Brink Q&A


(Rahdo) #121

You guys are getting into the good questions again, and it kills me that I can’t answer most off them yet. I can say most everything that’s mentioned here is stuff we’re looking at and investigating, but I can’t go into details yet.

A bit of Tomaterr’s question about weapons was discussed briefly in the Joystiq interview I did at e3 though: http://www.joystiq.com/2009/06/11/interview-splash-damages-richard-rahdo-ham/


(Nail) #122

“So we expect a lot of players are going to be like me, going along, having a good time, and there will come a point if we recognize you are online, we’ll actually stop you between missions and say, “You’re doing really well, you may not have noticed, you’ve accumulated a lot of stuff, so you may want to go online. We’re not going to make you, but if you do, we’ll pay you twice as much experience.” So the players will try, because they’ll find things exactly the same. They’ll really be much more comfortable than they have before. And, we’re putting in a lot of stuff to totally obliterate the anti-social stuff. For example, you won’t hear anybody’s voice except for someone on your friend’s list. There’s other things, like guys that block the door, we’re letting you pass through, and there’s a bunch of those things.”

that’s very interesting


(tokamak) #123

So players don’t clip anymore like they did in W:ET and QW? What’s wrong with a good shove?


(timestart) #124

Most players in ETQW don’t seem to know they can push others.

Will Brink be using OpenGL or Direct3D on Windows?
EDIT: Answered here: http://www.splashdamage.com/forums/showthread.php?t=18295


(DarkangelUK) #125

Guess that means no team movement, giving a m8 a footsie up to a higher place, someone crouching down and jumping off their back.


(Pytox) #126

Will you be able to add custom-made images
to make your characters even more unique or isn’t that possible?


(SockDog) #127

Couldn’t it be done intelligently though? Just allowing you to clip through players in doorways or objectives but not the entire map? I like the old Wolf style climbing, can you imagine “team time trials”. :slight_smile:

Be interesting to hear what if anything is being done about servers with no admin presence, or more to the point the ability to vote without allowing vote abuse.

While we’re on the subject of douchbaggery. PLEASE allow for a persistant player reputation rating. To think of all the griefers and cheat advertisers etc, even if you couldn’t get them off the server you could down rate them and then have servers set a min rep level .


(tokamak) #128

QW has the opposite. The vote default threshold was so high that hardly any vote got passed.


(tokamak) #129
  • Will there be ragdoll physics this time?

(kamikazee) #130

Somehow, ragdolls are overrated in my opinion.
It takes a lot of tweaking to get it right and it is rather clumsy to know where the “revive” hitbox is.


(Metal-Geo) #131

-Okay, we now know BRINK runs on OpenGL. But doest it still run on OpenGL 2.0 or 3.0/3.1?

But… but… Ragdolls are fun!


(mortis) #132

No clipping for player models? Doesn’t sound very ‘realistic’ to me. Teamwork means moving efficiently through choke points, and pushing was mainly meant to deal with griefers blocking the way. Please tell me that the player models will clip!


(tokamak) #133

[QUOTE=kamikazee;194329]Somehow, ragdolls are overrated in my opinion.
It takes a lot of tweaking to get it right and it is rather clumsy to know where the “revive” hitbox is.[/QUOTE]

It worked fine in UT3 where you could feign death, turn yourself into a ragdoll, fall from the stairs, stand up and walk again. All the while your enemy could shoot at you. Ragdolls would especially fit the entire parkour theme.

Yeah I’m a bit concerned about this as well. To be honest, I’ve never had a problem with people standing in the way in Quake Wars, and even then, if I urgently had too move somewhere trough narrow corridors I was always spamming the shove button to make sure nobody would be in my way.


(timestart) #134

Or the fire button…


(Floris) #135

Well that doesn’t really sound like a ragdoll issue but more of an issue in the implementation of the ragdolls, something which only requires more time to be allocated, which means having ragdolls will probably mean there is less time available to work on other features.

