I played Brink at quakecon, some concerns


(aimology) #121

Just because they say its not you idiots, doesnt mean thats true. They stated world at war wasnt and bad company 2 wasnt. Both were. Nice try kids. Also at qcon jRAD stated it was the “pc” version. I dont know about you, but Ive never played a PC game with xbox icons loading up during the game.


(LyndonL) #122

Not even with official XBox controller support? Cause I sure have.


(Senethro) #123

What you want is for a game to be developed only for PC which is unreasonable. Theres also the little thing of you not saying what makes something a console port and how you know a game to be a console port even when the devs tell you otherwise. Whats going to happen is Brink will come out and you’ll just move the goalposts as far as you must to claim its a console port.


(Voxie) #124

What he want is what we all want to a basic level, a game designed for our own specific interests. Only he’s either naïve enough to believe that complaining about a 2011 multi-platform title not being exactly like the old PC FPS he considers to be the epitome of game design will be enough for it to transform to a inch-to-inch successor to said game or he’s just flamebaiting. Gee, I wonder which one of those is most fitting…

Edit: adding a smiley to make it clear that I’m joking (what, playful sarcasm isn’t easily conveyed through text?!): :cool:


(AnthonyDa) #125

http://www.splashdamage.com/forums/showthread.php?p=237265#post237265

You still cba searching through the forum ? Duh.


(Ashog) #126

[quote=Apples;237152]Yeah if nade are “togglable”

Peace[/quote]

I still wonder why devs can’t implement both types of priming grenade by a general cvar that could enable or disable a dedicated grenade button w/o item selection <-> grenade as item selection from weapons list.


(Senethro) #127

Because its honestly not worth it. They never considered it would be a problem because PC players in other games are fine with it. They were surprised that there was any issues with it.

There really isn’t any point including a worse control method. Noone is realistically going to not buy Brink because of this.


(Ragoo) #128

[QUOTE=Senethro;237327]Because its honestly not worth it. They never considered it would be a problem because PC players in other games are fine with it. They were surprised that there was any issues with it.

There really isn’t any point including a worse control method. Noone is realistically going to not buy Brink because of this.[/QUOTE]

If it just was about the buying or not buying the game, you could get away with many things. But I think that SD has the ambition to make a game that is not played for one month and then put on the shelf. So if they want this game to be played for some years, they better pay attention to some small but essential wishes by the community like this (note: I’m not saying that SD doesn’t do that. In fact they seem to be very very careful to please the long time community of their games, unlike many other developers).


(Senethro) #129

How far down the list of small but essential wishes does a worse control method for grenades come?


(LyndonL) #130

I dunno dude. There seems to be a lot in there as it is. Left 4 Dead is starting to get old, is RIDICULOUSLY simplistic, and still a very highly played game. I just finished playing a campaign with some friends then actually.
One guy on my friends list has play over 840 hours of L4D1 :eek:


(shirosae) #131

I think it’s like this at the moment, from most to least important.

movement speed up
weapon fire rate down
individual buttons for tools option
auto health regen go away
don’t do melee like BC2
circle jumping+ramping
body type swapping mid-match in hardcore mode
game footage with mouse+keyboard
game info that isn’t barbie stuff
grenades as selectable weapon option


(Senethro) #132

[QUOTE=shirosae;237333]I think it’s like this at the moment, from most to least important.

movement speed up[/QUOTE]
fo sho

weapon fire rate down

Do you mean damage or do you just have a dislike of high RoF weapons?

individual buttons for tools option

Really don’t see the need. With tools going into fixed animations and medics throwing their revive needles I think the game has changed such that those who think pre-selection is necessary are wrong.

auto health regen go away

Its not a typical regen system. What style of regen do you believe it to be?

don’t do melee like BC2

It already isn’t. But I imagine that BC2 would have nerfed its melee if it wasn’t so buggy over the different patches that it was usually quite weak.

circle jumping+ramping

Why do we need another advanced movement system in a game that already has one? Why is the old one so good it must be in every game forever?

body type swapping mid-match in hardcore mode

Agreed. Wait, why hardcore mode?

game footage with mouse+keyboard

yeah

game info that isn’t barbie stuff

barbies easier than info 6 months pre-release

grenades as selectable weapon option

I’d be surprised if anyone placed it higher.


(AnthonyDa) #133

[quote=shirosae;237333]I think it’s like this at the moment, from most to least important.

movement speed up
weapon fire rate down
individual buttons for tools option
auto health regen go away
don’t do melee like BC2
circle jumping+ramping
body type swapping mid-match in hardcore mode
game footage with mouse+keyboard
game info that isn’t barbie stuff
grenades as selectable weapon option[/quote]
+selectable spawn
+/kill
+reduced spread and all the others things that shouldn’t need a perk slot to make the game enjoyable.


