petition to add 2 buttons for buff and action


(Smoochy) #1

many pc players are getting a bit annoyed with the ‘one button does it all’ method of buffing and doing actions.

i dont mind keeping it as some people must think its ok, but i would prefer to separate them. its so annoying when you want to revive and you buff or you try to capture a CP and it buffs someone.

thoughts?


(Kendle) #2

The 2 biggest annoyances for me are at the start of the round when you try to buff everyone and get dragged to the CP instead (and if you’re not careful end up changing class by accident) and on the battlefield trying to revive the guy who’s going to win the round for you and buffing someone instead and losing the round as a result.

My suggestion would be put the use / capture CP function on the same key as objective wheel (you’re NEVER going to use the objective wheel and CP at the same time) and then put the buff action on a separate key to revive (or whatever for other classes). That requires just 1 extra key.

As a Medic especially it’s really, really annoying, I suspect it is for other classes as well, but Medics are hammering that “one key does all” all the time and notice it’s downsides all the time as a result.


(MorsTua) #3

[QUOTE=Kendle;348649]The 2 biggest annoyances for me are at the start of the round when you try to buff everyone and get dragged to the CP instead (and if you’re not careful end up changing class by accident) and on the battlefield trying to revive the guy who’s going to win the round for you and buffing someone instead and losing the round as a result.
[/QUOTE]

i wont make names but an important guy from sd, when i made this right example, told me this isn’t true and that the buff/revive/action is working properly and if there are “little” bugs they aren’t rilevant to the action.

Any judges on how much they care for it, is up to you, guys :slight_smile:

solution would be easy. remove the automatisms and make more buttons for buff/revive/use


(dazman76) #4

I almost always play medic. I haven’t played Brink for 3 weeks or so - please make this change SD :slight_smile: You must have seen how terrible it is trying to play medic when players are close to command posts and other players? A lot of the time the system works - but when it doesn’t, it can ruin games. It has certainly ruined my desire to play the game I paid for.

Is there some secret we don’t know about, that has kept this problem from the eyes of your QA department? Maybe they all play rambo medics and only buff and revive themselves? It intrigues me, but I don’t expect an answer. I also don’t expect this massive design oversight to be addressed, but I’ll vote in the hope that this 263rd attempt to get some kind of feedback on it actually produces results.

Optional. Multiple. Binds.

It would make most medics’ lives far easier, and for those who don’t care - it makes no difference. It’s such an amazing solution, and I’ve seen similar approaches in other games. One of them was TE:WQ, or something like that :slight_smile:

Then I’m afraid this person is talking absolute crap, or just playing a different game. The highlighting doesn’t work 100% of the time for a start, and attempting to revive near a command post or other players is like rolling dice.


(Kendle) #5

tbh he could be partly right, I did notice an improvement as regards revive / buff on the battlefield in the last patch (or the one before, can’t remember), but I also noticed that sometimes nothing happens more often than it used to as well, as in sometimes you’re looking at a dead team-mate (or someone to be buffed), he’s highlighted, you’ve got enough charge to perform the action, but nothing happens when you press the F key.

And if there’s a player to be revived and a player to be buffed both in your FOV, it does still make the wrong decision, although it may well only be wrong in the sense that it wasn’t intended, as opposed to you were looking more towards the guy to be buffed (or he moved just as you pressed the key) so it did what it thought you meant to do. If the actions were on separate keys it’d be impossible to do the wrong thing.

What is definately not fixed is the CP drag, I’m definately getting dragged to CPs when too close regardless of whether there’s someone to be buffed / revived nearby. Try buffing someone who’s using a CP. Stand directly behind them and far enough away and it works, but a little too close or a little to one side and you get dragged to the CP rather than buff / revive.


(tokamak) #6

The one button isn’t the biggest issue, a game should just never ever take over my mouse controls. It’s incredibly annoying and I don’t see why this console feature ever got implemented on the pc.

And yes, command posts shouldn’t be the gravity wells they are now. Great for console players but they shouldn’t influence pc controls either.

I like the speed buff, playing a heavy would be impossible without it.


(dazman76) #7

Playing medic, it usually is. You can compensate for being dragged around because you know when it’s coming - you can’t compensate for trying to revive, and accidentally interacting with a command post and changing your class randomly with mouse direction changes. Or indeed trying to revive, and at the last minute a buffable player walks in front and steals the magic highlight focus, turning your important revive into a potentially pointless buff. You can’t compensate for those.


(tokamak) #8

Hence the one-button isn’t the issue, rather the automatic-aiming causes the problems.


(dazman76) #9

It’s a mix of both Toka - if you were pressing different buttons for revive, buff, and interact the problem would certainly be lessened. No chance of accidental interact, which makes a bigger mess than simply having to wait for the aim to highlight the correct entity.


(Kendle) #10

Separate buttons for each function would COMPLETELY solve the problem, improving the AI behind the decision making might solve it to a degree, but it’d never be 100%.

