High Level Play Testing


(Qhullu) #61

i see, in my mind high skilled testers would be useful in:

  • finetuning the movement system of the three bodytypes so that the “s.m.a.r.t” system works well and is fun to use in high level play.
  • making sure there are no over- or underpowered weapons and that all the weapons are fun to use and useful in high level play.

if those two things are done well (with or without the help of high skilled testers), i’m happy. if either of them isn’t done well, i’m unhappy.

those two things are what happens in the game in response to what you do with your keyboard and mouse, and together with map design, ultimately dictate how the game plays. things that affect gameplay to a lesser extent are how much health a player has and how often a player can use the class specific abilities.

everything else is something that will evolve over time (like how ET comps switched to 5v5 from 6v6 recently, or bodytype/class/weapon limits etc), and should not and will not be dictated by Splash Damage.

of course netcode/hit detection needs to be great, but that goes without saying.


(Apples) #62

[QUOTE=Nail;223240]There is no “promod” the game hasn’t been released, we’re talking about Brink, a new game from Splash Damage, not some previous game that was controlled by a totally anal publisher.

The original topic was “let us league players tell you how your game should be made”
I disagree, leagues usually prefer 4 v 4, which is understandable from a logistics point but that’s not what makes a game sell, gameplay and replayability do[/QUOTE]

Capitalism at is best…


(Apples) #63

[QUOTE=Qhullu;223241]i see, in my mind high skilled testers would be useful in:

  • finetuning the movement system of the three bodytypes so that the “s.m.a.r.t” system works well and is fun to use in high level play.
  • making sure there are no over- or underpowered weapons and that all the weapons are fun to use and useful in high level play.

if those two things are done well (with or without the help of high skilled testers), i’m happy. if either of them isn’t done well, i’m unhappy.

those two things are what happens in the game in response to what you do with your keyboard and mouse, and together with map design, ultimately dictate how the game plays. things that affect gameplay to a lesser extent are how much health a player has and how often a player can use the class specific abilities.

everything else is something that will evolve over time (like how ET comps switched to 5v5 from 6v6 recently, or bodytype/class/weapon limits etc), and should not and will not be dictated by Splash Damage.

of course netcode/hit detection needs to be great, but that goes without saying.[/QUOTE]

I’m pretty sure that Smart will be disabled in promod anyway, and weapon will be balanced as in any previous SD game


(Nail) #64

Splash Damage is in the business of selling games, not stroking someone’s ego


(Qhullu) #65

of course i don’t mean the smart button, but the wall running table sliding wall climbing system. and as for weapons, i hope not, i don’t know anything about ETQW, but in ET they were balanced poorly.


(Apples) #66

Then dont make a forum, clone another MW2 crap and everyone wil be happy…


(Apples) #67

With some restriction idd, but all the weapon were balanced IMO


(Nail) #68

"and as for weapons, i hope not, i don’t know anything about ETQW, but in ET they were balanced poorly. "

they were identical, how is that “balanced poorly”


(Qhullu) #69

all i remember is one of the reason i didn’t like et when it was released was the weapon balance. things were definitely better when i started playing it few years ago, but the reason may very well be better netcode, not necessarily tweaked weapons. i still think the game might play better if riflenades had a smaller splash radius and panzer had a bigger splash radius, but it does play great the way it is. but yes, the mp40 and thompson being exactly the same weapon is good balance indeed :wink:

edit: the “level 4” weapon and class specific skills are poorly balanced for skilled play, even in the pub server i mentioned earlier, the game plays a LOT better when they are limited to “level 2”. the upgrades are turned off completely in clan play for a very good reason.


(INF3RN0) #70

[QUOTE=Nail;223240]There is no “promod” the game hasn’t been released, we’re talking about Brink, a new game from Splash Damage, not some previous game that was controlled by a totally anal publisher.

