(PC) UnOFFICIAL** 5 things BRINK needs to be successful

Post » Sun May 29, 2011 9:13 am

This is pertaining to the PC version only (although some of it will also be helpful on console)*

This is a list of the 5 most important things BRINK needs to be successful and have a thriving community for years to come. This is going to be kept short and simple, no bs, no preaching and no opinions... just the facts. Keep this thread on the top page so SD can address these concerns.


1. Technical Issues (menus lagging, general game performance, ati issues etc. anything and everything tech related) - This is the most important since most people are not running the game perfectly so it's hard to play and accurately judge the game in its current state. Once the tech issues are fixed then SD can focus their staff on the actual game, but it needs to be fully functional first so it can be played as intended. Added PC customization settings are always a plus too. At least they added a console! :)

2. Mod Tools - This is HUGE for the PC community. Any game that has mod tools will have a bigger community and have a much longer life span (PC players already know the details about mod tools, so there is no need for me to explain)

3. Maps - The maps are unbalanced and do not make use of the smart system for light weights. Container City has a few cool paths for the lights but most maps do not have many "light only" paths. Many of the maps are too reliant on engineers and have too many objectives for them to do. Soldier and Operative do not have many "map objectives", the classes should all have an equal role on map objectives. Map balancing and class importance are subject to change based on experiences as the game develops but regardless the maps always need to be balanced for each team. More maps need to be added too.

4. Gameplay Balancing - Ability, character weight and gun balancing are all extremely important to maintain. Again, this is subject to change but there are clearly a few guns and ability's that are not as good as others. Heavy weights do not have enough health to warrant their slow speed and light weights do not have enough benefits from the map designs. Rifles do not have much longer range then SMG's and are not much stronger than them. Snipers, Shotguns, Machine Guns and Pistols all seem pretty balanced so far. The engineer shouldn't have the weapon buff, the soldier should. Aside from the engineer being the most important class on most of the maps, everything else in the game only needs a little balancing, there isn't anything that's totally overpowered, which is good.

5. Support - Splash Damage needs to continue to listen to the community and support BRINK if they expect the community to survive and get bigger. They need to continue to release patches, updates and fixes until the game is perfectly smooth. It's a good game as it stands, but it feels more like a good BETA than a final game. If they try to start releasing 15 dollar DLC packs, then it will totally kill the community. Eventually they need to add more guns, abilities and maps to give the game more longevity but that isn't a pressing matter at the moment.

** Game Modes - This isn't' a necessary topic because it is a matter of opinion, but added game modes are definitely something that should be considered for the future. As it stands, BRINK has escort, bomb planting, and item capture mechanics but the maps dictate the objectives. I know Splash Damage wanted to stay away from the typical Cookie-Cutter type game modes in fps games but some of them would work well with BRINK's core mechanics and SMART system, like capture the flag for instance. More conventional game modes will open up BRINK to a larger audience and give people more variety which is always a good thing. This is an evolving topic with BRINK and will always be debated but it's something that shouldn't be overlooked.

(All information regarding balancing concerns were gathered from players who have played BRINK for at least 20 hours or more)
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Adam Baumgartner
 
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Post » Sun May 29, 2011 9:54 pm

One thing you should add under class balance is making them more diverse. Which they did good but not 100% this is in regards to weapons and appearance. It would be neat if they have class exclusive clothes (hard to implement I know) and body/class exclusive weaponry. It is already their for heavy body types but it would be neat if medium and lights have their own exclusive weapons and same goes with the classes making them more unique.

Although asking all of that is too much at least give the lights exclusive weaponry to fit the theme of "light, practical, and funtional". This would make them more appealing as is I feel like I'm the only person who plays light.
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Tiff Clark
 
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Post » Sun May 29, 2011 10:19 am

Yes, medics should not have heavy machine guns.
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Toby Green
 
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Post » Sun May 29, 2011 6:53 am

I would add:

Prone
Filters that save so you don't have to keep entering them
No more console noob lock on objectives when building/repairing etc.
Gun emplacements need a slight accuracy buff
Total overhaul on the turrets (was no one from quake wars involved in the programing for the turrets....?)
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keri seymour
 
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Post » Sun May 29, 2011 11:38 am

Global chat box at end of the game for GG's GJ teams etc.

Symbol in the corner or on hud that shows your side at all times, especially at the beginning of the map so you can change to the needed class.

A more fluid system to join games with friends other than shift tab, click on friend, click join, click ok, shift tab, click join again, etc (are you kidding me did no one at splash damage even play test this on a PC?)
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Mizz.Jayy
 
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Post » Sun May 29, 2011 12:35 pm

I would add:

Prone

Are you mad ? That would totally ruin the speed and intensity of firefights !
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Rob Davidson
 
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Post » Sun May 29, 2011 11:10 am

Are you mad ? That would totally ruin the speed and intensity of firefights !


agreed, not to mention this isn't a tactical shooter.
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Kara Payne
 
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