beach.
Answer Collision can be bypassed if you use another player to jump on and sprint over railings. Should be fixed in final game.
quote:
- Glass in park level breaks at times.. and doesn't on others.
- Glass on the train map sometimes doesnt break
AnswerThis was probably caused by the weapons damage bug. We will check if this is gone when using the new damage system.
quote:
- 8 maps will not provide a suitable amount pf longevity which will hurts this game quite badly i feel.
- More maps I read that there will be 8 maps online, to me, that seems very limited.. and it may wear off if you've played on
one too much, add variety so every player has his/her own favourite among more than just 8.
AnswerThere will be 8 multiplayer maps in the final game. 8 maps and 6 modes should keep everyone busy for a while.
quote:
- When running through water there is no extra resistance
AnswerWill be fixed.
quote:
- On beachhead you can get on the big walls by running up the mountain
- On train level, in the indoor courtyard thing, other side from bridge, where there is a machine gun on floor, you can throw
grenades through the metal gratings (not sure if same throughout level, will check + post)
AnswerThese collision bugs are or will be fixed.
quote:
- On the train depot level, in the bottom where that big beefy gun that Rico is famous for using, the very end pillar appears
really messed up, dodgy texture or something
- On the train depot level, theres some chain link fence type things on 1 side of the level on the top floor. When looking
through this, you cant see the bullet holes that have hit the floor and the player names of anyone running across (when they
pass through the gap in between they appear and sod off again when in front of the fence).
AnswerWe will look into this sorting issue.
quote:
- Make the maps more colourful!
AnswerMore or brighter colors are only used if we want to attract the players attention to it, by making everything more colourfull
we will lose this control and KZ would turn into a disco circus. (shiver along the spine)
quote:
- i was playing the train station level today and i fell onto the track, slowly my energy started falling so i walked into a
wall imagine my surprise when i walked through the wall and fell out the level. when i looked up i could see the level
getting smaller and smaller then it disappeared. i thought ****** know what i even said on comms is there any way to kill
yourself but a few seconds later i died anyway. i might try and get a video of this or a few sceenies watch this space.
AnswerYou are supposed to die instantly when you fall onto the track. Will be fixed.
quote:
- Something wierd i noticed on the outer walls/landscape of the rainforest style map. I shot some grenades/rockets at them
and there was no explosion, it seems as if they were just going straight through it.
AnswerFixed.
quote:
- When shooting sandbags, theres no bullet holes & dust etc coming off.
AnswerFixed.
quote:
- Place more pick ups for secondary ammo (Handgun) or make the primary weapons better that people dont need to use their
secondary so much
AnswerExtra pickups and weapons have been added.
Reply on virtual keyboard
=== Virtual keyboard ===
quote:
- Virtual Keyboards: About the SMS keyboard: I didn't like it in Eyetoy Chat and I don't like it here for the same reason,
I'm a touch typist so QWERTY is much more practical for me. Maybe they could have both and let us toggle between both styles
of keyboard? It also seems strange that when creating room names or chatting in the lobby it goes back to the qwerty keyboard
anyhow, theres no consistency here. Qwerty all the way please, or both.
- QWERTY Keyboard, the SMS keyboard is hard to use and annoying at first and I really islike it an option for either would be
greatly welcomed.
- Also there shud be a choice at the Start option on load up what type of keyboard you want to use SMS or qwerty.
- Is it possible to change the layout of the keyboard to just a normal keyboard as people are finding it annoying to use.
Answers
1) We want chat to be easy & quick - and the sms style keyboard is a hell of a lot quicker to use than a regular qwerty
virtual keyboard. You might end up with a few more typos, and it takes a bit of getting used to, but if you stick with it its
quicker
2) There's some further tweaking to be done to the sms keyboard - particularly regarding the sensitivity & the clarity of
which set of letters you have highlighted
3) USB keyboard support is only partially implemented for the public beta (which is why you won't see it mentioned in the
manual - some of the keys don't do what they're supposed to). This is going to be fixed for the final game
And finally - please report specific issues that you have with the keyboard, and we'll stick 'em on the list!
