i would like to add something here. pouring out my frustration, you know. my little story. im talking only pc community here.
ive been following the development of brink eagerly as a wolf:et fan. one of the best multiplayer games of all time.
brink got released and suffered from major technical issues. it was unplayable for almost all ati users. things got fixed and now it runs a little better on ati hardware.
but its not just that. well, of course it still is a major issue. almost all ati people werent able to run brink as its supposed to be. probably never will. but, thats not all of what is really messed up.
the game suffers from a general laggy feel. its slow, and with your latancy going down, your movement speed also goes down. at least thats how it feels like. the overall brink experience is far away from smooth. its bumpy, laggy, glitchy. not smooth at all. even if you run the game at a constant 60 fps, there is the bad net code with its constant lag spikes.
then theres smart and the map design i would like to put in one paragraph. the levels look nice. period. but brink shows more than any other game i know, how the looks are secondary priority and balancing and optimizing should be first priority.
brink is actually one of the worst balanced games i have ever played. i never played a game with spawnraping like we have on several maps in brink. the leveldesign plays a major role in that imbalance. how could this pass q&a and the internal tests? i really would like to know.
then theres the optimization of the maps and the smart. sometimes when i run around the maps i ask myself: “hey, leveldesigner dude, dont you know what a clip brush is?”
there are details in the map that usually are supposed to be visual details. they usually are non solid and should not have impact on your movement. but in brink we have small boxes, cables and other small things that interfere with your movement, making it an even more “un” smooth experience. leveldesigneres usually use “clip brushes” for that sort of stuff. these are invisible walls that are above the visual details. so, your character moves over an invisible totally flat surface. no object interfering. this apparantly is missing in brink.
should i write something about the player interaction? yea. the way it is designed is to streamline the input and interaction for console players. that wouldnt be so bad if there wouldnt be the constant lag. the system always focuses something i dont want to focus. the system lets me follow people i dont want to follow. simple put, the interaction system lets me do things i dont want to do. thanks to lag and thanks to bad optimization.
have i forgotten something? yea, there may be other things. but thats basicly it. so, more publicity for a game that doesnt feel smooth in any way and suffers from major technical and balancing issues wouldnt do good to the game. the product keeps the same. it could increase your sales but it sure wont increase your playerbase.
i didnt want to say this, but from the current point, only a major rewrite of the game and net code and redesign of some of the maps will save brink from nirvana. the game as it is today wont last over a long term. even the hardcore fans, and i include myself there, will turn there back at some point. at some point you will realize that the game simply doesnt feel good. it doesnt feel like we all hoped for.