Brink PC Feedback


(DrpPlates) #321

[QUOTE=Nexusdog;339429]I was just thinking. Then I had to lie down. But anyway, I wonder if there is a way of having characters we’ve created and having them play as bots. If that’s already implemented all well and good though I’ve not noticed it yet.

Just seems like a small thing which would bring extra enjoyment and a way of seeing our characters in different roles.[/QUOTE]

? - odd… go back and lie down… you obviously got up to fast… :tongue:

on a serious note, i would prefer the ability to change characters during a game…
create a character per class- med, engy and so on… and focus earned ‘abilities’ on them specifically and switch between them during a game…

that would be ideal…

as it is now, i see no reason to create another character… i just have one… it was all i needed when i played…

but hey, thats just my opinion.


(tokamak) #322

It’s a rubbish opinion as it would make the entire character customisation pointless. People wouldn’t have to chose in abilities as they can simply have any combination possible.


(Je T´aime) #323

Btw theres any client command to force those redish halos over enemys, because a lot of servers have it off, and makes it easier to spot them.


(DrpPlates) #324

Pointless… as in, the majority of your responses? or, pointless, cause you fancy dressing just one character?

? still deciphering this Troll response- maybe i’ll get back to ya on that… dont hold breath though…


(legend123) #325

The character customization was ‘nice’ and all but completely unnecessary.
Instead of dangling with clothes they should have make sure it fricken works properly and smoothly in the first place.
I only have 2 characters and I honestly I will never make another. Just have the best of all things and there you go. Thats after over 100hrs. :stroggbanana:


(tokamak) #326

I’m not talking clothes and neither is he.


(Cep) #327

I still think that clothing, hairstyles, tattoo’s and even the weapon attachments should have been purchased using XP rather than handed out at level.

And to dream of player made content being accessible in game too. sigh perchance to dream


(shirosae) #328

[QUOTE=DrpPlates;339445]on a serious note, i would prefer the ability to change characters during a game…
create a character per class- med, engy and so on… and focus earned ‘abilities’ on them specifically and switch between them during a game…

that would be ideal…

as it is now, i see no reason to create another character… i just have one… it was all i needed when i played…

but hey, thats just my opinion.[/QUOTE]

The whole concept of having a “character” in a multiplayer FPS is asinine to me*. I can kinda see how it might work if your character is just a skinned label for a particular loadout of skilltree combinations. You then swap between characters at command posts with a recharge timer determined by command post ownership and turn the whole thing into a gameplay mechanism where command posts are actually worth something.

Except it isn’t. It’s like this mechanism exists solely to make the concept of having a character artificially important.

It’s another one of those odd contradictions in Brink, like how it’s supposed to give you more complete control with SMART but throws all your interactions onto the same button, like how the bodytypes are supposed to let you choose a playstyle but only one is worth using, like how you can change class at any time but not the specialisations that work with those classes.

*I can kinda see the forced ‘character’ stuff working in an MMO setting (like Planetside, say), because then you have a large number of players together and you can organise into sensible groups. On a server with 8 player per side max, suddenly team composition is almost a zero-sum game, except with the individual cards in each deck being drawn randomly from the people playing that day. I don’t know how it’s possible to even make that kind of team setup work when you try to force players to play a single character all the time. You have random teams of players, where each player is forced to maintain a persistent character. I can’t even begin to make sense of it.

It’s like Brink has been fused together from two individual games that had entirely different approaches in mind.


(kamikazee) #329

[QUOTE=DrpPlates;339445]on a serious note, i would prefer the ability to change characters during a game…
create a character per class- med, engy and so on… and focus earned ‘abilities’ on them specifically and switch between them during a game… [/QUOTE]The way it works now, switching at a command post would radically alter the game as the character defines the abilities you have. It would be unfair to new players to have a more experienced player swap characters as that would increase his leading edge by being able to adapt to any situation and grab each class’ best abilities. By picking a character before a game, you have to stick to a given set of abilities and play your cards well.

It would be preferable if you could switch characters at the end or start of a map though as that would allow everyone the time to ponder his actions, now you have to drop out of the game.


(BioSnark) #330

It’s not like the current system is fair for new players. If we must retain the persistent chars, I’d much prefer about 10 levels of permanent abilities (current system) and 5 additional changeable abilities in each class skill tree that could be saved as presets beforehand or switched mid match. The current system means players can pretty much max 2 classes and universals such that there’s little differentiation between 2 high level players of the same class and class switching to non-optimum classes is penalized and, therefore, not done that dynamically outside of a player’s optimum classes.


