Brink Q&A


(dommafia) #41

well put, im interested to hear about this too. ATM I’m not sure how clan matches will work (if at all?) I’d settle for “clan matches will be possible” for now :slight_smile:


(Nail) #42

probably not going to make any friends with this but, I’d like to see a game where the “clan/league types” don’t pervert the game into a 4 v 4, 6 v 6 infantry only arena deathmatch ego shooter for once. As it is people will be crying there’s no 64 slot servers while others whine it’s not suited to the 2% that “must” have comp (read 4 v 4 inf only) setup out of the box. Let developers make games for the 98% of us who casual game, not everything is about leagues and their fragile egos.

btw, if Brink can accomplish appeasing both crowds, I’ll be happier than a pig in poop

:slight_smile:


(aaa3) #43

OFF:P as usual^^
yeah there are a few remarks about the above post i felt to post… first its easy to have both, they are just some additional feature / options / settings… so the whole issues is a nonissue, im for that they have it because it wont make it worse for us 2nd i to a (quite a great) degree share your feelings towards those comppers, but… 3rd calling the rest of us, ie, “us”, the casuals… well no. i “dislike” (strong euphemism) their kind the same (with this im a backwards walking dinosaur fossil lol, and a mean one :P) as the uber pro kinds. we are not the same with them. funplayer not = casual. the casual is who buys his console and expects that he just put in the cd and it will run and thats all. he doesnt want read anything, doesnt care anything technical, just want it to work, for the half hour at the weekend after noon, etc extremely annoying attitude. but we use pcs, modding the games, exploring them, making content for them, or as in your case, putting up some sites and organizing the community, and if something is not working or buggy we can either live with it or can at least “invent ourselves” and try to fixing it, and in general not those ignorant new generations who will despise x y sacred old title just because they grown up without seeing an every half hour crashing win95, a command line, a pc without a soundcard, or a game which have to load for a minute, or the pixel sea of the 320x200 games which were despite this very beloved because they had 256 colours instead of 16, or who doesnt know whats cga, or they didnt quarrel with their siblings over some broken eastern-atari-2600-clone-bought-in-fleamarket-in-the-90s-while-the-original-is-from-the-70s-but-yeah-this-is-the-east-:stuck_out_tongue: joysticks… no thanks, we are at least as much different from these than from the “damn lagger” damn i wanna do 98 headshot not just 79 argh my clan lose coz of that dam 30pingwhichisf_inghigh lagger etc…

p.s.: BOOOM HEADSHOT! XD!


(Nail) #44

By casual gamer, I mean people who own computers for things other than gaming. I use my computers to earn a living for myself and my family. I’m happy I can play games on them, but I use them more for work and research than gaming. I have a fan forum for W:ET as noted in my sig and I’m well versed in setting cfgs for better playing. I come from the 8086 generation when Lotus 1-2-3 was the king of DOS. I certainly didn’t mean the console boi who buys a quad core with SLI’d GTX 295s and demands the game work without patches and setup to have “uber cool” graphics and only uses it to game and download everything on torrents


(maggol) #45

Let’s get back to the topic

Does all problem with ATI cards is fixed on Brink?
Will Brink have a level randomization like Left 4 Dead 2? If that happen that will be so cool (another delay or a new expansion or a new DLC is fine i think)


(Shiv) #46

hellgate had the random level gen stuff… diablo as well, l4d2’s is opening or closing routes… sort of like some of the levels in css where doors would be closed or open randomly.
:slight_smile:


(Rahdo) #47

We’re not officially talking about clan/league support right yet (it was on the ‘no fly’ topic list along with storyline, RPG stuff, and other things), so for now all I can say is we have plans for this that hopefully will be to everyone’s liking! :slight_smile: More soon, hopefully…


(tokamak) #48

Weird, you’d think a game based on 8v8 with a storyline based match system including an elaborate parkour element would make it very interesting as an E-game, simply because the entire can easily be recorded and be edited into an exciting broadcast (unlike seeing a gun shooting people in a dark tunnel, which is what most e-games look like). -


(Rahdo) #49

Hello. Sorry, was on vacation last week and so am only now getting around to answering the q&a’s that I can:

