Requested features for final release


(Senethro) #41

And this shows you have no idea what you’re talking about. Bullets have a tendency to pass straight through the human body, not to cause them to perform backflips.

Its like how the Hollywood guns are extra bassy and sound like firing medieval cannons. Ragdolls are part of an aesthetic of “sweet kill br0” that pretends realism.

You can use the arguement that its “cool” (and I disagree, its a boring overused gimmick by now) but realistic it ain’t.


(Nuggedee) #42

[QUOTE=Senethro;257291]And this shows you have no idea what you’re talking about. Bullets have a tendency to pass straight through the human body, not to cause them to perform backflips.

Its like how the Hollywood guns are extra bassy and sound like firing medieval cannons. Ragdolls are part of an aesthetic of “sweet kill br0” that pretends realism.

You can use the arguement that its “cool” (and I disagree, its a boring overused gimmick by now) but realistic it ain’t.[/QUOTE]

While bullets do fly through a human, it is still awesome to have ragdolls. If someone is perched on a ledge or jumping through the air wouldn’t it be cooler for him to continue to cartwheel through the air? I think so. Ragdolls does not mean exaggerated physics.

Also, an example of what the killed perspective would be somewhat like.
http://www.youtube.com/watch?v=FAA-Ub0Fkko


(Crytiqal) #43

But if you’d have ragdoll then you cannot calculate how the body will move and land, thus reviving would be impossible. And it’s features like these (revive, give ammo, buff etc) that improve teamplay and what this game is all about.

I agree tho, ragdolls for players who are unable to be revived (killed and gibbed) would be nice to see :wink:


(Apples) #44

Whats with ragdoll again?

Usually they are slow n choppy in the best case… another fancy stuff that most of the time limit the gameplay (ie revive / fps consuming) to satisfy the bunch. “Oh look its shiny! me want me want!”

Peace


(SockDog) #45

Same argument for blood/gibs and the same subjective for/against responses.


(Apples) #46

MMM blood I agree, there isnt in qw and its fine, its allways a plus but there is a difference beetween one little spatter ob blood and a persistent ragdoll resource wise I guess, gibs on the other hand are part of sd’s gameplay since W:ET, indeed they could have make no animation and just an icon over the player for exemple, would have been fine by me.

Ragdolls are just fancy, add nothing at all to the game except a complexified engine which will stutter to get it right.

Its a no-no to me.

Peace


(tokamak) #47

Blood and gibs rarely add to immersion.


(BioSnark) #48

Butridiculous blood fountains are funny. It’s like old samurai movies. Anyway, if you’re aiming for immersion, arcade like pinging hit feedback sounds should be dumped in favor of a lower range thud.


(tokamak) #49

Hit feedback should be customisable. I prefer the thuds.


(.Chris.) #50

Just make them localised sound files like ET:QW Pro and WolfPro so you can use your own:


(SockDog) #51

Yeah, I like some ability for selected local file support without needing unpure servers. I hope we start to hear a bit more about the PC specific tweaks that can be made when the marketing kicks in and SD is presumably let off the leash to reveal tidbits like that.


(EcafNoGav) #52

Wow, I didn’t think this one would be so hard to figure out considering the point of reference given was Call Of Duty.

Actually, I did miss that. What I didn’t miss was that plans change. When was this game supposed to come out originally? Either way, it’s not like this is the last game they’ll ever make (hopefully). I wouldn’t doubt that there were internal discussions about a sequel. It’s not like they can’t use these requests in the future.


(Jess Alon) #53

[QUOTE=EcafNoGav;257441]Wow, I didn’t think this one would be so hard to figure out considering the point of reference given was Call Of Duty.

Actually, I did miss that. What I didn’t miss was that plans change. When was this game supposed to come out originally? Either way, it’s not like this is the last game they’ll ever make (hopefully). I wouldn’t doubt that there were internal discussions about a sequel. It’s not like they can’t use these requests in the future.[/QUOTE]

OK… as respectfully as possible. I know it seems like everyone does. But you know not everyone is obsessed with Call of Duty right? So that point of reference might be moot to some. And not everyone tweaks their settings so they can tap the stick and turn around instantly.

Second the guy you were just replying to has amassed more brink information then anyone I know into one place. I’ll put the link at the bottom for you. I hope it’s helpful. The game was supposed to originally come out Spring 2010 but was pushed back to make the game better. Did you know Homefront which is coming out in a couple months is still in it’s alpha? That worries me. There could possibly be discussions about a sequel but up until now Splash Damage Studios has released excellent titles and moved to the next project. They have yet to do a sequel to any project. So there might be DLC but don’t expect SD to crank out sequels like COD4 WAW MW2 BLOPS. If there’s a sequel it could be a while.

Please don’t take my response as a browbeating. I know the internet is a scary place.

Read the link. Learn all about brink before making a multitude of suggestions and you’ll be much more well informed and able to contribute to this cul… I mean… community.

http://www.fragworld.org/frag/community-blogs/brink-info-pt-1-story-gameplay-smart-classes-and-objectives.html

There are multiple pages. Feel free to be nicer to H0RSE when you get back.


(EcafNoGav) #54

I’m sure that a developer who’s competing in the genre has played the most popular entry in it. They probably even have a copy of COD around the office. I understand that different people have different preferences for how they want controls to feel. In the same vein, you know that not everybody likes to take half a minute to make a 180 turn? Which is why I asked for it to be optional. And it is only two aspects of COD that I requested. Two minor aspects which despite that go a long way to making a game more enjoyable.

I personally avoid many games for that one very reason, it takes too long to make a 180. It’s pretty much the only reason I stick to COD even though there are games where I like the overall game design better.

