important for Devs - Read this for the next patch!

Post » Thu Jun 16, 2011 3:21 am

Interface improvements:
- Voting Menu: When entering the voting menu, there's a huge empty space on the right of the screen. It would be awesome if it would be used to show a picture of the map on which you are hovering your mouse over because seriously between you and me.. most people have no clue of what most maps are and they just vote on the first map that gets a vote. I alway see people waiting to cast their vote then as soon as I pick something, at least half the players 1-2sec later all vote the same thing. I'm level 19 and I know all maps when I'm in them but I can tell less than 1/4 by their name so must be even worse for lower-level players.

- Map Rotation: It would be pretty neat if in the voting menu we could have a legend on the bottom saying for example (Map written in red was the last played map, the one in blue the current played map, the one in green the last last played map) so people would be more likely to pick new maps rather than have a map rotation always around the same 2-3 maps. Hell I would even make it impossisble (grey out the choice) to vote the map that was just played cause nothing makes me want to leave a server faster than being forced to play twice in a row at the same map!

- Weapon Menu/Stats: It would be really cool if you could get to compare side by side 2 weapons because right now it's only possible to compare the stats if the weapon you want to compare is right beside or above/below. Also is it me or the stat bars are meaningless as when I look in-game the single-shot AR show that it does less damage than every other AR but if I look http://brink.wikia.com/wiki/Weapons#Medium_Weapons it says that it's suppose to be the most powerful AR by the ammount of damage per bullet so why in-game is the bar so small for it's damage?! I hope you guys update it everytime you modify weapons or else it will be if it's not already.. totaly unrealiable like in Bad Company 2. For that same reason I though the Carb-9 was overpowered because the in-game bar shows that it do much more damage than all other SMG while in fact it's only +1dmg than the Kross according to Wiki. Very misleading for everybody and mostly new players who's gonna rely on entirely wrong stats.


Weapon improvements:
- Pistols: I first thought the pistol had way too few ammo compare to their SMG counterpart but after trying the SeaEagle and Revolver I noticed they were fine, however only 1 pistol seem to be kind of imbalanced and that's the Belgo. If you look at the real stats, no the fake in-game, you see that it's exactly the same thing as a Kross, however with only (20/40 = 60 bullets) instead of (35/175 = 210 Bullets). I think giving 1 more clip so 80 bullet for the Belgo would make it just perfect as otherwise I see no reason to use it over the Kross as a secondary weapon unless ur a light body.

- Shotguns: There should be 3 type of shotguns in this game. We already have 1 for the medium body, 1 for the heavy but what about a shotgun for the light body?! The kind of shotgun I would suggest is a sawed off shotgun. It would shoot 2 shells at once then have to reload already so it would be very powerful but it would compensate by having to reload often because of it's 2 shell capacity make it a (hit or miss = kill or die). The light class would be much more fun to play with a shotgun like this because you could get at lethal range much easier than with a medium body but you would still need to be highly skilled because if you miss you have to reload and you die so it would be balanced. I was about to create a thread about it when I seen one that already existed http://www.gamesas.com/index.php?/topic/1198115-shotgun-for-light-body-type/ Edit: As stated by someone else, I didn't write it at first but I totaly agree that the spread on the shotgun is too big. The range is perfect as it's a shotgun not a sniper but it starts being ridiculous when ur target is at only 3-9 feets from you and that most of the shotgun shell still miss him because of the extreme spread so lowering the spread while keeping the same range and other stats would be great too.

- FRKN-3K: I tryed it for the first time when I was lvl19 and yes I know how to aim with a mouse, however I felt it was overall really bad. Yes I know it's not exactly meant to be use at close range but even at medium range it's aweful because of the delay between the burst shots being way too slow. I could deal with it if the gun would do 35dmg per bullet rather than 30 but right now I see no reason to use it with such slow rate of fire and only 30 dmg per hit when there's many automatic AR that deals 30 and above. I never seen anybody use that gun, no wonder why.

