The reason that Brinks shooting/movement isn't like RTCW/W:ET


(V1cK_dB) #61

[QUOTE=noupperlobeman;345577]You are so jaded man. It makes my head spin.

I’m done in this thread.[/QUOTE]

How am I jaded? Because I want there to be ONE game that plays like RTCW/W:ET like SD themselves mentioned? All I wanted was ONE game to be released that played like that. You come on here and claim those games are casual and don’t take as much skill, etc. etc. You expect me to sit back and just let you say that? There are like 20 games that play using slow movement, ADS, etc. Why do we need another? All oldschool gamers want is ONE game that plays that way. JUST ONE!

I guess I am jaded. So be it. At least I’m not complacent.

Also…I just realized that the whole argument we are having is about hardcore gamers vs casual gamers. If you are bad at the game you are casual…which usually means you will move on anyway. So why not listen to the gamers who have dedicated to time and energy to get good at the game and will practice it for years to come? This is basically the fundamental problem with FPS games right now. Devs are making games for people like you…not the people who will be playing these games for 1000s of hours.

The casual player will complain about things like getting killed over and over. Then they progress and get better at the game and figure out how to do the same thing. Then they realize what they were complaining about was totally invalid and all it required was a little work to get good at the game. But of course devs today just want to make it easy.


(kilL_888) #62

yea, well, that depends on the weapon. kross has a pretty tight spread. at close distance i hit where i aim with my crosshair. thats how the smg’s and the light body type are designed. fast moving, mobil and close. so close you often have to slide into enemies, knock and then mow them down. i like that very much.

but, yea. offending other people here, calling me nub, is really pushing your seriousity. how about you continue this discussion with some arguments. otherwise this shall be over.

i think everything has been said already and to answer your question once again:

the reasons are because brink is not rtcw or wolf:et. the market is a different one than 8 years ago. developing an oldschool game for a relatively small market segment, the pc crowd, for 3 years, shoots you right out of business. people want innovation.

smart is innovation. i dont want to exchange smart for the movement in rtcw/wolf:et. even though i like the movement from them very much. you know, i am an oldschool player, too. i call myself quaker. and brink is the one and only game that feels almost like an oldschool shooter to me.

it is not a copy though and im glad that is. the parkour adds so much to the gameplay diversity. i really dont want to exchange this to anything. not even the quake3 movement.

not saying its perfect either. theres always room for improvement. but calling it bad cause it isnt oldschool in your opinion, is your opinion.


(wolfnemesis75) #63

The movement in Brink is very innovative. Not seeing the problem here. Why live in the past, when the future is now?


(Crytiqal) #64

[QUOTE=noupperlobeman;345118]You got it!

We should model all games after the ones that have come before! Screw trying to come up with anything new or innovative! Who needs new content anyway right? I’d much rather play the similar content rehashed with a different title year after year.

They tried something new, instead of pumping out franchised sequels that they know will sell well. I give them props for that.

And this is all ridiculous. Fast, smooth, strafing while shooting was an innovation in your eyes? Low spread and accurate shooting is skill based?

You know what people who have been gaming a while call games like these?

Arcade shooters.

There is nothing flawless and epic about them. They are simple, they are not skill based, and they are a helluva lot more casual than you make them out to be. There is nothing epic about the kind of game you speak of.[/QUOTE]

Lol, if anything, COD = arcade

BOOM 100 point, 200 points, 500 points, killstreak BONUS!!! 1000000 POINTS BONUS BONUS BONUS :eek:


(DarkangelUK) #65

I can see why on the surface it’s innovative, and it is nice not to be hung up on random map objects… but the movement system itself is quite restrictive, and you’re actually stuck within the confines of SMART and given very little freedom to innovate beyond its inner workings.

In contrast, ET’s movement seems limited compared to SMART, but you can go far beyond the confines of it’s movement, to a point where moving alone was considered a skill that required as much practice as any other aspect of the game. http://www.youtube.com/watch?v=whOyZG_bmI4

If the future is restricted, then I don’t like it.