I’ve done some reading up on the game and I’ve watched all available footage (as far as I know) concerning Brink. It’s really hard to scope out how fast the game’s turning speed can be set to from videos and I haven’t seen it mentioned in the few previews I’ve read so that request is valid.

The whole point I made about sequels and delays is that nothing is set in stone and even if it is they can use those requests in the future. Regardless of if they do sequels or new IP. Quote from the article you posted: “the game is still in development and things can still change.”


(Jess Alon) #55

[QUOTE=EcafNoGav;257488]I’m sure that a developer who’s competing in the genre has played the most popular entry in it. They probably even have a copy of COD around the office. I understand that different people have different preferences for how they want controls to feel. In the same vein, you know that not everybody likes to take half a minute to make a 180 turn? Which is why I asked for it to be optional. And it is only two aspects of COD that I requested. Two minor aspects which despite that go a long way to making a game more enjoyable.

I personally avoid many games for that one very reason, it takes too long to make a 180. It’s pretty much the only reason I stick to COD even though there are games where I like the overall game design better.

I’ve done some reading up on the game and I’ve watched all available footage (as far as I know) concerning Brink. It’s really hard to scope out how fast the game’s turning speed can be set to from videos and I haven’t seen it mentioned in the few previews I’ve read so that request is valid.

The whole point I made about sequels and delays is that nothing is set in stone and even if it is they can use those requests in the future. Regardless of if they do sequels or new IP. Quote from the article you posted: “the game is still in development and things can still change.”[/QUOTE]

If you want to do instant 180s I hope you’re playing on a PC. If you’re talking about console unless you have a multitiered click the right stick in to zoom set up and different sensitivities for hipfire, ADS, and zoom then you’re really going to have terrible accuracy in general. BUT I’m sure the sensitivity settings will be OK as it is a game in which you can take a fair amount of damage before going down so I’m sure they want to give you a chance to shoot back before going down.


(Nail) #56

seems to me they mentioned a quick movement for 180s on console


(SockDog) #57

SD have made it 100% clear from the start that they take console controls and very good console controls seriously. To the point that EVERYONE on the dev team had to use a controller during development. This was all in the face of their existing PC fanbase (myself included) being all “WTF about us?!?!”.

If you go into the General Discussion forum or look on the main SD website you’ll see monthly blogs on what the dev team are playing, you’ll be please to see it’s a wide and varied array of games many of which are on consoles.


(EcafNoGav) #58

Nah, I’m playing on the 360. I’m fortunate enough that I have a very precise thumb. So much so, that I find deadzones on most shooters (even COD) too high. Though I admit that I modded my thumbstick to have more weight so I can pass the tough middle area of the stick easier. We with high sensitivity precision thumbs may not be in the majority but we do exist. Just check out Prodigy Joey on youtube. Don’t get me wrong I do realize that AA helps but it’s available to everyone with a gamepad so let’s not get into that whole mess.


(beute) #59

[QUOTE=Senethro;257291]And this shows you have no idea what you’re talking about. Bullets have a tendency to pass straight through the human body, not to cause them to perform backflips.

Its like how the Hollywood guns are extra bassy and sound like firing medieval cannons. Ragdolls are part of an aesthetic of “sweet kill br0” that pretends realism.

You can use the arguement that its “cool” (and I disagree, its a boring overused gimmick by now) but realistic it ain’t.[/QUOTE]

what is this I dont even…!?

go play half life2, make a headshot with the first pistol and profit.
it looks ****ing awesome and no the body does not fly miles away…
it drops stright to the ground, it just looks correct.

that said, there is a pretty big chance in brink that you wont die on the ground…
meaning you die mid air or on a higher ground.
death animations would totally ignore this, but ragdolls would work pretty perfect for such a environment.
If I kill someone on the high ground and his body falls down, I would rather see him fall down like I expect a body falling down, a death animations looks just silly in those situations.

there are several different kinds of ragdolls, some are over the top (BF2) some are appropriate (CSS) some are on the middle ground (HL2).
Death animations are far far away from beeing good looking or even realistic.
they’re cheap and low quality material.

[QUOTE=Crytiqal;257323]But if you’d have ragdoll then you cannot calculate how the body will move and land, thus reviving would be impossible. And it’s features like these (revive, give ammo, buff etc) that improve teamplay and what this game is all about.

I agree tho, ragdolls for players who are unable to be revived (killed and gibbed) would be nice to see ;)[/QUOTE]

when will people learn that even ragdolls can be adjusted…
there are several ragdoll mods for the source engine.
gamebanana.com provides dozens of them.

CSS for example also uses more realistic looking ragdolls than HL2 or even TF2… even though it runs on the same engine.

it can all be adjusted, and if they want to be sure, they can disable ragdolls altogether after the body hit the ground, just like it is in Crysis.
Kill something mid air and the ragdolls will kick in, body lands on the ground ragdolls get disabled.
shooting it wont move it further away, no matter wich weapon you use.


(beute) #60

[QUOTE=Crytiqal;257323]But if you’d have ragdoll then you cannot calculate how the body will move and land, thus reviving would be impossible. And it’s features like these (revive, give ammo, buff etc) that improve teamplay and what this game is all about.

I agree tho, ragdolls for players who are unable to be revived (killed and gibbed) would be nice to see ;)[/QUOTE]

when will people learn that even ragdolls can be adjusted…
there are several ragdoll mods for the source engine.
gamebanana.com provides dozens of them.

CSS for example also uses more realistic looking ragdolls than HL2 or even TF2… even though it runs on the same engine.

it can all be adjusted, and if they want to be sure, they can disable ragdolls altogether after the body hit the ground, just like it is in Crysis.
Kill something mid air and the ragdolls will kick in, body lands on the ground ragdolls get disabled.
shooting it wont move it further away, no matter wich weapon you use.