(Loffy) #134

I cannot even remember when I had just 900 hrs L4D.


(shirosae) #135

Videos I’ve seen have weapon RoF almost at CoD/BC2 levels, and it ends up in that Counter-Strike who-shoots-at-centre-mass-first-wins gameplay.

I much prefer the ET style, where you’re aiming for headshots, and tracking/dancing is important.

Yeah, changed in a bad way. You take away stuff that works, in favour of another system that seems to offer no benefit whatsoever except fumbly Wolf2009 unibutton controls.

I wouldn’t mind as much if there was some mechanical neccessity to remove tools on a bank or individual buttons per tool to make the unibutton work, but if there is I can’t see it. The explanation given by SD over the grenade thing was that they’d programmed it so you couldn’t do weaponbanks, and that was that, too late to change.

It’s a needless removal of a mechanism that wasn’t doing anyone any harm, and didn’t need to die for the sake of the unibutton. As a control system, I prefer choosing which function I’m performing by pressing different keys over choosing which function I’m performing by looking at different targets.

I thought ETQW blended use key/ weaponbank stuff quite nicely. You could pull your knife, and use to backstab. Or preselect tool, then use to use it. It was a nice mix of the two so you had options. I don’t mind having tools on individual buttons (like grenades apparently are) as much, since you typically don’t need to be aiming/dancing as much as when you’re trying to time a cooked nade under fire.

If Voxie is to be believed, it’s one that makes medpacks redundant, because all you do to recover from a fight is disengage. Link me to some info, please? I’ll admit that I find it difficult to follow Brink news because it’s turned into SMARTSMARTSMART OMG UNIBUTTON white noise for me.

DICE tried to fit the knife into a scripted animation thing, and added magnets to make it work, and urgh.

I don’t think that Brink is doing melee this way. And the grenades can be scripted to pseudo-weapon bank so that’s already kinda there. Nevertheless these are the things on the list of stuff I’m looking for when the Brink demo comes.

Because trickjumping is fun and useful, and SMART is supposedly fun and useful. And fun and useful + fun and useful = more fun and useful? Smart could be even more awesome if I could circle strafe off a ledge, bounce up a ramp, and then SMART grab onto another ledge?

Why does something become invalid just because it’s been done before? It’s a nonsense argument. This pushing a key to reload thing is just so 2007, so now all you do is disengage from a fight and your magazine regenerates. It’s ridiculous. Stuff that’s fun remains fun, even if it was present in a previous SD game.

Because if you add the option to normal servers, all of the players will immediately use it to create superman builds or something. Don’t look at me, this was justice league material.

In the fantasy realm in my mind, it’s because the hardcore mode was used by Rahdo as a name for those servers with all the promod-style server switches for tweaking stuff without bothering the normal servers with such obscure stuff as swapping teams and playing against your friends.

Example: The movement speed of the light player without buffs whilst sprinting is 300 units per second.
The basic AR type weapons have an average rate of fire of about 90 rounds per minute, do 105 damage in three headshots, and 60 in three bodyshots.

Mechanical info. I accept that it’s subject to change. Just a feel for the game mechanics, that’s all.

I’m not asking for an HD video here where everything is presented like it’s an OMG REVOLUTIONARY NEW GAMEPLAYZ, just some proper game mechanics stuff.

SD confirmed that it can be scripted, so as long as that stays possible and it’s not stupidly buggy I’m okay with it.


(Ashog) #136

Maybe you think you’re not worth it - that’s your choice, but I think I am worth of flexible controls and binding of them. Especially because I will possibly be paying money for the game. It doesn’t take tons of hours of extra modeling like if they wanted to implement female models - it will certainly take much less effort to implement this, especially because both methods have already been implemented in ETQW and Wolf so it is just a matter of combining both grenade selection methods using new cvars imho.

There really isn’t any point including a worse control method. Noone is realistically going to not buy Brink because of this.

Wolf grenade method is superior to ETQW method if Brink allows to shoot main weapon while cooking the grenade, just like it was in Team Fortress. If such thing isn’t allowed, then the Wolf grenade method is indeed inferior and isn’t needed.


(AnthonyDa) #137

Did you actually tried the scripted posted ? (iirc it’s on the dedicated grenade thead)
Because it’s not really working since you can’t bind “_action” bind with others stuff at the same time. (something like this, well it’s not possible at the end).


