What are your main worries for Brink?

Post » Fri May 27, 2011 2:34 am

You hope its not a highly successful game that gets supported by the developers for years?


No i ment i hope they're not gonna make it a zerg fest.
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bimsy
 
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Post » Fri May 27, 2011 5:23 am

You hope its not a highly successful game that gets supported by the developers for years?


TF2 is fun, but it is not great enough for a FPS game.
I would rather in Killzone-2-ish than TF2-ish.
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carley moss
 
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Post » Fri May 27, 2011 3:14 pm

My worry operative spam, too many Light builds runnin around and, non-cooperation
This concern has more to do with people in general, and not so much a fault of the game.
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Danii Brown
 
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Post » Fri May 27, 2011 1:09 pm

I'm also getting the feeling there will be plenty of light operatives from the Resistance running amuck. I would tend to agree on team cooperation, but in any game you will find those who do not wish to play like a team, so I'm not expecting much there.


I understand your concern, but team cooperation isnt always a tactic used by everybody, which is why they have the objective wheel.
Also, about the plenty of light operatives, some tasks can only be completed by one certain class (as shown in videos, it said switch to ___), so it shouldn't be a very big problem.

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

My concerns:

People will not be used the certain type of multiplayer campaign gameplay that Brink has, so they will give it up and play someething else.

The game looks so great right now but will end up dissapointing me, such as Bioshock 2 or Assassins Creed 2. :[
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Rudi Carter
 
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Post » Fri May 27, 2011 4:10 pm

I tend to love running in circles and st00f. If you've got a guy willing to suffer dying to win (I may be wrong since I might have to wait to respawn), then imo you are more likely to win. In my experience, it isn't the lone wolf players that screw the team (by flanking they just make your enemies paranoid and divide their forces), it's the players that hang back and try to get kills that will screw you over. I know in some sports, aggression is bad (I know firsthand from fencing), but in games, the team that puts more mental pressure on the enemy will usually win, often because they confuse the enemy to the point where they don't know which direction the enemy is coming.

This puts a nice lead on fast paced gaming, but screws me if the game is slow.

However, I promise you no matter what I will be a good lightweight soldier (I revoked the Operative idea (I was bad at Spy in TF2 anyway and FF is on for console?)). Kross (Kriss?) SMG maybe, or if i get bored no-scopes close range. Hooah!

I love this game because it takes about the same bullets as CoD4 to kill if I remember right (3-4), so rushers get a huuuuge adv over campers. Three cheers for my high-sensitivity-reaction-to-stimuli/movement paranoia! it pays off.
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Ben sutton
 
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Post » Fri May 27, 2011 6:41 am

My main worry?

I'm excited about playing the game but the last time I played MP FPSs all that much was in 2000 or 2001 so chances are I'm really going to svck when it comes to competition :D


You can play on my team and run around healing me...or giving me ammo if you prefer.
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Laura Elizabeth
 
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Post » Fri May 27, 2011 3:51 pm

I understand your concern, but team cooperation isnt always a tactic used by everybody, which is why they have the objective wheel.
Also, about the plenty of light operatives, some tasks can only be completed by one certain class (as shown in videos, it said switch to ___), so it shouldn't be a very big problem.

yeah, but we all know that players are stubborn and lone wolves. Just because your team needs a certain class, doesn't mean people are going to jump on it, like all the useless Recon players in Bad Company 2. Even the approach Brink is taking, by "bribing" them with XP, won't be enough for some players.

Sadly, these 'one class all the time players,' usually aren't even that good at the class they play.
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Rudi Carter
 
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Post » Fri May 27, 2011 4:32 pm

My main concerns are:

* Speed / Flexibilty in Movement
- I know a lot of the videos that have been released, are Pre Alpha. However from what Ive seen its a touch slow, Im hoping its slightly faster on release. SMART definitely looks cool though.

* Spam - 8v8 in smallish maps with no weapon restrictions, means potentially you could have very spammy games. An early competition mod from the community would be nice. Something similar out of the box would be even better.

* Consolitis - While I understand the need to produce games for multiple platforms, one of my biggest concerns is whether Brink will feel like it was made specifically for the PC. I'll just leave it at that.

* Tried and true vs Innovation - Im hoping theres a good balance b/w gameplay mechanics that have been used in other SD games, a good sense of familiarity and something that feels like a new experience at the same time.

