E3 2010 Coverage Round-up - Day 2: Brink Footage and More


(Seyu) #41

[QUOTE=3Suns;230030]. If the enemy is going to simply be all red, then what is the point in the absolutely stunning artwork and customization? In the words of one of my friends, “…where is all the pretty textures / colors?! Character models are almost indeterminable. Looks like a lame blend of TF2 and Halo CE!”
[/QUOTE]

I was thinking that too.


(3Suns) #42

More things. lol

While I think most if not all of the HUD is wrong, the U.I for the customization is fine, and the customization options are very, VERY cool!

Also, keep the pop-up experience points, but go back to the color, font, size of the Container video.

Edit (more):

The big circle reticle has to go, imo. It is far too obtrusive. I understand the desire to have a completely fresh look, but I think maybe there is a reason why so many shooters use just slight variations of the same crosshairs.

IMPORTANT: So much of what is bothering me may be either 1) ignorance of what is actually happening and what information is being conveyed, and or 2) unfamiliarity with the HUD. :slight_smile:

Edit 2 (more): The vision for the game as articulated in posts here, in the interviews, and in Paul’s E3 presentations, is flawless, imo. The options for making the game enjoyable for those who can use “manual” controls, or who can’t shoot the broad side of a barn, is bang on. I believe it is possible to cater to the hardcore, competitive gamer while still providing an in for the ever-noob. The art direction is also incredible, and the story is fun with the two factions being quite novel.


(Nayr) #43

I’m gonna join in the choir.

Seems a little slow. I was hoping for all 3 body types to be viable options, especially since the light type won’t be able to carry rifles.

UI is confusing and kind of huge, the old one felt a little easier to look at. Maybe if I knew what was going on when it’s being used that would help.

Hopefully once you get used to it, it will only take moments to select things.

Hopefully in the future we can get some videos demonstrating the different weapons and explaining the UI. It would help a lot, I’m really curious as to what we can use for mid to long range combat.

I really enjoyed the vids though, can’t wait to see more. As long as we get a good amount of customization I don’t think there is anyway you can disappoint anyone.


(Rahdo) #44

That’s the standard medic revive ability. We wanted to get rid of revive griefing, so now medics just hand out the syringe (and receive their XP right then), and the player himself decides when (and if) he’ll get back up.


(BomBaKlaK) #45

nice way to stay in the fight


(Wolfmeister) #46

Clever! :thumbsup: makes you wonder why noones come up with that solution before.

So, Why the delay? :slight_smile:


(BomBaKlaK) #47

pc footage ? one day ?


(Rahdo) #48

IIRC, it was Bezzy’s idea, so that would be why… because most devs don’t have mad geniuses like Aubrey working for them :slight_smile:


(BioSnark) #49

Rahdo, wb. food is bland without pepper and salt.

Now, about that mappage. That map looks about average for an FPS in that it’s a bunch of really empty rooms and corridors. Where’s that ‘table’ and similar clutter that can be navigated via SMART as mentioned in the interviews?


(Qhullu) #50

re:revive

don’t like it, the greatest thing about the revive in rtcw/et is the temporary shield it provides for the medic. it has been a great game mechanic that adds tension and depth to firefights and works brilliantly, choosing to scrap that in favor of what, the revivee being able to delay the revive? i’m guessing the thought process behind that was something like “wouldn’t it be cool if you could wait for the enemy to leave the area before reviving yourself?”. no, no one who knows how the revive system works and isn’t an idiot will leave a body ungibbed.

also, what is revive griefing?


(tokamak) #51

[QUOTE=Wolfmeister;230046]Clever! :thumbsup: makes you wonder why noones come up with that solution before.
[/QUOTE]

Blizzard came up with it 5 years ago :smiley:


(AnthonyDa) #52

Yeah but the problem is that it looks like we’ll have to play 1/3 of the game just because med & heavy body type are slow at hell and completely useless :rolleyes:
Also, it looks like the level are very small, and that you are lowering down the player speed as much as possible to avoid player to cross the whole map quickly, or something like that.

