Agents of Change: Impressions, Problems and Suggestions


(Thundermuffin) #41

Steam updates games at all sorts of hours; other games have been updated already today.

The OP pretty much just confirmed to me that the maps aren’t easy to figure out and will end up making QuakeCon’s BRINK tournament crappier; oh well, one can always hope that Carmack & id will announce Quake 5 and it will be another arena shooter. :slight_smile:


(Borlax) #42

While I appreciate the positive comments, I don’t want this thread to be about my post. Lets talk about the DLC and the game in general guys. I think that is what people want to read about.


(Seiniyta) #43

I’m so imagining the guys in charge of releasing this stuff on Steam, stretching their arms, having a coffee, and looking at one another “So guys, what shall we do, put the Brink dlc out?”
“Man, we’re just here, um, let’s do that later”
“kay man”


(Hdserialkiller) #44

I don’t understand how they werent ready for the traffic, I gotta stand around for five seconds just to revive someone?
The maps are mediocre to say the least. Anyone that pays for this ever, is getting shafted.
And why did it take soooooo long for this to come out?
I honestly thought this could bring the community back to life, now I think its the nail in the coffin.
I cant stress enough how let down I am.
I just hope they make brink 2 the winner that this was supposed to be.
If I weren’t so sure of the potential of this game I would be downright pissed.
Waste of money, and time beta testing because thats what it feels like.
The only game I can think of being worse at lauch was homefront but then again, that had a campaign…
Update good, but nullified by traffic of dlc, thats just piss poor.
We should boycott bethesda because they have too much on their plate and are neglecting their responsibilities.
Hunted was garbage, and skyrim isnt getting in my wallet unless this gets rectified.


(Jess Alon) #45

[QUOTE=Hdserialkiller;364315]I don’t understand how they werent ready for the traffic, I gotta stand around for five seconds just to revive someone?
The maps are mediocre to say the least. Anyone that pays for this ever, is getting shafted.
And why did it take soooooo long for this to come out?
I honestly thought this could bring the community back to life, now I think its the nail in the coffin.
I cant stress enough how let down I am.
I just hope they make brink 2 the winner that this was supposed to be.
If I weren’t so sure of the potential of this game I would be downright pissed.
Waste of money, and time beta testing because thats what it feels like.
The only game I can think of being worse at lauch was homefront but then again, that had a campaign…
Update good, but nullified by traffic of dlc, thats just piss poor.
We should boycott bethesda because they have too much on their plate and are neglecting their responsibilities.
Hunted was garbage, and skyrim isnt getting in my wallet unless this gets rectified.[/QUOTE]

Go post this on bethesda’s boards and see how long it stays up.


(Borlax) #46

[QUOTE=Jess Alon;364293]Way to repeat exactly what I said, minus any sense of class.

Lemme put a disclaimer… what’s below is from playing for an hour. I’m still “studying” the DLC but I am excited to share some insight.

Founder’s Tower is by far my favorite map now. It’s got objectives and a lot of vertical space. My favorite used to be sec tower but now it’s founder’s. Splash Damage boys… you need to make more maps with tower in the name.

I thought I would hate the heal station. But I kind of like it. It makes for a slight harder challenge when busting through choke points. When I see that they are REALLY hard to kill I get close as I can and run through the tiny choke points they stand in and drop a nade as I go through… allowing me to turn around and flank them from the back as they get up and the rest of my team enters the room.

So far I think the UAV is annoying… but probably because I haven’t gotten to use it yet.

FLAME nades are a great device when you have to deliver a package. You run and if you know they are behind you, you spin chuck spin run. Great strategic weapons.

The bayonet is awesome. I like to keep one on my cross as I can charge shoot melee and they are deadmeat. Also it’s reach is further then the knife or the standard rifle butt.

I haven’t tried the shield but I noticed it makes headshots from barnetts that would usually be insta kills take half health. So if you’re a medium medic with a death wish I could recommend you use it with something like the rhett so you can get those nice close ranges kills while saving your buddies.

I like the limey pants and vest… not much else… I have tats on my guy so a vest that doesn’t look totally retarded is nice. looks at bug vest… vomits

Not one thing about the sad punk I liked.

The labs are good. I need to play through them a few more times… there’s also a couple spots where I couldn’t find alternate routes but that’s not uncommon… they aren’t in plain view.

