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


(its al bout security) #101

i don’t see why you want the movement to be like ET:QW, or W:ET for that matter,

they where both like moon walking, it was like running on ice coated with a thin layer of butter, without randomly falling, there was no “depth” to moving at all. when i want to stop moving i don’t want to keep sliding halfway across the map, and to justify how fast the movement speed was that’s because how large the maps where. i don’t really care much.

well honestly they didn’t have an intricate moving system, whereas brink made a standalone new system.

where else have you seen smart? smart doesnt need a learning curve because you can either do it manually if you want to figure it out or you can hold the button. where else have you seen that??


(TeoH) #102

Before anyone tries to directly reply to that, i should point out that he’s pure troll and posts solely for the purpose of making people angrily correct him. Don’t bother.


(suho) #103

hehe, I was about to do that rigth now.


(suho) #104

[QUOTE=its al bout security;345919]i don’t see why you want the movement to be like ET:QW, or W:ET for that matter,

they where both like moon walking, it was like running on ice coated with a thin layer of butter, without randomly falling, there was no “depth” to moving at all. when i want to stop moving i don’t want to keep sliding halfway across the map, and to justify how fast the movement speed was that’s because how large the maps where. i don’t really care much.

well honestly they didn’t have an intricate moving system, whereas brink made a standalone new system.

where else have you seen smart? smart doesnt need a learning curve because you can either do it manually if you want to figure it out or you can hold the button. where else have you seen that??[/QUOTE]

Ah hell im gonna reply to this anyway.

Let me ask you this: Did you ever play a game for years and accumalted a 1000h of gameplay?
I did with Quake 3 and also Quake Wars. Hell I still play Quake Live now and then. If you want a game that lasts for years it needs a very steep learning curve where people can still improove their game in years to come. I really dont see how Brink can achieve this as I already feel I know all there is to know about the maps.


(its al bout security) #105

[QUOTE=suho;345928]Ah hell im gonna reply to this anyway.

Let me ask you this: Did you ever play a game for years and accumalted a 1000h of gameplay?
I did with Quake 3 and also Quake Wars. Hell I still play Quake Live now and then. If you want a game that lasts for years it needs a very steep learning curve where people can still improove their game in years to come. I really dont see how Brink can achieve this as I already feel I know all there is to know about the maps.[/QUOTE]

for one i must say, i dont think i was trolling at all in this fashion.

  1. i kinda agree with how long brinks life expectancy is but have you seen how large the stat map is?

they could drag this game out years filling in the arks map with the size of maps we play.
there is a steeper learning curve than people are willing to say are there, especially cause there are no good instructions anywhere you just kinda learn things.


(suho) #106

[QUOTE=its al bout security;345938]for one i must say, i dont think i was trolling at all in this fashion.

  1. i kinda agree with how long brinks life expectancy is but have you seen how large the stat map is?

they could drag this game out years filling in the arks map with the size of maps we play.
there is a steeper learning curve than people are willing to say are there, especially cause there are no good instructions anywhere you just kinda learn things.[/QUOTE]

Are you kidding me? The instructions with all these videos are extremely noob-friendly. Even the objective wheel and all the stuff ingame takes new players by the hand and points them in the right direction.

In Quake Wars I could find new viable strategies, positions and play styles for the original maps even after a year and now don’t tell me that I will find that in Brink, I definetly will not. So the only thing that will be kinda ‘new’ is new maps. Having content upgrades is really nice but do you realise how long it takes to produce new maps and balance em? It takes very very long and unless they already have more maps already nearly finished, for which they are going to charge us later, I don’t see this game last very long imo.
What I am trying to say is that I did not completely know the maps in quake wars in all aspects even after years and thats what kept me going. In Brink I already know em pretty damn well.

EDIT: But I guess this is getting away from the real discusion. So let me add this: Fast difficult to master movement adds a new layer to the game which can keep you surprised in the years to come by players doing crazy stuff reaching different positions and whatnot.


(its al bout security) #107

[QUOTE=suho;345939]Are you kidding me? The instructions with all these videos are extremely noob-friendly. Even the objective wheel and all the stuff ingame takes new players by the hand and points them in the right direction.

