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


(Seyu) #61

[QUOTE=H0RSE;230083]Just because you are able to traverse across objects like tables and boxes, doesn’t mean every room needs to be filled with clutter…
[/QUOTE]
I think he meant that there should be maps with architecture that make good use of SMART, not specifically tables and chairs, instead of plain lobbies and corridors.


(INF3RN0) #62

Pros:

-Customization (character+weapon)
-Character/Weapon Appearance (very cool)
-Cut Scenes (thanks for keeping em quick)
-Multiple Objective Routes
-Killing Class (Soldier :D)

Cons:

-Speed (even for a medium it seemed slooooow)
-Map Environment (a bit bleak in some sections? Container city seemed much more polished)
-Hip shooting (will it work or did these testers just play too much CoD? I saw some mad spread changes when non-scoped EDIT: I noticed hip shooting differs between gun types, any info?)
-Ultimate Weapon? (Is every weapon combo equal or are we going to see some big op gun that everyone uses…)
-Perks (Need to hear more about these and what ones you can get first and later on)
-Hud (mm just seems weird, not that I couldn’t get used to it)
-Blood on screen (a bit less dramatic perhaps)
-Minimap (Can we see some map details instead of just floating red/white dots)

Other Thoughts:

-[QUOTE=Ragoo;230078]I really hope you don’t keep this xp-stuff popping up for every single shot. [/QUOTE]

   This should be allowed to be toggled from the options imo.

-Hud Scaling/Transparency Options Please

-More SMART movement videos please, and this time during firefights.

-More body type play comparisons.

-How important is it to choose unlocks? IE if I have a bunch of soldier specific unlocks am I limited to just playing soldier effectively unless I have a different character?

Also, in this video @ 6:01 Ed Stern says that your demo map isn’t actually part of the storyline?


Does this mean that there will be some single scenario maps or is this just something you made for show?


(Qhullu) #63

interesting, i’ve been playing revive enabled games since 2001 and i’ve never seen that happen, not once. is it an etqw thing?

it is sad that it seems that nowadays things in games need to be designed so that they are the best they can be while preventing people from being dicks, instead of just being designed to be the best they can be from a gameplay perspective without any compromises. for example, no collisions between playermodels prevents people from using other people as dynamic parts of level geometry when doing parkour stuff, but if there were collisions, few people might stop playing the game because someone makes them “DOOR STUCK! DOOR STUCK!”.


(H0RSE) #64

-How important is it to choose unlocks? IE if I have a bunch of soldier specific unlocks am I limited to just playing soldier effectively unless I have a different character?
If you have a bunch of Soldier unlocks, they will only work when you play Soldier. This doesn’t mean you can’t play the other classes effectively, it just means you have more options when playing Soldier.

Also, in this video @ 6:01 Ed Stern says that your demo map isn’t actually part of the storyline?
Does this mean that there will be some single scenario maps or is this just something you made for show?
Paul said it was a bonus mission you unlock when you complete the Resistance campaign.


(INF3RN0) #65

[QUOTE=H0RSE;230095]If you have a bunch of Soldier unlocks, they will only work when you play Soldier. This doesn’t mean you can’t play the other classes effectively, it just means you have more options when playing Soldier.

Paul said it was a bonus mission you unlock when you complete the Resistance campaign.[/QUOTE]

Can’t be reassured until we learn more about the perks to be perfectly honest.


(darthmob) #66

[QUOTE=Qhullu;230093]interesting, i’ve been playing revive enabled games since 2001 and i’ve never seen that happen, not once. is it an etqw thing?[/QUOTE]I think it’s a rather stupid thing that can happen in BC2. A medic can always revive you, even if you choose suicide from the limbo menu to change your class.

[QUOTE=INF3RN0;230097]Can’t be reassured until we learn more about the perks to be perfectly honest.[/QUOTE]My fear is not that classes may be less good without perks but that people may be stupid: “our team has only engineers but mimimi I won’t change my class because I got good perks for it. someone else should switch”.