Now if you’ll excuse me I’m gonna play as a light with no bots on tower and jump all over the damn place.

EDIT: Operatives will be excited to find that there are more hack objectives and on tower you get to blow stuff up TWICE.[/QUOTE]

Thanks for sharing your impressions! Glad to hear from another gamer with a different point of view. Do you play on 360, PS3, or PC? I am on PS3. I would love to follow you around and see how you explore these maps, but I can understand if you don’t want a newb following you around, LOL! However, I do make a wonderful meat shield to block incoming fire.

EDIT: just viewed your profile and saw you are on the 360.


(Jess Alon) #47

Well as an update… tower’s layout includes a ridiculous amount of flanking routes… I learned quickly that someone could pop up from almost any direction. There are vents… boxes you can climb cross level. In the part where you have to fix the panel in that big room before you get the bomb and throw it outside, there’s more then 3 entrances. And a place to snipe from in the corner that’s right above a door way where you can wreak havoc with molotovs.

These kinds of things are everywhere even in the original levels… in the big glass control room with all the conveyor belts… and you can actually get up above everyone where they can’t see you and shoot down at them. This spot also allows you to bounce a grenade in and stop any pesky agents from hacking the objective if you’re defending… or knock down a whole group guarding it if you’re attacking.

Labs is interesting too. I’ve never seen a 3 floor battle field like that. Nothing’s more satisfying then being up above and jumping down landing next to exedore to kill him with a bayonet to the back. And the beginning part of labs makes the agent the hero. If you manage to kill someone and disguise while everyone is spawn camping from those ramps you can hack that door downstairs before the enemy can react to it… And now you just opened a 3rd entrance straight into the room with one of the soldier objectives. Now people can flood through the front door and then the defenders move down to stop them. But then you’ve got people coming up the ramps and now they’ve grabbed the command posts at the same time. And the tide of battle can turn in an instant.

Guys keep making levels. These two rock and I would easily pay more then 10 bucks for the material.

BUT you’ve got an issue with campaign where it’s impossible to play tower as security to get the achievement. I’ll select security in founder’s tower and instead I end up on the resistance side.

AND napalm grenade not that impressive. Health post kind of looks phallic, people have taken to calling it the Heal Dong. Besides that nice job.


(TragHIP) #48

[QUOTE=AmishWarMachine;364239]Share them, see how they compare/contrast to your original thoughts. Sometimes what is most intriguing to others, is not the conclusions you came to, but how you came to them… or conversely, how you came to “reversing course” should it be the case.

I’m still undecided on the new levels, but that’s mostly because I have no friggin’ clue where I am, or where I am going half the time. SMART-wise, the lab and tower seem to be the most non-linear levels in the game. Like massive jungle-gyms.[/QUOTE]

Yeah, Amish I know what you mean. I was lost half the time in these maps. I need some alone time with these levels playing easy bots. lol


(Hyraltia) #49

Couple of things to say here:

  1. They clearly did not learn from previous map designs and complaints related to such poor, clumped, choke point filled non-sense maps such as Container City and some others.

Both new maps are pretty much disgusting in terms of design and layout (outside looks nice, yeah whatever, doesn’t matter since you spend all of 5 seconds out there).

  1. New skills, from what I’ve seen thus far are going to cause a huge issue, UAV really shouldn’t explode, there are enough spammy explosions going off in game as is, do we really need one that can follow us around?

I’ve seen all but the new medic one (at least i think, unless i walked past one which very may well be the case) and they are all more of the same and don’t really add anything to the classes to further differentiate play styles or tactics, just adds to the amount of skills one has to spam before they die and repeat.

Overall, extremely unimpressed and nothing to keep me around/heighten my desire to play, permanently uninstalled as far as I’m concerned, these maps gave me hope that they may learn and create something out of the ordinary but they didn’t, stuck to the same poor formula and crammed these maps in. New skills, again, are more spam as well as unimpressive like the maps.

Edit: Forgot one key thing on their poor map design: NEVER EVER give defenders high ground looking down toward an area that the attacking team MUST pass through or where they have an objective to handle, objectives should ALWAYS be on level ground where a team can defend/tactically place themselves in order to take it or defend it, high ground in these situations (especially when defense reaches the points easily and attack cannot) is just extremely poor design.


