Constructive Criticism on how to improve Brink. (Feel free to share your ideas)


(tokamak) #181

[QUOTE=shedim;311786]When somebody completes a task, he’s the only one who receives XP. I think this is kinda bad, because people who contributet to the win/capturing the objective etc don’t get rewarded.

Make everyone in a certain radius gain XP, when a objective was captured to make sure everyone gets rewarded, instead of only the guy with the right class for the task.[/QUOTE]

You get xp for standing around the objective. Though there are lots of ways to refine that distribution even more.


(Mbaya) #182

Ello all, originally posted this yesterday in it’s own thread, but seems no one was interested, heh. I thought I’d provide some feedback after spending some time with BRINK, I’ve played it for around 30 hours so far and I’ve enjoyed myself. I waited a long time for the game to be released and as a fan of ET:QW I was very excited about getting hands on with this game.

I like the art style, setting, sound, gunplay and general flow of gameplay very much…but I must admit, I don’t find the game very dynamic and don’t see myself playing the game long term, I thought I’d offer some suggestions on how things could possibly be improved in my opinion.

I have to say - well done with the SMART system…I don’t think this is getting enough praise, but it works so well without causing additional layers of complexity, while opening up more gaming options, I feel this type of control system should become a standard in gaming.

I must stress, these suggestions are aimed more towards the solo or public server player, as I think the game in it’s current state very much goes hand in hand with competitive and clan players, adding some extra depth to the game as far as planning and preparation goes.


Class and Character Switching.

With the way classes and character’s currently work, it seems you have one of three main choices:

  1. Specialise for a specific class. Focus spending points in your preferred class for maximum effect providing a strong ‘main class’ while sacrificing the rest. This places me in a position where I am reluctant to change my role within a game…I’ll do so to achieve an objective, but it feels almost like a punishment, putting away all my gear and specialties to pick up a hackpad.

  2. Spread your specialty. Put points into some useful skills across two classes, proving you with flexibility to perform two roles sufficiently, certainly a nice option for public play, but you may never feel like you are contributing to your full potential.

  3. Even split, jack of all trades. Spreading your points across all roles to tackle specific goals, allow for the most flexibility and dynamic gameplay, but at the cost of always feeling on the back foot when compared to specialists.

It seems whichever option you choose, there is a pretty hefty downside which can diminish enjoyment of your game, specialising or adding a bit of spread to the mix is brilliant for clan play…but in a public server when you join with 7 other engineer specialists, it can severely effect the enjoyment you can have - often resulting in you playing a role with which you have no additional flexibility in (which can get very boring) or switching character and trying to rejoin or finding a more balanced game.

I propose (for public games) that you are able to flag a character as a class choice, i.e. While playing a level 6 specialist engineer, choosing soldier will actually swap your character with your level 12 specialist soldier. This would always enable you to contribute to the fullest extent, without feeling punished because there is not an even class split within your team.

This could potentially be added as a reward for reaching rank 5 (level 20) so the current experience is the same as now for new players, but allows for a more rewarding experience a month or two down the line.

Changing character build would also help with dynamic play, opening up more options depending on your opponents playstyle.


Map Shortcuts.

Opening a shortcut is great and provides another option assaulting your enemies, but currently, a lot of people seem to not even notice the choice. Two possible solutions are to mark a shortcut within the gameworld (like an objective) when the shortcut is available, allowing people to easily see that the battlefield has changed - or possibly by placing a secondary spawning point nearer to the shortcut, so that while it’s open, the frontline of battle could change.

As it stands, you can either hope your team notices, or bug them in chat…but both lead to a less than satisfying experience.


Grouping.

BRINK has done a great job handling team play, with a handful of tasks to fulfil depending on your role, however, people are still often spread out very thin on public games, I propose some abilities be added/changed to passive area effect buffs if selected as an active skill (i.e. on the taskbar) to promote closer teamwork and fireteams (these effects would not stack with multiple classes of the same type). These would provide experience over time, depending on how many players were in the area of effect.

Some suggestions:

Medic: Increase health regeneration (would replace metabolism).

Operative: Increase sprint speed (would replace medics speed boost).

Soldier: Reduce knockdown effect or explosive damage (would replace kevlar armour).

Engineer: Increase damage resistance (would replace extra kevlar).


Medic Ability, Adrenaline Boost.

I like the way this ability works, but feel it really needs a more dramatic visual effect for both the person effected by it and those that see them.


Heavy Weapons.