In Quake Wars I could find new viable strategies, positions and play styles for the original maps even after a year and now don’t tell me that I will find that in Brink, I definetly will not. So the only thing that will be kinda ‘new’ is new maps. Having content upgrades is really nice but do you realise how long it takes to produce new maps and balance em? It takes very very long and unless they already have more maps already nearly finished, for which they are going to charge us later, I don’t see this game last very long imo.
What I am trying to say is that I did not completely know the maps in quake wars in all aspects even after years and thats what kept me going. In Brink I already know em pretty damn well.

EDIT: But I guess this is getting away from the real discusion. So let me add this: Fast difficult to master movement adds a new layer to the game which can keep you surprised in the years to come by players doing crazy stuff reaching different positions and whatnot.[/QUOTE]

etqw was dumb, look i have frags and rockets your whole team is dead. nice strategy.

hey bring me some ammo. OHK spamm or the nail gun. jeez

this isnt etqw so maybe dont bring it up.


(V1cK_dB) #108

You are both misinformed. The map design being smaller didn’t force them to change up their movement and shooting mechanics. RTCW had small maps and managed to do quite well with fantastic movement and more accurate shooting mechanics. This was THE award winning formula that they had in place. This is what worked. As a matter of fact…this formula SHINED in smaller maps as RTCW was better than ET QW. RTCW/W:ET was more popular than ETQW.


(V1cK_dB) #109

[QUOTE=its al bout security;345938]for one i must say, i dont think i was trolling at all in this fashion.

  1. i kinda agree with how long brinks life expectancy is but have you seen how large the stat map is?

they could drag this game out years filling in the arks map with the size of maps we play.
there is a steeper learning curve than people are willing to say are there, especially cause there are no good instructions anywhere you just kinda learn things.[/QUOTE]

I played RTCW for like 2000h playing the same core 6-8 maps. Why? Because the game was DEEP and I kept learning new ways to play by watching better players play (1st person spectator what? in a old game LOL) and eventually becoming good myself. There wasn’t a need to make new maps to lengthen the popularity of the game as you say Brink will need. Brink will not have this period. In two months I’d be surprised if most of your games aren’t against bots and you would still be defending this game.

Like I said before SD already made the game using your wants. The result is ugly. Now lets try making a game with what made SD games great before and lets see the results. I guarantee they are better than this!


(its al bout security) #110

i have ET:QW how am i misinformed? thanks nice try bie now!

i played wolfenstien back in the day before the pro mod and it sucked, worst train wreck i ever played so bie now!

i don’t care about those huge open maps because when there is no one in half the map, no action going on kinda boring.


(V1cK_dB) #111

[QUOTE=its al bout security;345962]i have ET:QW how am i misinformed? thanks nice try bie now!

i played wolfenstien back in the day before the pro mod and it sucked, worst train wreck i ever played so bie now!

i don’t care about those huge open maps because when there is no one in half the map, no action going on kinda boring.[/QUOTE]

What are you 12?

I agree with you on the large map thing…I didn’t like it and wasn’t much of a ETQW fan bie now!

You can’t say Wolfenstein sucked and not back it up bie now!

If you want to hear why RTCW was great read my previous posts bie now!

Wow…I have to say that felt so stupid and I feel like I lost some intelligence for having typed my response to mirror how you type and think bie now.

One more thing…why do you respond without actually addressing ANY points that anyone makes?


(suho) #112

[QUOTE=its al bout security;345962]i have ET:QW how am i misinformed? thanks nice try bie now!

i played wolfenstien back in the day before the pro mod and it sucked, worst train wreck i ever played so bie now!

i don’t care about those huge open maps because when there is no one in half the map, no action going on kinda boring.[/QUOTE]

Ehm according to your profile you must have been around 10 when RTCW came out. In all honesty when I started playing Quake 3 I was 13 years old and I sucked at the time but I sticked with it and learned the movement and the other aspects to the game. Now I can appreciate shooters that dont make everything really easy, I can appreciate videos on youtube showing of some pro-gamers dueling it out. It seems to me you never learned how to really play these games and therefore do not appreciate it.


