It serluisoy dsnoet mtaetr how we slepl it. Our barin olny lkoos at the frsit and lsat lteetr.
You guys do realize that...
[QUOTE=BioSnark;349460]I am not incredibly impressed by the SMART system implementation. I thought that’s what I said in #79. In addition to that, I strongly dislike the SMART automation being entirely on the sprint key with no additional input. I guess it might or might not make sense on a controller but it takes away control on m+kb where I want to be able to run next to something without auto scaling it. If, at some point, I decide to scale it I can doubletap sprint, or hit jump, or any number of other keys that would work better to input my intent into my in-game avatar’s actions.
On your other point, I know console gamers have a certain idea about modding because it’s not conventionally supported on the platform. Modding can get you some interesting places like Splash Damage or Team Fortress 2 but ultimately you don’t need me to tell you your platform is wearing a chastity belt and I don’t need you to tell me I’m breaking the game[/QUOTE]
Lol, the problem with your accusation is that I don’t even own a console. And, in fact, i support the modding community. Just found it ironic that anyone altering SMART would be willing to defend it.
I didn’t know I was making an accusation. Could you explain where I did that?
[QUOTE=Shadowcat;349459]I’m pretty sure he knows how to spell both words, hes just using the wrong one; a grammatical mistake, the same as misplacing the apostrophe in “It’s”. The only way it would be a spelling mistake is if he actually thought the contraction of “you are” is spelled “your”.
As I said, you should learn the difference if you’re going to go around correcting people.[/QUOTE]
Your still wrong!
“you don’t need me to tell you your platform is wearing a chastity belt and I don’t need you to tell me I’m breaking the game”
Perhaps ‘accusation’ was a poor choice of words. Point is, I play the same platform you do.
Lets see if I can’t change the language to be slightly more encompassing and ambiguous so as to include where you might be coming from. Perhaps my point will change.
Again, i support the modding community, just found it ironic that someone who felt that a certain part of the game needed to be modified would defend it. I’m not saying that I do or don’t agree with the changes you made. Heck, all of my Bethesda games are modded to be twice their original file size.
In short, it seems odd that someone can both defend SMART as-is and then decide that its not good enough.
[QUOTE=BioSnark;349369]Have you played the game, nick? If you view the maps as a series of empty rooms and passages and the props as having no bullet clipping then I assume you have not. You’re like about security’s pc twin and as good at ignoring facts that don’t fit your argument even when they’re repeatedly stated. In what way can “random crates” be more obvious other than sticking some console sticky cover on them and writing “hide here” on their sides? You are not someone who should be calling other people “dumb” or telling them they aren’t using their brains.
It’s my impression that SMART is underused in level design because combat areas are predominantly only one to two levels in height. Container city is an obvious example where passage walls are made out to look like shipping crates and ship hulls but there are lots of invisible walls and no fully realized ships and crates for players to climb on. Contrast this level design with a Quake Wars like refinery where the buildings around gdf forward are all designed to be climbed and jumped around on even if there is practically no reason for players to ever be there post-warmup. Brink level design is built on traditional shooter mapping like corridors and invisible walls when perhaps it would be better served with a more open and fully three dimensional design that you get in ETQW with all the flying vehicles and arty. In the latter, you’re at least forced to consider the level as actual buildings lining a street rather than urban textured walls lining a corridor. I don’t mean that Brink should have actually had open quake wars maps, rather it needed the same design mentality of building up, not carving out.
ps. that aquarium jump never ever struck me as anything but designed.[/QUOTE]
This is the post your talking about? The only criticisms I see are for level design. And I don’t really see how making SMART jump higher would change the fact that the maps are flat. So I suppose that’s where I’m confused.
Also, you seem to have been offended by my little chuckle at irony. It wasn’t meant to debunk what you are saying, nor offend; and I understand the points you have made.
@Shadowcat: To this point my criticism of SMART has been entirely negative (level design/input) so I don’t understanding your point on irony and me defending SMART. Modifications like jump height, vault speed, reduced air resistance and farther slide are meant to improve game speed. It doesn’t directly relate to my point on level design. The fact that I think nick still doesn’t understand that the props stop bullets also has no direct relation to my thoughts on SMART.
However, noting that I have been entirely negative on SMART, I actually like the system despite its imperfect implementation. I definitely want more developers to pick up on this although I’d want them and SD to improve on the flaws in the current system.
[QUOTE=BioSnark;349494]@Shadowcat: To this point my criticism of SMART has been entirely negative (level design/input) so I don’t understanding your point on irony and me defending SMART. Modifications like jump height, vault speed, reduced air resistance and farther slide are meant to improve game speed. It doesn’t directly relate to my point on level design. The fact that I think nick still doesn’t understand that the props stop bullets also has no direct relation to my thoughts on SMART.
However, noting that I have been entirely negative on SMART, I actually like the system despite its imperfect implementation. I definitely want more developers to pick up on this although I’d want them and SD to improve on the flaws in the current system.[/QUOTE]
Well, sorry for the confusion then.
Personally, i think that SMART is one of the better aspects in the game. It works intuitively, reasonably realistically, and does what its intended to do. Its easy to think that a man-hour is a man-hour as far as developing games go, but it doesn’t really work out that way.
From the very start they were working on SMART in an attempt to make the movement in their game more simple while allowing a more complex environment. The only complaint that I have for it is agreeing that they didn’t use it to its fullest; it works well enough that they could’ve easily made the maps much more complex.
And its difficult to blame the game balance on SMART, it was finished by the end of alpha, and balancing is all done in beta.