Options and loading screens.
=== Control settings ===
quote:
- When changing the controls in the options to re-map them it doesnt stay changed
- Is there no way to save your turning speed/look speed advanced controller options to your profile or will that be an option
in the full version?
- I assume this will be fixed in later builds - but invert look has to be set-up in the game every session and is not
remembered across reboots.
- Game doesn't save button setup.
AnswerPublic beta did not save some of the settings. Will be fixed in final game.
quote:
- If you try to configure controls, it crashes at, press what button to map.
AnswerFixed
quote:
- Therefore, if they let us re-map comms to L2 and Crouch to right on the D-pad (with the option to toggle crouch on/off with
one depression for the campers), sorted. You can then use L2 for comms and run about screaming and shooting to your heart's
content.
AnswerThe location of the comms button is under investigation and will be adapted based on feedback from the beta testers.
quote:
- Will the final virsion have more control options as the current options hurt my hands like hell. I suffer from RSI and the
current controls are a pain as there is loads of things to do
- Control pad adjustments leave alot to be desired, as was posted on my clan forum you only have turn sensitivity, you could
do with an acceleration too, as it is you can turn the sens up and be able to turn to face your enemy alot quicker, but the
you cannot target from a distance, see the socom II setup for this.
AnswerNo more options are planned at the moment.
quote:
- Currently the player character turns too slowly
AnswerPlayer can adjust the Look up/down and the Look right/left sensitivity in the advanced settings on the controller config
screen)
==== Options ===
quote:
- Just incase its no in there, put a screen adjust option in there (Just somethink i like to have so i can see everything ).
AnswerScreen adjust options are in the visual settings menu in the final game
=== Loading screen ===
quote:
- When joining a game after the controls screen when screen goes black, maybe add a moving icon or timer etc. like in Socom
cos I always think the game has crashed or something (sometimes it has) cos it takes a while and I end up having to reset my
PS2, if you could add it would be really helpful.
- Loading results in a black screen, sometimes takes a while to load.
- Sometimes when joining a game the loading screen with the control doesnt show you just get a black screen.
AnswerThe final game will have no more black screens while loading. Instead nice pictures and a progress bar will be shown.
quote:
- The controls loading screen has two CIRCLE graphics there is no square (or not easy to tell difference)
AnswerThis screen is not in the final game in this form, so the bug is no longer relevant.
HUD issues reply.
=== Player HUD ===
quote:
- My other problem was when I was playing my health seemed to be going down for no reason. Then I realised it was because I
was getting shot but the red marks that appear from the direction you are getting shot at weren't there, so I had no idea
where I was getting shot from. This made the game pretty unplayable as people could easily shoot me from anywhere and I would
have to spin 360 degrees to see where the bullets were coming from. This continued to happen even after I had logged out and
back in again and joined a different game.
- will post more soon i also was noticing my health going down not knowing how and not knowing whos on comms... would be kool
if ya could see whos speaking..
- The red bar that appears in one of the sides of your screen when you are taking damage don't always appear.
AnswerWe are aware of this problem and will fix it.
quote:
- Vibration - The above point may not be such a great problem if my controller rumbled when i was being hit, but i felt
nothing at all. And as i say, the only way i knew i was being hit is because i could see my health dropping. Like the first
point, this may just be my controller, or does it happen to anyone else?
AnswerVibration should work, but is turned off by default.
quote:
- On the count down timer at the end of a game every other second you see the last second overlapped (e.g: 00:06 and 00:07
overlapped)
AnswerFixed.
quote:
- In-Game stats screen, so you dont go to a total different menu hold select to view it, and everything else put onto START
(would be good if like SOCOM not a full screen menu Also be good to improve loading times of menus)
- Better still make SELECT bring up a quick slightly transparent stats screen so you can still see whats going on instead of
being completely defenceless.
- More game info on screen (such as your kills/deaths, team score, destroyed radars etc).