- Machine Gun Nest: Did anyone ever found it useful? I don't see the point of building one other than free XP when ur not yet lvl20 because it's so weak, not that fast and mostly so inaccurate even at close range. They were just fine from what I remember in Wolfenstein but anyway, how about just making more powerful and accurate? Doesn't matter if it haves to overheat faster, at least it would be more usefull than not at all and it would be worth taking the risk of being an easy target by standing still.


Gameplay improvements:
- Body Type: I think the reason why Splash Damage didn't make it possible to switch your body type in-game is because a whole team could switch to heavy for example during a defense objective making it unbalanced and also that would be more unrealistic. Yes that is a good thing however seriously... AT LEAST make it possible to change ur body type once the map ends without being forced to disconnect ffs! It's extremly dumb having to disconnect from the server and leave ur friends only because you need to change ur body type for the next map.

- Incapacited Enemies: If possible make it so it kills incapacited enemies faster when you shoot them in the head.

- Interactions: If it's possible it would make life so much better if we could simply HOLD a button and it would start the interaction automaticly whenever possible. I mean if my use key is (F) then holding it would automaticly start planting the HE Charge when I'd get close enough because often for some reasons it doesn't work even if I'm at the right emplacement and I have to spam the key a few time until it starts working so I lose valuable seconds of disarming/hacking/planting...

- Auto-Kick AFK: I didn't thought about it until I played in a 16 player server where we had 1 afk guy for over 3 maps! I couldn't believe it that nothing would kick him and it did a serious handicap having 1 less player to the team. How about making it so by default it automaticly kick any player that is unactive for 3-4min in a row?

- Hacking: I think many people will agree on this one unless the "elite forum lamers" from here. The hacking process is overall really slow. It's just so hard and long to hack and enemy engineers (defenders) can pretty easily and remove the hack box since they usualy spawn much closer to the obj making it extremly hard for the attacking team to hack the objective most of the time unless the defenders are totaly aweful, even after the last patch. Maybe not on all maps but the worst is clearly by far the map (Resort), seriously did you ever see the attackers win the last objective where they have to hack in a room that is RIGHT BESIDE the defenders spawn?! I think attackers win 1/10 at most. I'm now level 20 and haven't seen anybody once win this part. It takes like 5min to barrely reach 20-25% of hack only to have the box removed within about 30sec by enemy engineers who spawn next to it then you start all over at 0% and you're sure to lose. My idea maybe isn't the best but how about having the hack just a little bit faster or make it so the hack box can hack the objective on its own even if no operative is beside but slowly so the operative would still need to get there asap and would only serve as making the process much faster because the box would already hack on it's on... slooowly rather than not at all? At least we'd stand a chance, mostly on that map. Otherwise on Resort the solution is maybe more to put a longer redeployment for the defenders on the last part.


Brink Settings/Options:
- I find it very dumb that I have to ask why because it should be mandatory in every game but these days it starts being more rare because of those damn console ports... anyway what I mean is that it's not normal that we need to download a http://www.rush-zone.com/brink/gaming/brink/brinkconfigv1.5/details.html in order to access all the hidden Brink settings that should had been in the in-game options right on day 1 of the launch.

===============================================

Message to Splash Damage:
- Let me first thank you for this very good game. I've bought more Splash Damage games than any other company's game and was a die hard fan of ETQW however I beg you not to make the same mistakes that turned ETQW into a very few played game because it was only accessible to the elite players, new players would all rage quit and wouldn't feel like taking the time to learn the game in order to start having fun. Another thing that really did not help is the total lack of support from you. No wonder the game quickly died... after all these years since day 1 there haven't been any new content/maps at all and the patch to improve the game stopped very quickly after the game launched so the community felt left alone and only the biggest fans would keep playing but even me I have to say that aftere over 2 years no matter how much you love a game, if there's no improvement "patchs" and new content you end up getting sick of it and bored. What I'm asking/suggesting above in this thread is really not too much asked and shouldn't take you months to do, yet it would GREATLY increase the quality of the game and you know what that means? Yes.. MORE SALE and money for you!

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Kelly John
 
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Post » Wed Jun 15, 2011 3:44 pm

Allot of this I disagree with, Hacking is fine.

