Brink's objectives are too simple


(Kairus) #1

I originally meant this to be a reply to another post, but I feel it’s worth creating its own thread (since everyone else is for their own ideas).

Alright, so from the previews I saw of Brink I expected there to be side objectives that each side could complete that would actually change the balance of the match (biased towards the attackers ofc), instead we have 1, maybe 2, side objectives that really don’t change much on most maps. For instance, on the aquarium map, you can repair the generator and get the elevator working (I’ve honestly never seen it done in pug matches, maybe once in an organized match - if they get that far). This still leaves us with 8 defenders sitting and camping the objective area, with 8 attackers trying to force themselves in and win a short round of TDM. This is not really fun…

There needs to be side objectives that actually draw part of each team away from the primary objective. These side objectives have to have some importance, like if the attackers complete all of the side objectives, it makes it almost impossible for the defenders to win, and of course the defenders could reverse or counteract them in some way (not easy). The point is that each side objective done makes it that much harder for the opposing side, so that camping the primary objective isn’t a viable strategy.

Bottom line, the defending strategy shouldn’t be camp the primary objective, and the attacking strategy shouldn’t be push in through these entrances and keep trying until you get it.


(KnollDark) #2

I agree I was really hoping that the side objectives would be “game changers” for the map, I really only see mg nests making a deal and a small one at that


(KaZuK) #3

I agree, public is already getting boring with people just deathmatching onto the point and games either being spawn camp sessions or steam rolls. I’ve only seen a few clan games and i haven’t played any because i don’t want to play the game in its current state, but it just seems like the game is a deathmatch until they can kill the players camping on the point and this is really **** to watch.

I know the game is in its early stages and a lot of the cvars can’t be used, but unless they release the SDK for this i don’t see it being a successful competitive game and honestly i really want it to be.


(Glyph) #4

It’s not that the objectives are too simple. For gaming, simple is always better than complicated. The problem is that the objectives are linear in nature and never evovle. See this post for a better explanation: http://www.splashdamage.com/forums/showpost.php?p=318255&postcount=2


(Shotgun Surgeon) #5

Side objectives ARE game changing, actually. Because a team that takes the time out to back up an operative, engineer, or soldier while they hack/repair/blow up an objective that leads to a new path are able to set up flank routes.

The problem is that this is a fairly new game and it will take months for players to have the maps fully learned. When I first started playing, I thought the game was really linear. And right now that’s what the majority of people think… they only see one path, when the reality is that there are many many paths to take. On offense, I have been at the objective many times waiting for my team but they end up going down the same path and getting into the same firefights over and over.

This isn’t really a “fault” of the game. Give people time to learn the maps.


(Jess Alon) #6

Yeah walls and stairs are pretty game changing.


(Shotgun Surgeon) #7

Yes… they are. I don’t mean “game changing” as in a revolutionary way. I mean game changing as in it can impact the outcome of the game. A team that completes side objectives like hacking doors, blowing up doors, etc. have a much easier time GETTING to the main objective. And since one of the hardest things for people to do in this game is actually getting to the main objective, I would say that walls and stairs are pretty damn game changing.


(PillowTalk) #8

They do have side objectives on some maps. Though, not many and they are only on some maps. Such as hacking the lower doors on Resort, and of course Capturing/Upgrading Command Posts.

There are also things I think should be “repeatable.”

The only instance of a repeatable side-objective that doesn’t involve Command Posts is on Shipyard. The defenders can build 2 barricades, and the attackers can blow them up. These barricades can keep being built and destroyed indefinitely.

I was looking forward to seeing that sort of gameplay, and it’s a shame that it’s only used on one map, and it’s laid out in such an awful way.


(Glyph) #9

[QUOTE=Shotgun Surgeon;318266]Side objectives ARE game changing, actually. Because a team that takes the time out to back up an operative, engineer, or soldier while they hack/repair/blow up an objective that leads to a new path are able to set up flank routes.

The problem is that this is a fairly new game and it will take months for players to have the maps fully learned. When I first started playing, I thought the game was really linear. And right now that’s what the majority of people think… they only see one path, when the reality is that there are many many paths to take. On offense, I have been at the objective many times waiting for my team but they end up going down the same path and getting into the same firefights over and over.

This isn’t really a “fault” of the game. Give people time to learn the maps.[/QUOTE]

You completely missed the point. No one said that the maps were too simple. In fact the maps are just fine. The problem is that the objectives are downright boring. You either defend until the timer expires or you have to push through the same series of linear objectives. There is never any change to this formula in any of the available maps. Sure you can take different routes to the exact same objective but that is not game changing, that is just a slight detour to the same objective.


(PillowTalk) #10

I lol’d.

Game’s a shy under 2 weeks old and I had every map memorized by the end of the first week.

The maps are really small, and there aren’t that many of them. It would only take months to learn the maps if you only put 20 minutes into the game a week.


(Kurushi) #11

I like to go for command posts, cause some mischief.

Above all it’s who you play with!


(Kairus) #12

I know there are side objectives, and they can affect the game a bit, they don’t do anything to force the defending team to actually defend the side objective area, so it stays an 8v8 TDM on the objective.


(Je T´aime) #13

In some maps like shipyward and some other 2 that I dont recall the name, its just a big dm fest basicly, you have like 2 3 dudes that know what to do tryng to attack or defend the rest are just campin and tryng to fragl, I was also against TDM but maybe do some TDM so who wants to just dm can play it, and not ruin the fun for others.


(Kurushi) #14

Yeah it’s annoying. I notice this most on the last part of resort, half the team sniping. Get on a good clan server though and it’s completely different- better game