Knowing is Half the Battle (Class Recognition)


(Throbblefoot) #41

You see this as flame bait because of the attitude you bring to this discussion. I am genuinely interested in learning what I’m doing in game that tips my hand and gets me targeted first.

Stop projecting.

-Throbblefoot


(Thundermuffin) #42

[QUOTE=Jimmy James;370001]No behaviors huh?

If an enemy is loitering around a friendly corpse it’s either an ops or a soldier (disguise or scavenge).

The majority of enemies rushing a offensive objective will be of the class to complete the objective. Once you know who they are make them your primary target.

Heavies are usually soldiers or engineers (ammo or weapon buff), occasionally medic.

As you stated, look for tossed buffs and self buffs. (It’s one of those things we refer to as a “visual cue”.)

If someone is jabbing themselves in the chest with a needle, Medic.

Also, remember what your enemies look like (Remember that whole customization thing?). There are only 8 enemies in a game and even when drunk and stoned I can tell them apart.

I could go on all day but I hope I made my point.
[/QUOTE]

You didn’t make your point at all, because in the competitive scene everyone plays lights with carb-9s and most clans dress the same way (I know 100% hubris did, and I want to say other teams did as well). Heck most of the people who are actually good at this game play with a carb-9 using the light body type with the darkest clothes possible. If they aren’t doing that, then they’re just screwing with you for the laughs, lol.

I’ve never seen someone try to scavenge ammo. It’s useless, because you can run back to the CP just as quick and get restocked (and not have to worry about getting shot when you’re looking at the ground).

The majority of the enemies rushing the objective will not be the objective class unless you’re playing some random pub with people who don’t care, and I couldn’t careless about the “metagame” in a pub. In comp, though, which is all I care about for this game as I only used pubs to get my mind back into the “aim at the chest, not the head, because of lotto spread” mentality, you will only have 1 or 2 players as the objective class. Most of the time it will just be 1. Heck even on the pubs I played on, there wouldn’t be 7 players as the objective class. It would be maybe 3 and even then they were switching on and off as the game progressed.

I know what a visual cue is; want to know what else is a visual cue? Developing your game so it actually has silhouettes. It doesn’t make TF2 any less fun or shallow, it just makes it a better game experience overall.

So, how do you then tell apart 5 players who look exactly the same (light, carb-9, same clothes) and what class they are as they rush into a room? Remember, they’re shooting their nades as they walk in so you can’t just point your crosshair at all of them and wait to find the objective class/medics.


(Jimmy James) #43

@Thundermuffin: I don’t play competitively so your example doesn’t apply to me (or the majority of Brink players I suspect). However, if I chose to play competitively (I have been invited to W:ET and ET:QW clans.) I would expect my team to look and behave as similar as possible. Sounds hilarious!

In fact, I think this idea is so funny that I’m going to make a new Brink character and post his exact visual customization settings and weapon loadout so anyone who wants to be part of the “Clone Club” can make a character that looks exactly the same.

Good times,
JJ


(V1cK_dB) #44

[QUOTE=.Chris.;369997]At what point did anyone in this thread of these forums in general claim to be a “proffesional computer game player”?

Adapt? Who says we haven’t?

Most around here and tried to like this game but are finding it hard to do so far numerous reasons, the sharp decline of player numbers speak for themselves, we are not alone, those of us who remain here on these boards and making these posts are trying to suggest reasons as to why no one hardly plays anymore based of our personal grievances and propose possible fixes for their next game so they don’t make the same mistakes.

Sadly some folk wont stop coming into these threads telling us it’s our fault the game is bad and we need to adapt or that it’s meant to be like that or some bollocks. Quite frankly it’s getting tiring having to put up with this when trying to help out the developers.

See the recent map design topic for a prime example of an interesting discussion get derailed by the Brink Hardcore Club.[/QUOTE]

There are many more people that feel the way you do. The “there is nothing wrong with the game” crowd is just casual. They are casual players who never even played an SD game before. They would be happy with the game even if there were only 1 server left and they had to get together every night all 8 of them just to get a match going. The funniest part is that they would all be on the same team playing against bots and playing their hearts out lmfao.


(Throbblefoot) #45

Do you ever get tired of being wrong? I played both previous SD games from their outset. This attitude about “real fans” (aka ET:QW humpers) vs. “new fans” (aka Brink humpers) is sickening. Fanboy is as fanboy does, and I don’t see you making a good case for your cause.

Yeah, I’d be happy for SD for having some staying power. But then, I don’t want them to fail just because Brink isn’t ET3.

-Thribblefoot


(morguen87) #46

SD didn’t make classes indistinguishable to add some mental dynamic of “analyzing behavior,” which is 99% bull**** anyway unless you’re talking about an obviously disguised op, they did it so people could customize their outfits. Bottom line is, while one could attempt to make the argument that customization could be a neat addition (and even then, addition - not main game feature) in something like deathmatch, it really has no business in a team objective game.

SD stripped an important mechanic from the game in order to sell more units. Period.

