[QUOTE=sanDIOkan;368088]in 5 days brink past from 2700 persons to 1300
it passed from 9th place to 34rd
and SD is always silent…[/QUOTE]
Was always going to happen, just bad that a developer will not come out and comment on the major issues.
[QUOTE=sanDIOkan;368088]in 5 days brink past from 2700 persons to 1300
it passed from 9th place to 34rd
and SD is always silent…[/QUOTE]
Was always going to happen, just bad that a developer will not come out and comment on the major issues.
Tag team trolls yet again 
Do we have another LAN couple contantly hitting F5 on the steam stats site. We get it… we don’t need any more player stats updates from you Sandiokan thx
This is from the thread: So Splash Damage When are the Health Tweaks Coming?
“We’re currently working on weapon tweaks (spread/damage adjustments) and we’ll want to see how these work out in the wild before looking at health.”
-Smooth
“We’re trying not to ‘nerf’ anything, but instead bring all of the weapons up to the same level.”
-Smooth
There’s the developer commenting on major issues.
Edit: Rahdo if you could comment any further on changes to spread/dmg you guys are testing out while you’re on this weekend that would be awesome.
AS much as I want them to I know they can not do so. Publishers are not found of a developer saying hey we F’ed up and know what we need to fix. However that cuts into profits so Beth said turn the page and start working on your next project.
Independent studios with no publishers can do that because they have no one to answer to other than themselves. Most of them will take the time to fix it knowing that there dedication will translate into additional fans/copies sold for there next title.
I’m now regretting making the “vert’s thread seems to be broken” post
heh. If you fancy it badman, please restore the broken thread index 
[QUOTE=nephandys;368123]This is from the thread: So Splash Damage When are the Health Tweaks Coming?
“We’re currently working on weapon tweaks (spread/damage adjustments) and we’ll want to see how these work out in the wild before looking at health.”
-Smooth
“We’re trying not to ‘nerf’ anything, but instead bring all of the weapons up to the same level.”
-Smooth
There’s the developer commenting on major issues.[/QUOTE]
Why is it taking so long then? What about those amazing netvars that are suppose to be used to fix all of this type of stuff. The last we (PC gamers) heard of netvars it was only working for the consoles and we were forced to wait for an actual patch instead of just getting them instantly.
Take a look at how long it took them to make spawn timers 30 seconds (even after top teams were saying to raise them and Greased videoed teams playing with timers that were suppose to mimic 30 second timers as close as one possibly could), will there even be enough people playing for the spread changes to matter? The first time I played BRINK since we stopped scrimming a week or two after release was during the free weekend/DLC patch and I wasn’t impressed at the fixes. It was “fun,” but only because I was able to beat everyone else because I knew to aim for the chest and just spray’n’pray while they were actually trying to control recoil and all of that crap.
Yea its pretty sad that its taking them this long to reduce spread for the PC.
This is kinda being talked about in another thread. Reducing spread is not as simple as you may think. It definitely will have a knock on effect that will need a lot of testing. They could really ruin the current feel of one on ones
You really can’t get any worse for 1v1’s than this game. Quake, UT, TF, the previous ET games, etc., etc., all have better and more rewarding 1v1s than this game.
Lots of us on this forum offered to help them test and create BRINK, we told them years before the game came out what the gunplay needed to feel like and what things they needed to do, yet they didn’t listen. Here we are almost 3 months after release with a pretty dead game (be honest, the game is dead compared to Quake, W:ET, CS, and every other shooter people care about) and they still don’t think we’re right? (EDIT: Fun fact, the Quakecon stream had 3k people on it when they were playing the QUAKE finals, but when it switched to BRINK 2k people left the stream even though it was the finals; that should tell you how alive and well this game is)
It isn’t as hard to reduce it as you think either; make each class (SMG, ARs, pistols, etc) shoot the exact same when it comes to spread and bam problem is solved. The guns will play the same way when it comes to how they shoot, but then you can make the other attributes different for them if you’re dead set on having this stupid amount of weapons.
[QUOTE=Thundermuffin;368227]You really can’t get any worse for 1v1’s than this game. Quake, UT, TF, the previous ET games, etc., etc., all have better and more rewarding 1v1s than this game.
Lots of us on this forum offered to help them test and create BRINK, we told them years before the game came out what the gunplay needed to feel like and what things they needed to do, yet they didn’t listen. Here we are almost 3 months after release with a pretty dead game (be honest, the game is dead compared to Quake, W:ET, CS, and every other shooter people care about) and they still don’t think we’re right? (EDIT: Fun fact, the Quakecon stream had 3k people on it when they were playing the QUAKE finals, but when it switched to BRINK 2k people left the stream even though it was the finals; that should tell you how alive and well this game is)
It isn’t as hard to reduce it as you think either; make each class (SMG, ARs, pistols, etc) shoot the exact same when it comes to spread and bam problem is solved. The guns will play the same way when it comes to how they shoot, but then you can make the other attributes different for them if you’re dead set on having this stupid amount of weapons.[/QUOTE]
You would die alot quicker if the spread’s tighter, so for me it would only be frustrating due the respawn time. It works in Call of duty for example because of the instant respawn in most of the modes. If they would do it, the health of all the body-types need to be ramped up significently so you don’t die because of two headshots in a row. (it happens now, but it’s a lottery, which isn’t good either) If the health is ramped up and there’s more bullets required, should the clip sizes then being looked at? Or do you want the Soldier class suddenly be the most important class in the game giving out ammo?
