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


(its al bout security) #121

[QUOTE=MorsTua;346041]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[/QUOTE]

i can agree with this!

smartest thing ever!!! excpet i dont care much for pro mod and sdk its aimed at a small crowd of people


(DrpPlates) #122

WOW- yeah SDK’ s are no good!

try telling that to the millions who downloaded and played W:ETPro… and the thousands who play to this day…

no, but your right there aimed at a ‘small crowd’ :rolleyes:

ProMod saved W:ET, thus the million plus downloads…

just another example- you have absolutely NO CLUE WTH you are talking about…


(Oschino1907) #123

[QUOTE=Ino;345807]I read about 3 pages into this thread, so maybe someone pointed this out before:

BRINK was designed like this because games with a higher learning curve (like Quake, RTCW:ET, etc.) repell the casual customer who just wants to have a bit of fun shooting guns in a game. And 98% of all gamers fall into that casual category. So every game that wants to sell a lot has to cater to this crowd. The average gamer would have no fun at all in a skill based shooter because a skillfull opponent would win every time. That’s why they made bullet deviation random and so excessive. If it wasn’t someone with good aim could wipe out noobs every time. The way it is now you can not because the noobs have a chance of killing you even if their aim is way off.

TL;DR: Games that require skill don’t sell well, so no big upcoming game will be a skillbased game, regardless of what devs/publishers say.

We can only hope for some Indie studio to come up with something great.[/QUOTE]

Me from a thread the other day, on the same page with you…

"My point exactly, you cant stand them going in another direction, so you just crap all over the game… I am not saying its perfect or that its exactly what i wanted but I understand the direction they were going and its a great idea but just didnt work out the way they had probably hoped. Either way I see this game only improving and getting better with time. Really you PC guys just need to get over it, this isnt a PC game or made to be xtra special for PC, its just a game that we all get the same basic version of, we are all equal, you still get some more but nothing over the top… Yet all you do is complain complain complain…

Do you always have to be the center of attention, the life of the party, I mean come on, you even admit it hasnt sold well on PC but its over 1million on console. WE LIKE IT, despite the flaws its still easy one of the best FPS games out right now and all I plan on playing for a good while. Yet we console players get ragged becuase we all play all day every day and you guys cant find anyone to play with. Again sorry we are having fun and enjoying the game, maybe one day you can learn to do it too… We are being proactive about expanding our communities while you guys just whine and complain for PERFECTION… get over it, get over yourselves and just play the damn game already. Either enjoy it for what it is and add your input to help advance it in the future or just shut the fudge up and go back to playing whatever it is you came from.

I see Brink as a way to introduce this kind of gameplay to the masses, its needs to be something people arent intimidated to play but something they feel they can pick up and grasp with ease. The success of Brink can mean a lot in terms of futures games from SD and how they are approached, imagine having a strong core of fans from console supporting a Brink 2 already having the gameplay and know how from Brink. It could mean a lot for both PC and Console and could still keep some “simplified” things but adding more complex things would go over easieier since many would already have experiance from playing Brink… I guess what I am getting at is for many console players this kind of gameplay is new and getting it out there and popular with console means down the road more $$$ and more overall fanbase to support future games and ideas… Am I the only person that thinks any of what I am saying makes sense???"


(Kendle) #124

My first game was RTCW, in 2001, I was 37 (a cookie if you can work out how old I am now). I wasn’t repelled by the learning curve, I was challenged by it, and inspired by it. If I was a new gamer today I’d be patronised by developers pumping out games deliberately dumbed down so anyone can kill anyone else without having to earn the skills to do it.


(funsize) #125

http://www.own3d.tv/video/19690/RTCW_Competitive_History_-_Year_2002

Just look at this video. If you worship Brink, you probably won’t have the attention span to watch the entire thing, so just fast forward to the 9:23 mark. Look at that objective. Now try to tell me that Brink has anything even as remotely intense as that. Just look at the gameplay mechanics of RTCW in general. They are simply amazing. RTCW is an incredible game, and I say that coming from a strict Quake background. I love watching these old frag videos but it’s actually really painful to witness that 10 years have gone by and games have required less and less dedication and skill from the playerbase. You’d think that with a 10 year advance in technology developers would be able to improve on the frantic, yet balanced formula that games like RTCW used and produce something even better than RTCW/Q3 etc. Instead, we get crap like Brink. Sad, really


(Qhullu) #126

Yea I’ve never understood why some people are so convinced nowadays that fps games with lots of depth are intimidating to people. Sure if the people you play with are a lot better than you, it’s no fun to just die and die again. But that only happens if you do play with people that are a lot better than you.

For example I spent the early days of RtCW on some danish server running this one huge map called mp_depot(?) with 32 player limit, mostly just having fun with the game mechanics, climbing to hard to reach places, grenade/airstrike & revive launching each other around, building silly ambushes to enemies that kept trickling through, etc. Being generally silly but sometimes playing the game as intended. I wasn’t good at it but neither were the people playing on that server, because the kind of laid back unserious casual play with newbies would have been no fun to someone who was good at it.

As I got better I wanted to play with people who were playing more seriously and moved to other servers, but I’ll always remember those times on that particular playground fondly. All those discoveries about the game, like how mind blowing it was when we realized you had enough time to revive someone after dropping a grenade next to them, causing them to fly far away, and how you could aim their approximate trajectory with the placement of the grenade.

Anyways, my point is, depth itself isn’t the problem. If there was a good, intuitive and easy way to just play with people close to your skill level, there would be no reason to chop the head off people who are taller than certain height so that short people can feel taller. “Newbies” have no idea about how deep a game is, unless they get thrown into the “deep end”.