Having said all that - im quite excited about the game, and Im looking forward to more info.

HINT: more info on abilities and weapons thanks ;)
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Kirsty Collins
 
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Post » Fri May 27, 2011 7:36 am

yeah, but we all know that players are stubborn and lone wolves. Just because your team needs a certain class, doesn't mean people are going to jump on it, like all the useless Recon players in Bad Company 2. Even the approach Brink is taking, by "bribing" them with XP, won't be enough for some players.

Sadly, these 'one class all the time players,' usually aren't even that good at the class they play.


I know what you mean. I'm hoping that people see that if the team needs a certain class, that somebody switches. I'm really hoping that people in Brink are smart enough to recognie if they need something, or I will with (if they buy it) my friends.

Sidenote:
For you it's Recon? It changes in pretty much every one of my games in BFBC2. First it's Recon, but no, game 2 has to be all freakin' Medics, and game 3 has to be every damn Engineer running around with thier rockets. Also, not having to do entirely with people, but all of those freakin XM8s.
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Star Dunkels Macmillan
 
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Post » Fri May 27, 2011 12:16 pm

Sidenote:
For you it's Recon? It changes in pretty much every one of my games in BFBC2. First it's Recon, but no, game 2 has to be all freakin' Medics, and game 3 has to be every damn Engineer running around with thier rockets. Also, not having to do entirely with people, but all of those freakin XM8s.


Never really played the game, but I've seen random videos (the game wasn't that appealing).

http://www.youtube.com/watch?v=0p4fkH9qC4M ~1:48

Apparently the snipers get bad.

It came to mind when I heard it.
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Pat RiMsey
 
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Post » Fri May 27, 2011 5:00 am

People screaming in agony because I found my niche in the multiplayer faster than they did. Bickering. Games with little to no communication. People taking it waaay too seriously. So, the general worries. I'm sure it will be fun.
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Paula Ramos
 
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Post » Fri May 27, 2011 6:43 am

I just hope the gameplay is as smooth as it looks.
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Angel Torres
 
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Post » Fri May 27, 2011 12:48 pm

I worry that the SMART system might be overused. It looks like a great system but having no choice but to use it every 30 seconds or so would become quite an annoyance.
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Nicholas
 
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Post » Fri May 27, 2011 10:07 am

I just hope the gameplay is as smooth as it looks.


http://www.brinkthegame.com/features/freedom/

Looks pretty smooth. As for bugs, that may be a whole 'nother story, but they should be fixed in time. As far as I am concerned, it will be like GoW, you might do something accidentally, but otherwise it should be fine (more or less).

Regardless, the system is 83457 (Beast), the only thing that is unusual is the up-down camera movement while moving, which is realistic (and nice, though it might make it harder than it already is to spot movement while running).


Also, the SMART system is a main feature. It won't be overused per se, because it basically removes the limitations previous shooters had. Enemies that constantly slide might get annoying but aside from that, using manual control is always better.
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Catherine Harte
 
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Post » Fri May 27, 2011 2:25 pm

Im worried that the story will either end too quickly or have no replay ability. I hate it when the game is good then you finish and try to replay, but your doing the same thing over and over. If they can keep things fresh so I don't get bored of it easily then it should be a good game.
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Julie Serebrekoff
 
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Post » Fri May 27, 2011 5:34 pm

spawn killing

+1
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Marilú
 
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Post » Fri May 27, 2011 9:22 am

My main concerns are:

* Speed / Flexibilty in Movement
- I know a lot of the videos that have been released, are Pre Alpha. However from what Ive seen its a touch slow, Im hoping its slightly faster on release. SMART definitely looks cool though.

* Spam - 8v8 in smallish maps with no weapon restrictions, means potentially you could have very spammy games. An early competition mod from the community would be nice. Something similar out of the box would be even better.

* Consolitis - While I understand the need to produce games for multiple platforms, one of my biggest concerns is whether Brink will feel like it was made specifically for the PC. I'll just leave it at that.
* Tried and true vs Innovation - Im hoping theres a good balance b/w gameplay mechanics that have been used in other SD games, a good sense of familiarity and something that feels like a new experience at the same time.

Having said all that - im quite excited about the game, and Im looking forward to more info.

HINT: more info on abilities and weapons thanks ;)



I believe they are developing it on each system seperately.
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FITTAS
 
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Post » Fri May 27, 2011 1:16 pm

I believe they are developing it on each system seperately.


