Q&A for Brink - Questions Needed


#1

Hi guys, we have managed to get a Q&A interview for brink lined up, and would like to offer the community the chance to put some of their question forward. So if you have any please post them over in our forums HERE, and the best of the bunch will be put forward when the time comes.

EDIT*

No more questions now please as we have sent them off.

Thanks


(tokamak) #2

Okay I have one.

Do you foresee future expanding on the parkour style SMART system? Are there certain aspects of it that you wish to take further?


(Crytiqal) #3

How many characters can you create with one account and can you switch between them during a game or do you have to relogin?

Also, is your accountname linked to your player name? Or can everyone steal anyones name and run off with it? (In ETQW the name was locked once you registered it, how is that in BRINK?)


(Apples) #4

As there wont be ranked vs unranked server iirc :

  • Will it be possible to setup a server (via serverside cvars) to slighty upper / downer speed or gravity -> doesnt really affect the XP farming if the range is tight, but can be cool for people who want more choice.

  • By which mecanisms the custom made maps will be implemented in the game? will the XP be disabled on them? will it be community and dev votable to make them part of the actual game? I pretty understand why a crappy map can harm the game and how a map can be designated to farm XP, thats why I really want to hear SD’s solution about that part.

Peace


(light_sh4v0r) #5

10 characters per account if I’m not mistaken.

I second Apples second question about custom content, would be interesting to hear more about custom support and implementation.


(.Chris.) #6

Any details on this ‘Hardcore’ mode that was mentioned ages ago and never again since.

Custom content info also would be welcome.


(H0RSE) #7

each player can create up to 16 characters and you will not need to relogin to switch between them. I also don’t think you will have ‘absolute freedom’ and be able to switch characters whenever you want. Probably outside and in between matches.


(Cankor) #8

I’d like to get clarification on the VOIP default settings, specifically how it relates to client vs server. Specifically:

  1. If I join a server (via matchmaking so VOIP is off as the default setting), I understand I can still use it with others who also specifically choose to use it. How does that work?
  2. If I choose a server (via server browser I guess ) with VOIP on, and I havn’t changed any of the default VOIP settings in my client, will I still be able to hear everyone? … or (and this is what many of us are worried about) do I have to specifically enable it in my client?

I guess this questions comes down to, is VOIP on/off controlled by the server or the client and can we get some details on how that works?

If everyone who joins a server with VOIP on doesn’t have to do anything to their client in order to automatically start hearing people, the “VOIP off by default” setting will have little impact to it’s use on those servers where it’s enabled. If they have to change a setting in their client however, it will impact it’s use. If this is not how it already works (no change to the client required to start hearing people), SD should seriously consider looking into how hard it would be to set it up this way. win/win for everyone.


(BR1GAND) #9

Will Brink be lan enabled? Will you be able play multiple clients off a single disc on a lan? The ability to show off the game at a lan party is a great marketing strategy, all you have to do is require a “online account” before playing over the internet to discourage EULA violations.


(DarkangelUK) #10

The impression I got was you can join a VOIP enabled server but still have it switched off and choose to turn it on. Join a server without VOIP and there simply isn’t VOIP to be had for either party.


(Cankor) #11

That’s not really the question. The question is, if I join a VOIP enabled server, do I have to do anything to use it, or will it automativally just start working with the default settings.


(LyndonL) #12
  1. There’s no lobby, so if I’m playing through in campaign (story) mode and I start the game, won’t my friends who join me miss some of the story at the start until they are connected?

  2. How are you intending to handle server selection? Me n my gf play on our own server at home behind NAT and it makes it hard for our friends to join us unless they connect to us via console or through the favourite servers menu because the games report that we’re connected to a 192.168.1.* ip. L4D2 fixed this BRILLIANTLY with mm_dedicated_force_servers internalip:port|externalip:port. Will you have something similar? On Steam you can join a player’s game from the friends menu - will you allow for them to see my internal and external ip so that they can join or will they have to do it via console like most games?

  3. Will you allow multiple key bind options for either instantaneous selection or toggle. IE toggle ironsights/crouch compared to whilst the key is pressed.

  4. Will you allow cross dressing clothing customisation options to appease creepy guys who like to play as female avatars :tongue:


(H0RSE) #13
  1. There’s no lobby, so if I’m playing through in campaign (story) mode and I start the game, won’t my friends who join me miss some of the story at the start until they are connected?

Rahdo said that every single mission was built to be standalone, so no mater what order you play the campaign in (or when your friends join) it will make sense.


(Eudolus) #14

how about.

Is there any major differences between the console version and the pc, Other than graphically and control wise, ex. default /cg_fov or are we going to encounter an fov value so low it was clearly designed for playing at 5 feet away from the screen.

Will you finally move out of the dialup age and change the stock packets/rates/snaps to something other than values that were used for dialup connections back in the day.

i ask these questions because the majority of gamers playing will usually have these at their defaults, this means some have advantages over others depending on the situation, in this case the higher fov wins out due to the smaller narrower maps, while in larger maps a lower fov benefits in spotting opponents at a distance easier while hampering peripheral vision.

If anything i think the best thing for fov is to provide a slider for every player like with what valve did on some of their source games. And for packets and rates, it would be ideal if it would calibrate each players connection to provide the best results for each player though players can force a different value if needed


(longbow) #15

I’d like to know if we on console can expect to see user-created content (from the CPs) like maps, outfits, weapons, game modes released as DLC. This was done on games like Unreal Tournament, and the content was generally a lot of fun.

I’d also like to know more about how the manual version of SMART movement is handled.


(LyndonL) #16

Yes but if there is no lobby, then there’s no “everyone ready” … so I have to start the game before people can join, which means half (if not all of) the cinematic will already be over by the time they join.

My question still stands.


(H0RSE) #17

[QUOTE=LyndonL;243895]Yes but if there is no lobby, then there’s no “everyone ready” … so I have to start the game before people can join, which means half (if not all of) the cinematic will already be over by the time they join.

My question still stands.[/QUOTE]

I think you can just setup the game, without actually playing it, and just invite friends and all start at the same time.

Also, who said there is no lobby, or any equivalent? I would think at the very least, private games would have some sort of initial setup room. There needs to be some way that friends can all start at the same time.


(H0RSE) #18

Actually, I think I remember Rahdo saying, regardless when people join, the cutscene will always play.


(EnderWiggin.DA.) #19

1)Shackers would like confirmation that the animations have been upped from 30 Hz to something smoother.
http://www.shacknews.com/laryn.x?id=24212311#itemanchor_24212311

I really hope they can improve the netcode or the animations or whatever it is, because I loved Quake Wars, but I really hated how everything looked in motion. … When you compared it to COD4 or TF2, it definitely wasn’t as smooth.

2)I’m a little confused about something. IIRC, there was something said about the losing team being migrated to a different server if they fail to win the map. If that is correct, then who would the winning team be playing against on the next map? Also, what if you are playing AGAINST friends but want to stay on the same server? I feel like I’m just confused on this point. Sorry, my head is a bit fuzzy as I’ve been studying old research projects all day while preparing for a job interview. ALREADY ANSWERED!


(Kinjal) #20

1- How many maps will be in Brink?
2 - Can player change hitsounds in game ( import from other game )?
3 - “Cooking granade “ will be perk or default ? Answered.
4 – Can I pick up enemy weapons?
5 – Can I select grenade and then throw it, not 1 button style?
6 – Can I change my HP to adjust as number, if I don’t like white line?
7 – Can I turn revive choice to auto use. ( if medic throw syringe to me )?