The original topic was “let us league players tell you how your game should be made”
I disagree, leagues usually prefer 4 v 4, which is understandable from a logistics point but that’s not what makes a game sell, gameplay and replayability do[/QUOTE]

Why do you think league players would want a game any different than you? I know the difference between pub and comp, and I would never suggest applying the same rules to the pub just because that is the way it might be in a league. Games that were designed for more than 6 players require extra tweaking for comp play, but that doesn’t mean people only want to play 6v6 league style… I want game play and re-playability too you know, but I also don’t want to run into someone with an overpowered gun that never got patched. I doubt that the guy meant any harm from asking to test, but just wants the game to be as balanced as it is fun. He didn’t say he was going to want the game to be any different than SD intended, but simply stated that a lot of problems get exposed by testing at levels of high organization with highly capable players. There is enough room to say that he doesn’t deserve to test more than anyone else, but you apparently are more disillusioned with the intentions of comp players like so many others…


(INF3RN0) #71

Sad but true. I swear everything will be console ports on 2012.


(tokamak) #72

Did or din’t etqwpro reduce the importance of the spread system?

So far I’ve only heard comp players call for removing the ironsights.

Keep chipping away.


(Tanzverbot) #73

[QUOTE=Nail;223216]“high skilled players have high level understanding on every aspect of the game and the ability to put it use”

the game isn’t out, they know nothing

[/QUOTE]

Yes, but they learn and understand those concepts faster than the average player. In etqw, by the time the comp scene had already figured out a working, balanced ruleset for 6v6, all the pubnubs were still spamming the forums with “NERF ICARUS, NERF 3RD EYE, NERF HYPER” and other such nonsense. In fact you can still see a lot of players everyday who havn’t figured out the most basic game mechanics after playing for 3 years.


(Tanzverbot) #74

Yes, exactly. For example, adding aircrafts in a 4v4 would definitly make things a lot more complex and interesting. And the best thing is, the other 3 guys in each team could spend the whole match writing essays and poems about the beauty of it all.


(tokamak) #75

4vs4 is already simplifying the game to begin with. You’re playing the game with less players than it has been balanced on. No **** you run into trouble.

The sentiment here is

'we don’t want to play the game in the shape we’ve bought it so we need our ambassadors to test the game for us so our tiny little niche doesn’t need to modify it in order to gimp and mutilate it"


(.Chris.) #76

Erm not really, a few certainly did but just as many were indifferent about their inclusion in that discussion.

Some non competition players also showed their disapproval of ironsights in that thread.

Next generalisation of competition players please…

[QUOTE=tokamak;223264]The sentiment here is

'we don’t want to play the game in the shape we’ve bought it so we need our ambassadors to test the game for us so our tiny little niche doesn’t need to modify it in order to gimp and mutilate it"[/QUOTE]

Guess what, SD want to support that ‘tiny little niche’ so deal with it.

You bet I care! Now, I’ll be honest. We won’t always be able to cater to what you guys want, because we are trying to make a game with the broadest appeal possible (because when you’re wagering millions of dollars in development, you can’t always take all the chances and choices you’d like to). BUT, competitive play is what keeps ET alive today, so to ignore it would be a big mistake, I think. Plus, a lot of guys at Splash come from that kind of hardcore background, including the founders of our company. So making something that can stand the test of time is very important to us for that reason too.


(tokamak) #77

That’s okay, they’re free to spent their resources as they see fit. I think it’s wasting it on a bunch of spoiled brats who will pull it apart with modifications anyway.


(DarkangelUK) #78

Didn’t SD release a competition mod for ETQW, but it was ignored and everyone went with ETQWPro any way? What was it about SD’s mod that wasn’t enough for comp gaming?


(Joe999) #79

because this is how the competitive “community” thinks: it’s broken on arrival, it needs to be fixed. if SD “fixes” it, it’d still be broken, no matter what they do.


(shirosae) #80
  1. The official mod didn’t exist until ETQWpro was well established and widely used.
  2. By the time the official mod was out, ETQWpro had pretty much been developed to the tastes of those using it, so they already had what they needed.
  3. The official mod was used as a base and integrated into ETQWpro’s later versions anyway, so actually yeah it was used.