(DrpPlates) #113

RTCW never had a PRO MOD…

OSP was considered the ‘COMP’ mod, but the mod didnt change the aspect of gameplay… it allowed for locking teams, pause, ready up, multispec and a number of other admin\referee controls…

the other mods- bani, shrub, etc… - added fun to the game- jet packs, instagib, goldrush, rapid fire, revive under water (lol) etc…

so what PRO MOD are you referring to?? or, are you just talking out your A$$, once again…

LOL- well that’s answer my question-- baby huey, has no clue…


(suho) #114

I never understood how W:ET players could dislike ET:QW so much, I guess it is because of the vehiecles? Personally I felt that every objective in Quake Wars was kindoff a small map by itself. Once an obj. was completed the game moved on, each side having a different spawn point. I have to admit compared to the old W:ET, ET:QW was limited in its movement but I did not really have many issues with there being vehicles.


(jazevec) #115

[QUOTE=its al bout security;345957]etqw was dumb, look i have frags and rockets your whole team is dead. nice strategy.

hey bring me some ammo. OHK spamm or the nail gun. jeez

this isnt etqw so maybe dont bring it up.[/QUOTE]

The only way this post can be explained:

You are confusing Enemy Territory: Quake Wars with another game, particularly Quake1, 2 or Quake Live. Quake Wars has little to do weapon-wise with Quake. It’s dominated by hitscan weapons, not rocket launchers, and in any case RL is available only to one class. “Bring me some ammo” - ridiculous, there’s so much spawning ammo in ET:QW you can die five times before running out. Field Ops was one of least used classes for that reason, especially indoors. Nailgun is not the rapid fire weapon from Quake you seem to be implying, but the counterpart of shotgun.

Another explaination is that you are simply talking out of your ass.

Vehicles is one thing. Often they had so much firepower they instantly gibbed players and medic were in unemployment line. But I think a bigger issue is that W:ET for most part has small rooms and lots of cover. ET:QW feels a bit like playing on an airfield, huge flat spaces with nowhere to hide. Walking, walking, walking, walking somewhere forever. Even building interiors were mostly big halls, big rooms. In W:ET you had to be alert right from the moment you spawn. If you weren’t, a single player waiting in an ambush near your spawn could kill half of your team. W:ET threw you into deep water and fast action immediately.


(wolfnemesis75) #116

Brink has much more depth than some on here give credit for. Brink is different than all those other done-to-death games. Why not support a game that’s trying to stand apart from the crowd of done-before, done to death, games dirging the market? Sometimes ya got to ride a new train that takes you somewhere else and another story. There are new stories to be told with Brink. Just get onboard, and lets see where it takes us. How many times do ya want the same old bull**** recycled over and over? Gets old. Embrace the new.


(its al bout security) #117

i don’t care if some weapons are class specific i have never seen every person run the objective class, i have seen many people go and get rocket launchers and frags, and the nail gun is ohk so don’t nega rep me im pretty sure i know a game i own


(tokamak) #118

Currently the basic mechanics like shooting and moving make the new stuff less pronounced. It’s watered down. People like all the new stuff but SD obviously went too far in lowering the difference in potential skill.


(MorsTua) #119

just to remind everyone what was rtcw

http://www.own3d.tv/video/22022/RTCW4ever
http://www.own3d.tv/video/19690/RTCW_Competitive_History_-_Year_2002
http://www.own3d.tv/video/16424/4_Kings_Revolution

get your hats off guys

SD is trying to make its own path? ok cool but at least get rid of bugs and make weapons that hit what you aim :slight_smile: (and maybe release the demo command…so we can make fragmovies)

You dont want to have the vanilla version with settings people is askin? make a promod or release sdk … thank you


(Ino) #120

[QUOTE=kilL_888;345812]http://www.alientrap.org/games/nexuiz
(currently developed commercially in ue3)

the problem with those games is that no one plays them. they are niche games and thats the reason no serious developer developes them anymore.

want to try something with skill? go play quake, rtcw … the games are still there. im asking myself what people really want? same shooters from the old days with new graphics?

if you like the oldschool shooters so much, play them. its that easy.[/QUOTE]

Thanks, but I already played Nexuiz (it’s dead by now, something with the developers getting mad at each other and splitting up), and I really liked it. But none of my clanmates liked it (they rather play games that do not require much skill :wink: ) so I haven’t played it in a long time.

And we don’t want a copy of oldschool shooters, we want the good gunplay those games offered in new titles instead of this randomnesscontrolled bull****.