(Humate) #66

I can see why on the surface it’s innovative, and it is nice not to be hung up on random map objects… but the movement system itself is quite restrictive, and you’re actually stuck within the confines of SMART and given very little freedom to innovate beyond its inner workings.

qft

:infiltrator:


(Tandem) #67

[QUOTE=DarkangelUK;345631]I can see why on the surface it’s innovative, and it is nice not to be hung up on random map objects… but the movement system itself is quite restrictive, and you’re actually stuck within the confines of SMART and given very little freedom to innovate beyond its inner workings.

In contrast, ET’s movement seems limited compared to SMART, but you can go far beyond the confines of it’s movement, to a point where moving alone was considered a skill that required as much practice as any other aspect of the game. http://www.youtube.com/watch?v=whOyZG_bmI4

If the future is restricted, then I don’t like it.[/QUOTE]

Smart is out of it’s league compared to rtcw/rtcw:et,
stop picking on the new little rugrat and it’s new little fanboys;
there is no comeback, that’s why most blind supporters resort to personal attacks.


(wolfnemesis75) #68

[QUOTE=DarkangelUK;345631]I can see why on the surface it’s innovative, and it is nice not to be hung up on random map objects… but the movement system itself is quite restrictive, and you’re actually stuck within the confines of SMART and given very little freedom to innovate beyond its inner workings.

In contrast, ET’s movement seems limited compared to SMART, but you can go far beyond the confines of it’s movement, to a point where moving alone was considered a skill that required as much practice as any other aspect of the game. http://www.youtube.com/watch?v=whOyZG_bmI4

If the future is restricted, then I don’t like it.[/QUOTE]

The SMART movement is much more innovative than most FPS games.


(DarkangelUK) #69

That comment in no way what so ever caters to, or even touches upon the points I just made :confused:


(tokamak) #70

[QUOTE=SockDog;345106]This pretty much sums it up. Same **** that gave us regenerative health. :frowning:

I just advise you do as I do if this pisses you off. Spend more money supporting indie developers or developers who don’t feel the need to compromise their own game to secure funding.[/QUOTE]

The thing is, it works terrific on the consoles, it really does. The combat is more enjoyable than Halo and CoD. It’s just blatantly clear that the PC community is waiting for something else. Maybe the PC fraction really is that small it no longer warrants any individual treatment.


(suho) #71

Yep, on the surface SMART sounds like a nice thing however I can not count anymore how often I died because of it. Countless times the reloading animation was stopped because SAMRT thought I wanted to hop onto something …
Also there are a lot of problems on maps where it is just plain annoying because it does stuff which I did not intend to do thus slowing the game down quit a bit. I guess the reason is because I am trying to play the game faster than it is supposed to be?
I also would like Brink to be faster than it is right now and from the way it was advertised to the ‘pro’-community it sounded like it was gonna be fast. In the beginning I thought it is probably going to take month for me to grasp all the aspects there are to this game. After 200h of gameplay I feel I already know everything. Nothing like Quake Wars which even kept surprising me after a year with players doing stuff that I never saw before. Don’t see that happening in Brink.


(MorsTua) #72

the parkour is cool and can become a skill but every other skills are levelled to 0, especially when shooting is so random.

Aim and get what you aim has no age. It never will be too old.
too bad SD doesnt get it (or they just dont want to get it)


(wolfnemesis75) #73

I watched your link. It looked cool, more like UT4 jumping around kind of stuff. I think Brink tries to be different than previous games or other games on the market, including older games like ET. It tries to create its own mythos and archetypes centered around some fresh takes on FPS games. Many games have done to death what your vid shows. My two cents is not to compare the two games so much in terms of shooting and movement, but to instead think of each in terms of having their own style. For example, Brink’s parkour seems more realistic. I think there is even a bit of fall damage in Brink.


(MoonOnAStick) #74

[QUOTE=DarkangelUK;345631]I can see why on the surface it’s innovative, and it is nice not to be hung up on random map objects… but the movement system itself is quite restrictive, and you’re actually stuck within the confines of SMART and given very little freedom to innovate beyond its inner workings.

In contrast, ET’s movement seems limited compared to SMART, but you can go far beyond the confines of it’s movement, to a point where moving alone was considered a skill that required as much practice as any other aspect of the game. http://www.youtube.com/watch?v=whOyZG_bmI4

If the future is restricted, then I don’t like it.[/QUOTE]

Agreed. In my opinion it’s the organic nature of the movement in past FPS games that shines. One consistent set of physics which makes it genuinely fun to barrel around (even if it’s a little removed from reality.)