(Jess Alon) #50

[QUOTE=Hyraltia;364554]

Edit: Forgot one key thing on their poor map design: NEVER EVER give defenders high ground looking down toward an area that the attacking team MUST pass through or where they have an objective to handle, objectives should ALWAYS be on level ground where a team can defend/tactically place themselves in order to take it or defend it, high ground in these situations (especially when defense reaches the points easily and attack cannot) is just extremely poor design.[/QUOTE]

In most games this is true. But you can disguise in Brink. And open multiple passages before anyone expects it. If you think the map design is that atrocious then you’re obviously not very good at the game. I like having the odds slightly stacked against me. It makes winning more epic. It’s like in world war 2 when people had to fight their way up the beach. Only the strong survive.

And in most brink maps. Once you get past the initial chokes and hit that first objective. As attackers it’s pretty easy to steamroll right over people unless you have a hostage to escort.

EDIT: Speaking of which. There should be a hospital level. Where you have to actually escort a hostage INTO the building to a safe room in the hospital. Say you start with the hostage. And the resistance are attempting to lock down the hospital because they are trying to kill off the hostage and secure the hospital for themselves. So you start with the hostage and you have to hack the front door. Then the engineer has to fix some equipment to save the hostage’s life. THEN a medic needs to patch up the hostage in some room that has a panel that you can blow to shut the medic and hostage inside and then you have to repair the panel once the hostage is patched up. THEN you have to escort them to a safe room and blow the panel from inside to lock themselves in.

The key to this mission working well would be to have long narrow hallways with lots of rooms to hide in. This would require people to check ahead of the hostage and make sure the rooms are clear. And would make it a priority to keep more then one person with the hostage as the enemy could overwhelm the teams and camp on the escort in the rooms I think a level like this would be amazing.


(Hyraltia) #51

[QUOTE=Jess Alon;364559] If you think the map design is that atrocious then you’re obviously not very good at the game.
[/QUOTE]

Let me rephrase it to make it easier for you to understand then, TEAM BASED GAME+HIGH GROUND+UNCOORDINATED ATTACK=failure to win match, last i checked one individual (and that individuals skill level) cannot take down 6 people with high ground and cover all the while managing to complete an objective or hack in order to open a passage for your team, believe you me, i tried and tried, take out 2-3 in one life, before i’m back they are revived and more of my team rushes in before i spawn and die, attempts to wait for them and make a push with them also fail because medics don’t know how to heal anyone but themselves these days and soldiers apparently don’t like to use those stronger grenades they have to clear a nest out.

High ground is fine when used in a later part of the map where a team may have to attack, but there are USUALLY alternate passage ways into these areas, as is with many maps in brink, but when your initial spawn area is indeed covered by high ground with copious amounts of cover for defense with bottle-necked areas being the only way around, it is indeed atrocious map design.

And since when do thoughts on bad map design that have constantly been stated by the community relate to skill, if that’s the case then you better start calling about 95% of the community bad, cause just about everyone agrees that maps with high ground overlooking spawns are terrible, see container city related posts and others.


(Kurushi) #52

[QUOTE=Hyraltia;364554]Couple of things to say here:

  1. They clearly did not learn from previous map designs and complaints related to such poor, clumped, choke point filled non-sense maps such as Container City and some others.

Both new maps are pretty much disgusting in terms of design and layout (outside looks nice, yeah whatever, doesn’t matter since you spend all of 5 seconds out there).

  1. New skills, from what I’ve seen thus far are going to cause a huge issue, UAV really shouldn’t explode, there are enough spammy explosions going off in game as is, do we really need one that can follow us around?

I’ve seen all but the new medic one (at least i think, unless i walked past one which very may well be the case) and they are all more of the same and don’t really add anything to the classes to further differentiate play styles or tactics, just adds to the amount of skills one has to spam before they die and repeat.

Overall, extremely unimpressed and nothing to keep me around/heighten my desire to play, permanently uninstalled as far as I’m concerned, these maps gave me hope that they may learn and create something out of the ordinary but they didn’t, stuck to the same poor formula and crammed these maps in. New skills, again, are more spam as well as unimpressive like the maps.

