Can’t help but feel sometimes BRINK was simply a trial vehicle for “character customization” the same way ET:QW was a deployment for “megatexture”. I hated BC2’s inclusion of an unlock system (I didn’t play BF2 or 2142, did they have something of that sort?) and BRINK’s assortment of unlockable abilities felt like they were included because the designer won them as claw crane game prizes at chuck.e.cheese and needed somewhere to put them. So, are unlocks and leveling within a mp fps really so appealing to the masses or does 40-60 hours of initial tedium enrich the 800-1200 hours that follow (if it’s a good game, so far every fps with unlocks/levels has barely been worth the time to max out a character). It gives you something to do? As if making more available from the get go and the nature of the gameplay wasn’t engaging enough? (it should be)
Brink PC Feedback
yes. for me it became important. you know, i used to play world of warcraft a lot and this game changed how i look at games now. for the masses i think its important for replaybility.
but of course it should be made right. in brink its not really right. you can unlock everything pretty fast. when creating a second character all the clothes and weapon attachments are already unlocked, which makes no real sense to me. guess this is a bug…
i would have done it differently. i would actually reduce the unlockable abilities. its still a shooter and a shooter doesnt need a crapload of abilities to choose from. so, i would devide the abilities to persistent unlocks and per match unlocks.
right now, there is no character progression per match, which is actually a step back from et/etqw. you already have all your abilities. you can play as the worst idiot per match, it doesnt matter. you dont need to earn extra xp. you dont need to play as a teamplayer. you have everything unlocked already. this is counterproductive i think.
the “old” system actually encourages you to play “good”. you need to earn xp per match to unlock the extra features. and this should have been ported over to brink as well. persisten character progression+per match character progression.
yea, so, this to me, is one of the major design flaws in brink.
If an fps “character” must “level up” and have classes then my system would be each class have it’s class skill and own grenade type. There might be 3-5 universal skills that could improve upon leveling. Those would be recoil, spread, and reload reductions then obviously movement enhancements such as speed/sprint and or stamina increases. 3-5 levels is all you need for an fps character and leveling the tried and true obvious choices of gunplay and movement followed by strengthening the class skill. Brink kind of does this already but there are 20 levels and weird skills like that 3rd person thing for objectives. It strays too far from an obvious satisfying system (opinions opinions). Don’t get me started on weapon kits and “upgrades”.
If you play “bullseye” weapons demo for “interstellar marines” (google please) you might see promise as I do with how weapons and leveling work with that game. Level up, you get to reload faster and you might find yourself with a weapon upgrade such as a scope or silencer.
I like stats, but agree that the whole “Level up to unlock abilities” is mostly icing on a cake that would otherwise not be very good. For Brink it works for me, because I probably wouldn’t have put as much time into it as I have otherwise.
So you love being raped by incap guy who can use a minigun before you gib them?
And you aren’t jelly that you can’t have a character who is good in the whole 4 classes? Because if you want, for example, doing all the obj on a map, then ur screwed because your character will be ****ty 