- Also when you pick up a Supply a small symbol should show on your screen informing you have one. My first go on suplly drop
i was told i had one without even knowing
- suggestion: radar
- One other thing - I would like to see a radar.
- It would help if there is a radar of some type to let you know where you have to go and the oblectives of the mission if
any other than killing opponenet should be pointed on it. Example Socom2 bomb plant lets you know where to go to plant it.
AnswerThere will be no radar in the game. However the multiplayer hud does show a lot more information such as:
- time remaining
- team scores
- supplies / bases captured / carried
- whether you are carrying a supply
- location of supplies / bases
quote:
- I also think the 'Game Handle' is to far above the players head. Sometimes you can get close and it looks as iff the name
is somewhere eles.
- Team mate names viewable all the time, and in deathmatch no names.
- Coloured names for when it says who killed who (in team games), such as red/blue.
- IN Deathmatch - remove the names over players heads unless you're really close - it makes stealth impossible, as people can
see your name even if they can't see you..?
- the names of your team mates are not always clear/visiable from distance, when u get close they turn bright white, this is
the level they should be at all the time and not get duller the further away sum1 is, this makes it harder to tell a team
mate from an enemy at long range especially through a sniper rifle.
- One issue I have is sort of related to the visibilty of characters names when they are in the distance. Personally I can
never remember who's on my team, so seeing their name through a sniper scope wouldn't really help me much. What would be of
more use is if the crosshairs changed to the relevant colours when you zoomed in - in the same manner they change red or
green when a character normally comes into range.
AnswerWe are looking into the displaying of names based on beta feedback.
quote:
- Shotgun sometimes make the player go into a prone slide
- When changing weapon the cross-hair doesnt show up for about 3-4seconds after reloaded this is bad as you cant sometimes
see if its the enemy in the distance or not as the crosshair doesnt indicate so.
- When looking down to pick-up/equip a weapon the camera sometimes turns upside down and goes to the floor making it hard to
see as it doesnt return to normal for a few seconds
- The Images of weapons do not appear sometimes when you pick them up, or when you pick up ammo for them (Image appears in
the top right corner).
- When changing weapon the cross-hair doesnt show up for about 3-4seconds after reloaded this is bad as you cant sometimes
see if its the enemy in the distance or not as the crosshair doesnt indicate so.
AnswerAll of these are streaming issues, which have been resolved, or will be resolved for the final game.
quote:
- Kill announcements are shown in large text in the middle of the screen which can be quite obtrusive.
AnswerFont is smaller in final game.
=== Bots ===
quote:
- Bots seem to stay on the spot a lot (possibly after spawn) making them easy to kill
AnswerThe public beta has some issues with bots standing over pickups without collecting them, and bots not being given the right
orders causing them to stay stationary in some situations. These are fixed in the final game.
quote:
- Bots, when hitting you, have a delay of about 1/2seconds for you to take damage off them
AnswerIs this on the creators machine?
quote:
- Bots sometimes have spazams and can be seen shooting randomly in the air at nothing, and I think they dont move if your
not near them (you can easily kill them standing still on bridges, for example)
AnswerThis is a replication problem. Bots will look normal for the creator of the game. This will be fixed for the final game.
quote:
- Bots: I've noticed that on the Park Terminal level, with bots on easy, they invariably throw grenades at their own feet in
narrow corridors if you shot at them whilst they're throwing. On the same level, if you camp out the bots' respawning area
they never check behind them after spawning, instead they just run forwards on their set route which makes them easy kills.
AnswerGrenade throwing and use of other explosive weapons has improved drastically since the beta. Fixed in final game.
quote:
- Bots: On the Rain Forest level on Assault mode with the bots as Helghast, the easiest way to kill them is to chuck an
'uncooked' (no priming it first, just chuck it) grenade at them. They retreat from grenades, but then stand still waiting for
the grenade to go off which allows you just to pick them off. I'd have expected them to work out an alternative route and
head that way instead.
