Stuff I found cool in other games


(.FROST.) #1

Chapter One: Indicators

Just played a couple rounds of BRINK(yup, sometimes you can still find a server with more than 2 peps on it; ping was horrible though). I can’t say if the grenade/ability system was better implemented in Brink than it is in DB, or if I’m just too much used to it, but the DB approach still feels very inconvenient for me. I really liked how you could basically “put an ability/nade in the chamber” and then fire it with allways the same mouse-button. Maybe some players are of the opinion, that that’s a step too much, but under the bottom-line, I find it much more practical, especially when you are frequently switching between classes. I liked the overview of your inventory in Brink. And you still have that in DB to a certain extend, but I prefer Brink’s more graphical approach.

That leads into the next thing. Another indicator I miss in DB, namely the stand/crouch indicator you have in Brink. I think I wouldn’t have a problem with it, if you’d stay up after a crouch-run situation, but in DB you’d go right back in the crouch position after you’ve stopped running; wich is actually quite cool imho and I’d like to keep it, BUT sometimes I’m getting severely confused, whether I’m standing or not, especially when I’m in a fight or in a particular hectic situations. So, I’d like to have a decent, yet instantly noticeable indicator of your stance and if you are running* or not.

*(I know, that SD wanted to implement that via the dynamically changing FOV, but since 90% of all players, including me, are switching it off, we’d need a new solution for that. I might add, that I’ve never had a problem to judge if I’m running or not, but it should be included, just for the sake of completion)


(Ashog) #2

Sliding from Brink.


(.FROST.) #3

Yup, like that too. I mean, I still like so much from Brink. The lean on the other hand was a bad joke, used it probably 3 1/2 times, therefore I’m quite ok with no lean in DB.


(tangoliber) #4

In Brink, I really loved the following:

  1. Heavies. I love moving fast, but its always fun to have heavies around. And they were genuinely fun to play in pubs, after the patches.

  2. Art Style…especially in the environments

  3. How the game looked in motion…mainly because of how everyone was sliding and mantling…Even if you were disappointed by the movement system, it made the gameplay look very fluid visually.

  4. The feeling of “together-ness” it promoted among your team…even though some of the ways of doing this were somewhat artificial. The best moments are those moments of peace where the other team is respawning, and you look around, and everyone is buffing each other, setting defenses, getting in position.

  5. I thought the pacing of the gunplay was perfect. Unfortunately, too much of the pacing relied on high bullet spread, which made it mechanically not very fun. But, they nailed the overall pacing, so that you could actually see the lines of demarcation between teams…Time to kill was long enough that tactics and controlling territory were meaningful…and you had time to coordinate.

  6. I liked how valuable soldiers and operatives could feel once people learned how to play them well. Each class could be valuable at times. Operatives were brilliant at carrying packages…and hacking turrets was surprisingly effective…to the point that engineers just quit deploying them in the first place. Given how important grenades were in Brink, the soldier always felt vital for playing a “clearing role”.

  7. I liked how the sniper rifles and EZ-Nades were extremely situational, but had the ability to force a team to completely alter their approach on certain objectives. If you have a sniper overlooking the Resort bridge… the offense absolutely must send someone to harrass him. If you have an EZ-Nade raining down on the Sec Tower gate, you must gain control of the upper area.

  8. The game was very good and creating epic last second drama. Sooo many matches somehow came down to the last second. I love the stopwatch matches on Sec Tower, where the escort literally crosses the final line 2 seconds early, or is just 2 seconds late.


(Nail) #5

stuff you liked from other games, … and it’s all Brink ?
cool


(.FROST.) #6

[QUOTE=Nail;441319]stuff you liked from other games, … and it’s all Brink ?
cool[/QUOTE]

Well the “I” in the title of the thread doesn’t stand for me alone, but I admit, that the title isn’t very good and miss-leading, but I can’t change it now. I should have rather named it “Stuff I liked in other games and kinda miss in DB”; whereas, again, the “I” wouldn’t stand for me personally, but for everyone who misses the one or the other feature, or mechanic in DB that he liked in other games.

And since the thread is not closed yet, it’s open for further replys from me and other people to add examples from other games. I just started with Brink, cause the match I’ve mentioned in my first post was the reason for this thread to begin with.


(Nail) #7

hey, I thought it was cool you invoked a Brink reminiscence, it had cool sh!t


(iwound) #8

one of the coolest things in a game i used to play and is in DB.
rick dangerous’s scream as he fell to his death. i do love a good death scream.
would be nice if say when you fall off a bridge when you hit the ground you go urgh! or when you roll down stairs etc.
also possibility to turn the volume up and hear ones from further away.

also with voices i know there are some changes to come and i think the possibility to shout something that is heard locally rather than global or team.
these things are cool and really add to the atmosphere.