Do you know which FOV is used on those videos ?


(darthmob) #53

[QUOTE=Rahdo;230042]That’s the standard medic revive ability. We wanted to get rid of revive griefing, so now medics just hand out the syringe (and receive their XP right then), and the player himself decides when (and if) he’ll get back up.[/QUOTE]I like that. I hope you can still tap out so that a medic doesn’t waste a syringe on you or needlessly travels across half of the map if you do not want to be revived.

It’s good to see some more dev comments on the forums as well. Keep it up! :slight_smile:


(BomBaKlaK) #54

[QUOTE=AnthonyDa;230066]Yeah but the problem is that it looks like we’ll have to play 1/3 of the game just because med & heavy body type are slow at hell and completely useless :rolleyes:
[/QUOTE]

i’m afraid of that to !


(MILFandCookies) #55

Nice idea. :slight_smile:

I know in etqw I would always /kill when incapacitated, because I didn’t trust the tactical timing of the revive by most medics. With this new method - im more inclined to wait. :stroggbanana:

Having said that, the blood splatter on screen - doesnt really allow you to see whether an operative is about to ‘Iphone your asscheeks’.


(Ragoo) #56

I really hope you don’t keep this xp-stuff popping up for every single shot.
This is something that Wolfenstein (the new one) did better. When you shoot someone and don’t kill him , you’ll see the total xp by shooting him pop up like 2-3 seconds after you took your last shot at him.

(omg sorry I’m horribly drunken, so I don’t know if my English is correct and I don’t care :stuck_out_tongue: )


(MILFandCookies) #57

[QUOTE=Qhullu;230056]

also, what is revive griefing?[/QUOTE]

When theres a co-ordinated effort to continually kill-revive-kill the same player who doesnt know how to /kill to avoid it.


(lausl) #58

I dislike it too


(Seyu) #59

[QUOTE=3Suns;230032]More things. lol

Also, keep the pop-up experience points, but go back to the color, font, size of the Container video.

lol I actually hate the pop-up of xp points, why can’t there just be a meter or something like that instead of a constant stream of numbers?

The big circle reticle has to go, imo. It is far too obtrusive. I understand the desire to have a completely fresh look, but I think maybe there is a reason why so many shooters use just slight variations of the same crosshairs.

I find the reticle to be the best, really. To me the dot and circle seem simple and perfect

[/QUOTE]

:armadillochase:

Edit:

Pure genius.

[QUOTE=BioSnark;230055]Rahdo, wb. food is bland without pepper and salt.

Now, about that mappage. That map looks about average for an FPS in that it’s a bunch of really empty rooms and corridors. Where’s that ‘table’ and similar clutter that can be navigated via SMART as mentioned in the interviews?[/QUOTE]

I agree.

Also, I know this is gonna sound crazy but would it be possible to not give any xp whatsoever when you kill a player of the opposing team unless he’s near the team objective, attacking your team-mate or something else like that? In my opinion that would really bolster team and objective based play instead of kill whoring that goes on in typical shooters.


(H0RSE) #60

Now, about that mappage. That map looks about average for an FPS in that it’s a bunch of really empty rooms and corridors. Where’s that ‘table’ and similar clutter that can be navigated via SMART as mentioned in the interviews?
Just because you are able to traverse across objects like tables and boxes, doesn’t mean every room needs to be filled with clutter…

no, no one who knows how the revive system works and isn’t an idiot will leave a body ungibbed.
Um, this works into the new revive mechanic as well. Do you revive yourself immediately, avoiding being gibbed or interrogated, or do you wait till the coast is clear?

Yeah but the problem is that it looks like we’ll have to play 1/3 of the game just because med & heavy body type are slow at hell and completely useless

Opinions…I don;t care about speed, give me guns and health.

Also, the XP popping off heads is whatever. I’m played tons of Borderlands, so it really doesn’t bother me. Perhaps an option to disable XP popups?