Nice game but...


(MorsTua) #1

Since I bought quakewars and now brink, i think that i can express my opinion and i hope it will be seen and become a suggestion for sd guys.

I am happy i found a cool game but i am also disappointed for all the bugs
Sorry from beginning for my english, as u can stat i am not english.

The tech 4 engine is “heavily modified” but still u can recognize it.
There are several problems.

I want to start from the grenades. Is it possible that after 3 years, we can’t have a good animation and a nice physic of the grenades? They act like tennis balls and they react with everything, even a pixel. So u think to throw it and it becomes a boomerang.

facepalm

The game is a port from consolle? Probably u will say no but in my honest opinion it is.

The smart system isn’t smart at all

Examples.

  • I am medic: I crouch to get back an objective. I amm getting it back. A team mate passes close to me. My damn character leaves the objective to run behind the team mate to give him some health. RIDICOLOUS, isnt it?

  • I am heavy character, still medic. You know that the character is heavier so slower than a light character. Well u can be faster as the lighter. Just let your team mates run in front of u, then push your SMART button and u will follow them and as far as u dont reach them, you will run like a ben johnson even if u are heavy. Isnt this ridicolous too?

  • the moves aren’t smooth. It seems i am playing with the virtual michael j. fox. Everything i touch on the screen is supposed to react with the smart system. If it doesnt happen, i shake.

-everything is damn delayed. Repair objectives, fix things, revive, should be all faster and react in milliseconds. Its not possible that i have to wait 1 second to switch from a weapon to the grenade or i cant give syringes while am jumping … make it multitask please. The “one action at time” is really sad especially in a game that pretends to be revolutionary and “adrenalinic”

-Make the smart system more flexible. Let people become good with their owns skills. I dont want to be drived like on rails close to my team mate to give him some health or ammunitions, maybe while he is under fire: so my idiotic ragdoll rushes to get some bullets in the middle of the action. Make it “free” like i launch health on the floor and everyone can get it. why make it so complex when easier was better?

  • I noticed the quakewars’ s headshot affection. I dunno why (and this isnt only my opinion) some players can easily make head shots, others can hardly do it. I am one of them. I never had this problem untill i played rtcw, et … I got it since i played quakewars.

I don’t think it depends from me (or other that felt the same problem) i think it depends from hitboxes primary and from netcode secondary.

can u fix the smart (ass) system guys? Can u fix the physic of the grenades and fix the physic of the game?
We would appreciate it cause we trusted in you, one more time. I guess the last time , at least for me

Thank you and bye


(sirius89) #2

When it is a console port,why does this game look so ****ty on console compared to the PC version?

It’s not a console port but developers were to damn lazy to make us PC controls.


(MorsTua) #3

[QUOTE=sirius89;325357]When it is a console port,why does this game look so ****ty on console compared to the PC version?

It’s not a console port but developers were to damn lazy to make us PC controls.[/QUOTE]

anyways thats not the point.
the game is buggy, shaky, not really flexible, physic is cheap…

This game MUST be fixed.

We are TESTING a game
We are beta testers … wouldnt be that bad if we wouldn’t pay 30-50 euros for it


(Overgear) #4

I don’t understand your first point at all.
Second point we all knew, its one of those things to help heavies heal people.

Grenade physics are fine and it doesnt take long to switch between gun>grenade/objective unless you’re horrendously impatient.

I’ll agree that I thought more things would be climbable.

IF someone is in fire and not clever enough to move back into cover, its up to you to heal him or not. Considering it’s a syringe, you’re gonna have to be next to someone to heal them.

As an aside, why is everyone making these “I trusted in you SD and you let me down for the last time” Style posts? You see one and you’re bored of the rest


(MorsTua) #5

[QUOTE=Overgear;325362]

Grenade physics are fine …[/QUOTE]

know i stopped to read here LOL


(Metal-Geo) #6

What? I agree with him; grenade physics are fine.

But their animations are indeed lackluster (to put it politely).


(MorsTua) #7

probably u dont know the difference between a grenade and a tennis ball…
but anyways, my point is not only about the grenades.
there are some major problems in this game and deny it means to be fanboys or just be blind.

Numbers are talkative.


(Kurnuttaja) #8

I totally agree with the SMART not being smooth, whenever running on for example chairs or other small objects I see alot of twitching. And too many times the SMART takes me somewhere I didnt even want to go.

Also I agree with the interact mechanic being broken pretty bad (at least for PC players). Sometimes pressing F does not even work and I have to press again who knows how many times to get it to work, really slows gameplay down.

Your points are good, those are only fanboys who disagree and think the game is a flawless masterpiece.


(fearlessfox) #9

[QUOTE=sirius89;325357]When it is a console port,why does this game look so ****ty on console compared to the PC version?

It’s not a console port but developers were to damn lazy to make us PC controls.[/QUOTE]

Ps3 was the lead platform, or so I’ve been told.


(MorsTua) #10

[QUOTE=Kurnuttaja;325419]I totally agree with the SMART not being smooth, whenever running on for example chairs or other small objects I see alot of twitching. And too many times the SMART takes me somewhere I didnt even want to go.

Also I agree with the interact mechanic being broken pretty bad (at least for PC players). Sometimes pressing F does not even work and I have to press again who knows how many times to get it to work, really slows gameplay down.