They tried to design a game around two fluff components: Dress-up and Smart. Instead they should have designed a solid base game then added the extras to the game. They spent so much time letting people dress their characters up, the actual gameplay is completely lackluster and feels like every other fps one’s ever played between 1995-2000. I’ve played against smarter Quake2 eraser bots in 1998. It basically seems like they came into the project without the actual game in mind or planned at all and they decided to make a game just so they could use their outfits and smart system.

Note to SD: Make a strong core game, then add extras that compliment the gameplay. Don’t design the extras then try to force a game to work with them. I hope you guys are happy with the Brink sales, cause you’ll be damned lucky if 50% of the people who bought Brink buy your next game. Was sacrificing elements that would make the game better in the long run worth it to sell more units at launch?


(Spendlove) #47

Hi Morguen. This isn’t a flame post so hear me out. Who says that team objective fps games HAVE to have each class looking the same? To me that is from a bygone gaming era when computers could not handle hundreds of variants to a skin.

Now we have loads of variety. That’s got to be better?

It’s a bit like saying that every platform game has to look like Monty Mole or Manic Miner or it’s “broken or lazy programming”.

Times move on. It’s unlikely the pro camp and the casual camp are gong to see eye to eye here. Especially some of the older crowd who think there noses are being put out of joint by “us new folks” and you would be wrong on many counts.

Can’t we all just play the game as it is? No, not everything is fine. The dreaded f key as a medic for example on the pc. Now that is a nightmare.

Trying to argue class recognition is a non starter really. In my opinion.


(neg0ne) #48

not recognizing the others class by visuals makes it just more interesting.
no matter whats the reason behind … its fine and one can deal with it.

important mecanics??? wtf???

of course its much more efective to take the medics out first, but really :

You can´t tell wich one is the medic ???
You can´t remember 8 different outfits ???

pathetic.
there are other issues that are way more important than thisone.
Its just a thing to get used to.


(iezza) #49

if the guys touching my friends body parts while holdiing a phone, then hes obviously a peido off facebook


(BioSnark) #50

Cardboard. There are innumerable other ways that classes could have been more obviously distinguished including one that SD intended to implement.


(wolfnemesis75) #51

[QUOTE=Spendlove;370211]Hi Morguen. This isn’t a flame post so hear me out. Who says that team objective fps games HAVE to have each class looking the same? To me that is from a bygone gaming era when computers could not handle hundreds of variants to a skin.

Now we have loads of variety. That’s got to be better?

It’s a bit like saying that every platform game has to look like Monty Mole or Manic Miner or it’s “broken or lazy programming”.

Times move on. It’s unlikely the pro camp and the casual camp are gong to see eye to eye here. Especially some of the older crowd who think there noses are being put out of joint by “us new folks” and you would be wrong on many counts.

Can’t we all just play the game as it is? No, not everything is fine. The dreaded f key as a medic for example on the pc. Now that is a nightmare.

Trying to argue class recognition is a non starter really. In my opinion.[/QUOTE]
Class Recognition Specific Outfits defeats the point of customization ultimately. I don’t want to be restricted by some lame-arse costume that the Medic is forced to wear when the Operative has all kinds of cool looking bling.
No way. So lame.

Plus, its so easy to know in this game who is who. Here’s a hint, the idiot running heedlessly towards the HE Plant with reckless abandon is 9 out of 10 times an Engineer! Shoot him. But, even if he’s not, shoot him anyway! Just Shoot somebody! Don’t just sit their with your thumb up your *** trying to play G.I. Joe! :slight_smile:


(BioSnark) #52

As I said, you’re arguing against a cardboard extreme and ignoring the obvious.


(Spendlove) #53

I am not too sure what you mean by a cardboard extreme? :confused:


(Jimmy James) #54

-JJ


(BioSnark) #55

exactly!


(Darksider) #56

This thread was brought to you by:


(Spendlove) #57

So if everyone is missing the point, what point is everyone missing when it comes to class recognition by actions of a player as opposed to how a player looks?

Still confused!


(wolfnemesis75) #58


“Leave my backpack alone please, son!” :slight_smile:


(BioSnark) #59

@Spendlove: If you’re still unclear, you and wolf seem to be arguing that obviously recognizable classes means “each [specific] class looking the same [and thus negates char customization]” when, in fact, Splash Damage considered class specific backpacks, of which the current backpacks may well be a relic, and there are innumerable other possible class signifiers including what I, and others before me, suggested previously in this thread which wouldn’t touch char customization. If Splash Damage intended classes to be indistinguishable in 3rd person except through thorough observation, they would not have class insignias over enemies when the player’s cursor/xhair is over them. This is an attempt to make classes distinguishable but it is only partially successful. Hope that clarifies the matter.


(AmishWarMachine) #60

I’m disappointed that it took 50 posts to follow up the obvious G.I. Joe reference in the subject line.

The backpack thing would only help if the enemy was facing away from the viewer. The arm-band would only help if it was on both arms, otherwise you’d once again have a blind spot to the class-defining graphic.

I don’t think that class-recognizable and customization can effectively co-exist, and it appears that SD came to that same conclusion… which meant they had to choose one. For the casual player, they chose correctly. For the competitive, they did not.

/shrug