[ul]
[li]What are the classes?
[/li][/ul]
4 solid meat & potatoes classes to choose from: soldier, engineer, medic, operative (note, those aren’t necessarily final names). Each one has a bunch of abilities you’d expect, and hopefully quite a few surprises as well…

[ul]
[li]Could you expand on how much customization will affect gameplay?
[/li][/ul]
A lot of the customization is aesthetic only. This is specifically because we want players to choose looks for them because it’s what they like, not because they feel the “need” to wear it (i.e. wanting to avoid the “everyone running around in the same platemail because it’s ‘the best’” syndrome). However, the body type you choose (normal, muscle-bound, acrobatic) does have a significant impact on how the game plays for you, in expected and unexpected ways.

[ul]
[li]Will servers be ranked/unranked/both? (how will servers work in general?)
[/li][/ul]
We’re not supposed to talk about this yet (and in all honestly, we’re still working out some of the specifics). More soon!

[ul]
[li]What engine will the game use?
[/li][/ul]
Dean has commented on this elsewhere in much more detail, but suffice to say it’s HEAVILY modified (i.e. almost completely rewritten) idtech 4 (building off the ETQW base).

[ul]
[li]Will the smart button interact with vehicles and turrets? With other words, are these dynamic objects climbable?
[/li][/ul]
Should do. One of the things Bez and crew are working on at the moment, actually.

[ul]
[li]What kinds of vehicles and how many will there be in the game (if any)?
[/li][/ul]
We’ve made the potentially controversial decision to stay away from vehicles for Brink. We want this to be very much about infantry squad action, up close and VERY personal, for a number of reasons. Vehicles are great, but they create a different type of play, where people are more separated, and one is shooting at a big steel box instead of actual people. Like ETW, however, we will have rideable vehicles with mountable defensive measures…

[ul]
[li]Demo recording/playback. Will the be more expansive controls (GUI, Camera) to support Video/Machinima production?
[/li][/ul]
Can’t say yet. More on this in the coming months.

[ul]
[li]Mod/Maps tools. Will they be available, if so is there target of when Pre/Post retail release?
[/li][/ul]
We’re definitely planning to make this available for PC. It’s to early to say whether it’ll be pre or post. But I can say we want to get them to you ASAP (hell, would love to give them out today and get you guys helping us with maps! :slight_smile: )

[ul]
[li]How will mods/maps integrate with the base game? Autodownload, Server types etc.
[/li][/ul]
More on this in the future…

[ul]
[li]Cross platform play (PC vs 360)?
[/li][/ul]
That one is up to Bethesda (cop out answer, I know).

[ul]
[li]PC Anti-Cheat. Anything other that Punkbuster being considered?
[/li][/ul]
Still working this one out. Early days…

[ul]
[li]Health. Packs or Regenerative?
[/li][/ul]
A little of both, actually. If you’ve played Farcry 2, you’ll have a good idea of how ours will work. We think it’s a good compromise between the more ‘accessible’ regen stuff you see in CoD and Halo, and the more traditional health system that makes medics valuable. There’s a few additional twist to how it works, related to the medic’s abilities, that’ll have to wait for revealing later…

[ul]
[li]Will there be male and female playable characters?
[/li][/ul]
It breaks my heart (and everyone’s hearts on the team) to say that for now, the ranks of the security and resistance factions are populated solely by men. Manly men. We’d love to get female playable characters in the game (note, there are women in the game, as story characters and civilians and such), but for now, we decided that our resources would be better spent getting more character customization options for one sex, rather than cutting the clothing/hair/texture/face/etc. choices in half to have both sexes.

DLC hopefully though! :slight_smile:

[ul]
[li]Will there be blood and gibs?
[/li][/ul]
We’re not planning on being a hyper bloody game. Doesn’t fit well in a team based situation where you’ve got players who can revive each other. Generally one doesn’t recover well from a decapitation :slight_smile:

[ul]
[li]Will the Browser system be similar to QW?
[/li][/ul]
Can’t talk much about this kind of stuff yet.

[ul]
[li]The Ark is inspired by Curitiba isn’t it?
[/li][/ul]
In Brazil? Nope. We did take a lot of inspiration from stuff in real life like the Masdar Initiative (http://www.youtube.com/watch?v=ovly1dQGKH4), the Seasteading Institute (http://seasteading.org/) as well as several others. Ed would have to go into more detail on all of the research done, though.