In my opinion having ragdolls is one of those features which make gunplay just a lot more interesting. You no longer have just the statistical reward and enjoyment of killing someone but you also the enjoyment of seeing someone fall to the ground in a different fashion at every kill.


(DarkangelUK) #136

Will there be experience for complex movement done without using the SMART button? Mr Ham, you mentioned in an interview that there will be areas that the SMART button won’t take you… does that mean the areas are unreachable, or have to be done manually?


(Rahdo) #137

Griefing goes both ways. If we went with the pushing solution, someone can be an a-hole just as easily and push you into an enemy fire while you’re hiding in cover, or push you into a [censored because we haven’t revealed this feature yet], or mess with you when you’re trying to mantle up a wall. The griefing potential of my being able to define where you stand, with you not being able to do anything about it is just too great, IMO.

Well, they sort of will. I look at it this way: IRL, I can maneuver around someone in a tight space very easily by twisting my body as I move. Emulating this in the game would take a TON of work (like what Assassins Creed does when you walk) and not really be worth the compromise to other features, especially since we’re a first person game. But we emulate this basic ability of a human being’s natural movement by letting teammates walk through each other. Note you can’t walk through enemies… an enemy is a wall, and you’re best off smacking him down with one of your [censored because we haven’t revealed this feature yet] if you get that close :slight_smile:

However, there’s “sort of” collision with teammates as well. Specifically, there’s a slight repulsion that happens when someone tries to move through someone else that causes the mover to kind of do a slight shimmy. This repulsion also prevents players from literally standing inside each other (and thereby letting a little guy hide “inside” a big guy). Players are naturally moved away from each other, but it’s always the player who initiated the collision (so again, you can’t be shoved away from something you’re trying to do, by some dickwad, nor can some dickwad prevent you from going where you want to go).

Hope that makes sense. I have to say, in playtests from a first person perspective, it feels very natural and smooth. Hopefully you guys will like it.


(Rahdo) #138

[QUOTE=SockDog;194262]I like the old Wolf style climbing

Be interesting to hear what if anything is being done about servers with no admin presence, or more to the point the ability to vote without allowing vote abuse.[/QUOTE]
RE: the loss of W:ET style climbing, well, that’s what we have acrobatic body types for, so you can scramble up those walls you used to have to make a human pyramid to get up. If any Tom Dick or Harry can climb up each other to get up that wall, it’s a major blow the usefulness and specialness of being a quick acrobatic guy…

On the topic of server controls and stuff, our lips are sealed on all that right now, but I can say that few things are more important to me than ensuring the best possible ratio of douche to normal players we can get :slight_smile:


(Rahdo) #139

No idea. To paraphrase the old SNL skit, “Ladies and Gentlemen of the Jury, I’m just a simple caveman. I fell on some ice and later got thawed out by some of your scientists. Your OpenGL questions frighten and confuse me.”

[QUOTE=Metal-Geo;194331]
But… but… Ragdolls are fun![/QUOTE]
Yup, but they can be problematic in a game where players can be revived. I’m hoping to use them as much as possible, without the game looking stupid (no crazy helium filled balloon corpses), but we’re still working through how far we can take them without breaking everything.


(Rahdo) #140

Could be, that’s not a bad idea. I know Bezzy would love to get something like that in.

First of all, please, call me Richard (or Rahdo, or Rich, but not Rick, I’ve never really been a Rick… or a Dick :slight_smile: ) To the question, what I meant was that generally, the SMART button works with the really straightforward stuff (“Ah, a tall wall, I shall now climb it to get to the shortcut”), but I have found places in levels during our playtests where a more complex, manually selected and controlled combination of sprinting, jumping and sliding can lead to results that the SMART button wouldn’t have inherently resulted in, because it tries to keep things nice and simple and straightforward.

More on this I cannot say :rolleyes: