Brink PC Feedback


(sirius89) #101

Obviously console dumbdown,so the console gamers dont get rage attacks cause they cant be so precise wit their controllers. >.<

But wait,didn’t they said the game was developed seperately for PC/PS3/Xbox?
I assume it’s a lie,otherwise we would have those essential PC FPS features?


(Henkman) #102

[QUOTE=xdc;313278]If you played other games previously developed by SD they made the game solely based for the PC, later ETQW had a port for console.

The ‘f’ use button for everything, is a common console gameplay mechanic. PC players have no problem pressing a different button/bind specifically for one purpose, or using mouse-wheel(item bank). Controllers only have a certain amount of buttons so it makes it easier for them to use the same button for many different actions. Not to mention it auto turns/runs towards to the target, console gameplay mechanic.

The interface doesn’t need much explaining, everything for the most part is fine, but before the game it would nice to choose a team/spectate, class to spawn with, skip movies, and the end game movie only interferes with chatting to other players. I like to see end-game comments, such as GG, good-job <player>, etc, right now it gives off a feeling of being disconnected to other players, almost feels like I’m playing with bots, every once in a while you see something in the chatbox.

If you look at the browser it seems as if it has no future mod support, the browser is very simple. You can’t see who’s in the server before you join, can’t see if its bots, or not, etc common on consoles.

Spectating isn’t something to do in Brink. Every id-tech game I played you could spectate to hang out, chat, free-float, admin the server, etc, see if anyone is hacking (can’t do this in thirdperson). Hacks are common in every game, vac2 isnt gonna stop it, their is no way to check if a player is cheating or not.

Customizations & cvars are no where to be found in brink. What really makes a PC game a PC game is the config file you can develop. Brink has absolutely no customizations, the only thing I can change is Field of Vision. I can’t do anything else, and this is sad as a id-tech game. Take a look at ETQW (the same engine as Brink id-tech 4 just modified), I can do a crap load of customizations to my CFG/hud/visuals/graphics/etc and later the ‘pro’ mod that came out allowed more, that should of been released in further ETQW patches but it got its last patch. I’ve been told that the developers will unlock the cvars, etc but still Brink will have no customizations, the only locked cvars are for FPS boosts, etc

Now gameplay is a touchy subject, but as a player who has played previous SD games and enjoyed them, I will say Brink is a step down for PC players. Other than customizations/sdk/mods/etc what else makes a PC game not a console port is the speed of the game. Who can imagine playing ETQW or wolfenstein:ET on a controller? I sure can’t. But actually I’m fine with the gameplay, its unique and different and thats fine. The only thing that bugs me is the constant use of ‘f’(use) for everything. The ‘item bank’ like in ETQW (forget the specific name for it) was better competitively.
For example the Satchel Charge ability for Soldiers, first you have to click ‘4’, hold ‘f’ to plant, then to detonate it you have to click ‘4’ then ‘g’(grenade). If Satchel charge/remote had the same bank slot it would be better for PC players.

Now imagine if consoles never existed and Brink was being developed, and then was released. Do you REALLY think that Brink would be the same as it is now? I honestly do not. Consoles changed a lot of today’s, and future games, I have seen it over the past few years. I can honestly say Brink was made for consoles in mind.

Still to this day quake 3/quakelive/wolfenstein:ET/CS 1.6 is being played competitively. I honestly can’t say it will be the same for brink on PC, I can see it happening on consoles though.

Playing Brink has made me want to reinstall ETQW or wolfenstein:ET again, its been a while, but they truly feel like PC competitive games. I was hoping that Brink would be the next step forward in competitive PC gaming, etc But I honestly didn’t know what to expect when I knew it was being developed also for consoles, and reading reviews of players who got to play the game first about a year ago, playing on a controller instead of a mouse/keyboard.

Basically I was looking for the next competitive PC game, and Brink didn’t fulfill it for me. Still think it was worth the money, and hours invested into it, but it’s not the next game I will be playing years from now. If we can get some die-hard PC gamers like me such as from wolf:et, etqw, quake, unreal, cs, etc Tell me how you feel.[/QUOTE]

100% Agree.

Form me as someone who Played Rtcw and ET for years its sad that SD made a stepback only to make Brink suitable for console gamers.
I mean you see right from the start that the controles were made for a Gamepad and thats where i ask myself why? are we Pc Gamers aint worth it that the Gamingindustrie aint paing us and our needs any attention why are they turning away from us and favoring the console gamers? i dont know and thats what i dont understand.
Cause i dont see any real competivegaming on consoles we the pc community keep the game alive by playing it on tournements what so ever.