Edit: Forgot one key thing on their poor map design: NEVER EVER give defenders high ground looking down toward an area that the attacking team MUST pass through or where they have an objective to handle, objectives should ALWAYS be on level ground where a team can defend/tactically place themselves in order to take it or defend it, high ground in these situations (especially when defense reaches the points easily and attack cannot) is just extremely poor design.[/QUOTE]

They’ve come a long way from the stock maps imo. There are a lot more routes for lights, more secret passages, more detail, cooler places to build as an engy and the action is just as, if not more frantic.

SD know level design, I guess you do not


(SD=Flagship) #53

yeah, they really don’t know what they are doing. Going to dance the day they go out of business! :smiley:


(Jess Alon) #54

[QUOTE=Hyraltia;364565]Let me rephrase it to make it easier for you to understand then, TEAM BASED GAME+HIGH GROUND+UNCOORDINATED ATTACK=failure to win match, last i checked one individual (and that individuals skill level) cannot take down 6 people with high ground and cover all the while managing to complete an objective or hack in order to open a passage for your team, believe you me, i tried and tried, take out 2-3 in one life, before i’m back they are revived and more of my team rushes in before i spawn and die, attempts to wait for them and make a push with them also fail because medics don’t know how to heal anyone but themselves these days and soldiers apparently don’t like to use those stronger grenades they have to clear a nest out.

High ground is fine when used in a later part of the map where a team may have to attack, but there are USUALLY alternate passage ways into these areas, as is with many maps in brink, but when your initial spawn area is indeed covered by high ground with copious amounts of cover for defense with bottle-necked areas being the only way around, it is indeed atrocious map design.

And since when do thoughts on bad map design that have constantly been stated by the community relate to skill, if that’s the case then you better start calling about 95% of the community bad, cause just about everyone agrees that maps with high ground overlooking spawns are terrible, see container city related posts and others.[/QUOTE]

So you’re criticizing SD for making a team based game in which you actually have to use teamwork to win? The guys camping you are in essence using teamwork.

Brink is only a good experience for people who can work together. To the unorganized scabs with no friends… well you’re just gonna get destroyed.

That’s not SD’s fault. It’s yours.

What you’re saying is like criticizing a restaurant for providing a place where you could take a date for not providing you WITH the date to take there.

It’s the players… not the game. And strong teamwork should win the match. Not individual skill.


(Tandem) #55

[QUOTE=Borlax;364040]First, let me say these are just my opinions, and I LOVE this game and don’t understand the hate it gets.

I am glad this DLC was free, because otherwise I would be pissed off right now if I paid for it. As it is, I am just disappointed.[/QUOTE]

The so-called “haters” are just other people with other opinions.
Some are quick to single-out anyone who doesn’t agree.


(Tom12121112) #56

[QUOTE=Tandem;364574]The so-called “haters” are just other people with other opinions.
Some are quick to single-out anyone who doesn’t agree.[/QUOTE]

he never used the term “haters,” only “hate.”


(wolfnemesis75) #57

I think you need to play for a while before writing up a report. Far too early.Smacks of preconceived notions again. Let stuff germinate more so you don’t “jump the gun” or to “conclusions.” Especially when you are posting this before most got a chance to play the new maps. Kind of a bush league move in some ways, to be honest. We don’t need more reviewers regurgitating other people’s reviews. Sorry. :slight_smile:


(Donnovan) #58

“The so-called “haters” are just other people with other opinions.” Boris

Opinions can be **** also.
I will never defend the “Natural right of human to talk ****”!

…but i defend the “right to be smart, intelligent and kindy not obstant you is among idiots”.


(Humate) #59

[QUOTE=Exedore;364099]Absolutely not the case. I know it’s a common misconception that DLC content is finished at the time the game ships and either just locked off or removed for a later download, but work on those maps continued for quite a while as the boxed product was in testing and certification.

Fair enough comments on the maps; it’ll be interesting to see if any opinions change.[/QUOTE]

Just finished both the maps or “missions” vs bots.
I thought they were pretty good. I forgot the name of the map, but the hack objective where players would enter a courtyard from various heights and angles was pretty good.

Gunplay is still bland, which over-shadows all the hard work in the levels.


(RabidAnubis) #60

Actually, I think a new tactic for founders tower will be for two heavies to storm the office with the charge with EZ-nades. This will probably help a lot. This means that turrets may need more disguises though to be taken out. We’ll see.