Your points are good, those are only fanboys who disagree and think the game is a flawless masterpiece.[/QUOTE]

u got the point
and many others did… this is why this game is dying already

btw i am not whining … i am trying to make a constructive feedback
at least if sd cares about customers’ opinion. …


(MorsTua) #11

btw the sound goes. to get it back i have to rejoin the main room of the internet matches


(Shadedluck) #12

If you’re going to act this way toward someone elses opinion why should we bother with yours? The grenade physics are fine, they only bounce off of other things because of how hard they were thrown. They don’t bounce 7 or 8 times along the ground do they? No, didn’t think so. The physics are perfectly fine. You aren’t going to be able to instantly do an objective, either, because of the time it takes to put your gun away and take out what you need to interact with(HE charge, blowtorch, etc). It would be unrealistic if it were instant.


(SinDonor) #13

I agree with you about the grenade physics. They are a bit weird. If I am trying to throw a grenade over a teammate’s head or around his body, and the grenade barely touches my teammate, instead of either changing it’s trajectory a few degrees or perhaps hitting my teammate and falling to the floor, the stupid 'nade bounces like a ball right back in my face.

No sir, I don’t like it! I don’t like it one bit.

So, now I just don’t throw grenades unless my LOS is completely unobstructed.


(MorsTua) #14

Try this. Launch a grenade against a wall far from you

Normal physic wants that the grenade doesnt bounce at all and falls almost vertically.
Brink’s physic wants the grenade bounce like it was launched from 1 mt even if the wall is 20 meters away and it bounces like a tennis ball. It happens on every wall…

a grenade can weight around 300 gr. U think they bounces against walls?

Is it possible that u try to throw them through something or someone and they bounces on invisible “aureas” even if this aurea is big like 1 pixel?

cmon… be honest

then another bug i have found

the head shots are ping dependent. less u ping, easier is to make head shots, higher u ping, harder is to make them.

since quakewars, this engine has a bad netcode and i assume it wasnt fixed… they “fixed” it with a green bar hiding the ping’s wave

SD, be fair, remove the headshots so we all play with same opportunities…

OR FIX THE NETCODE (that would be better)


(dazman76) #15

It’s not a realism FPS, like Red Orchestra :slight_smile: Grenades always bounce in FPS games that aren’t attempting realism. You can cook grenades too, therefore cooking+adjusting aim angle eliminates any problems caused by bouncing grenades. If you want more precision, cook the grenade slightly and lower your throw angle or bounce it off two surfaces - it should do the trick :slight_smile:


(Angry Machine) #16

Grenade physics is just pathetic, I never seen a grenade “bouncing” like that.

I used to throw disarmed frag grenades, they are heavy and bounce easily.

The grenades in Brink are just BRICKS.


(obliviondoll) #17

[QUOTE=MorsTua;325356]- I noticed the quakewars’ s headshot affection. I dunno why (and this isnt only my opinion) some players can easily make head shots, others can hardly do it. I am one of them. I never had this problem untill i played rtcw, et … I got it since i played quakewars.

I don’t think it depends from me (or other that felt the same problem) i think it depends from hitboxes primary and from netcode secondary.[/QUOTE]
Sorry, but I can’t help laughing at this.

“I’m used to other games, so if I can’t get headshots consistently, it’s obviously the game’s fault and not mine” (even though most of the games you’re used have provably glitchy and inaccurate hitboxes)

I’m not the best at getting headshots in other games, or in Brink, but I can usually do it when the hitboxes at least mostly coincide with the character model. This is the case in Brink fairly consistently, so if I decide to specifically go for headshots, I’ll be waiting longer between bursts, and firing shorter bursts than usual, but I’ll be consistently getting headshots. The trick to it is to AIM FOR WHERE YOU WANT TO HIT. Which really, is HOW ALL GAMES SHOULD WORK. Shame they usually don’t. I’ve played a few games where I’ll get a “headshot” for shooting someone centre-mass, or miss when I fire straight between the eyes.


(dazman76) #18

[QUOTE=Angry Machine;331193]Grenade physics is just pathetic, I never seen a grenade “bouncing” like that.

I used to throw disarmed frag grenades, they are heavy and bounce easily.

The grenades in Brink are just BRICKS.[/QUOTE]

OK, so what’s happened here, is that we have two completely different opinions on grenade physics. One opinion that they bounce like crazy which is unrealistic, and another opinion that they don’t bounce enough, which is unrealistic :slight_smile:

Since these opinions lie at opposite ends of the same scale, in reality only one of them (or neither) can be true - lest we rend a hole in the fabric of space and time and accidentally open a wormhole to Proxima Centauri. Anyone who’s watched Event Horizon knows how that will go down.

Seriously, if I wanted “realistic” grenades I’d play Red Orchestra, or just join the military. Use of cooking and changing your angles of throw will more than make up for a lack of, or indeed an excess of bounce. Get used to the tools you have at your disposal :slight_smile:


(Overgear) #19

Can agree on the grenade cooking. The amount of people you can easily hit just by cooking it until it almost explodes is outstanding.


(dazman76) #20

I think that’s because it’s hitting a rectangular hit box, rather than a curved skull. Admittedly you could do things in code to reduce that effect, but then you also have to consider hitting not just the head, but other parts of the body - which are also curved in reality, not rectangular. It’s a toughie, and collision is always an area where you can go too far, due to it being expensive when so much of it could be happening at once.

EDIT: Also, due to the shape of a grenade, it could still wind up coming back at you - so you’re also talking about modelling the shape of grenade accurately, which again implies far heavier physics processing than an average FPS will contain.