AnswerThis is a known problem, we are working on it.
quote:
- Bots/AI : In many cases, i have seen the bots move and play like a human, which is very cool... but they don't always, i
was watching a bot and it seems to fire at nothing and go ballistic over nothing, and start chucking grenades at his feet,
and me. Also their animations are a bit odd, they seem to pull there leg back to throw grenades sometimes, or fall on the
floor and get back up again. They also move oddly most of the time, they expose their back too much.. they move to slowly,
and are very bad at turning, lol, a player with an analog stick wouldn't turn that bad .
quote:
- Make bots quicker. This will give a more human vs human feel.
AnswerBots have the same movement speed as human players. If you can provide us with specific instances of slow movement, we will
look into it.
quote:
- Could there be a method implemented whereby if you start a game with bots the bots don't start off and run ahead racking up
points whilst you're still in the lobby chatting to other people who have joined?
AnswerKnown issue. Should be fixd in final game.
quote:
- In the train depot (assault) I find that Helghast bots often run to the underground area and start pumping bullets into the
metal shutters.
AnswerWe will look into this.
quote:
- On Park Terminal even with the bots on Hard mode, the ISA bots tend not to bother defending the 3 consoles once you've run
past them down to the far end of the dead end where the consoles are located. You can then take out the first console
(furthest from the bots) just with grenades, then edge left and fowards a bit and take out the last two consoles with gunfire
from your primary weapon, although sometimes a bot will then come back a little further to investigate, but then invariably
walks into your line of fire. Might be worth making the back of that dead end one of the respawn points for the ISA?
AnswerKnown problem, we are working on it.
headset
Answer
Hey guys, just wanted to give you an update from the Guerrilla team. We got confirmation this morning that they are adding
the following things (mostly thanks to your requests) to the full version:
1. The headset control button will be moved to the SQUARE button.
2. Team based channels will be supported in game.
3. A ten second time limit will be added for use
4. And the name of the person speaking will appear on screen.
Hope this helps, look forward to seeing you online.
quote:Originally posted by edjash:
Great, I only had 3 things on my wish list and 2 of them have been checked off today. (The other was spectating alive team
mates when you die in "No respawn" mode).
AnswerThis spectator cam will be in the final game.
In fact, I have a version of the game running next to me in spectator mode, showing off a 7 bots vs. 7 bots game on beachhead
all the time. Great fun to watch, especially since the bots use all weapons now.
quote:
As for beeping, It's not something I personally care about as I haven't -THANK GOD- played a socom game in ages.
I will try to find out what the status on the voice / beep is. The voice chat is something I am personally not involved with,
so I will have to ask around
Answers from Guerrilla
quote:Originally posted by Wollan:
I have been following Killzone for quite some time but there are many questions which have a vague answer for me and I wonder if you could answer some of them.
_1) I have heard rumours about Guerilla are in the works regarding a clan aspect to this game. True, false?
AnswerWe feel killzone's style of gameplay lends itself well for clan gameplay, and hope to see a lot of clans forming.
The final version of Killzone will have the following features that support clans:
- Team modes.
- Password locked games.
- Buddy lists.
These allow for people to contact clan members and organize clan games.
quote:
2) Collectors edition. Two New Zealand sites have a Collectors Edition version of the game available for pre-order. Is a Collectors edition happening?
AnswerThis is a publisher issue that we developers cannot confirm or deny.
quote:
3) Joris De Man's 45min + orchester soundtrack is obviously going to be great. Are you in plans or discussions about releasing a Killzone album?
AnswerThere are no plans to release a Killzone album at this moment.
quote:
4) Is it just me or does it seem like Luger is a carbon copy of Deborah Unger(a very good thing)?_
http://killzone.ng-gamer.nl/images/characters/luger2.jpg
http://www.hissandpop.com/celebrities/u/deborahunger/photos/017.jpg
(The same with the actor voicing Hakha. Sean Pertwee.)
