Brink Q&A


(RoryGreen) #461

BAM! and my previous post is gone!

As for body types, I think that the difference shouldn’t be too big (not like the difference between the heavy and the scout in tf2). Light guy could be really fast blah blah blah. Medium guy could accomplish most tasks like climbing over walls and general obstacles etc. Fat guy limited to basic manoeuvres like vaulting a low fence. Not too big but you get the idea?


(tokamak) #462

I’d like to see the difference more between fire-power than between hp. Then again, maybe SD are already leaving different specialisations for this.


(Ragoo) #463

Hey,
I came up with some questions/suggestions and hope you could give me an answer :slight_smile:

So first of all, if your game is played competitively (and it will be) then I can imagine the following scenario:
Person A is telling his clanmates about the new tactic he invented:" So for map xy Resistance I suggest we do blabla…blablabla… and thats it. So ok, we need one heavy guy who has all the medic abilities unlocked and one skinny Soldier who has xz."
If they don’t already own those characters they have to go create them and level them up, only so they can see if the tactic works out or play with it in a match.
This leads to less tactical flexibility (/only flexibility for the teams or players who play very much so they can have all the characters that are possibly needed) and I can’t see how it could be fixed other than giving the ‘hardcore’ players the ability to somehow cheat a new character on max level^^
Hopefully you haven’t already given an answer to that and I overlooked it :-[

Also I wonder how you balance certain things like…
… mines: I didn’t like them in et:qw. It just doesn’t feel right if you die to a mine every time you are trying to run around fast and don’t check behind every corner for them. But then again et:qw also had vehicles and artillery and other powerful stuff so I don’t think that they were overpowered. So how will you do mines them now? Only one mine for a player at a time that is powerful? Or several that don’t instant kill you. Or are you trying to balance this differently?
… shotguns: They are not very popular, in most game I think they just suck, especially in et:qw where you just couldn’t use them. But what to do about them? I would really like to see a game that implants shotguns the right way (:
… turrets: Again it’s just annoying to get killed by an aim-bot-controlled thing but I think it could be an interesting tactical choice if it’s not too strong. But how will you do that? Giving it low damage or hitpoints, limiting it’s range or horizontal shooting angle or making it fire in bursts all come to my mind so I’m really curious how you are trying to do it (:

I don’t actually fear that one of these things could ruin the game because I hope you will give the option to turn off all of these and everything ‘hardcore’ players dislike but I’m really interested in your design choices (:

Oh and one last question: How long is a map gonna take?

If you would answer any of my questions I would be very grateful :wink:


(tokamak) #464

I believe it has already been said that people who completely max-out a character get to level up a new character faster. I personally don’t really like it. Flexibillity isn’t always a good thing. Not being able to have whatever you want whenever you want calls for much more creativity and inmprovisation, you’ll have to play with the cards you’re given so to speak.

As for turrets, I think somewhere in an interview or magazine preview it’s said that turrets will fire in bursts, so they can’t constantly block bottle-necks.


(Ragoo) #465

[QUOTE=tokamak;202074]I believe it has already been said that people who completely max-out a character get to level up a new character faster. I personally don’t really like it. Flexibillity isn’t always a good thing. Not being able to have whatever you want whenever you want calls for much more creativity and inmprovisation, you’ll have to play with the cards you’re given so to speak.
[/QUOTE]

I think you made a good point that this would lead to more improvisation but I still disagree. Giving every player/team the same pre-conditions is necessary to have a fair contest. Every ET game did that and all the big competitively played games like CS, Quake, wc3,… have that. In fact this is also something that applies to nearly every sport. I can only think of 2 things right now that don’t have this rule of same pre-conditions for everyone: RPGs that are played pvp and Formula One.

I think it’s quite obvious why you give everyone the same pre-conditions: In the game only the skill and the tactics of the players should decide who wins and not how long you have played the game.


(tokamak) #466

I still think that unbalance is fun in a way. It complicates the battle scene, so you’ll have to work with priorities.

Besides, SD is already working on another way around this. There are other ways of becoming powerful besides spending days on a character. Within a game player can ‘buff’ each other in all kinds of ways, in that way it could be possible that a player who just started the game is improved so much that it’s as if he’s playing with a maxed-out character.


(Ragoo) #467

[QUOTE=tokamak;202111]I still think that unbalance is fun in a way. It complicates the battle scene, so you’ll have to work with priorities.
[/QUOTE]

I hope you didn’t get me wrong. I was not talking about pubs and not even about ‘hardcore’ pubs. I was just talking about competitive games, leagues and tournaments and I don’t think that that is a place for unbalance or randomness. :wink:

I also think that in normal games unbalance can be fun :wink:


(tokamak) #468

Alright. Well even in competition I wouldn’t be in favour of having an instant character tool. If anything it would be a great way to involve comp players more with the pub play (in order to level new characters).


(higherARC) #469

Are the latest vids on g4tv shown Brink running on the 360?

Is this how amazing it looks?

Please answer


(Nail) #470

all footage is in game, so yes, that’s what it looks like


(higherARC) #471

So does do you mean that the footage was from the 360 version.

I just want to know if the footage is from running the game on the 360?

Thanks for reply


(Nail) #472

afaik, all footage so far is from console not PC


(YaNz) #473

Are you sure about that? I remember reading somewhere they were using a gamepad on a PC during their live demos… not sure about the recently released videos


(Nail) #474

I thought the gamepad on PC was just in-office play


(Rahdo) #475

Yeah, that’s footage from the PC, played with a 360 controller (exactly like E3, PAX, etc.) It’s literally the exact same demo, running on the same PC.

I should add we’ve got the same levels running right now on console, looking just as good… :slight_smile:


(system) #476

[QUOTE=Rahdo;202837]Yeah, that’s footage from the PC, played with a 360 controller (exactly like E3, PAX, etc.) It’s literally the exact same demo, running on the same PC.

I should add we’ve got the same levels running right now on console, looking just as good… :)[/QUOTE]

Seriously guys, never ever play a PC-Shooter with a gamepad again … that will come to a bad end. :oppressor:


(higherARC) #477

[QUOTE=Rahdo;202837]Yeah, that’s footage from the PC, played with a 360 controller (exactly like E3, PAX, etc.) It’s literally the exact same demo, running on the same PC.

I should add we’ve got the same levels running right now on console, looking just as good… :)[/QUOTE]

Thanks for the reply.

When can we expect to see the console versions in vids or even as a beta?

Those graphics are incredible. Really!!! You guys did an AMAZING job on the game from the vids.

I might also add I play Halo, Gears, COD, Killzone, TF2, DOD, CSS, and every other fps and Brink is a “I WANT THIS SH*T NOW” type of game.

Can I getz Brink PLEAZ!!! I dont want to wait till fall of 2010:(


(system) #478

Could we get those 3 screenshots in good quality, think they are from some OPM issue.


(MLG X9) #479

That competitive interview was long but a great read.


(CptSupermarket) #480

Hi everyone.

Being a ps3 fanboy right now i am wondering how SD are finding development for it? Is it as difficult as we have all heard?

Thanks