Pistols are more for the light class . So there fine and are great as a back-up gun.
Map names are easy to remember, every name relates to the map. Container city (Containers) Aquarium (Fish Place)
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^~LIL B0NE5~^
 
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Post » Wed Jun 15, 2011 4:23 pm

Some good points, others not. I don't agree with the in game body-switching and Hacking
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Sudah mati ini Keparat
 
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Post » Thu Jun 16, 2011 1:06 am

Allot of this I disagree with, Hacking is fine.

Pistols are more for the light class . So there fine and are great as a back-up gun.
Map names are easy to remember, every name relates to the map. Container city (Containers) Aquarium (Fish Place)

- Did you really read what I've said about hacking? Didn't say to make it 10x faster and don't bs me saying that on Resort attackers successfuly hack the last objective more than 50% of the time.
  • http://www.gamesas.com/index.php?/topic/1192157-hack-missions-almost-impossible/
- Light class or not, pistol should really imo have 1 more clip of ammo. Hell even more if you are going to play the light class considering you die faster and can only use pistols are secondary ammo, you need something to defend urself more than for 2 kills cause ur already out of ammo after.
- How about you see the positive side of things rather than just complain for nothing. What does it really makes to you if you don't need a picture beside the map name in order to remember it? Just don't look at it ffs... I'm sure 99% of all the new players will be more than happy to have this and even more experienced players like me who know some maps but not all of them. You named the easiest one but a lot of others aren't that easy to figure out such as Resort to name it again.

Some good points, others not. I don't agree with the in game body-switching and Hacking
I can see for the hacking but why you prefer not for the body type? I'm quite neutral about being able to change during the game as some people during defense objective could all switch to heavy making it a lot harder and it would also be less realistic to switch mid-game but at least let us switch at the end of the round without having to disconnect! If you don't agree on the last part then I don't get it to be honnest :\

Edit: I've edited my first post some more and changed my suggestion for the body type so more people will agree.
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Smokey
 
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Post » Thu Jun 16, 2011 2:40 am

The pistols are a secondary weapon for lights, while SMGs are primary for lights and primary or secondary for mediums. The pistols are designed imo to be used to finish off an already weakened enemy once your primary runs out of ammo. If you want an extra clip, use a soldier with the extra clip ability.

As far as the map vote interface Id recommend just learning the names, there are only 8 and the names correspond quite well to how the map looks.

Grenades in this game are more for crowd control than dmg, if they made them kill incapped players then it would really reduce the ability of medics to revive their squadmates. I think that this is balanced, either finish off with melee or spend the extra ammo to incap at range (always for high lvl ops)

I can see that you spent alot of time putting this together and I am not trying to be dismissive, nice to see players putting in the time to give the devs suggestions (Id also suggest posting these on the SD forums, youd be more likely to reach them)
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Chloe Yarnall
 
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Post » Wed Jun 15, 2011 11:07 pm

That patched hacking to make dehack take longer.
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maria Dwyer
 
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Post » Wed Jun 15, 2011 11:05 pm

One thing I would really like ls:

More accuracy drop when sliding/ wall hopping. It's ridiculous sometimes how fast those small guys can get you when they are sliding and stuff. It's extremely hard to shoot them in the head, while they don't experience any negatives from it. IMO they should lose more accuracy when sliding.
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Nathan Risch
 
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Post » Wed Jun 15, 2011 11:07 am


I can see for the hacking but why you prefer not for the body type? I'm quite neutral about being able to change during the game as some people during defense objective could all switch to heavy making it a lot harder and it would also be less realistic to switch mid-game but at least let us switch at the end of the round without having to disconnect! If you don't agree on the last part then I don't get it to be honnest :\

Edit: I've edited my first post some more and changed my suggestion for the body type so more people will agree.


I agree on the last part
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Mariaa EM.
 
