I guess he wants the less able players to act like a bunch of drunks that can’t pull any climb or vault off instead of playing against their true potential.
Why do YOU buy Brink?
yeah, because i am not playing against less able players at their true potential unless everything is made super easy, right? If they fumble with aiming, we have to make aimbots for them so they can play at their true potential? you’re full of bull****. I want movement to play an important part of combat. and Not just auto-pilot. I am not elitist for wanting that.
I’ve looked over your posts and I don’t understand your gripe. Controlling your parkour manually will give you a bonus in efficiency and give you more control over your character. The SMART button may make things easier for those who opt to use it, but at a penalty.
You’re still going to have be a skilled shooter, tactician, strategist , and team player to be a successful Brink player. It’s not like the SMART button is going to be the make-it-or-break-it great equalizer. Besides, they probably didn’t want to frighten people off with such a steep learning curve and no “training wheels,” so to speak.
Trivial is very subjective. What’s trivial to you might not be at all to me.
My example earlier of SMARTing to a wall vs doing it manually --> If you SMART you’ll get to the wall, come to a stop, then climb the wall from a standstill. Sprinting to the wall and jumping ahead of time will vault the wall. That is a saving of about a second or so which could be the difference between death and survival if someone is behind you shooting. That isn’t trivial to me at all.
[QUOTE=LyndonL;257527]Trivial is very subjective. What’s trivial to you might not be at all to me.
My example earlier of SMARTing to a wall vs doing it manually --> If you SMART you’ll get to the wall, come to a stop, then climb the wall from a standstill. Sprinting to the wall and jumping ahead of time will vault the wall. That is a saving of about a second or so which could be the difference between death and survival if someone is behind you shooting. That isn’t trivial to me at all.[/QUOTE]
If that really is the advantage of using manual jumping over the SMART button I’m happy.
SMART is hardly a combat-tool. It’s about positioning. If I am fighting an opponent, I want to fight one that is able to get where he wants and isn’t compromised by his lack of control to get him where ought to be.
It’s the decision of being at a certain location that should count, not the fiddling required to get there.
In your line of logic, simply pressing ‘forward’ is an auto-pilot as well since you’re not controlling both legs separately.
Ok, the smart button (when not used manually) is a simple click and vault over. When used manualy it can look really bad@ss, like real parkour. U can jump on one wall while using smart, click it again and jump on the next adjecent wall while still climbing the first wall. Imagine some one running jumping on the wall with on foot push of with that same foot on to the other wall and climb over. With all that movement your harder to shoot than just climbing straight, and it looks so much more bad@ss, and must more satisfying when adchieved.
(First post EVA!!) 
I enjoyed ETQW!
If I hadn’t played ETQW its unlikely that I would even know brink exists though…
Also I am pretty sure most people think singleplayer is where the whole world revolves around you (so not multiplayer with bots).
But anyway I am buying it 
[QUOTE=tokamak;257453]Yeah, and those games clearly put the emphasis on acrobatics, it’s an entirely different genre than Brink finds itself in.
[/QUOTE]
yeah, you’re right; because brink has no emphasis on acrobatics…
[QUOTE=Ajax’s Spear;257501]I’ve looked over your posts and I don’t understand your gripe. Controlling your parkour manually will give you a bonus in efficiency and give you more control over your character. The SMART button may make things easier for those who opt to use it, but at a penalty.
You’re still going to have be a skilled shooter, tactician, strategist , and team player to be a successful Brink player. It’s not like the SMART button is going to be the make-it-or-break-it great equalizer. Besides, they probably didn’t want to frighten people off with such a steep learning curve and no “training wheels,” so to speak.[/QUOTE]
i don’t have a gripe about what i know about the game. I have a concern that movement in combat will be too simple. And i don’t mean getting from point A to point B faster, i mean, if i am trying to shoot someone, what they are going to be able to do to mess up my tracking. How difficult can people make themselves from being shot, and how difficult it is to make yourself difficult to be shot. A shooter resolves around shooting, if your target is slow moving, the target is easy to shoot, and the game isn’t about shooting, shooting is a technicality that has been simplified by the limited movement of the players in combat.
bs. most realistic shooters simply minimize the obstacles for players and players can move extremely easily, much easier then they will be able to in brink. The smart system isn’t making movement easier then those realistic shooters and its not trying to, its an acrobatics system; it is trying to be a refinement in how people perform acrobatic maneuvers and one of its selling points is how easy the basic maneuvers are for beginners.
ETQW is the guilty. Best game ever, IMO. 
P.D.: let’s hope a better SD support on Brink.
What are you gibbering on about? 
It is refining movement and as a result, how maps are designed, take a look at the freedom of movement video, it opens up lots of possibilities for map layouts. The level designer doesn’t need to force in stairs, ladders and crates everywhere for people to access higher ground and as such brink’s maps will probably be more ‘realistic’ than the ones in your realistic shooters. Also with SMART you don’t have to “minimiSe the obstacles for players” as you can traverse objects such as railings and walls with ease unlike them realistic shooters.
[QUOTE=.Chris.;259224]What are you gibbering on about? 
It is refining movement and as a result, how maps are designed, take a look at the freedom of movement video, it opens up lots of possibilities for map layouts. The level designer doesn’t need to force in stairs, ladders and crates everywhere for people to access higher ground and as such brink’s maps will probably be more ‘realistic’ than the ones in your realistic shooters. Also with SMART you don’t have to “minimiSe the obstacles for players” as you can traverse objects such as railings and walls with ease unlike them realistic shooters.[/QUOTE]
exactly. i was “gibbrting on about” that brink wasn’t focusing on easing movement like you claimed it was. It is trying to refine movement, by making acrobatic movement, such as parkour feel more natural.
Acrobatic movement is movement, plus you make it sound like Brink is a circus performer simulator.
The parkour, acrobatic stuff is there for those who want to use it - it’s not the main focus. Ultimately, SMART is simply about smoothing out movement and providing a more natural approach to how players interact with the environment.