You could disable auto-aim for example, but if a team-mate steps in front of you as you go to revive you still end up buffing instead cos you’re now aiming at a buffable player rather than a reviveable player thru no fault of your own.

If buff and action were on separate keys it’d be 100% impossible to ever perform the wrong action.


(kilL_888) #11

there should be a button for each of the buffs/object interactions. but you dont apply/interact by pressing the button, you just select a “tool”. the actual buff/tool is applied/used by “left mouse button”. self buff is applied with “right mouse button”.

example:

so you have buttons “1-4” to select class specific special abilities. (healthbuff, kevlar armor, adrenaline, buff weapon, speed buff, metabolism, give ammo… … …) you equip a buff tool (very high, almost instant equip speed), so when you apply the buff with “left mouse button” you dont fire your gun by accident.

with “q” you select “syringe” for medic, “bomb” for soldiers , “welding torch” for engies, “hacking device” for operatives. and use them with “left mouse button”.

“use” key can now be used for command post interaction, machine gun nests and the first objective of security tower, where you have to open the small gate before planting the bomb.

edit: ok. thinking about it, the thing with the left mouse button might be a problem. solution would be similar to the suggestion above. except, exchange left mouse button with “use” key.

so, you select your buff tool by buttons 1-4, hit “use” to apply for friendly/self. if no buff tool is selected, the “use” key is for interacting with command posts, gun nests, sec tower obj. “q” would select your primary class ability tool (syringe, bomb, welding torch, hacking device), “use” button would execute them.

basicly its just like how the special grenades work. you select (for example) the molotov with one key and actually use it with another. thats the whole concept.


(Kendle) #12

That’s how pretty much all PC games work, and makes perfect sense :-

  1. Press a button to select an “action to be performed” (tool replaces gun on screen)
  2. Aim at the person upon which to perform the action
  3. Press FIRE to perform the action

That’s how guns work :-

  1. Press a button to select primary or secondary (gun replaces tool on screen, if tool currently in hand)
  2. Aim at the person you want to shoot
  3. Press FIRE to fire the weapon

It would have the added advantage of only having to select a tool once, and perform the action many times using mouse + FIRE (which is a totally intuitive concept in an FPS when you think about it), i.e. select revive tool, press FIRE to revive player 1, press FIRE again to revive player 2 etc.

However you have to remember that this is a console game, and standard PC key mapping concepts do not apply, plus, I think it would be a step too far for Brink when all that’s really required is 1 extra key to separate “buff” from “action”.


(Kalbuth) #13

It’s a problem for Soldier with Scavenger too. I happen rather often to be left with 1 pip after an ennemy wave was defeated, knowing other were coming, and wanting to scavenge a corpse with the few seconds left so that I can throw 2 nades at them and stay alive. How many times just before I get glued to the corpse, a friendly passes by, with barely a need for ammo (he’s like 85% full of ammo), stops my scavenger and I refill the guy instead, losing my only pip left, and the ennemy is coming. At this point, instead of 2 nades, I’ve zero.

Yes, yes, this system is definitely not broken!!
/sarcasm
I don’t know who this SD guys was, but he needs to wake up


(tokamak) #14

It definitely looks like the limited amount of buttons on a controller counts for the PC as well.


(kilL_888) #15

[QUOTE=Kendle;348702]
I think it would be a step too far for Brink when all that’s really required is 1 extra key to separate “buff” from “action”.[/QUOTE]

i think its a bit more complex and complicated than this.

how would you interact with dead enemies as a soldier, when you have the scavenge ability for instance?

with my suggestion you would have to redesign this ability. you sort of have to put a tool in your hand first to be able to interact.

so, in conclusion, we all agree that there needs to be a complete redesign for interacting on the pc. but can we really expect this? i still hope so.


(dazman76) #16

Honestly, I’d be happy if the current “system” stays, but is simply (and optionally) split onto separate keys. Although I was mostly comfortable with the ET:QW approach of selecting a tool and then using “fire” to apply it, I really wouldn’t mind:

Button 1: activate buff on current target
Button 2: activate revive/scavenge/comms hack etc.
Button 3: activate command post interaction

This seems, at least on the surface, to be even nicer than the typical “tool belt” approach that ET:QW used.

Meh - I’d be happy with anything other than the current system. If I had to press one of three differently coloured teapots on my desk to do this, I think it’d be an improvement. I don’t have three differently coloured teapots, but it can be arranged.


(BiigDaddyDellta) #17

I agree I play xbox but would rather interact be on the jump buttom than the buff.


(dazman76) #18

To the 2 people who voted NO - you do realise the thread title contains the word OPTION, right? :slight_smile: This is a vote for OPTIONAL multi-binding of these keys - and you wouldn’t want to see that? You would actually vote against adding an OPTION to the game that wouldn’t affect people who don’t care about it? Just checking :slight_smile:


(its al bout security) #19

i see your smilie emoticons but they hide the fact that it is still a democratic poll :cool:


(DarkangelUK) #20

A better reply to the no voters would be… why not? I’d like to hear a compelling reason for not including the ‘option’.