Improve the movement


(Kurnuttaja) #1

I am not saying that movement in Brink is anyhow horrible but it could be improved in so many ways. Here I made a little list of suggestions of movement improvements:

Sprinting: Currently sprinting is only as a toggle option (at least on PC) which does not work for everyone and same goes to SMART. The sprint and SMART may cause several accidental moves, for example jumping off an ledge accidentally. The option to set hold sprint and move parkour to spacebar would improve controllability greatly.

Climbing: I think climbing is maybe a bit too slow action and should be faster based on bodytype. And to avoid accidental climbing, aiming upwards (like I do anyway) to activate climb would help on this.

Sliding: I have a pretty interesting idea for this. Make sliding speed and duration based in the angle, like being able to slide stairs all the way down. And obviously when trying to slide upstairs it wont take too far, like now you can slide upstairs which isnt the most realistic thing to see. It is already possible to speed up sliding when jumping before hitting the stairs down and sliding.

Running/jumping: I dont know why but jumping just does not feel somehow right. Jump height is too low (parkour pros jump high) and landing too fast, like jumps end into an invisible wall. For running it happens to sometimes cause twitching when running over debris or other small objects. Id like both of these to be much more fluid and fitting for Brinks fast parkour style.

What do u think? I know movement is not the priority #1 to look after from patches but anyway.

:slight_smile:


(Kendle) #2

[QUOTE=Kurnuttaja;322273]Does anyone know an option to set sprint to hold with a cvar or something? So that when I release the key sprinting stops.
[/QUOTE]

Not possible, because press + release = sprint, press + hold = SMART, if you had to hold the button to sprint (it wasn’t a toggle) there would be no way of knowing if you mean to just sprint or if you want to use SMART.

The fix is to put SMART on another key (PC players have lots of those after all), but it’s a console -> PC port so doubt it’ll happen.


(obliviondoll) #3

For the sprint option, I think it would be good to have a “disable autoSMART/hold for sprint” option - it would make things a LOT smoother for the more confident (and competent) players using the system. It would also help to bypass the annoying moments on PS3 where you’ll sometimes get caught on a friendly bot/player as you pass through them, and have to restart your sprint.


(wolfnemesis75) #4

I think the mechanics are fine. The game is too new to start making tweaks. Climbing speed feels right and real. Jumping is fine. Remember, many gamers are struggling just getting a grip on the current controls! Hence, all the hate. The game requires some practice to do everything you list well. For example: The Parkour Challenge. When I first got the game, I could barely finish the objective in time on 3 Star. After playing the game a lot and practicing different moves, and the challenges, I can now finish the Parkour Challenge in 28secs. If you are new to Brink you have to invest a little time getting the mechanics down pat, then learning combat tricks.


(fearlessfox) #5

Some of your ideas (like the stair slide) seem like they would be limited by the way the engine’s been utilised. Ie: they’d be for Brink 2, not a patch.

Correct me if I’m wrong and it could happen here.

The movement in Brink is probably my favourite thing, and the only thing I’d change would be the limitations placed on PC users due to the lack of buttons on console controllers.


(Kurnuttaja) #6

[QUOTE=fearlessfox;322289]Some of your ideas (like the stair slide) seem like they would be limited by the way the engine’s been utilised. Ie: they’d be for Brink 2, not a patch.

Correct me if I’m wrong and it could happen here.

The movement in Brink is probably my favourite thing, and the only thing I’d change would be the limitations placed on PC users due to the lack of buttons on console controllers.[/QUOTE]

I was thinking about this too when writing about the sliding. But as fas as I know patches/DLCs can make huge changes in games (Team Fortress 2), in case you have played it.


(amazinglarry) #7

I know I’m personally annoyed when my sprint breaks.

Another thing that kind of bothers me is when friendly players are too close to you, and it slowly pushes you outward etc. Especially if you were in the area first. Nothing like trying to be sneaky and hide a bit while hacking an objective and some stupid bot rolls in, and forces you out of the spot.


(Kurnuttaja) #8

[QUOTE=AmazinGLarrY;322303]I know I’m personally annoyed when my sprint breaks.