(tokamak) #67

Yes, if you have specialised yourself with five soldier perks then you will only be effective at being a soldier. Playing the other classes will be like playing the game without any unlocks.

It will only mean that the team with the best communication and cohesion will enjoy a huge advantage.

There’s a lot of game theory at work here. I love it.

Games should hire more mathematicians that have specialised in this field.


(INF3RN0) #68

I would really appreciate an explanation from SD as to how this won’t be a serious problem. Was it not previously said that abilities could be bought and sold? And if so was this in game or out of game? Or are abilities just unsubstantial bonuses like unofficial radar etc? I mean I want to make smart decisions about how I build my character, but then if my team needs something different class wise, I don’t want to feel less inclined to switch.

Random luck is not something I want to be relying on. This type of thing needs to be more flexible or it will ruin the whole goal of the team game.


(MILFandCookies) #69

[QUOTE=Qhullu;230093]interesting, i’ve been playing revive enabled games since 2001 and i’ve never seen that happen, not once. is it an etqw thing?

it is sad that it seems that nowadays things in games need to be designed so that they are the best they can be while preventing people from being dicks, instead of just being designed to be the best they can be from a gameplay perspective without any compromises. for example, no collisions between playermodels prevents people from using other people as dynamic parts of level geometry when doing parkour stuff, but if there were collisions, few people might stop playing the game because someone makes them “DOOR STUCK! DOOR STUCK!”.[/QUOTE]

Never seen it happen in ET or ETQW.


(AnthonyDa) #70

On PC, of course.


(tokamak) #71

I don’t see how this will be a serious problem. Heavy specialisations can make for incredible powerful players, but come at a huge risk, if you’re not willing to take that risk then just go for an all-rounder build.

This principle has proved itself in countless trading card games already.

You have 5 slots of abilities to fill, you can only change them in between matches. As you can see from the game they can be pretty major things, like combat awareness, 3rd person objectives and shooting while incapacitated.

If I recall from the other videos, you can build two (or three?) weapon sets which you can chose from in-game. Maybe the third weapon set could be granted by unlocking it through an ability, but that’s just me guessing.
And again, if you don’t want to feel less inclined to switch, just make an all-rounder build.


(INF3RN0) #72

[QUOTE=tokamak;230108]I don’t see how this will be a serious problem. Heavy specialisations can make for incredible powerful players, but come at a huge risk, if you’re not willing to take that risk then just go for an all-rounder build.

This principle has proved itself in countless trading card games already.
[/QUOTE]

Fairly sure that SD has stated that Brink is first and foremost a shooter. All the rest of this stuff is just there to add depth and variation. I would hate to feel forced into building a cookie cut character just because it would reduce the risk of bad games when being paired with people who only played to their specialty. If I were to find one element that would ruin the game it would be just this. There is no tactics or strategy when you join a game of random people as there is no way to coordinate your team composition before hand. If anything I think you should be able to setup different ability load outs per class just to discourage any problems. Having only 5 abilities helps to make this less serious hopefully, but I still see it as being something a bit more important than a lot of other things. This is why I would like to know more about the abilities and how big their role will be in the game. So far it seems like people will want to stick with one class if they join up with class specific abilities and that will be a problem.


(3Suns) #73

Seyu, thanks for responding. Funny how we feel so differently about the pop-up xp points and the reticle. It demonstrates the difficulty of the job for the developers - pleasing everyone. :mad:

As regards not awarding xp points for a non-objective based kill, that would certainly work in my favor, as I almost always die more often than I kill. However, since there will be no K/D ratio and there will be xp points for buffing and so many other non-lethal team-oriented activities, I am willing to begrudge the sharp-shooters out there some xp for killing the enemy. :wink:


You know, I am wondering if maybe this desire for so many people to see the acrobatics isn’t part of an unknown desire for this game to be a 3rd person shooter, rather than a 1st person shooter.


By the way, and somewhat OT, I still have 4 copies of the game pre-ordered. Whatever isn’t exactly to my taste, I will get used to I am sure.