AnswerMaybe she does, but she's modelled after Dutch actress Micky Hoogendijk:
http://www.imdb.com/name/nm0393558/
quote:
_5) Who is the office champ in Killzone multiplayer?
AnswerWe haven't really had any organised shootouts here. My money is on Roy (the lead visual designer), or one of the internal QA guys.
quote:
6) Do you have any concrete marketing strategy for this game or will the usual commercial a week before and some ads in FHM be the one?
AnswerWait and see.
quote:
7) Is the singleplayer campaign playable from start to end now in it's current build?
AnswerYes.
quote:
8) Can we get a name of one multiplayer level not seen in this beta?_
QDM1.
AnswerOh you mean Killzone maps

'Canyon Crossing'.
quote:
There are probably alot of questions there which can't be answered but I would really appreciate it if you could answer some of them.
(I have tons of other questions too if you find it funny to answer. )
AnswerWell here you go.
Hi Guys and sorry for not replying to any of these posts earlier, we've been incredibly busy with beta and some of the other skus the past few weeks and have not found much time to post, let alone sleep .
We have been reading your comments with interest and I wanted to comment on some of the most common bugs/issues you guys have been posting on the board, so here goes: (Wish me luck)
----Weapons not being picked up first time-------------
AnswerThis is to do with the streaming in the game. The game is running out of memory and has to decide what to drop. This has been improved greatly in newer builds and weapon pick-ups are now mostly instantaneous and without any problems. We're still finding little hitches here and there, but this will keep improving as we sort out memory fragmentation and manage to compress some other stuff. This should all be sorted by the final build and is very important to us to get right. Please keep posting if you find any really strange occurances.
----Terrain/buildings disappearing, floating players----
AnswerThis is also to do with streaming just as the above issues. Has improved A LOT and will keep improving.
----No explosions/rockets/grenades seen --------------
AnswerThis is also a known bug and we're still working on it. We've narrowed it down to the area and it will be fixed soon too.
---Grenades and the damage they do-------------------
AnswerYes this has been a bit of a pain at our end and the way grenades are working is constantly changing.
When keeping a grenade in your hand it will now kill you.
The final version it will all be working fine.
---------------------Scoring----------------------------------
AnswerThis has been fixed a lot in the past few days and it actually makes a little more sense now. A lot of the scoring has been overhauled and the new versions have some changes in them making the whole system a little easier to understand.
Suicide/friendly fire scoring has been fixed and some of the objective based games have also had their scoring systems fixed in time fore Beta. This also applies to multiple kills and any other kills you can think of right now.
-------Picking up an empty weapon-----------------------
AnswerThis is because someone else walked over it and picked the ammo out of the weapon. It is quite annoying and we're still looking into it. Will be fixed guys
-------------------Weapon placement-----------------------
AnswerThis is an issue where your comments have been really helpful. We agree with a lot of the points raised about the places you pick up the weapons. Example: The rocket-launcher in Beachhead on top of the tower. It is a bit unfair and we will move it.
All weapon placement is currently under review and should be a lot cleverer in time for the games release.
PLEASE KEEP THOSE COMMENTS COMING!
--------------Weapon strengh/ammo--------------------
AnswerWe have spent a lot of time looking at the way ammo is given and how strong which weapons are.
We will change the amount of ammo you have as a HGH or an ISA at the start to make it a little fairer. For instance starting with 2 shotgun shells vs 5 grenades? I know who I'd want to be...
This applies to the ammo pick-ups too. We're still deciding how much ammo each pick-up should contain cause I think some are still a little too high. 16 grenades for the ISA rifle? No chance.
As for the weapons themselves a lot of tweaking has been performed and the whole gameplay experience has gotten a lot better in the last month. We will continually keep tweaking the weapons till the game is released and I think it will be great by the final release.
----------------------Damage/Kills--------------------------
AnswerWe've noticed that this has been a bit of an issue and have revamped the entire way of keeping track of the way kills and damage are registered. It is now almost perfect and has improved the whole experience a lot.