The guns and health need tuning yes, but there’s no need to copy-paste from W:ET or QW. in W:ET the game was a mess with spawncamping (if you think Brink is bad in some maps, look at W:ET without restricted artillery etc etc) The only reason I played it was because it was free, and in a clan it was fun. I played W:ET recently, and meh, the gameplay doesn’t feel as good anymore.
QW was okay because the maps were generally much larger and you could take some hits, but I don’t think it would work at all with the less open maps of Brink.
[QUOTE=Thundermuffin;368227]You really can’t get any worse for 1v1’s than this game. Quake, UT, TF, the previous ET games, etc., etc., all have better and more rewarding 1v1s than this game.
Lots of us on this forum offered to help them test and create BRINK, we told them years before the game came out what the gunplay needed to feel like and what things they needed to do, yet they didn’t listen. Here we are almost 3 months after release with a pretty dead game (be honest, the game is dead compared to Quake, W:ET, CS, and every other shooter people care about) and they still don’t think we’re right? (EDIT: Fun fact, the Quakecon stream had 3k people on it when they were playing the QUAKE finals, but when it switched to BRINK 2k people left the stream even though it was the finals; that should tell you how alive and well this game is)
It isn’t as hard to reduce it as you think either; make each class (SMG, ARs, pistols, etc) shoot the exact same when it comes to spread and bam problem is solved. The guns will play the same way when it comes to how they shoot, but then you can make the other attributes different for them if you’re dead set on having this stupid amount of weapons.[/QUOTE]
You’re comparing apples and oranges when it comes to 1 v 1s.
As for the live Stream of Brink; the one I was watching wasn’t official but it had 3K watching and it lost 3-500 when Brink came on but that’s coming from the Quake duel finals so slight exaggeration from where I’m standing
Lowering the spread also implies to reduce the damage to end up with about the same dps on actual target. Then you get the more rewarding skill kills after the same fighting time.
[QUOTE=Kurushi;368285]You’re comparing apples and oranges when it comes to 1 v 1s.
As for the live Stream of Brink; the one I was watching wasn’t official but it had 3K watching and it lost 3-500 when Brink came on but that’s coming from the Quake duel finals so slight exaggeration from where I’m standing[/QUOTE]
So the ET series (remember, this is a continuation of that) is completely different form this? I’d call this more of a lemon, by the way, but hey whatever floats your boat. The rest aren’t a stretch when you notice what they all have in common: tight spreads, fast paced (be it movement, amount of time a round takes or both) and a long lasting community. What does BRINK have? Painfully slow gameplay for anyone who played the other 2 ET games (heck Wolf 2009 was faster), horrible gunplay, and a community that died within 3 weeks.
[QUOTE=Seiniyta;368281]You would die alot quicker if the spread’s tighter, so for me it would only be frustrating due the respawn time. It works in Call of duty for example because of the instant respawn in most of the modes. If they would do it, the health of all the body-types need to be ramped up significently so you don’t die because of two headshots in a row. (it happens now, but it’s a lottery, which isn’t good either) If the health is ramped up and there’s more bullets required, should the clip sizes then being looked at? Or do you want the Soldier class suddenly be the most important class in the game giving out ammo?
[/QUOTE]
Obviously you’d lower the DPS of the guns, but the point stays the same that it isn’t that hard to balance these guns. Really it should have been 3 headshots to kill no matter what gun (it worked well in ET:QW and it would have worked fine here), 5 ~ 10 bodyshots to kill. That’s a nice number to keep it skillful, but allows those who suck or can’t shoot the head consistently to still get kills. But of course they had to make 24 guns that they couldn’t balance well.
[QUOTE=Kurushi;368327]Trolls
10char[/QUOTE]
Yes, we’re all trolls, because none of us are formulating real arguments, nor are we proposing ideas to actually fix the game complete with reasons why it would work. Plus it isn’t like a bunch of us here either helped Greased do the 30sec spawn timers testing and of course people like Vert, hly, etc., are not major players in the community (especially ET competitive community).
It’s obvious you like the game so much that it blinds you to the fact the game is lackluster when compared to every other AAA title out there and even SD’s previous works.
