GameFAQs PS3 issues report.

Post » Fri May 27, 2011 10:39 pm

I'm sort of the representative of the GameFAQs Brink PS3 board, and looking at the collected issues, they mostly seem bot related. Because of PSN being initially down and some issues getting human players in online matches, I suppose we're just very familiar with the bots.

Flashbangs don't work on bots. The 30 points per hit pops, but it doesn't seem to affect their shooting ability.

Bots seem to have issues with glass walls. Sometimes they seem vaguely aware a player is 8 feet away, but rarely react to the player on the other side of a short glass wall.

Engineers can give soldiers with the Kevlar passive Kevlar. Soldiers with Kevlar passive have no buff icon. Soldiers with AP Ammo passive have no AP Ammo indicator. Not sure if Kevlar/AP spark/sound effects are subtle, or if they're not in the game to begin with.

Enemy bots Aimbot too much, which is very obvious on a console. They seem to Aimbot(instant lock-on and headshot OHKO) most often when 'surprised', such as Operatives dropping disguise and all enemy bots immediately 180 and headshot... Also very obvious when the player has snuck behind the bots and bots suddenly swivel their torsos 180 and get a OHKO headshot. In a head-on fight, bots seem to spray and strafe more. When the player is killed by bots, the hit indicator is often instant and the sound effect is a solid THOOM like a shotgun, even when the Obituary reports an SMG death, which makes the Aimbot issue seem all the cheaper.

Also I've seen the bots outright cheat. I and a medic bot got killed three times by a light bot in close quarters, instantly each time, and surprisingly enough, the Obituary counter showed the cheater was actually using the Mossington. Specifically it was the Light Resistance bot in Container City with the Yellow spike-mohawk helmet and graffiti/dirty clothing is it helps track him down.

There is 'lag' in the offline Solo gameplay, plus allied bots look like they're glitchy as if iron-sighting three times a second while running, particularly when the player is dead and viewing other players.

Friendly AI seem very incompetent even when they do get near the objective. They seem to often be distracted by command posts, butterflies and writing in their diaries, and if friendly bots do get involved in an on-screen firefight, they fire a wild burst and then die. Just to be clear on this, we just want the bots, both friendly and enemy, to feel like playing with and against competent online players. We don't want it to seem like we have to solo a clan team with hacked aimbot aim. The single player is online with bots, make the bots seem like online players, but without the simulated lag.

Two improvements for friendly AI:

- Ally Medic Bots are morons. The moment the player goes down, every medic bot seems to forget about anything except throwing the player a revive syringe. Good idea on paper to keep the player in the game, horrible in practice. Heroic sacrifice to occupy the enemy team so a bot can deliver the datakey at the Terminal? Utter panic and frustration at realizing that bot was a Medic and decided to run 60m back through the enemy to revive the player. Also when reviving in a firefight, have the bots take a bit more evasive action and throw out the syringe faster instead of dying with their backs to the enemy while the player watches.

- Make Ally bots aware of the player's line of fire. At the moment bots seem to love parking in front of the player, often with their backs to the enemy...

Matchmaking is needlessly difficult. Some suggestions for that:

- Friends sorting should be (playing Brink) - (online) - (offline), which is how the XMB friends list and most PS3 games sort the list.

- There should be some indication of what type of game and settings a friend is playing, even if it uses a separate 'details' option instead of just blindly joining and finding out by guessing while playing.

- Some sort of clan/group support would be nice. A lot of PS3 gamers are coming from MAG and other PS3 shooters where clans are formed in game and have three-letter tags. Grouping might be tricky to implement in this game, in MAG a group can stick together and enter different match types together while keeping VOIP, in Brink could at least let the group keep VOIP and be able to see if a member joins a match so they can join in. Not sure if Brink can handle grouping, but clan support would help a lot for getting players together.

- Some sort of connection diagnosis might be helpful. Not only could it give the players some idea if they would make good hosts or bog a game down with a bad connection, but the server having the ping, upstream, and internet location on hand might speed match making.

Finally some form of Netvar update tracking would be nice. Around May 14 the bots stopped waiting so much before helping with the objectives, then around the 19th seem to have become a bit lazier in a fight. Also on the 14th Silenced Gun damage was apparently nerfed to be weaker. Honestly all this guessing if and what was changed by Netvar updates is kind of annoying. The developer diaries said there would be a change log for the Netvar updates, so where is it?
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x a million...
 
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Post » Sat May 28, 2011 2:19 am

Good stuff getting this all down.
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Isabel Ruiz
 
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Post » Fri May 27, 2011 2:35 pm

Thanks Pangolin, although it still feels like I'm forgetting some things.

Oh yeah, bots can stop on a mine, do players get some sort of indication they've stepped on a mine? If not, might I suggest three dots near the aiming reticle like the landmine symbol as warning so maybe players can stop in time?

Ah that reminds me. Player Operatives mark mines, but it seems like ally bots will go out of their way to run over a marked landmine. How about tweaking ally bot AI to do more landmine avoiding and defusing so it doesn't feel like the Operative is just spotting mines to farm points?

Finally, a tutorial type suggestion. How about taking an existing stage and making an educational obstacle course? Put red blue and yellow graffiti on an existing stage(or make a simple one) that shows what the different paths the different body types could take, plus illustrate the Parkour moves the Medium and Lights can do, such as Light Wall-hopping and the turn around jump. Say the Aquarium Shark Lobby 2nd floor, a bit of yellow paint on the railing, on the wall where the wall run/jump goes and then yellow paint where the light should land opposite, plus a poster saying clearly "Lights can jump here, wall run there and make it across quickly. Here's how to Wall Run."

A target range with targets at measured distances plus a command post to swap weapons at would also be nice. Ideally it would allow attachment swapping as a special case, but just having known targets would be nice so players can test their weapons and see what feels best. Aquarium Security initial spawn might work for that. Some point displays for a feel of damage caused to the targets would also be nice. An alternative is the Metal Gear Solid 4 version of the weapon testing range, which was a separate mode and even looks like Brink's weapon selection screen.
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adam holden
 
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