I think he knows that, but even if it is made independently,it could still look and feel like a console game. A lot of people from the SD forums take what they say about the game with a grain of salt.
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carla
 
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Post » Fri May 27, 2011 5:33 pm

I believe they are developing it on each system seperately.


Yeh im aware they are being developed separately, however its also been said that they will be identical.
Hence my comment :)
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Alexx Peace
 
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Post » Fri May 27, 2011 7:57 am

not if they are bribed with Xp
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aisha jamil
 
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Post » Fri May 27, 2011 4:36 pm

terrible, simply terrible.
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Red Sauce
 
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Post » Fri May 27, 2011 9:46 am

They're all being developed at the same time. Splash Damage is definitely accounting for the PC crowd in terms of mouse/keyboard controls. Keep in mind that that the Enemy Territory games are pretty popular on PC :)

The controls for PC are being optimized for being able to play with mouse/keyboard. Likewise, they're optimizing

Im worried that the story will either end too quickly or have no replay ability. I hate it when the game is good then you finish and try to replay, but your doing the same thing over and over. If they can keep things fresh so I don't get bored of it easily then it should be a good game.


Right off the bat, you've got the ability to play through as Resistance or Security...not to mention different player types, the roles you play as you play through each time, and the objectives you can choose to help with.
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emma sweeney
 
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Post » Fri May 27, 2011 12:50 pm

My main worries branch off of other games I've played and hope will not show up in this game:

Object Clipping: Ok, Ok, I know the SMART system will help with movement but I've been impressed with promises of fluid movement before. It's come a long way. However, SMART only applies when the button is pressed. I don't think I'll be sprinting 100% of the time and therefore do not feel like I can rely on SMART all the time. Also, SMART seems to focus on fluid movement over things that are meant to be vaulted/wall hopped/slid under, not the little nook that sticks out of the wall just enough to stop you in your tracks. Small objects also bug me. A pile of trash or rubble may be nice to look at, but if you can't even step over an object ankle high, the value tends to plummet. I say "If it's shin high, I should be able to step over it without a prompt, even if it slows me down".

Explosive Spams: This is a popular one. I understand they're powerful. I understand they can tear flesh to pieces. What I do not understand is why recent games have been taking them so far. Instant explosive deaths should be a rare occurrence, reserved for direct hits or larger explosive packs. You want to keep the powerful feel? Stumble the player and make him/her disoriented. This way, they can live if it happened to be a random grenade or become helpless to a nearby enemy. Also, due to their power, keep them rare. You want more? There's a class with the job of resupplying you. Give him some work. I will say this: Hope fluttered the moment I saw the grenade launcher with a fuse instead of explosive impact.

Abandonment: I would hate to see this game left out in the cold. I've seen perfectly good games lose any hope of becoming great because their developers gave up and moved on. I'm totally for developers moving to greener pastures but if they don't come back every once in a while, at least leave us with some tools to work with on our own. I don't usually finish mods/maps myself but I always jump for joy when the community continues the fun. All of this does not mean I do not believe Brink will be awesome, I do, I'm just saying.

Lame "Stealth" Mechanic: Let me start off by saying, I LOVE stealth games. Any FPS that state's some kind of attempt at Stealth, even if not formally stated as such, is on my list for a try at least. Unfortunately, I've found most games that do not focus on the stealth 100% tend to fail all together. Also, stealth never seems to work well with multiplay unless, once again, its focused on 100%. TF2 was close and AVP was closer with their invisible aspects, however, general lag over the internet could lead to unexplained 'spottings'. If Brink can come through on their Operatives class and its ability to "hide in the shadows", I will be awestruck. If the Operative's "stealth" angle is restricted to exclusive access to certain areas, thats ok. I just hope I won't be running around for no good reason, going to places anyone can go, and losing any additional tactical advantage other then the speed. Maybe future gameplay trailers on the Operative in particular can help me understand exactly how they will work.

Next are just general worries that I have for every game:

Story: Story is a very important element to me. I can grind through anything if I'm rewarded with a captivating story. This does mean that the story needs to be good from beginning to end. Nothing is more disappointing then forcing your way through a dull game on the rails of a good story only to crash in the end.

Characters: This falls slightly under story but I find I can live with a dull story if I love the characters enough. Final Fantasy X is a prime example. The story was a little stretched but I will never forget the characters.