(shirosae) #138

[QUOTE=AnthonyDa;237354]Did you actually tried the scripted posted ? (iirc it’s on the dedicated grenade thead)
Because it’s not really working since you can’t bind “_action” bind with others stuff at the same time. (something like this, well it’s not possible at the end).[/QUOTE]

No, because I don’t have access to Brink


(Senethro) #139

[QUOTE=shirosae;237347]Videos I’ve seen have weapon RoF almost at CoD/BC2 levels, and it ends up in that Counter-Strike who-shoots-at-centre-mass-first-wins gameplay.

I much prefer the ET style, where you’re aiming for headshots, and tracking/dancing is important. [/quote]
You’ve made assumptions based on footage from Xbox controllers. Wait and see.

Yeah, changed in a bad way. You take away stuff that works, in favour of another system that seems to offer no benefit whatsoever except fumbly Wolf2009 unibutton controls.

Did it work? Trying the Press-F-To-Do-Everything could be temperamental in ETQW at the very least. Could this be why there was a change?

I wouldn’t mind as much if there was some mechanical neccessity to remove tools on a bank or individual buttons per tool to make the unibutton work, but if there is I can’t see it. The explanation given by SD over the grenade thing was that they’d programmed it so you couldn’t do weaponbanks, and that was that, too late to change.

You don’t have a clue (and I’m not meaning this in an insulting way, but you’re not on the development team) but you’ve decided SD did it wrong, whatever it was.

It’s a needless removal of a mechanism that wasn’t doing anyone any harm, and didn’t need to die for the sake of the unibutton. As a control system, I prefer choosing which function I’m performing by pressing different keys over choosing which function I’m performing by looking at different targets.

Assumption 1: That it was a needless removal.
Assumption 2: That Brink’s design needs pre-selected tools and that the new system can’t be implemented well.

If Voxie is to be believed, it’s one that makes medpacks redundant, because all you do to recover from a fight is disengage. Link me to some info, please? I’ll admit that I find it difficult to follow Brink news because it’s turned into SMARTSMARTSMART OMG UNIBUTTON white noise for me.

I don’t have links but I was under the impression it was broken up into several smaller health bars which could regen within themselves but medics needed to heal you to the next.

DICE tried to fit the knife into a scripted animation thing, and added magnets to make it work, and urgh.

Yeah, I know how ugly it was. It was bad because it was poorly implemented as well as design choices I’m not a big fan of. Its not an argument against something unrelated and that hasn’t been poorly implemented yet.

Because trickjumping is fun and useful, and SMART is supposedly fun and useful. And fun and useful + fun and useful = more fun and useful? Smart could be even more awesome if I could circle strafe off a ledge, bounce up a ramp, and then SMART grab onto another ledge?

Is it fun? I’m kind of tired of it. I’d rather not win at a game because I knew to turn my FPS to 333 or the next lowest magic number and how to exploit a decades old bug. Its obscure, unintuitive and just looks to me like veterans want a stick to beat newcomers to the game with. With a better advanced movement system available, why have another? Theres nothing necessarily positive about redundancy.

Why does something become invalid just because it’s been done before? It’s a nonsense argument. This pushing a key to reload thing is just so 2007, so now all you do is disengage from a fight and your magazine regenerates.

You made a joke but TF2 and BF1943 have similar features. And I use TF2s.

How you feeling? A bit through the looking glass?

It’s ridiculous. Stuff that’s fun remains fun, even if it was present in a previous SD game.

Circle jumping didn’t remain fun for me.

There, thats my anecdote countering your anecdote. What else you got?

Because if you add the option to normal servers, all of the players will immediately use it to create superman builds or something. Don’t look at me, this was justice league material.

I’m sorry, I’m going to have to consult the SDJL manifesto for the party line on this subject.

In the fantasy realm in my mind, it’s because the hardcore mode was used by Rahdo as a name for those servers with all the promod-style server switches for tweaking stuff without bothering the normal servers with such obscure stuff as swapping teams and playing against your friends.

I remember this. Been no mention of it in a while. Hope it hasn’t been removed.

Example: The movement speed of the light player without buffs whilst sprinting is 300 units per second.
The basic AR type weapons have an average rate of fire of about 90 rounds per minute, do 105 damage in three headshots, and 60 in three bodyshots.

Mechanical info. I accept that it’s subject to change. Just a feel for the game mechanics, that’s all.

Its easy to understand why they don’t. Given that the hysteria over the number of buttons required to throw a grenade, imagine they release some info and later change their minds.


(AnthonyDa) #140

You have access to idtech4 game :stuck_out_tongue: And I highly doubt that it will be much different in BRINK.