(wolfnemesis75) #127

^Brink has just as much depth. It is just there is a slow adoption. Give it more of a chance, invest as much time as you did in those other games, and keep an open mind. Don’t let your past experiences keep you from embracing something new and different. Good advice in my book.


(OnceWasGreat) #128

well of course you can like the game but in my mind “a superb job” is something different. :smiley:

“a superb job” would be plenty of players in the servers after 1 moth from release and not only a bunch of servers with half bots in in. the game has potential (great in my opinion) but it needs some love from developers. I really hope the dlc incoming will implement some of the request tha the playerbase is asking loudly. we are talking always of the same 2/3 things (demo/competitive tools, reworked spawntimes and a reduction in spread).

just my opinion of course. :slight_smile:


(wolfnemesis75) #129

[QUOTE=OnceWasGreat;346160]well of course you can like the game but in my mind “a superb job” is something different. :smiley:

“a superb job” would be plenty of players in the servers after 1 moth from release and not only a bunch of servers with half bots in in. the game has potential (great in my opinion) but it needs some love from developers. I really hope the dlc incoming will implement some of the request tha the playerbase is asking loudly. we are talking always of the same 2/3 things (demo/competitive tools, reworked spawntimes and a reduction in spread).

just my opinion of course. :)[/QUOTE]

Did you just create a profile called OnceWasGreat and then post in a thread lamenting about the good old days? :wink:


(funsize) #130

People who played the classic competitive games from 10 years ago have rendered the verdict on Brink that is does not. But I’ll ignore this for the time being…

It is hard to do this when (and this is important) barely anybody plays this game on PC. Sure, I could invest hundreds of hours of completing objectives and doing parkour tricks while playing against bots, but really, what is the point? There really isn’t one.

The fact is that the PC community has seen little effort on SD’s part to include basic features – demo support, first person spectating, balanced spawn times, just to name some small ones – that games have had for over a decade. I won’t even mention the larger one, the SDK because that is just not going to happen. Perhaps we should be patient? Yeah, well perhaps Brink should have been released with these features that are baseline expectations from anyone – noob or pro alike – who has played a real FPS in the past 10 years. Also, these days the time for patience is getting incredibly shorter. Gamers have seen what the old games can do, and as I said in a post above, there have been significant advances in technology in the past 10 years. The lack of basic features is not a technological limitation. I’m not sure what it is. Perhaps developer incompetence? Anyway, it is just not possible to invest as much time in Brink as we could in other games


(OnceWasGreat) #131

[QUOTE=funsize;346171]
The fact is that the PC community has seen little effort on SD’s part to include basic features – demo support, first person spectating, balanced spawn times, just to name some small ones – that games have had for over a decade. I won’t even mention the larger one, the SDK because that is just not going to happen. Perhaps we should be patient? Yeah, well perhaps Brink should have been released with these features that are baseline expectations from anyone – noob or pro alike – who has played a real FPS in the past 10 years. [/QUOTE]

This is the perfect sum of the thoughts of et/qw players that left the game. I heard the same words many times on vent these days.

:stroggtapir:


(suho) #132

WOW. At the time I was more into Quake 3 and never really gave RtCW or W:ET a chance but that sounds pretty damn awsome and stuf like that is exactly what I find missing in Brink. In Quake Wars there was also a lot of things I discovered even after a year of release, mainly just efficent positioning on maps though, but still new stuff. Not gonna happen in Brink.


(V1cK_dB) #133

[QUOTE=funsize;346142]http://www.own3d.tv/video/19690/RTCW_Competitive_History_-_Year_2002

Just look at this video. If you worship Brink, you probably won’t have the attention span to watch the entire thing, so just fast forward to the 9:23 mark. Look at that objective. Now try to tell me that Brink has anything even as remotely intense as that. Just look at the gameplay mechanics of RTCW in general. They are simply amazing. RTCW is an incredible game, and I say that coming from a strict Quake background. I love watching these old frag videos but it’s actually really painful to witness that 10 years have gone by and games have required less and less dedication and skill from the playerbase. You’d think that with a 10 year advance in technology developers would be able to improve on the frantic, yet balanced formula that games like RTCW used and produce something even better than RTCW/Q3 etc. Instead, we get crap like Brink. Sad, really[/QUOTE]

Man I really miss RTCW. The shooting in Brink isn’t even close. SD thinks its just the objective/class based gameplay that made that game great. I wonder if anyone from SD actually played RTCW more than a couple of rounds. Is there anyone even left at SD that worked on that game? I love how you can watch from a players 1st person perspective in a game from like 10 years ago but in the so advanced next gen brink you can only do so in 3rd person lmao. I used to watch the best players and learn from their movement and try to replicate it. I miss that…


(V1cK_dB) #134

Bumped due to Nauppernoob spam…


(Tandem) #135

For me it’s too shallow to consider this a possible reason.

From that statement I can tell you haven’t played those games.


(DarkangelUK) #136

With all due respect to al, I don’t think he even dipped his toe in the pool of what’s possible with W:ET or ETQW movement :slight_smile:

Here’s what I whipped up on a bored day at work about ETQW, and that was just off the top of my head… I can’t think of anything near as diverse with Brink… basically my write-up would be “hold smart”.

http://etqw.geezergaming.com/newbies/trickjumping.php


(TeoH) #137

And the vehicles were pretty neat too


(DrpPlates) #138

along with many other statements he has made, proves that…


(Jimmy James) #139

[QUOTE=TeoH;346935]And the vehicles were pretty neat too

Sweet,
JJ

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