Repetitive: Occasionally, I will grind. Occasionally, I may even find it enjoyable. In general, though, I find constant change to be the most exciting.

System Requirements: I understand: a good looking or complicated game will require a good running system. I do hate it, however, when a game requires much more then one would expect. I actually found I could play Crysis with moderate settings but could not play Oblivion without constant issues. Sure, my system may not have been exactly what it wanted, but a little flexibility would have been nice (BTW: I can play Oblivion now and its a wonderful game Bethesda. Thanks). My favorite engine has to be Valve's Source Engine. I've never found a system problem with them. I don't know why exactly, I just wish it was a more common thing.

I'm sorry for such a long post but I felt it all fit in this topic so well and I shouldn't make a new one thats the exact same. BTW: Everything above is based off of what I've found out about Brink so far. Issues will continue to develop, or fall away all together as I learn more. I am also aware that SD can only do so much in the little time they have left. Therefore, I know everything here cannot be addressed. I just hope that they are listening at the very least and if an opportunity to test Brink is ever presented, count me in.

I'll turn it inside out.
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Steve Fallon
 
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Post » Fri May 27, 2011 11:43 am


Lame "Stealth" Mechanic: Let me start off by saying, I LOVE stealth games. Any FPS that state's some kind of attempt at Stealth, even if not formally stated as such, is on my list for a try at least. Unfortunately, I've found most games that do not focus on the stealth 100% tend to fail all together. Also, stealth never seems to work well with multiplay unless, once again, its focused on 100%. TF2 was close and AVP was closer with their invisible aspects, however, general lag over the internet could lead to unexplained 'spottings'. If Brink can come through on their Operatives class and its ability to "hide in the shadows", I will be awestruck. If the Operative's "stealth" angle is restricted to exclusive access to certain areas, thats ok. I just hope I won't be running around for no good reason, going to places anyone can go, and losing any additional tactical advantage other then the speed. Maybe future gameplay trailers on the Operative in particular can help me understand exactly how they will work.



Yeah I wish operative had some tactical adv aside from abilities. There is definitely no speed boost or area unlock that isn't controlled by body type, so if you go stealth, try med/light before heavy.

On to the part I am worried about...

I hope the game has friendly fire (default on for consoles), because otherwise players will just spy-check, regardless of experience deductions per bullet etc. Serious gamers in particular will abuse the fact that you cannot teamkill because if the game goes MLG, experience doesn't matter, winning does.

Also, I hope changing into a disguise takes a while (five seconds or more, that way it incentivises smart playing, not just boosting for the 200xp, which would cause ppl to stack operative just for the fast xp, screwing the team as a whole). Next, I hope the operative's ability to spot other disguised operatives takes a lot of distribution points, because otherwise everyone is going to use it for the free kills, defense, etc. You really cannot have one of the previous suggestions without the other though, otherwise it makes the operative's ability to disguise either underpowered or overpowered.

I would prefer a hardcoe approach to stealth, ie you look like an enemy to teammates (thus teammates attack you), but your enemies--most likely--won't (FF is on) without provocation or odd behavior (even different footstep volumes per body type, ie heavy=thunk while walking, light=almost no sound, even when running, so if you pick the wrong body type--statistically a 2/3 chance--you can be found out by a player that pays attention to detail), that way you have to avoid being obvious while avoiding being killed by your teammates on the frontlines. It would make MLG impressive to say the least, seeing as spy is interesting in competitive TF2 already. Since interrogation's radar reveals spies, I don't think FF and no operative ability for finding enemy operatives would end up making spies that OP (granted you might need to add footstep distinction as well, just to give the cautious player the adv 2/3 of the time). You never know, maybe the spy will forget which team he is on and start shooting his teammates. XD

Really, when it comes down to it, you have to "focus on the stealth 100%" Any way SD does it, I'll probably be happy since I won't play operative that often: operative will be overplayed, seeing as so many people consider themselves ninjas/spies/assassins/whatever-they-want-to-call-it.
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josie treuberg
 
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Post » Fri May 27, 2011 12:04 pm

well mostly the online feature is goin to worrie me. im goin to hate if this is another call of duty were people camp.... or worst your bullets dont register.... i hope they dont f up the coding.. but so far what i seen the game looks great and im goin to buy for sure.
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I love YOu
 
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