Please give us a Patch that makes the Controls no not just the Controls the hole game better.

Here are somethings that botherd me while playing Brink:

Overall Controls:

Give us back the Weaponslots so whe can choose which item/weapon we want to hold in the hand firing/using it with the left mousebutton. Cause its unplayable to hold down x to use the weldingtourch and move at the same time.

The overused interactkey has to go cause like xcd mentioned earlyer it happens often enough that you want to buff a Teammate near a commandpost and what happens it that you are helping him capturing the commandpost thats nice but not what i wanted todo right now.
And there are many more sitiuations when the chunky interactkey comes into play :x.

Please disable the autofocus function while selecting a objective from the objective wheel or make it turnd on by default and give as the possibility to turn it of in the options.
the same thing goe’s for capturing a commanpost or planting a mine or what so ever the focus confuses and dont give you the possibility to look around if a enemy is near by.

Hud:

Why is it not possible to adjust how many Icons and other stuff you want to see on the display cause sometimes there are so many icons and tooltips and what so ever on the screen that i hardly cant see anything.
Sometimes i even had the feeling that a enemy was hidden behind a missionsbased icon cause the missionbasedicon stands in the foreground.

So Please make the HUD adjustable i dont need to see the Enemy Healthbar or something like “Press x to Revive” it maybe be helpfull if you start playing Brink but its anoying when you know how to play the Game and have all the do this make that Health, Objective and other icons on the screen.
In ET there where no icons (beside some on the minimap) on the screen to tell you go there and blow gun a away by planting a dynamite and it was fine for me.

Sound:

Whats up with see Soundengine its not directional at all and you hardly can hear the footsteps at all.
I am a player that often uses the sound to figure out whats going on in the Game.
Cause the sound makes me able to know that a enemy or something i think of that he is a enemy is comming before i can see him.
But thats not possible in Brink so please fix it.

Classes

Overall:

Add weaponslot for the grenade and the Knife

Engineer:

Give us back the specialweaponslot for the weldingtorch and then let us use it with the lefmousebutton.

Selfbuffing takes to long

Medic:

where have the healthpacks gone that you could drop on the ground?

Just like in any other class selfbuff takes to long.
The animation of the adrenalinsyring that you could inject yourself in ET was much faster.

Config:

Please let us tweak Brink like in the old Days.

And where the heel is the Maxfps cvar?
Brink is unplayable for me when i cant force the fps to a specific rate cause the frames jump to much up and down.
It giving me headaches .

The only thing left to say is please Splashdamage patch Brink cause we know you can make great multiplayergames so do it!

Thats it for now.

P.s Consolegamers are evil :<

P.s.s i’ll be back!


(MoxVoid) #103

As of right now the game won’t even run for me, I can no longer even get to the main menu. So I cannot really comment that much about the game. However when it was running (albeit usually without sound or incomplete sound and roughly 7-23 frames per sec) it seemed to have a lot of good ideas, however the ablity to go anywhere is somewhat defeated by the bottle necks on some maps and that there are actually very few alternate paths ( that I noticed given I had so little game time ), Also the operative class seemed to completely not work with the team play model. Everyone else can run up to allies and mash f and get all the xp in the world. But not him.

The original intro tutorial shows us that this IS IN FACT also a console port.

In the end of the day regardless how well thought out a game is, if it doesn’t run properly nothing else matters. It just seemed like the universe aligned to shat on this game. Regardless what is done is done, and if I were to rate it I would give it a 4/10 due to playability and if it were fixed I would give it a generous 6/10 (also considering how much they wanted to focus on a story, the game without even showing Non-playable girls didn’t make a lot of sense. They should have had them in the cut scenes)


(FireWorks) #104

[QUOTE=Weyoun;313898]This would make a great signature. And I really felt that way too.

[/QUOTE]

I felt this way too :infiltrator:

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(vbl) #105

It’s easy to get derailed when discussing pet peeves - all justified, by the way - so it’s important to stay focused on the core elements that make a team-based FPS game good.

The primary issues are ones that relate to the elemental parts of a solid, team-based FPS game. In these ways, Brink scores below average when compared to the benchmarks across the teamplay-FPS pantheon (Planetside, Tribes, Quake, Counter-Strike, Battlefield 2142/BC2, TF2).