Another thing that kind of bothers me is when friendly players are too close to you, and it slowly pushes you outward etc. Especially if you were in the area first. Nothing like trying to be sneaky and hide a bit while hacking an objective and some stupid bot rolls in, and forces you out of the spot.[/QUOTE]

I think it is there to prevent guy on guy stacking. Would you like to see 5 guys in each other for example? Its just realistic and better than solid teammates but I agree it can be annoying sometimes.


(kamikazee) #9

[QUOTE=Kendle;322281]Not possible, because press + release = sprint, press + hold = SMART, if you had to hold the button to sprint (it wasn’t a toggle) there would be no way of knowing if you mean to just sprint or if you want to use SMART.

The fix is to put SMART on another key (PC players have lots of those after all), but it’s a console -> PC port so doubt it’ll happen.[/QUOTE]Actually, if vaulting would only activate when pressing Sprint + Jump, you’d still have the same buttons without accidentally vaulting over a railing when you were still holding sprint.

The only drawback would be that it makes it harder to pick between mantling and vaulting, letting that depend on your trajectory.


(vbl) #10

I’d rather they improve the response times between postures and tweak sprinting so it doesn’t break when you walk over the lip of a doorway or a piece of ground debris. Zooming in/out has its own delays, too.

I am a fiend for speed and smoothness - I’m the guy who turns everything to low in every game just to ensure maximum smoothness and control response - but Brink is poor in these respects.


(miDGet) #11

hmm i think they should rather work on the maps than the mechanics. the brink movement isnt really figured out yet since the game is so new and the maps are narrowed down in most cases.

i just hope that they will release the SDK instead of being greedy and relying on ppl buying DLC-packs!


(Kurushi) #12

I’m pretty sure I’ve caught some stairs just right to gain a lot of speed (jump to slide) on the attacker’s stairs on Terminal


(StillBatusBrad) #13

What I find strange is that SD went to the trouble of creating detailed and lovely character models, which then spend much of the time moving in small, jerky strafes and circles, who appear to cross terrain or climb in a series of teleport jumps and who die by throwing their legs in the air and ass-planting.

Perhaps they could use the Morphene and Euphoria engines (movement, physics and momenteum engines based on human anatomy, momentum and interaction) developed by Natural Motion in Brink 2?


(Kurnuttaja) #14

Im looking forward for some kind of fix/rework for movement because moving around just does not feel enough fluid and smooth. I hope they fix the twitching when performing SMART actions and while running over debris in close future.

Hope SD looks at this thread with their left eye if not even with both eyes.
:slight_smile:


(zenstar) #15

I got shoved off a ledge onto a mine like this. The worst thing was I was an operative and I was spotting the mine when it happened.

I’m pretty happy with the movement. You just need to learn when to hold SMART, when to let it go and when to do manual jumps and slides. Takes some practice but seems pretty intuative to me so far (PC player here).


(Thundermuffin) #16

The characters have to always fall like that to show they can be revived; ragdolls and revives just don’t mix and that was evident in BC2. It was horrible to find that the body had been flung around the map or something had happened and it wasn’t where it was 3 seconds ago because the ragdoll was pushed around. It also stunk when the body would fall off of something like the pipelines in that 1 snow map; they’d be un-revivable thing and there was no way for you to stop it.


(legend123) #17

there is definetly that feel that something isnt as smooth as it should be.
(probably because its consolized).

I think when you play as light there is more freedom (the game feels less like a tortoise).


(Kurnuttaja) #18

[QUOTE=legend123;329461]there is definetly that feel that something isnt as smooth as it should be.
(probably because its consolized).

I think when you play as light there is more freedom (the game feels less like a tortoise).[/QUOTE]

The movement seriously lacks smoothness, alot of twitching in SMART moves and too low jump height. Even when playing light the parkour really cannot be advanced too much because of the map design.


(kilL_888) #19

dont want to open another thread for this…

the movement itself is fine for me, but i noticed that the game seems slower since the last patch. its just a subjective feeling though.

i feel its too slow right now. even light feels rather slow, medium feels like a fatty. havnt tried fatty. something seems to have done there…


(Humate) #20

Lateral movement feels as if youre standing on one spot, and isnt congruent with what is actually happening.
But maybe sd thought forcing players to feel like refrigerators was more “interesting”