splash damage guys: what i really hope


(MorsTua) #1

Since qw wasn’t a big succesfull (thank you activision!!!) and wolfenstein was a real fail, i just hope to see in brink those cool and loveable bunny hopes, strafejumps, circle jumps we loved in Enemy territory and partially in quakewars.

Please splash damage guys, give me some hopes. I am old for video games (36 this year) and brink is my last hope to have at least 2-3 more years of fun playing something physically similar to rtcw :slight_smile:

launch a bone!

wof!


(DarkangelUK) #2

I think Nail is a testament to the fact that you can be gaming for a long time to come yet :slight_smile:

I don’t want to dampen on a well meaning thread, but i think Splash want to make their own game this time, not borrowed from something else.


(deadlights) #3

A Quake Wars was a success. In the first year it was out, it was in the top 10 of most FPS played online. I think it ranked at 3 or 4.


(Senyin) #4

Do not fall in the “I’m too old” trap. Don’t believe it.
I know plenty of people in their 40’s and some in their 50’s gaming
(fast paced FPS) and they are still going strong =)


(MorsTua) #5

[QUOTE=Senyin;198800]Do not fall in the “I’m too old” trap. Don’t believe it.
I know plenty of people in their 40’s and some in their 50’s gaming
(fast paced FPS) and they are still going strong =)[/QUOTE]

i won’t be one of them !!! :wink:

Lol it’s time to think about make a kid soon
He will end the job i started 10 years ago on multiplayer :PPPP

(maybe on rtcw10 or brink 6)


(GlobalWar) #6

[QUOTE=MorsTua;198813]i won’t be one of them !!! :wink:

Lol it’s time to think about make a kid soon
He will end the job i started 10 years ago on multiplayer :PPPP

(maybe on rtcw10 or brink 6)[/QUOTE]

Kid needs training and won’t be any good untill he is about 12 (assuming it’s a he).

I am well on my way with my son (9) but I still pwn him with both my hands tied.

Don’t know how old you are but let’s say you are in your early 20’s you still have a good 12 years to go before your son or daughter can take over :slight_smile:

12 years with a new Brink version (this is how rumours start Rahdo :slight_smile: ) every one or two years you still have about 8 versions to go :smiley:

So he will be more likely to START the job then to END it.


(.Chris.) #7

Why should this game follow in the footsteps of RTCW? It has nothing to do with it.


(General_Zod) #8

Yes I thought about the same thing with bunny hoping. I hope it’s in but now seeing gameplay and the smart system, I doubt it is.

Carmack hated bunny jumping, but a huge chunk of fans always wanted it. Yes it can look silly, but it was a way where it felt like you could slightly bend the rules of the games set speed. Certainly not a hack, just an unexpected movement that caught on from beginning with quake 1. Carmack ditched it in doom3, but etqw has it big time.

Anyway, I really hope it’s in there. I know we aren’t going to get et/etqw over again and again, but to me this is a core mechanic of how id games used to work and something that splashdamage games so far have inherited. I just hope it continues.


(BioSnark) #9

I really hope it isn’t included. Bny Hopping’s a bone for the fans that’s a turn off to new players. There are better options.


(SockDog) #10

It’s been said that you’ll have some advantages to using a combination of traditional controls and the SMART system over just using the SMART system. I hope this will extend to similar, learnt skills to boost your abilities.

Strafe jumping wasn’t ever a big secret, you needed to practice and become good at it to reap the benefits. I don’t see why its bad for a game to demand this of it’s players. In fact I’d go as far as saying it’s similar to putting in an aim-assist routine so that players don’t need to totally accurate.

Guess it comes down to whether you want a speed perk by farming XP or by learning a technique.


(Nail) #11

I want a button to click that gives me the eyesight and coordination I had in my 20’s and 30’s. The only reason I can still play W:ET online is my knowledge of the maps and strats after 6 years but I play LAN way more often with my similarily age and alcohol challenged buddies. None of us are very good at hopping or circle strafing, we never practice it (we say it’s cause it’s not realistic, truth is we all just suck at it) I’m hoping Brink won’t have that " I play 10 hours a day " advantage for the young’uns in jumping diving. We’ll be playing LAN and private server just like we do with W:ET and DF2 (yah, I know it’s old and kinda crappy, but it’s our mutual beginning) I want a game that doesn’t rely on engine exploits for an advantage. We senior citizens still like to play shooters, we’ve been there since the beginning. We appreciate the work that SD has put into the type of games we love.