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Post » Wed Jun 15, 2011 11:53 pm

I agree with all, just to a different degree. like for changes body type i think if implemented to be switchable in between matches theyd also need(or at least should, for the hypothetical scenario) to hide if youre defensive or offensive. I think the hacking is fine, it just requires a lot of defensive teamwork guarding the hackbox. The shotgun I sort of agree with, but 100% agreement on pistols. Because those smg rounds go qquick when youre a ligght type. 1 extra pistol clip could really help.
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Andrew Lang
 
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Post » Wed Jun 15, 2011 10:42 pm

On the carb 9, I don't think the damage should be nerfed. If anything, I think they should increase the recoil, add more horizontal.

I'd like to add a bit

I agree with alot of it. Can they tighten the spread a bit on shotguns as well? I haven't used hammer jam yet. Going to see how it is.

And with hacking. I notice the game "pulls" me to the hack box if I walk to far away. No, this isn't me walking to it. If I walk to far away to hide and it pulls me back, at the same speed the game lets you run when you are too far away to buff someone. I'd like to hack at my own pace. twice on resort I tried to walk out of harms way and ended up getting mowed down because it kept pulling me back towards to objective in and in front of the enemy. My friend managed to stay in there for about 10 minutes, holding it down most of the game. But I couldn't take cover with him and he couldn't cover me being in the other room. We ended up not being able to get in hack once we died and we lost the game.
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Rach B
 
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Post » Thu Jun 16, 2011 2:56 am

On the carb 9, I don't think the damage should be nerfed. If anything, I think they should increase the recoil, add more horizontal.

I agree with alot of it. Can they tighten the spread a bit on shotguns as well? I haven't used hammer jam yet. Going to see how it is.
You're right about the Carb-9, lowering it's damage a little bit wouldn't be necessary if they'd up the horizontal recoil.

I didn't say it but yes I also find the spread to be ridiculous on shotguns. They arleady have a weak range which is normal but ffs... when ur at blank range and that ur shooting 3-4 time and it barrely hits ur target because of the ridiculously high spread, it's getting pathetic. Haven't tryed the hammer jam yet but I'd bet it's very similar for the spread if not even worse.

Good idea I'll post this thread on Splash Damage's website as it's unclear which one is the official forum.
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Portions
 
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Post » Thu Jun 16, 2011 2:47 am

Still missing a lot here...

1. Heavy guns are under rated. They aren't even more powerful than the carb or anything. The minigun isn't precise, which should be the case in real life (for example).
2. The Ops needs more abilities.
3. More maps! Make it more fun! :)
4. Custom maps? Is that possible?
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Penny Courture
 
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Post » Wed Jun 15, 2011 3:23 pm

Still missing a lot here...

1. Heavy guns are under rated. They aren't even more powerful than the carb or anything. The minigun isn't precise, which should be the case in real life (for example).
2. The Ops needs more abilities.
3. More maps! Make it more fun! :)
4. Custom maps? Is that possible?

I know there's quite a few things missing but I tryed only writing the essential so the devs if they ever get to read this someday, won't feel overwhelmed by things to fix and if I put/suggest too much things the risk of having more people disagree will just get bigger.

I'll edit the gameplay section, I've found a few more things this after-noon. They are suppose to give us soon a free DLC with at least 2 maps, that's already better than nothing for now if they don't stop doing new content right after.
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Unstoppable Judge
 
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Post » Thu Jun 16, 2011 1:32 am

I think you'd need to list everything here. It could be a great help to those developers. They will pick the necessary suggestions out of it.
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Romy Welsch
 
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Post » Wed Jun 15, 2011 9:09 pm

No the stuff he has here focuses on the main and obvious things. Now that I start to see your point in this.

Also another tip for pistols, I think being able to whip them out really fast would be allot better. In case you run out on the main you can really whip the pistol out and finish them off. In my point of view it is to slow.
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Claudz
 
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Post » Wed Jun 15, 2011 12:33 pm

No the stuff he has here focuses on the main and obvious things. Now that I start to see your point in this.

Also another tip for pistols, I think being able to whip them out really fast would be allot better. In case you run out on the main you can really whip the pistol out and finish them off. In my point of view it is to slow.
How about if you change the attachement to make the equip speed much higher, is it still too slow or only by default? If it's fine with the speed holdster and all attachement that make it faster then it would be fine.