Weapon Balance:
There are two runaway favorites - the CARB SMG and the Revolver. Because their accuracy, operating range and damage are only barely worse than the next tier of weapons (and because combat happens at close range most of the time), these two guns are the most commonly seen and the most effective. There are no appreciable advantages to the Assault Rifles or Heavy weapons. The rest of the SMGs are, simply put, worse than the CARB-9 - making them fashion statements and little else.

Class Balance:
If some maps didn’t require Operatives and Soldiers then you’d never seen them. Medic and Engineer are very well rounded, with few trade-offs, and their buffing abilities outshine whatever skills the other two classes have. This, keep in mind, with the Engineer’s turrets almost entirely crippled by incredibly slow target acquisition.

The body types are visual candy, at best; the differences in health are negligible in firefights, leading more to choose the Light type due to its mobility (note that the Light can use both of the superior weapons above). The twitchiness of aiming and movement, plus lag, make it possible to tank simply by moving quickly, which proves far better at mitigating damage than any of the health buffs offered by the larger bodies.

The biggest issues with class design are the lack of real differentiation and the lack of trade-offs. See TF2 for the most extreme example of class diversity.

Map Design:
Consider that one map has no sound, another glitches all player models into invisibility and a third can have one team’s spawn locked down within 30 seconds (looking at you Container City) and you’ll see why the map design is disappointing.

There are no CTF or Capture Point modes (near-requirements in the FPS space), instead relying on predictable, canned objective-based matches governed by timers and checkpoints. These are poorly balanced, with the defending team almost always at an advantage. Chokepoints are common and alternate routes are often absent. And why do we have to waste 30 seconds watching a cinematic after every match?

(note: patch is coming to resolve the sound and display map issues)

Controls and Movement:
Possibly the worst part of the gameplay. Yes, you can jump over barricades and slide into corners, but your character will also get tripped up on ground debris (breaking sprint - argh!), twitch uncontrollably when up against cover and hesitate when transitioning between postures, aiming and sprinting. The complete lack of polish in control ruins the authenticity of the gameplay and makes you feel more like a ghoul clumsily floating over the landscape, occasionally snagging your pants, rather than a mongoose-like soldier weaving your way through a battle.

Games as old as Jedi Outcast 2 were able to deliver a wall-jumping, diving, back-flipping experience that felt buttery in performance and relevant in combat. Something got missed here, and it’s a big issue for a game largely marketed as a showcase of player movement abilities. (see also: Scout in TF2 for clean, quick movement characteristics with very few glitches with map objects, all while still feeling “anchored” in the world)

There are too many controls given what you can actually do with them. For example, two keys are required to deploy your base ability - one for self-use and one for other-use. In a game where you can express intent by aiming your crosshairs, you simply don’t need two buttons. Press the key - are you looking at something? Act on that. No? Act on yourself. (note: mentioned many times)

Conclusion:
Brink is only vaguely molded and not-at-all polished. There’s probably a good game lurking somewhere in this box of parts, but the just-barely-thought-out customization and gameplay design choices all smack of trying to do too much in too little time.

What concerns me most are the issues at the core levels of gameplay, specifically movement/feel, class/weapon balance and game modes. These are hard things to resolve with patches, yet the game desperately needs help in those areas and more.


(Kendle) #106

^ best post in this thread IMO, very well said.


(DrpPlates) #107

Now just imagine if SD allowed an Open BETA for the PC version… maybe, these issues could have been resolved months ago…

then again, if there was an open BETA for us and SD came back with just a handful of fixes for the numerous mentioned here, and sorry we are not changing the ‘Core’ of the game, how many PC gamers would have bought the game… ?

myself, if there had been a BETA or even a DEMO of the current game- i wouldnt have bought it…


(howie) #108

Agreed - a good post. I disagree about CTF, though - there are plenty of other games that cater for this - and it missed out on my biggest gripe, namely the one button does all lock on for buffs and abilities. It’s imprecise and clumsy and has no place in a PC game. rtcw/et did this perfectly - why change the formula?

In regards to weapon balance - i’d much rather the other weapons types get buffed than the effectiveness of the smgs being reduced. Being able to run around firing from the hip ala rtcw/et is one of my favourite things about Brink.