(BioSnark) #12

^yes

No, that’s a false dichotomy. And, even engaging in it, there are far better ways of building ‘learned techniques’ into the movement aspect of the game than including a physics/movement exploit from obsolete game engines and selling it as a feature when it also rapes game immersion.


(H0neyBe4r) #13

[QUOTE=DarkangelUK;198781]I think Nail is a testament to the fact that you can be gaming for a long time to come yet :slight_smile:

I don’t want to dampen on a well meaning thread, but i think Splash want to make their own game this time, not borrowed from something else.[/QUOTE]

Then why does it have objectives and classes like in RtCW/W:ET/ET:QW/Wolfenstein, and judging from the game videos, aiming and xp like in CoD 4? No popular online shooter today is a 100% innovative creation, they all build on games or mods that already existed. Team Fortress was the first shooter with classes, Action Quake 2 was the predecessor of CS, Starsiege Tribes was the first shooter with vehicles, Quake was the first shooter with strafe - jumping, UT had new gamemodes like the assault mode, which was probably the inspiration for RtCW’s objective - mode. All other shooters just made additions and/or new combinations.

Whats new in Brink is the SMART - Button and the fresh scenario, which is plenty compared to a lot of other shooters. And that is enough imo, in other aspects it seems to follow existing concepts, therefore it should stick to proven gameplay elements instead of trying to combine objectives with CoD - aiming. I played CoD 4 for some time to see what the fuzz is about, including the gamemodes that are similar to RtCW/W:ET/ET:QW/Wolfenstein, like Headquarters and Sabotage. They simply don’t work, there is no teamplay and almost nobody tries to get the objectives. On bigger severs either nothing happend until the time ran out, or one team steamrolled the other, probably because 2-3 friends played together there. On small servers, like 4 vs 4, I single - handedly steamrolled the other team every round, and I was changing sides everytime…

In short, CoD’s or similar aiming only works in games with very simple gamemodes, that demand nothing more then fragging the entire opponent team, placing a bomb or standing near a flag. Objectives that demand a certain class? Forget it. Furthermore, Valve has proven that online - shooters nowadays neither need to have prone or iron sights to be successful, or even realistic scenarios (Team Fortress 2), which is what the iron sights - crowd usually prefers. The market is also saturated with shooters like that, while the last good fast paced shooter was UT 2004, released five years ago. ET:QW, UT3 and now Wolfenstein wheren’t unsuccessful because they are fast - paced, but because they are just shadows of their predecessors. I dislike CoD 4’s gameplay on the other hand, but what it does it does good.

In short, I also hope that the game will be similar to RtCW/W:ET in movement and aiming, both out of personal preference and because I believe that the chance of success is higher.

[QUOTE=BioSnark;203179]
No, that’s a false dichotomy. And, even engaging in it, there are far better ways of building ‘learned techniques’ into the movement aspect of the game than including a physics/movement exploit from obsolete game engines and selling it as a feature when it also rapes game immersion.[/QUOTE]

The Tech 3 - engine is the best engine for online shooters that ever existed, and imo CoD owes part of it’s success to it. The Tech 4 - engine is crap compared to that, it feels clunky and is miles away from the smoothness of it’s predecessor. Secondly, strafe - jumping IS a feature, the Quake series is build around it, and they could easily take it out, which happend with Soldier of Fortune 2, but not with the oh so realistic CoD - series. There is an entire community behind strafe - jumping in CoD, check out http://www.codjumper.com. It also is included in most games with the tech 4 - engine.


(shirosae) #14

Corporal KT Riker looked over the battlefield, where the Strogg had decided to wage a ground war instead of using their space ships.

It was all about the energy, you see. The Strogg had apparently decided that the best way to obtain energy was to spend horrific amounts of it ripping holes in the fabric of space-time sufficiently large to vomit entire fleets of ships across the universe, just so they could turn the locals into protein goo, which wasn’t even as good a power supply as nuclear fusion. Many had taken this as a sign that the Strogg were actually taking the piss, and that this whole war thing was really some sort of practical joke or something.

One of the Strogg strafe jumped across some roof tops.

Corporal Riker shook his fist in an ironic fifties way, “My Immersion, you bastards, you have rape… Oh, excuse me for a moment, I just need to pop behind this garden fence so I take no damage from this Hammer tactical nuke.”


(darthmob) #15

I think the new movement system could be a worthy replacement for strafe- and circlejumps. If you have a look at the recent idtech games the movement has been slowed down and simplified for every new game. I never played Q1 / Q2 but from what I’ve heard they were a lot faster than Q3 and had air control as well. RTCW / ET reduced strafejumping to going down slopes and added a staminabar. Q4 was an exception with a decent movement system but let’s ignore it for argument’s sake. ETQW reduced strafejumping even further and the only thing left were the smaller rampjumps. What would be left if Brink followed that trend? Not much in my opinion.

