I played Brink at quakecon, some concerns


(potkettleblack) #41

[QUOTE=DarkangelUK;236855]
You do tho, it’s always on hand with the use button… you don’t need to switch weapon, it’s there to use straight away.[/QUOTE]

Just rereading the thread and Im guessing no one would be able to answer this, since the demo was from a controller:

When a player uses the “Use Key” to do the objective on the PC version, do they need to hold down the actual key the entire time it takes to say… plant a charge. OR does it bring up the charge, which then allows you to charge it with MOUSE1?

I guess that question is related to every item. :penguin:


(AnthonyDa) #42

There’s no tool preselection, so you’ll have to stick with the “use key”.


(Kinjal) #43

Sorry for my bad english . I have couple of quastions for TAW-Feanor :
1-How many shots in to the body needs to kiil the other player?
2-How many headshots ?
3-SMART moving target=easy kill? Coz its allways easy to kill a target , if its moving the same way every time.( Like a quake 3 jumpads)
4-Game is more like ET or cod, BF2, TF? I just don’t see the ET creaters behind Brink , to many fashion staff, may be good for public but bad for pro( Why da hell we need 25-60 different guns, in the end all will use 4-5)
5-Can I hope for clanwars aka ETQW style?

Thanks - DS-Kinjal


(potkettleblack) #44

Right, so if you’re a medic and you want to boost someones health - you have to point your cursor at him and press the use key? Oh dear :frowning:


(Cankor) #45

yeah, me too. I can see putting an icon up to guide the player, but pulling him to it? How about I want to shoot that guy over there so lets pull my bullets to him too.

It seems like there’s way too much console stuff creeping into PC games these days, making them dumber and dumber. This push a button to throw a grenade or melee attack BS is bleeding into every other aspect of PC games now.

It sounds like one of the main reasons you can do all this stuff on a controller is becasue it’s all been dumbed down to single button uses for such things as planting, disarming, healing, etc?

I guess I need to try it myself before stressing about it too much, who knows, maybe it will be great, but yeah, I am worried too.


(jazevec) #46

Very good points. A cynical explanation by Occam’s Razor: because mouse support is late on their priority list and not yet implemented.


(Nail) #47

or a more reasonable explanation: as said before, maybe to show that the complex control system could be handled by a controller, especially considering “Games for Windows” requires 360 controller support. Splash Damage has shown in it’s previous games that they can handle M/K support quite well


(jazevec) #48

Still, having to to show that on a PC gaming convention looks rude. That’s marketing console game to PC players. It sends the message that Splash Damage/Zenimax care more about converting you to console world than about letting you play the game the way you like. SD either share Zenimax’s point of view, or are not allowed to object.


(Nail) #49

oooh, scary, a conspiracy

:eek:


(Voxie) #50

Am I the only one who thinks the “use auto-pilot” sounds like a great game mechanic, solving the problem of handing out healthpacks and other buffs to moving team mates? Chasing down friendlies that are running around erratically is something I’d be glad not to do. Plus, it’s not like you’re forced to let the game steer you for half a kilometer, just hold use once you’re a hair from your objective and you’ll barely notice the guidance.


(sereNADE) #51

keep every action of the player anchored to the intent of the player through more specific button and bank selections. unless there are +gren1 and +gren2 binds :tongue:

at the very least i can say it doesn’t appear that brink has “sprint” and “cover” bound to the same key :eek:


(shirosae) #52

Assuming that your example is accurate and we even have healthpacks:

What if my goal is to dump out a bunch of health packs just behind the choke point slightly before they’re needed, so I get a benefit from the recast timer starting early and can actually contribute during the firefight rather than spend all my time running about trying to use people back to health?

This ‘everything has to be on a unibutton’ thing would be great if it was an optional additional to preselection, rather than a replacement for it.


(potkettleblack) #53

Just my opinion on this Voxie.

From my understanding, you can choose whether you want to manually SMART around a map, or whether you want the game to do it for you. Apparently the former is more efficient than the latter.

I see no reason as to why the same approach couldn’t be taken with weapons and tools.
Allow players to auto-switch b/w weapons and tools with a ‘one button does all approach’ if they choose, but make it more efficient by doing it manually so that the skill differential remains.

To me this is the best approach for PC controls that maintains respect for both new players and veterans, and I have faith that SD will deliver on that front.


(BioSnark) #54

@voxie: those mechanics appear to be ranged.

An objective autopilot sounds very troubling, regardless of whether or not it can be activated mid firefight. Blind objective lemmings were already a major break from team oriented gameplay without that kind of encouragement.


(AnthonyDa) #55

We aren’t talking about a game which(who?) will have the “Games for Windows” requirements.


(BioSnark) #56

You mean Brink? I think it’s extremely unlikely that Brink won’t have that tag.


(AnthonyDa) #57

Search on the board, it has already been announced.


(matsy) #58

So the controls for objects will be like wolf 09? :frowning:


(BioSnark) #59

Which is why I said what I said.


(AnthonyDa) #60

Along with no spawn selection and probably no /kill, yes.