Reasoning behind leveling up in Brink


(INF3RN0) #81

Yes. My concerns are not with the ability to counter balance with unlocks, but rather towards how well this system will really adhere to balance. If it works then great, but if not then failzor; counting on SD word as well.


(INF3RN0) #82

They really don’t have to be, and for the most part rarely are. Only in games designed with a large player support in mind are limitations applied, and in the best sense of maintaining balance. These limits rarely take away from the game play, and only ensure that there is an even playing field, as well as adding very useful features. In the case of Brink, a promod will most likely provide special options for matches etc and possibly alter weapons, damage, etc depending on how well the original game is balanced. I would like pubs and pro to be the same, but in many cases there are situational flaws that were not thought of in the game’s development. Mods can sometimes appear to change a game, but promod usually does nothing but improve on the original concepts in a more organized and usually smaller player environment. I personally prefer playing promods just for the higher skill level group that uses it, and I don’t think that the pubbers seem to mind. Either way its basically the same game, but with differing skill groups and balance enforcements.


(tokamak) #83

Though why would that just be a problem to competitive players?


(INF3RN0) #84

I plan on playing the same game as you lol… I think that balance in these kinds of games is pretty essential for any kind of player, and I don’t remember mentioning that it was a problem just for competitive players.


(tokamak) #85

Yeah you’re right. I’m mixing up two different threads at the moment. My bad.


(SockDog) #86

I still see a massive contradiction in the fact that upgrades are presented as both depth enhancing, requiring careful thought to implement and also that they can’t imbalance the game to any great degree (so offer little depth).

To me it seems the “depth” is either imaginary, appealing to the MMO/RPG farmboys to play dressup. Or the depth will affect gameplay and reward players based on time played reducing the core skills in deciding who can win.


(INF3RN0) #87

[QUOTE=SockDog;216711]I still see a massive contradiction in the fact that upgrades are presented as both depth enhancing, requiring careful thought to implement and also that they can’t imbalance the game to any great degree (so offer little depth).

To me it seems the “depth” is either imaginary, appealing to the MMO/RPG farmboys to play dressup. Or the depth will affect gameplay and reward players based on time played reducing the core skills in deciding who can win.[/QUOTE]

As long as you have to work harder to combat the downsides of unlocks and also allowing that they do not offer a significant advantage, I think it just might work. Giving someone a weapon at lvl 20 that is substantially better than anything else is an obvious no no, while forcing a player to alter their play style depending on their weapon modifications can offer some tactical substance. I am equally concerned with balance, but I can see such a system adding some tangible depth (allowing that there are no bugs in the system). I personally think that having to actually unlock the items is a bit unnecessary as it can force people to play a specific way with a certain weapon. Essentially it would be like having a varied weapons bank, each with their own attributes. Weapon A might have greater range, but a lower RoF/damage. Weapon B might have less range, but a greater RoF or damage. As long as the first weapons we unlock are the good ole fashion “all around” weapons, then other unlocks will simply allow people to play to their personal strengths. So as long as intensive testing has been done, the only problem that I would find acceptable is varied skill among players. It’s the same concept with close quarters snipers. People will whine that it allows for a one shot kill, but if they had to try it themselves they would fail 90% of the time. I personally think that as long as your being confronted with equal disadvantage for every gain, this would be a very interesting, fun, and strategical feature. About every other game that has this has gotten it wrong, so let’s hope they get it right :).


(Nail) #88

I don’t think weapons are un-locks, just enhancements to weapons, ie: Bigger magazine, flash hider/suppressor etc.


(INF3RN0) #89

Either way they will end up creating fairly different functioning weapons in the same sense. I hope that this is the case for unlocks though.