This is getting rediculous. You NEED to simplify the interactions.


(BiigDaddyDellta) #1

I am getting so sick and tired of getting killed, drug from cover, jumping over walls, running to the enemy spawn, spinning in circles, going to command posts instead, doing NOTHING, getting the wrong person, getting no person, or any of the stupid ass **** these ****ing interactions are causing.

Solution: either throw the buff or DON’T throw the buff. quit making us chase people down. medics fine they need to stab but for every one that tosses an object, JUST THROW IT!

The problems with waiting for icons to pop up I don’t know how to fix but you guys [Splash Damage] NEED to do something. trying to repair or revive or build and just standing there staring at whatever with no icon popping up is rubbish.

Running after live people when comms hacking or disguising is just weird. Thought the operative problems were to be addressed in the last patch…

not being able to put turrets down in any really good spots. why don’t you just give it adjustable legs? ie: allow the legs to clip into a level surface underneath whatever is there?

If you have anymore interaction issues post them here and then rate the post based on how you feel and if you want it to get any attention.

BiiG


(V1cK_dB) #2

SD had it down perfect with W:ET…I don’t understand what the need to change an already proven formula was.


(Cep) #3

cough consoles cough

Anyway if they cannot get rid of the animation then my solution would be to make sure that if I target the guy in front of me by setting my centre aim on the interact circle on them, then this is the target I want when I press the F key.

Unfortunately we get this stupid “spin 180 degrees, run toward CP/Player which is several feet away instead of dropping syringe at dead guy right in front of me”.


(AmishWarMachine) #4

The interaction/targetting system is Le Pooh, that’s for sure.

I tire of giving an ammo refill to the guy with 99% ammo that passes by, instead of the guy with 1% ammo that I was targetting (for an extended duration) in the first place.


(Kurushi) #5

But the catchup is handy from spawn :frowning:


(thesuzukimethod) #6

I know that for pc guys making the binding more complex would help, and for everyone if they “fixed” it, it would be great (which would make the pc binding problem less of an issue)…

But “fix” or not, if there was some indication (from SD) as to how (buff/resupply) targets are prioritized, it might help us make do (assuming there is no easy way to change it) or at least strategize how to best use the current system and minimize frustration…

E.g. Is Euclidian distance/proximity prioritized regardless of which direction you are facing? (this does perhaps appear to be the case at times) Or is there something else that “binds” our interaction to a particular interaction, even when the prompt for another interaction pops up?

I’ll admit, i tend to have few problems with this, but it’s partly b/c i try to do all my buffing in situations when it’s not likely to be confused. But last night, i ran into the terminal to try and get the last 8% on the hack, and while pointed at the hackbox - i’m suddenly trying to set my disguise with the gibbed dude that was right next to the hackbox…this was not helpful…

I’m sure the coding/debugging (or whatever it is that happens at this step, this is not my field of expertise) for prioritizing and determining these interactions is complicated, so if a “fix” is not possible, some tips to make it work better would help. Were you to comment along the lines of:

[ul]
[li]-in this circumstance, it’s best to make sure you are closest to the hackbox before starting the interaction…OR
[/li][li]-it’s best to make sure you’ve come to a complete stop before starting the interaction (in this case i was still moving, and there was another interaction option nearby)[/ul]
[/li]it would help us tremendously as a sort of gameplay workaround.


(H0RSE) #7

[QUOTE=BiigDaddyDellta;366268]I am getting so sick and tired of getting killed, drug from cover, jumping over walls, running to the enemy spawn, spinning in circles, going to command posts instead, doing NOTHING, getting the wrong person, getting no person, or any of the stupid ass **** these ****ing interactions are causing.

Solution: either throw the buff or DON’T throw the buff. quit making us chase people down. medics fine they need to stab but for every one that tosses an object, JUST THROW IT!

The problems with waiting for icons to pop up I don’t know how to fix but you guys [Splash Damage] NEED to do something. trying to repair or revive or build and just standing there staring at whatever with no icon popping up is rubbish.

Running after live people when comms hacking or disguising is just weird. Thought the operative problems were to be addressed in the last patch…

not being able to put turrets down in any really good spots. why don’t you just give it adjustable legs? ie: allow the legs to clip into a level surface underneath whatever is there?

If you have anymore interaction issues post them here and then rate the post based on how you feel and if you want it to get any attention.

BiiG[/QUOTE]
I also am not a huge fan of having to “lock on” to players before being able to interact with them. The way it worked in RTCW was fine. Perhaps streamline it a bit, and remove all the keys/functions needed for selecting tools and kits (ammo, health)
As for this:

not being able to put turrets down in any really good spots. why don’t you just give it adjustable legs? ie: allow the legs to clip into a level surface underneath whatever is there?

I have to disagree with you here. There needs to balance with laying down deployables. Many times the reason you cannot deploy one is exactly for the reason you mentioned - because it’s a really good spot…in many cases, too good. Limiting the areas where you can/cannot deploy turrets adds structure and balance to the mechanic.