I just started playing with semi-auto pistols and wow they're damn good. It's a shame the in-game stats are completely wrong because the way they are it's like if it tells you pistols are a lot weaker than smg which isn't the case for dmg per bullet. I had to look on Brink Wiki to see the real numbers and that alone change everything so I'll have to reconsider a few things in my thread.

http://brink.wikia.com/wiki/Weapons#Handguns
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мistrєss
 
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Post » Wed Jun 15, 2011 1:52 pm

I would have voted for none of them but I know how to play the game
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noa zarfati
 
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Post » Wed Jun 15, 2011 5:50 pm

I would have voted for none of them but I know how to play the game
Then you also have no clue how to make a good game. I edited the whole thread btw right after ur post, much better now.
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Ice Fire
 
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Post » Thu Jun 16, 2011 2:03 am

Then you also have no clue how to make a good game. I edited the whole thread btw right after ur post, much better now.

Well, if you mean I have no idea how to program/technically create a game, then you would be correct.

The only idea I could side with you on is about speeding up the time between bursts for the FRKN-3K. Everything else really doesn't bother me.

And can't you vote to kick already?
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Manny(BAKE)
 
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Post » Thu Jun 16, 2011 3:39 am

The only idea I could side with you on is about speeding up the time between bursts for the FRKN-3K. Everything else really doesn't bother me.

And can't you vote to kick already?
I think so but not sure if it's possible in every server as it might be disabled in some. Anyway even if possible the problem is that most people just won't bother to vote and you know this already if you've played several games on PC. What's wrong anyway with an auto-kick after 3-4min? It won't hurt anybody. Can only help.
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Unstoppable Judge
 
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Post » Thu Jun 16, 2011 2:37 am

I have no problem with an auto kick. I do know that it svcks when you get called away from your game to help the wife do something (usually kill a spider or some other menial task) only to find yourself back at the start screen. Maybe a better idea would be for them to be moved to the spectator team and have a bot or another player fill the gap.
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Add Me
 
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Post » Wed Jun 15, 2011 11:07 pm

I have no problem with an auto kick. I do know that it svcks when you get called away from your game to help the wife do something (usually kill a spider or some other menial task) only to find yourself back at the start screen. Maybe a better idea would be for them to be moved to the spectator team and have a bot or another player fill the gap.
Haha, funny example. I see what you mean but still shouldn't require 4min to kill a spider. I agree though being moved to spectator if it doesn't waste a slot would be good because it's pointless to be moved to spec if the server remain at 16/16 so no one can join the free slot. No way I want any bot online on PC. That's what ruined UT3 and many other games.
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Tiffany Holmes
 
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Post » Wed Jun 15, 2011 10:18 pm

You can vote to kick under standard settings. I dont think that this can be disabled but I have not tried in any private matches. I havent had any problems with people going afk on the 360 at least (cant say anything about the ps3/PC). Im more concerned with getting more humans into matches than worrying about kicking some out at this point. TBH an afk human is hardly worse than most of the bots (in 8v8 in smaller size matches I could see this being a larger problem). Id rather have an afk player that had to take a 5 min piss come back for the remaining 15 mins of a match then have that slot filled by a bot.
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Jessie Rae Brouillette
 
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Post » Wed Jun 15, 2011 1:11 pm

I only have one thing to add to your statement, in relation to auto-kicking. The afk players should at least have a bot replace them, instead of flat-out kicking them.
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Andrew Lang
 
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Post » Wed Jun 15, 2011 9:56 pm

Agreed on most things here.

As for hacking can it be slow but not dehackable? Like the engineers building the crane on whatever level it is. Have it a bit slower maybe? But yes that last level is too hard to hack because of how easy dehacking is.
Maps need pictures agreed. Its a really easy change, to argue against it is kinda pointless.
Give the weapons number based stats rather than the bars as the bars don't tell the truth.
Decrease the pistol draw speed would be satisfactory in my opinion.
Allow body type changes between matches.

Just some ideas to fix the problems mentioned.
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City Swagga
 
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