(BJBlaskowitz) #109

[QUOTE=AmazinGLarrY;316059]I

Also, some of the keys seem unresponsive at times. Like when I hit R to reload, 90% of the time it works… 10% of the time nothing. The same goes for the F key in general. It’s almost like I hit the button too quickly. For example, when planting a light turret I hit 4 + F almost in one motion and instead of planting the turret with me holding F, it just sits there. I have to let go, and then press F again. It’s very subtle but annoying.

Lastly, it’s frustrating that the Operative Hack Tool is not selectable, and that you actually need to run all the way back up to the box to re-equip it. I can understand how it encourages Operatives to stay near the objective, but it’s a pain switching to your gun to defend or hold off a wave of enemies, and then running back to it to continue hacking.

[/QUOTE]

THIS

Planting Mines/Turrets gets me killed more often than it should because I do the same thing pressing 3/F at the same time…have to keep pressing F to get it to work
The mine/turret location is inconsistent too. Sometimes I can plant in a given area and when I go to put one in the same spot later it has the red/ symbol and won’t let me.


(Insomnia80) #110

/signed

the f key drives me crazy

what i like to add:

  • fireteam creation needs to be fixed (give us autoexec.cfg support)
  • add color names

(rand0m) #111

I’m so sick of pc games being a port of console games. Why wolfenstein was bad. And now it’s ruining brink. Stop porting console > pc. Port pc > console and hire a team to be your xbox developers and keep this stupid console crap off the pc. This game could be so much better if you had kept the old style of syringe and **** being a primary item to run around with. I do like the grenade being separate though.


(rand0m) #112
  1. fix crosshairs
  2. more customizable graphics
  3. get rid of console stuff on the PC. Every pc game that did it has failed. Look at your numbers playing on steam compared to “classic pc input”… See the difference?
  4. color names/better scoreboard/ping in numbers not color, this isn’t xbox.

Simply do these things and the game will explode on the PC, as you can see we ALL agree
On the same stuff… You let a lot of PC fps gamers down SD…


(AnthonyDa) #113

Can I haz coloured nickname? I mean it seriously guys.


(4est) #114

Bindable commands are needed for smoother gameplay. I play NG 90% of the time hate having to press two buttons for most things.

The below should have commands which can be bound:

Build Sentry
Build Landmine
Buff Weapon
Give Kevlar

Yes, I’d really prefer to have those bound to separate buttons. However, they should only require one button to be pressed and not two buttons. It does make a difference in “spirited” game-play.

The other classes’ abilities should also have the option to be bound.

[QUOTE=BJBlaskowitz;318205]
Planting Mines/Turrets gets me killed more often than it should because I do the same thing pressing 3/F at the same time…have to keep pressing F to get it to work
The mine/turret location is inconsistent too. Sometimes I can plant in a given area and when I go to put one in the same spot later it has the red/ symbol and won’t let me.[/QUOTE]

Nothing is quite as fun while being shot at, as trying to find the one pixel alignment which will allow a build :confused:


(4est) #115

[QUOTE=BJBlaskowitz;318205]THIS

Planting Mines/Turrets gets me killed more often than it should because I do the same thing pressing 3/F at the same time…have to keep pressing F to get it to work
The mine/turret location is inconsistent too. Sometimes I can plant in a given area and when I go to put one in the same spot later it has the red/ symbol and won’t let me.[/QUOTE]

Nothing is quite as fun while being shot at, as trying to find the one pixel alignment which will allow a build :confused:


(system) #116

We need first person for spectators, otherwise we are just left banning people based on how the wind blows, the color moon.


(sirius89) #117

-Bring the game on the graphical level like you showed in the early Container City videos with Paul Wedgwood.

The PC version dont looks like this and the Xbox/PS3 version is also far away from that.


(stratman) #118

I hate to say it but this game looks like it’s going to die soon. Even Crysis 2 didn’t have as much as a sudden drop than this. About 10,000 people just suddenly stopped during the week. Only getting 6,000 at best at peak hours.


(kamikazee) #119

Please hold on all the doomsday predictions. AFAIK the world didn’t end today and neither did Brink. Only time will tell…


(sirius89) #120

For me,the world died a little 2 days ago.

Macho Man Randy Savage is dead. :frowning:

R.I.P :frowning:

And i assume people have stopped playing so rapidly because of all the ATI problems/general problems.
I think after the patch many players will come back.