Falling damage has also been fixed.
---------Connection problems, error messages----------
AnswerAgain most of these have been sorted out and we are constantly working on making sure that you can keep playing without interuption.
-----------------------Game modes--------------------------
AnswerThese have been improved a hell of a lot. Supply drop was somewhat confusing in the build you guys have and we had to have a good look at it and I can say that it is a lot better now. We have added a whole HUD for showing you the team points onscreen and who has packages and what the general status of the game is. It is now a lot better and a LOT more fun.The same applies for the other gametypes. We're going to keep looking at them and improving them so that you can actually have fun with these too and not just have to play Deathmatch games (Eventhough that can be fun too)
-----------------------Spawn points-----------------------
AnswerThese have been improved a lot, especially for the team based games and you should not have any problems with these. MP Level 8 for instance has some new rooms for the ISA to spawn in the large fortress.
I think that's it for now, I'm going to have a wander through the forum and answer some specific questions where I can. If I have forgotten anything please feel free to ask and I'll try to give you as much feedback as possible.
Again thanks for all the great ideas, comments, bugs and feedback you have given, it has really helped us here. Keep up the good work.
Seb Downie
Lead Tester - Guerrilla Games
PLZ READ : Problems with killing (official dev info)
Hi everybody,
Given that there are so many posts on this topic, I copied the reply on the 'hit damage not being reported properly'-problem from the US beta board.
We are working very hard here to finish the game, but we do try to read up on your feedback.
Remember this is a beta, you are helping us by reporting bugs. Also remember the build you have is quite old compared to the current version, so quite a lot of issues have been addressed. I will try to transfer more of the feedback we gave to the US betatesters (in between compiles most likely

)
Remco
---------------------------------------------------------------
Hi Everyone,
There are a lot of posts up here about the problems with actually killing someone.
I'm going to try my best to explain what's going on - but forgive me if I start rambling with too much "geek speak".
In order to calculate damage and ultimately kills, there is usually a client designated as the arbitrator. Sometimes we call this the Host or the Session Master. This client in the game is responsible for telling all the other clients whether or not they "hit" and how much damage was taken.
Usually, the first person creating the game is this Session Master. However, this responsibility migrates around to different users because of people joining or leaving, and because of network glitches during connection.... things like a delayed response to the server, packets getting dropped, etc.
In order to make sure that we don't aribitrarily disconnect people, there are timeouts built into the online code - in other words, we wait a few seconds to make sure the Session Master is truly not available before this migrates to another person.
Many times, these delays aren't that noticeable. For example, if you played Twisted Metal Online (which I worked on) you'll remember that when you "died" you saw a results screen, and actually had to select to rejoin the game. This was one way of making sure that all the clients had a chance to work around this timeout delay. Other games like Socom II are round based, so again - when you die there is a built in fail safe time to help all the clients synch back up.
An FPS like Killzone, however, is about constantly dying and respawning - and it happens very quickly. This is currently causing the individual clients to "lose sync" with what is actually occuring in the world. So you'll see things like emptying rounds of ammunition into someone and they won't die - and then a few seconds later someone else will die with just a few hits.
The good news is that there are changes we can make in the code to improve this, and we are actively working on some solutions that allow us to make arbitration more of a "shared" responsibility rather than relying on one client to be the Session Master and control these decisions.
The bad news is that there will still be these issues for the most part in Public Beta. We are working on some server-side fixes that can help with disconnections and latency / lag... but this can't solve the problem completely. In order to get this Public Beta out to you guys, we actually had to lock this code back in mid-July... so that we could get all these discs manufactured. We've been working on improving these issues ever since - but you'll have to wait for the final game to see the improvements.
I hope that wasn't too boring an explanation.... If I see you online, I'll try to stand still so I'm easier to kill
Message Edited by Ferret7 on 08-18-2004 06:58 PM
Ferret7
Killzone Dev Team
Remco Straatman | Lead AI development
Guerrilla | HerenGracht 410 | 1017 BX Amsterdam