[ul]
[li]It’s said this game is not having a “Play single player” or “Play online” button, how will this affect competitive play, can we still set up private servers to play clanwars in and stuff?
[/li][/ul]
I wish we could talk more at this point about online server specifics and such, but as above, that’ll have to wait awhile yet. I can say though that we’re intending to put as much flexibility and choice into players hands as they want (i.e. if you want a streamlined simple one button click approach, you’ll have it, and if you want to get into the nitty gritty of how matches are set up, you’ll have that too).


(m o n s t r o) #50

Hooray mods!

Not that the base game won’t be great too.


(DarkangelUK) #51

I asked this somewhere else but should’ve asked it here. Will learning the movement manually give any benefit over traversing the obstacles with the SMART button?


(Wussie) #52

great info there! Looking forward to hearing more about demo recording / video tools.
Also, good job on deciding to stay away from the vehicles! \o/.

Is there any more in-depth info about this “virtual texturing” technique you’ve applied to be shared, apart from the possibly related video posted?


(tokamak) #53

From what I understand, the smart button is so versatile that you can’t put all those moves under buttons anymore.

Though, what showed from the example of Paul who wanted things smoother for his presentation, SMART is easy to use but will require skill and experience to completely master it and use it effectively.

With other words, aiming and timing your SMARTS will make traverse trough the map then senselessly bashing it.

At least, that’s what I understood from the interviews and reviews.


(Nail) #54

I read it completely different

“That to get the perfect smooth movement, the player’s gotta go the extra mile and time his jumps perfectly and do the heavy lifting himself. And if he relies on the button, he’ll still get where he needs to go without frustration (which is really important when we’re trying to expand our base), but it’ll be just a little bit slower and less efficient”

that, to me, says doing the old school way is more efficient, but the button makes it possible to do sliding and mantling without learning the proper timing but slower than doing it yourself


(SockDog) #55

WOW Rahdo, thanks for the answers. I kinda thought we’d be filling these in as more info was revealed.

I guess some follow up questions are in order to keep this thread going.

[ul]
[li]Is player customisation confined to only in-game assets or can player created textures be used (Team/Clan insignia)?
[/li]
[li]VOIP on the PC version?
[/li]
[li]Mac and Linux ports coming after release?
[/li]
[li]Any thoughts on tackling the need to tweak via the console by improving gfx configuration options in the menu system?
[/li]
[li]Possible follow up. If yes, will there be options to balance “visual clarity vs performance” (i.e. greater draw distance vs lesser texture quality) as well as the usual “visual eyecandy vs performance”?
[/li]
[li]KB+M support on the PS3?
[/li]
[li]Does the new engine support dynamic day/night lighting and weather or is global lighting baked in like ETQW?
[/li]
[li]Map making more, less or equally involved as ETQW?
[/li][/ul]

I’ll stop there and get back to nursing my hangover.


(dommafia) #56

[QUOTE=tokamak;192716]From what I understand, the smart button is so versatile that you can’t put all those moves under buttons anymore.

Though, what showed from the example of Paul who wanted things smoother for his presentation, SMART is easy to use but will require skill and experience to completely master it and use it effectively.

With other words, aiming and timing your SMARTS will make traverse trough the map then senselessly bashing it.

At least, that’s what I understood from the interviews and reviews.[/QUOTE]

You should edit your first post with the answers that Rahdo gave you and add a “last updated: date” entry.

@Rahdo, No vehicles? good call!


(tokamak) #57

Yeah I updated the first post. Thanks Rahdo!


(maggol) #58

I have a few question about Brink

[ul]
Is there will be bots?[/ul]

[ul]
[li]Does Brink will have level randomization?
[/li][/ul]


(Shiv) #59

[QUOTE=maggol;192765]I have a few question about Brink

[ul]
are there bots?[/ul]
[/QUOTE]

yes.
read any of the reviews, it states that sp and mp is being treated the same. real players can jump in at any time and replace an ai controlled character.
they are attempting to close the boundary between online play and offline play.


(Floris) #60

I’ve read that you use the same character for both sides, how does that work when you try to differentiate an enemy from a teammate?