Perhaps the bright yellow circle objective icons are necessary for learning to play this game, in the same way that L4D has silhouettes, and “Realism” mode has just now become fully supported by Valve. It is an embarrassment of riches, really. Every frame of the game/characters is so pretty, I don’t want it obstructed/cluttered with icons.


(DarkangelUK) #74

RE: Game speed

Does the game maybe look slow because of the way it’s being played, and the person playing it? Spectating a newish player in Q3 can make the game look slow, then watching someone familiar with movement can make it look fast. It’d be nice to see a video of Aubrey just traversing a map with a light body as fast as he can so we can see what its like at full pace… or ill do it if you don’t have time :smiley:


(AnthonyDa) #75

[quote=DarkangelUK;230135]RE: Game speed

Does the game maybe look slow because of the way it’s being played, and the person playing it? Spectating a newish player in Q3 can make the game look slow, then watching someone familiar with movement can make it look fast. It’d be nice to see a video of Aubrey just traversing a map with a light body as fast as he can so we can see what its like at full pace… or ill do it if you don’t have time :D[/quote]
It doesn’t prevent you to have doubt, especially when the “official” answer is “go for light body type”.
Because it’s like being forced to play 1/3rd of the game and shot slow target, which is really boring and game killing for a MP FPS.


(LyndonL) #76

RE: Perks

They’ve already said that perks won’t make your character more powerful. They will simply define your character and your play style to how you like to play. So effectively someone with zero perks enabled and someone with 5 enabled could showdown and the person with no perks can still just as easily overcome the perky player.


(H0RSE) #77

[QUOTE=LyndonL;230145]RE: Perks

They’ve already said that perks won’t make your character more powerful. They will simply define your character and your play style to how you like to play. So effectively someone with zero perks enabled and someone with 5 enabled could showdown and the person with no perks can still just as easily overcome the perky player.[/QUOTE]
And before anyone says it, this doesn’t make perks useless, it just makes them balanced, since a player’s skill ultimately determines the outcome, not how many toys he has.

Besides, if a player decides to choose perks that boost his buffs, or make him a more efficient healer, they wouldn’t determine the outcome of a gunfight anyway.


(INF3RN0) #78

[QUOTE=LyndonL;230145]RE: Perks

They’ve already said that perks won’t make your character more powerful. They will simply define your character and your play style to how you like to play. So effectively someone with zero perks enabled and someone with 5 enabled could showdown and the person with no perks can still just as easily overcome the perky player.[/QUOTE]

[QUOTE=H0RSE;230146]And before anyone says it, this doesn’t make perks useless, it just makes them balanced, since a player’s skill ultimately determines the outcome, not how many toys he has.

Besides, if a player decides to choose perks that boost his buffs, or make him a more efficient healer, they wouldn’t determine the outcome of a gunfight anyway.[/QUOTE]

Oh yea because being able to insta-revive oneself doesn’t add advantage… please. Maybe I am wrong but some perks seem to be a bit more than just defining your character.


(LyndonL) #79

This is true, but they still won’t make you any more hardcore in a face to face gunfight from what I’ve seen so far.


(Seyu) #80

I saw the GT video again, turns out I was wrong about the Objectives wheel. It doesn’t pause the game and you can stuff thats going on and with being able to take on the most suitable mission just be pressing Q, it seems decent enough.

I am not too sure whether the speed of the player is alright or not, will have to wait for more gamplay videos.

And yea, I still hate all those pop-ups over the players’ heads.

[QUOTE=tokamak;229920]I’m glad with anything now.

A shame to see the ‘1 up!!1’ stuff pop up over people’s heads. This kind of information actually helps you in-combat which is a wrong thing. It can notify you of people through accidental actions.[/QUOTE]
Also, this.

All the enemies in the video looked red, what’s the use of customization if they’re gonna look red anyway?

I don’t find a problem with having builds. TF2 and Battlefield Heroes have Heavies and they work just fine+ I think the game will have perks for boosting your speed too.

I am glad that the release has been pushed though. Hopefully they’ll do a beta for working things out.