The SMART system offers something new. I hope it will be challenging and fun to use manually. And I welcome the challenge of learning something new opposed to reducing my strafejump skills to whatever has been left from the past.

[QUOTE=Nail;203177]we never practice it (we say it’s cause it’s not realistic, truth is we all just suck at it)[/QUOTE]At least you are honest with that. I don’t like it when people come up with stupid reasons just because they don’t want to learn something new. It’s the same thing with the hardcore players as well. They fear changes and reduce everything to the same old basics.

You should give it a try! Load up the classic lna trickjump with some guys and just practice the basic jumps. It’s really satisfying to master a jump after a dozen tries.


(BioSnark) #16

Yes, shirosae! Why are SD bothering to devote so much time and resources trying to pretend their MP game is SP. What’s this about cut scenes, plot, setting, character design, character customization, missions and all that obviously meaningless garbage. And why bother getting graphics that compete with AAA titles on the market. It’s a damn video game so why all that fuss and bother? I have no idea, either.


(H0neyBe4r) #17

@darthmob
The same principle applies to the iron sight - debate, many CoD4 and BF2 - fan(boy)s say it is better and more challenging then the aiming in Quake or ET, because it is more realistic. In truth BF2 and 2142 have crooked hitboxes making aiming a gamble, while CoD4 is simple spray & pray (at least in close combat), you just need to shoot first. In RtCW/W:ET a good player can frag fast, in CoD 4 everybody can frag fast…

Many people just have no clue that you are supposed to aim for the head in RtCW/W:ET/ET:QW/Wolfenstein, or that you can strafe - jump at all. The solution would imo be to promote these gameplay - elements and offer tutorials, instead of dumping the game down. And you do not have to play 10 hours a day to play good on public servers, or even practice at all, just open your mind to the possibilities, and it will all come to you in time.

And I am not opposed to learn new things, as long as they are as challenging as the old ones. That is the problem I have with CoD 4 aiming - wise, it doesn´t really offer anything new, and challenges me far less then the shooters I like.


(Ragoo) #18

+1

Tutorial like Quake Live is nice (helped me to learn Rocket Jumps :slight_smile: ) and yeah 10 hours a day is way too much. I say you can be a good pub player with… 2h or less if you play like 5 times a week. At least this was the case for me in ET:QW and I never played a shooter before and I started playing one year after release so in theory I should have had a hard time learning it :slight_smile:


(shirosae) #19

I see what you did there.

You argued that strafe jumping is bad because it damages immersion.

I pointed out that plenty of other things in games break immersion, like the actual attempt at immersion itself when it’s not thought through.

Your counter-argument is to pretend that I want those other immersion breaking things removed, which is wrong.

You see, I’m perfectly happy to have any number of immersion breaking things in-game, so long as they add to the actual ‘game’ part. Y’know, like strafe jumping does. I don’t really care about cutscenes or plot or graphics, so long as the actual game isn’t sacrificed to get them.

It’s you who wants the immersion breaking stuff like strafe jumping removed. By your argument, the ability to hide from a nuke behind a bush and the ridiculous plot are immersion destroying and therefore shouldn’t be in the game.


(BioSnark) #20

[quote=shirosae;203206]I pointed out that plenty of other things in games break immersion, like the actual attempt at immersion itself when it’s not thought through.

Your counter-argument is to pretend that I want those other immersion breaking things removed, which is wrong.[/quote]
On the contrary, I wasn’t clear on your argument. It was framed in such a way that it refers to quake wars. That’s fair but quake wars doesn’t have any other movement system and isn’t about immersion any more than any other mp shooter and much less so than, say, a battlefield game (imo).

In Brink, the developers have specifically included a different movement system and seem highly focused on immersion (didn’t they say they were removing public voip? :() Strafe jumping seems redundant with SMART and only detrimental to the game’s goals.

To be fair to strafe jumping, I strongly dislike pvp mp fps games that only have wsad as movement options. Lest you have any doubt, I love(d) The Specialists, Natural Selection, Unreal Tournament 2k4 with Matrix Moves, and Quake Wars. All those had completely different yet great movement options but I’m not attached to any one because I know there are so many other great options. I think a lot of people who’ve only ever played games with strafe jumping or nothing at all don’t know what other great options have already been done with more surely yet to be thought up.