[QUOTE=Kratos;368125]AS much as I want them to I know they can not do so. Publishers are not found of a developer saying hey we F’ed up and know what we need to fix. However that cuts into profits so Beth said turn the page and start working on your next project.
Independent studios with no publishers can do that because they have no one to answer to other than themselves. Most of them will take the time to fix it knowing that there dedication will translate into additional fans/copies sold for there next title.[/QUOTE]
Bethesda is major problem, let’s be honest brink wasn’t ready for release in may. It needed a beta of some sort on the PC to help identify some of the major problems,bugs.
Were now in august and some pretty basic things that should have got ironed out in the first few weeks are still not fixed, heck some ati people can hardly play the game they paid 20,25 pound for.
The free weekend gave a player increase for a little while but not many people purchased the game, mostly the same threads were coming up on the steam forums.
Just a shame that a developer like splash damage have to watch as 3 years worth of developing pretty much gets shelved by most the people that bought the game. I’m sure that splash damage would have liked to have released SDK pretty quickly after release, but now its all about the DLC.
[QUOTE=Thundermuffin;368212]Why is it taking so long then? What about those amazing netvars that are suppose to be used to fix all of this type of stuff. The last we (PC gamers) heard of netvars it was only working for the consoles and we were forced to wait for an actual patch instead of just getting them instantly.
Take a look at how long it took them to make spawn timers 30 seconds (even after top teams were saying to raise them and Greased videoed teams playing with timers that were suppose to mimic 30 second timers as close as one possibly could), will there even be enough people playing for the spread changes to matter? The first time I played BRINK since we stopped scrimming a week or two after release was during the free weekend/DLC patch and I wasn’t impressed at the fixes. It was “fun,” but only because I was able to beat everyone else because I knew to aim for the chest and just spray’n’pray while they were actually trying to control recoil and all of that crap.[/QUOTE]
Things take time. It would be awesome if they would happen faster or if they had come at release. Unfortunately I think they’re probably working as hard and as fast as possible on everything, but maybe not in the order we all might like. Ex: Continue to tweak and fix weapons over DLC. Can’t say I don’t see the reasoning behind that.
As far as netvars go…I could be wrong but because the weapons tweaks required a patch for every platform, I assumed that spread/recoil/dmg would require a patch to change as well. I agree it seems like they could tweak spawn timers more/faster. At least we know they’re probably working on stuff we want. As long as they haven’t decided to increase the spread.
[QUOTE=Thundermuffin;368350]Yes, we’re all trolls, because none of us are formulating real arguments, nor are we proposing ideas to actually fix the game complete with reasons why it would work. Plus it isn’t like a bunch of us here either helped Greased do the 30sec spawn timers testing and of course people like Vert, hly, etc., are not major players in the community (especially ET competitive community).
It’s obvious you like the game so much that it blinds you to the fact the game is lackluster when compared to every other AAA title out there and even SD’s previous works.[/QUOTE]
Personally think it’s on par, just different to all their previous work.
There’s being constructive and whine. Quite a big difference
[QUOTE=Kurushi;368368]Personally think it’s on par, just different to all their previous work.
There’s being constructive and whine. Quite a big difference[/QUOTE]
So a game with no demo recording, horrible performance for approximately 30% of the player base (going by Steam stats and assuming that their 30/70 split is the same for games; and yes ATI is partially to blame but why didn’t SD tell anyone the game didn’t run that well?), a broken stats site, and lots and lots of bugs and imbalances is on par with other games? ET:QW had problems on release, but nothing to the degree of this game. I know VALVe and id games have problems on release too, but neither of their games are as broken as this.
Different isn’t bad as long as you meet and exceed the standards you previously set; that did not happen with this games. I played ET:QW for probably close to 1k hours, yet I’ve only gotten maybe 75 ~ 80 hours in BRINK.
[QUOTE=Thundermuffin;368371]So a game with no demo recording, horrible performance for approximately 30% of the player base (going by Steam stats and assuming that their 30/70 split is the same for games; and yes ATI is partially to blame but why didn’t SD tell anyone the game didn’t run that well?), a broken stats site, and lots and lots of bugs and imbalances is on par with other games? ET:QW had problems on release, but nothing to the degree of this game. I know VALVe and id games have problems on release too, but neither of their games are as broken as this.
Different isn’t bad as long as you meet and exceed the standards you previously set; that did not happen with this games. I played ET:QW for probably close to 1k hours, yet I’ve only gotten maybe 75 ~ 80 hours in BRINK.[/QUOTE]
75 hours. Not bad amount of fun for $50.00
A 3 hour movie cost $10 at the theater.
So essentially you got a lot of enjoyment and entertainment value out of Brink.
What’s wrong with that? Some games take only 8-10 hours to beat (Portal 2) and it gathers dust.
Brink cost me $60, $10 more than you even. I’ve played for over 200 hours. That’s a lot of bang for the buck. And I still have had time to see the latest movies in the theater this summer. 