im wonder too
talking about real-life experience
so i hope many of us reincarnate to something more peaceful, than we become ingames.
When a player dies
Basil, the act is wearing thin now, maybe time to give it a rest?
Ontopic, as long as you really can fall back from the current spawn quite easily then I guess it wont be so bad but not sure why the removal of capturable spawns meant you were required to remove selectable spawns as a consequence but I have been traveling all day and cant think straight, only reason I can think off I wont post as it will only cause trouble 
dead ? Before it has even been seen ?
aww, that’s too bad, I was looking forward to it.
[QUOTE=Exedore;215423]It’s something we experimented with, but ultimately it went away with the decision to not use capturable spawns.
All the spawns have multiple paths out, so if you want to fall back to the next objective it’s just a matter of which route you pick.[/QUOTE]
Interesting, just a couple of questions:
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In etqw a base isn’t capturable, yet people can still choose to spawn on it. How does Brink differ to this? Or am I off-base with the comparison. dadjoke
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In your playtests, when teams opted to fall back - did the big guys stay on the objective because of their lack of speed to fall back?
why “fix whats not broken” ?
i mean ETQW-approach is way 2 go.
extend it, expand, make more adjustable.
withous killing basic ideas, around which its build and many aspects.
I have a new question:
I read that if a team loses they get punted to another server where they are matched with another team who are playing that same mission.
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Will there be a ping limit? If I play in Australia where there will be comparitively a lot smaller gaming population, if I find no teams in my area, will I get matched with someone in the UK etc, and have to suffer through 300-450 pings?
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If you impose a ping limit, will it transfer to a nearby empty server to play against bots?
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What about people who like to play with friends on a private server (against bots) and we lose? Can we set it to always stay on the same server regardless of if we win or lose?
[QUOTE=LyndonL;217340]I have a new question:
I read that if a team loses they get punted to another server where they are matched with another team who are playing that same mission.
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Will there be a ping limit? If I play in Australia where there will be comparitively a lot smaller gaming population, if I find no teams in my area, will I get matched with someone in the UK etc, and have to suffer through 300-450 pings?
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If you impose a ping limit, will it transfer to a nearby empty server to play against bots?
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What about people who like to play with friends on a private server (against bots) and we lose? Can we set it to always stay on the same server regardless of if we win or lose?[/QUOTE]
1)Is this for consoles only?
2)Not too sure how the console system will work.
3)This one I can answer. There is a co-op mode (8friends vs bots) which should not result in kicking you to another server.
No, PC. But regardless… At say 4am on a Monday it can get quite difficult to find another team to play against (particularly if you’re limiting to matching with a team of the same skill level and at the same mission).
Me n my Mrs work shiftwork so we quite often play games at ridiculous times 
All my questions were relating to PC - I suppose I should have specified, but I thought mentioning servers made that clear 
TF2 spawning system would work really well imo. Having a bunker with a door type spawn location.
[QUOTE=MILFandCookies;216622]1. In etqw a base isn’t capturable, yet people can still choose to spawn on it. How does Brink differ to this? Or am I off-base with the comparison. dadjoke
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In your playtests, when teams opted to fall back - did the big guys stay on the objective because of their lack of speed to fall back?[/QUOTE]
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It does differ; you have no choice between multiple places to spawn, it’s only one at a time. This does a lot to help keep the teams together, as we decided not to replicate the spawning on squad models that some other games are using currrently. It’s a very cool idea, but it doesn’t fit as well with the other systems in Brink.
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Yes. Heavies aren’t very good at fleeing, so they’ll tend to try to go out in a blaze of glory as it’s easier to die and respawn to switch locations, and it holds the other team up a bit so a new defensive line can be established. Agiles can just clamber up something and be gone very quickly.
Radar on W:ET remains one of the best multiplayer maps I’ve played, thanks in part to its split nature on the last stage where both the attack and defense have multiple spawns to chose from with pros and cons for each, made for very interesting dynamic play and such.
Are selectable spawns totally removed from the game then or will custom maps be able to utilise them still?
Would hate for all maps to be essentially the same, this was pretty much already the case in many of the ET:QW maps.
[QUOTE=brbrbr;216719]why “fix whats not broken” ?
i mean ETQW-approach is way 2 go.
extend it, expand, make more adjustable.
withous killing basic ideas, around which its build and many aspects.[/QUOTE]
I guess thats the first time I actually agree with you
\O/ hurray!
Exedore, about question #1, WolfET (see goldrush) had spawnpoints that can get very crouded in a max players base (8x8?). You get spawn rooms with up to 8 people pushin eachother to go out the door. Are you avoiding this also?
hey guys
i cant wait for this game but everyweek i read something that makes me think wtf
what i mean by this is you have removed alot of features from old sd titles which in my eyes just didnt need to be removed, there all little things but there all add up
are you saying we cant select to go to a spawn point of our wish becuase being able to select spawns can be used tacticly for example my team is defending and enemy plant and our engie dies and we aint going to be able to get the disarm but there 3 secs left on spawn timer so we select the next spawn and respawn to set up our defence for next obj
This isn’t ET, this isn’t an old SD title… this is a brand new IP.
My point is they haven’t removed anything, cos this is a brand new game… there has never been a previous incarnation of this game to remove things from.
It’s an evolution of the ETQW engine if you will, but as the phisics hae changed too, I still agree with Darkangel
[QUOTE=channa;218262]hey guys
i cant wait for this game but everyweek i read something that makes me think wtf
what i mean by this is you have removed alot of features from old sd titles which in my eyes just didnt need to be removed, there all little things but there all add up
are you saying we cant select to go to a spawn point of our wish becuase being able to select spawns can be used tacticly for example my team is defending and enemy plant and our engie dies and we aint going to be able to get the disarm but there 3 secs left on spawn timer so we select the next spawn and respawn to set up our defence for next obj[/QUOTE]
They stated that it should be relatively easy to backtrack to the next objective and set up a defense that way but this remains to be seen, hopefully it will pan out OK.
While they technically haven’t removed any feature they haven’t exactly added features that are tried and tested in two titles that have similar a premise to the one they are working on now, I just hope they can still produce some cracking maps regardless.
i knew some one would reply to me saying this is not another w:et
i know it isnt, 1st of all its called brink and theres no nazis for me to kill
what im saying is there is little things there have left out that could have easily been done and these things doesnt make it another et series
okay its a new game but doesnt mean there have to implement new things but then go backwards and forget other stuff
for example and this is just and example okay
spawn selecting
weapon banks and auto prime why not both which would cater for all gamers preferences
i know you darkangel have a fix but its still something little that shouldnt have been missed
i have other things to moan about but im not going too i was just giving a example and these things dont make it et