(tokamak) #331

It never was about making it fair to beginners. It’s just all about making customisation meaningful. If you’re allowed every set up during a match, then the customisation is meaningless.


(Kalbuth) #332

[QUOTE=shirosae;339575]The whole concept of having a “character” in a multiplayer FPS is asinine to me*. I can kinda see how it might work if your character is just a skinned label for a particular loadout of skilltree combinations. You then swap between characters at command posts with a recharge timer determined by command post ownership and turn the whole thing into a gameplay mechanism where command posts are actually worth something.

Except it isn’t. It’s like this mechanism exists solely to make the concept of having a character artificially important.

It’s another one of those odd contradictions in Brink, like how it’s supposed to give you more complete control with SMART but throws all your interactions onto the same button, like how the bodytypes are supposed to let you choose a playstyle but only one is worth using, like how you can change class at any time but not the specialisations that work with those classes.

*I can kinda see the forced ‘character’ stuff working in an MMO setting (like Planetside, say), because then you have a large number of players together and you can organise into sensible groups. On a server with 8 player per side max, suddenly team composition is almost a zero-sum game, except with the individual cards in each deck being drawn randomly from the people playing that day. I don’t know how it’s possible to even make that kind of team setup work when you try to force players to play a single character all the time. You have random teams of players, where each player is forced to maintain a persistent character. I can’t even begin to make sense of it.

It’s like Brink has been fused together from two individual games that had entirely different approaches in mind.[/QUOTE]

+100000. I’m in complete agreement with the above.
It’s like they put a “leveling” system to cater with the RPG-type of players, maybe because of fear the content of their game wasn’t attractive enough, without thinking about the consequences on actual gameplay with the rest of the game they set up.
Pretty much requiring class changes at some point to ensure game-flow, and then preventing class abilities to be available, is completely self-contradictory.
Big game design flaw


(Ashog) #333

yeah

yeah!


(vavans) #334

Coming from quakelive and looking for a new fresh competitiv fps.
And i see that AGAIN, and AGAIN and AGAIN that console draws the game down.

From an interesting complexity, with skill and brain needed, console and the community which comes with has such nooby needs… which are good for console, but not with a FPS.

The server list is aimed to be used by a 2 years old, it’s the goal now. A 2 years old kid, with a controller, no patience, no training, and no skill, has to enjoy the game since he’s first connection.

Nobody wants to progress anymore, people want fun right know, and how could you have fun without training ?

Press the crouch_and_slide_fly_lean_avoid key and hop, you say that’s a ****ing skilled move !
Press jump and spam a wall, OMG what’s happening ?! You just made an amazing wall jump ?! So skilled… Or not. :frowning:

I dont want strafe jump either cause it’s a big too complex for noobs, but we need air control at least !

:stroggtapir:

Vans.


(BioSnark) #335

As I said, the current system means players play two maxed classes and there’s little differentiation. It isn’t meaningful, just restrictive. What I suggested was “meaningful” (persistent char crap), non-restrictive and wouldn’t have everyone with the same abilities which is a better realization of “meaningful.”

To reiterate:

[ul]
[li]~10 permanent skills (current system)
[/li][li]~5 skills per class tree (changeable in limbo or cp)
[/li][/ul]

It never was about making it fair to beginners.
Which is why it shouldn’t be an argument used in the post I was responding to against using a different system.


(Navy_Spitfire) #336

This may have been said, but Sense of Perspective should be brought to firewalling, disguising and comm hacking as well.


(alberto) #337

i see now the topic
totally agree

and btw i reinstalled w:et as ts


(itsme) #338

BUMP This thread contains all patches needed for pc


(dazman76) #339

The game seems to lose performance after alt-tabbing, something I hadn’t noticed before. I went in to get the stats site code, and had my expected 60fps on the menu (VSync on) - but after restoring the game, I was getting between 38-42fps. The menu BG animation and also the scrolling of UI labels that are longer than their controls, was also quite choppy.


(tokamak) #340

[QUOTE=BioSnark;340430]As I said, the current system means players play two maxed classes and there’s little differentiation. It isn’t meaningful, just restrictive. What I suggested was “meaningful” (persistent char crap), non-restrictive and wouldn’t have everyone with the same abilities which is a better realization of “meaningful.”

To reiterate:

[ul]
[li]~10 permanent skills (current system)
[/li][li]~5 skills per class tree (changeable in limbo or cp)
[/li][/ul]

Which is why it shouldn’t be an argument used in the post I was responding to against using a different system.[/QUOTE]

Okay I fully agree with this. I’m glad the choices are permanent but it gets ruined by the spineless of approach of giving players way too many picks.