Currently, there doesn’t seem like much incentive to use heavy machine guns over assault rifles (better accuracy at range) or submachine guns (with extended mags), personally, the only reason I do so is for a change of pace compared to my other classes. To not overpower them, I suggest they actually don’t use up ammunition, but are susceptible to overheating like static machine gun emplacements - allowing more time in the field for characters who aren’t soldiers and to eliminate the use of needing to self supply.


Turrets.

Turrets are a bit of a mixed bag…they provide support, shouldn’t be able to lock down an area by themselves and look pretty cool. The biggest problem is, they aren’t enjoyable to use. Nine out of ten times, they seem less effective than a scarecrow holding a water pistol, they just sit there… as far as distractions go, they would be more effective as free experience levers the enemies would interact with.

I propose their reaction time by greatly increased, but their damage be reduced. They would still be outgunned or outpaced (thus not allowing for area denial), but would provide situational awareness (hearing the gunfire) and be a lot more pleasurable to use. As they are…I’d rather carry around a cardboard cutout of a turret, it’d leave more room for sandwiches in my backpack.


Static Machine Gun Emplacements.

The usefulness of the gun emplacements, especially given their positioning on maps seems rather poor. The effective distance of fire seems very low given their field of vision - allowing enemies to use more precise weapons to take care of the users without much risk. Rather than increasing their accuracy, I suggest the user becomes very resistant to ranged damage allowing them to be more effective at area denial and requiring the user to be dealt with by melee or knocked down with grenades.


Things I’d like to see moving forward.

Larger setpieces: Missions with the downed chopper or an aircraft are enjoyable locations to be in…standing in a paddling pool waiting to blowup a bridge you could probably break by jumping on it too much seems more like a hassle than a rewarding objective.

Co-op objectives: The mission to refuel the plane is my favourite by far, in terms of how the objectives are laid out. I’d love to see more like this…focusing the team around a central objective, but requiring the aid to come from elsewhere on the map. A suggestion would be needing an Engineer to repair a drone, a soldier to wire up explosives to the drone and an operative to then program the drone to travel to the destination.

Tug of war missions: I really enjoy objective based gameplay…but I’ve love to see the same idea’s in situations other than offence/defence. Attack and Defend, Conquest or a mode similar to the Titans in Battlefield 2142 would be ideal given the setting.

Weapon customisation: Fluff items that can be added to customise weapons, a skull, a spike, a fluffy tail, a badge, a kill count…just something that allows you to personalise your weapon that has no direct effect on the statistics or usability.

Last Stand / Horde style gameplay: I must admit, to my surprise I really enjoy playing the campaign missions on co-op, the what-if missions can become quite relentless at times and I’d love to see a mode where you work together against a never ending wave of enemies (with different weapons/abilities/builds per wave) to compete for highest scores…and maybe weapon customisation fluff could be the reward rather than experience?

Neutral Primary Objectives: Maps designed around both sides fighting to claim central primary objectives, hopefully this would create more ‘to and fro’ moments, which is something I would like to see a lot more of.


I think that’s about it for now…obviously I could do with spending more time with the game, but I wanted to get these out the door while the game is new and fresh (and people are more willing to accept change, hehe).

To sum up, I’ve enjoyed the game and will continue to do so, for at least a few hours more. I hope additions to the game bring me back for more in the months ahead, but it was certainly worth the money to me.

Thank you very much for your time!


(riptide) #183

I forgot one more important thing for me. Allow me to disable the smart button and just HOLD down sprint to sprint. I dislike having to keep hitting sprint when I hit a speed bump but it decides it should smart at that very second making it feel clunky to me. This option would make the movement feel more fluid for those of us manually smarting.


(Hatchetjob) #184
  • Add a reticule to screen for disguised operatives. This would make it easier to target enemies to scan.

  • Add option to change hold to buff ammo/health to double-tap button to allow it. (I realise it changes expectation of interaction/timing).

*Change wording of guard objectives. Ambiguous.

  • Change wording of ‘My rank or higher’ in menu to show it’s one’s rank or lower

(TheJamesSliceCo) #185

Remember folks, it’s just a game. You want realism, join the armed services of your respected countries, (or the FFL, I’m over the age limit LOL). Getting ideas from certain individuals that I’ve talked to would included female types (like HALO Reach), more futuristic weapon platforms, different voice packs (French, Italian, German, American regional accents, etc.) As a whole, I enjoy the game, (when I can get my sons off the 360 so I can have a go at it. LOL)


(Bakercompany) #186

Yeah if you are looking for the most realistic experience, a game that takes place decades in the future probably isn’t the best place to start. You know, since its only 2011 and all.