I had hoped that it might be possible (SDK permitting) for someone to make a mod for Brink with increased movement speed and trick-jumping combined with the parkour stuff (probably with slightly simpler map geometry.) But, the way SMART appears to be implemented, I doubt this is possible.

Still, no point complaining about it. There is a gap in the market for a PC focused FPS with fun movement. With a bit of luck it will be filled by some clever Indie developer.


(MorsTua) #75

meanwhile in other forums…

that’s a ET comunity, read what they think about brink / new dlc / fire sys…it has nothing to do with fanboys & stuff. they are genuine comments of customers.

btw it’s just for the record

Link 1
Link 2

There isnt much to say. if SD tried to have a new myth, from what i read they are making their goal!!! :frowning:

ps : OBVIOUSLY AM SARCASTIC


(DarkangelUK) #76

The way I see it, it took the mystery and effort out of moving and turned it into something as standard as reviving or buffing a team mate. Each to their own, I can understand why people like it this way, they don’t want to have to learn how to move, maybe it’s too much effort… it streamlined and brought complex movement to the masses with a simple press of a button. But understand that people do (did?) like learning the art of movement, they liked to innovate beyond the confines of the system, and telling them to ‘move on’ for wanting something they liked and enjoyed, for something they saw as being a major part of the game itself is kinda rude I’m sorry to say.


(tokamak) #77

I’m okay with that, the challenge should be about being in the right position, not the detail work required to get there.


(suho) #78

Well I very much like that :wink:
Oh boy, when I think back to the days where I started playing shooters for real with Quake 3 kindoff competitivly … I was awfu, I did not know what strafe jumping was but over the years I learned it and my aiming improoved a lot as well. But today every shooter just dumps everything down with no real learning curve. I will still be playing Brink in the months to come but it is not the shooter I wanted it to be, sadly so.


(wolfnemesis75) #79

The SMART system in Brink is just enough for it to be part of a whole rather than a stand-alone feature. So that it doesn’t get in the way of the Objective, Team based play. You don’t want the game to be overly about the movement as the emphasis, then you potentially run the risk of people free running around the level and map and ignoring the rest of the players trying to complete objectives, thus becoming a deterrent ruining other people’s experience. I’ve seen it in other games when a feature becomes a meta game that ruins other people’s fun. Sometimes its not an actual game mechanic, its a glitch, but sometimes it can be a game mechanic. For example: Players used Snipers in Gears of War as duels 2 feet away from each other. Is it fun. Sure. Can it run the risk of ruining everyone else’s enjoyment. You bet.

My main point: You get just enough SMART movement in Brink to keep the game squarely focused on objectives.

For example: SD could’ve made Brink’s SMART movement so you were like Crackdown and free run and jump over everything and all over the level. But, the game would devolve into Free running rather than playing attack and defend objs.

And I do sympathize with your feeling of lament.


(Tandem) #80

Couldn’t agree more.

It’s frustrating to a degree. It’s no radical concept to retain
what was said in the past, yet for some people it plays no part in expectations?
Evolving low standards in general or just forgotten all together?

[QUOTE=SockDog;345106]This pretty much sums it up. Same **** that gave us regenerative health. :frowning:

I just advise you do as I do if this pisses you off. Spend more money supporting indie developers or developers who don’t feel the need to compromise their own game to secure funding.[/QUOTE]

True that.

I remember re-gen health was something to come to terms with for anyone
from rtcw/rtcw:et/et:qw. That info was out there long before release.
This was a big change in dynamic and the use of medics. They gave medics a main obj,
but took away his second biggest role in team play.

My point is that players from this genre (and related) aren’t shy about adapting
or accepting new directions or considerations. It’s not about living up to expectations
it’s about play-ability and replay strength. Then it’s released with bugs (no big deal, always happens),
about 10% of the game setting options we had in previous games from same company (okay that’s unfortunate,
I’ll deal with it), and 1% similarity to ET, with which it was compared to (I think that gives many of us the right to assert criticism).