(Metal-Geo) #8

Precisely. Being a heavy and trying to heal or buff a light player is really helpful and funny. :smiley:


(H0RSE) #9

Perhaps have the “lock on” function still present, but not mandatory to interact with players. Sort of like how Quake Wars had the option to interact with objects by simply pressing a button when the appropriate icon appeared, or by selecting your gear and doing it manually.


(Cep) #10

I have to admit the catch up doesn’t bother me, its the priority of the F key that annoys me and others. I am pretty much guessing that SD are never going to give PC players re-mappable keys for their different buffs, I just think that will entail too much work changing the game.

However I do think that they should remove whatever it is that decides what your F key will target next in favour of you manually targeting what you want to interact/buff.


(Kurushi) #11

[QUOTE=Cep;366439]I have to admit the catch up doesn’t bother me, its the priority of the F key that annoys me and others. I am pretty much guessing that SD are never going to give PC players re-mappable keys for their different buffs, I just think that will entail too much work changing the game.

However I do think that they should remove whatever it is that decides what your F key will target next in favour of you manually targeting what you want to interact/buff.[/QUOTE]

Probably not but I still think there’s lots of room for them to tweak it. I think it needs to get its priorities straight then it shouldn’t be so bad.

Gotta love hitching a lift with a light as heavy. That needs to stay :slight_smile:


(Cep) #12

LOL yeah that is pretty fun ;D


(iezza) #13

as soon as you see a light as a heavy. he thinks hes a hamburger, and gets extra strength.


(General Techniq) #14

I like it the way it is… >.>


(NthLegion) #15

This is the single most aggravating gameplay issue left to deal with. SD has done a good job of addressing other issues, so I’m hoping this one is fixable as well.

Since a lot of this issue is latency related, I’m not sure what can be done about it. The interaction system is just not console friendly, since we are forced to play p2p.

Here is one thing that can be fixed: if a player is too far away for me to buff him, then the interaction button should never appear. I am constantly holding x to buff someone, only to have them run off while I stand still.


(DrpPlates) #16

[QUOTE=BiigDaddyDellta;366268]I am getting so sick and tired of getting killed, drug from cover, jumping over walls, running to the enemy spawn, spinning in circles, going to command posts instead, doing NOTHING, getting the wrong person, getting no person, or any of the stupid ass **** these ****ing interactions are causing.

Solution: either throw the buff or DON’T throw the buff. quit making us chase people down. medics fine they need to stab but for every one that tosses an object, JUST THROW IT!

The problems with waiting for icons to pop up I don’t know how to fix but you guys [Splash Damage] NEED to do something. trying to repair or revive or build and just standing there staring at whatever with no icon popping up is rubbish.

Running after live people when comms hacking or disguising is just weird. Thought the operative problems were to be addressed in the last patch…

not being able to put turrets down in any really good spots. why don’t you just give it adjustable legs? ie: allow the legs to clip into a level surface underneath whatever is there?

If you have anymore interaction issues post them here and then rate the post based on how you feel and if you want it to get any attention.

BiiG[/QUOTE]

not going to happen… brink is a console ported to PC…

enjoy what you got…


(DarkangelUK) #17

The delay is determined by the time it takes 2 clients to interact with the server and each other. It’s an inherent issue that can’t and won’t ever be solved. At this point you either have to deal with it or move on… cos I can guarantee that this problem will NEVER be fixed… ever.


(sereNADE) #18

the idea/foundation of the buff system is where the flaw begins and splinters into the rest of the execution.

Dystopia, a team based fps with objectives has a health system that would work wonders for BRINK’s entire buffing apparatus. Press the bind for the mediplant and anybody who enters your radius of effect, either by you moving to them or they to you, gets a beam touching them (kinda like BRINK’s) automatically (NO AIMING AT THEM) to heal them for portion of health at the cost of your own energy/pips. You turn this on or off whenever you need it or for when it is asked for by your teammates. This could applied to all buffs and ammo rationing without the need to aim and hope you beat the likely chances your action fudges up and you waste a pip. The only way we can turn back the clock and switch to this style of system is if people with time and know-how have access to SDK, which we all know is probably not going to be released.


(V1cK_dB) #19

[QUOTE=DrpPlates;366618]not going to happen… brink is a console ported to PC…

enjoy what you got…[/QUOTE]

I don’t get what consoles have ANYTHING to do with this. There have been plenty of games on console that let you THROW ammo and health. Consoles can handle it. The devs just chose to do it this way. Nothing to do with the actual consoles. Now…if you want to argue that some noob console players prefer it this way or it makes it easier somehow then maybe we can have that argument.


(SockDog) #20

It’s another misplaced attempt to solve multiple issues.

  1. Players would often not see a drop or the drop would happen behind them as they were running off.
  2. Controllers would have a tougher time tracking friendly players SMARTing around at close proximity.

Problem is the solution brought its own issues to the table and nobody seemed to care about those. Why it was thought less frustrating and more accessible to steal control from the player (and still risk failure) is beyond me.