I believe the reason there are no females in this game is because they were evacuated from the Ark when the fighting broke out. I’m not opposed to the idea, but it doesn’t seem like that big of a deal to me. Subtitles for the hearing impaired would be a bigger focus. A girl can still play a male character and do fine. A deaf person can’t read video game lips.


(DouglasDanger) #187

I think the Operatives should be able to remove hack boxes, instead of Engineers.


(dommafia) #188

The main problems with these threads is that the OP doesnt update the first post so who’s gonna read through all these pages to see if their idea hasn’t been posted?


(engiebenjy) #189

Add an option to not have to hold down self buff an instead just tap it.


(Al_Kamone) #190

I scecond that.


(Deltaz) #191

That is done on purpose, I think one of the tips of the game mentions that is better to give each other ppl buffs because giving it to yourself doesn’t give xp and blah blah blah…

I only see the immediate buff becoming a problem if they give it to medics health buff.

I would also like to see maps where there is no linear main objectives like on ET, where sometimes you could even do the last objective right away with the right strategy.


(GR0MIT) #192

1- Fix the poor performance.
2- Add more gametypes. NOT TDM.
3- Add more maps with less choke points.
4- Fix the jerky cutscenes
5- Fix the audio cutting out on certain maps.
6- Smooth out the movement animation transitions and increase character animation framerate.
7- Make command points a selectable spawn point.
8- Add controller support (This more for those who are physically disabled).
9- Create a friend lobby system similar to Modern Warfare 2 for all platforms.
10- Create more ghraphic options for the PC, for example Depth of Field, Low Shadows, Turn of Specular etc etc.
11- Improve netcode for xbox360, seems fine on PC.

I’m fairly confident thats my entire wishlist and yours to.

I know Splash can fix/improve the game, here’s hoping they take thier time and do it right and not rush patches like alot of devs.


(Brink Lags) #193

Make it so when a Public game is empty and you invite a friend they actually join your team and not the opponents’. I sent the invite. I didn’t send a challenge to my friend.


(burawura) #194

-Fix ATI graphics.
-Fix sound cutting out.
-Fix VOIP levels. Add a tutorial or at least some hints on the existence and usage of fireteams.
-Fix the text chat system so we can actually chat pre/postgame.
-Add an overview map with objective and spawn markers to the “L” screen.
-Add a lobby/fireteam system so that teams can get together prior to finding and joining a game.
-Add option to turn on/off bots to multiplayer games.
-Add UI customization options: text & icon size, color, transparency. I am sick of trying to see what’s going on through the clutter of names and objective markers.
-Add all the options that you should have had in the game when it shipped. Relying on user-made config tools (no matter how nifty :slight_smile: and browsing the internet boards for cvars reminds me of that BC2 crap.
-Remove the idiotic autofollow/autoaim/speed boost when buffing others. It is extremely annoying, and is not necessary on the PC version of the game.

The previously mentioned ideas of switching the “remove hackbox” objective to operative and putting class restrictions on body types are probably too early to consider seriously at this point but are nonetheless interesting ideas.


(H3LLS1) #195

i havent read through everyone’s post to agree with anyone specifically…but right off the top of my head:

LOBBY.
fix VIOP. default voice for yall…set up fire teams from there.


(SoulAssassin808) #196

working auto balance


(WRECKCREATOR) #197

about that weapon mods issue… isn’t it supose to be giving you ups and downs in the stats. i mean otherwise everyone would be running around having a fully upgraded gun and the same attachments


(Schwarzeis) #198

*Fix the cutscene and loading screen audio on the 360 - it’s too low to hear, but if you up the volume its gonna be ****-high when the game actually starts
*Balance out the Assault Rifles and the SMGs - SMGs are too powerful compared to the other weapons, mainly focusing on assault rifles
*Buff the Rhokstedi Rifle - It’s near useless, it can’t shoot that fast, the spread gets too big too fast, and if you don’t shoot fast you don’t do any damage with it
*Fix matchmaking issues - Lagg and not being able to find human players on the 360
*Fix BOTS most of the time being useless and not do the objectives - I don’t think I’ve ever seen a BOT do a main-objective, I have however seen one start hacking an off-road shortcut

Think that is all I got for now


(INF3RN0) #199

#1 Fix performance
rest will come along smoothly


(light_sh4v0r) #200

Some other things I forgot: Voice emote’s, I want to be able to say ‘sorry’ when I shoot them in the face (teammates obviously). Putting it in chat is a nuisance.
Which brings me to the second point: You can not cancel chat by hitting enter. If I accidently hit T or Y the only way to get out of chat is to either press esc, or type some letters and then hit enter. Why can I not hit enter without anything entered to cancel it?