A compiled list of concerns

Post » Sun Apr 11, 2010 2:35 pm

I have searched through these forums...a lot. I've come across a lot of pieces of information, but I want to get everything into a set post. Maybe this will stay up so we can clean up all these issues.

These are the things that will be complete gamebreakers for me, as in if I even catch wind of it I'm avoiding (I take a big risk buying FPS games because I don't like 90% of them)

-Bunnyhopping
-"K-Walking" (exploiting some glitch or spam a button to move faster)
-"Sniper" mass (I already know there are no one shot kill snipers, but it still can happen)
-Freak Dancing (Spamming left and right keys to dodge bullets, it's like you're on ice or something)
-Mass camping (particularly spawn camping)
-Funneling (Choke points with no way around for anyone)
-Pea shooters (I'm not talking one shot kill, but WAY less than BF2 or TF2)
-Source movement (basically, if it feels like a CSS when walking)
-Penalty for leaving a match
-Noob-tubing (Grenade spam, sticky camping, mass explosives basically)
-Bunnyhopping (This is the big one, the ultimate turn off, I will never play a game that has bunnyhopping in it)
-Fairy jumps (Tap space bar for instant leap, looks like you're floating instead of having to coil your muscles to jump)

I'm not sure if I can edit after a long term, but any civilized answers would be nice. I've never found an FPS game I liked but Brink really looks like I could enjoy the light build Spy type gameplay.
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Skivs
 
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Post » Sun Apr 11, 2010 6:20 pm

Many elements of Brink were designed specifically to prevent the issues you have listed, ill go through the ones I can think of. No one can say for sure if any of it will actually work, but Brink has a massive amount of beta testing to back it, much more than most games.

In your face combat is the goal of the game, the maps themselves are organized to prevent people from shooting from across the map.

Objective based play means that some camping is to be expected, as once you get to the goal the main idea is to defend it. But it also means that you cant have one team pick a spot and sit there for the whole game, there are things to be done, or else you lose.

Choke points should be limited by smart. Heavies may be forced to push through a handful of paths, but its not so easy to camp when you have Light and Medium players flanking you at every opportunity.

There are no Persistant stats, so penalties are basically a mute point.

The only explosives in the game are grenades and grenade launchers, and throwing grenades are on a cooldown, rather than having limited ammo. They also dont have the ability to kill you in one hit, although getting knocked down sounds like it might become troublesome.

The weapons are all being balanced extensively, I'm not sure exactly how hard it is to kill people, but I would expect the ratios between the weapons to be fair at the very least.

The movement started development somewhere around 3 years ago, with 5-6 stages of prototyping just to work out the kinks, and countless hours spent searching for bugs. They even did a filming tour with Daniel Ilabaca (one of the best traceurs in the world) to get some nice footage to base the movement off of, so its quite realistic in appearance. Whether or not someone can use one of the movement exploits you listed, or find a new one, I cant be sure, but I personally don't expect to see much, if any of it. Momentum is a key part of the realistic movement in Brink, so I can almost guarantee that things like bunny hopping wont be effective, as bunny hopping is caused by improper momentum.

I'm not saying that Brink will be perfect, they just seem to be trying a lot harder than other games.

Edit: You didn't mention spawn camping, but ill just tell you anyway that this is prevented through the use of invincible turrets at each spawn. And in order to prevent players from wandering into them and dying for no reason, the commander will give you warnings once you get close.
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Kayleigh Williams
 
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Post » Sun Apr 11, 2010 9:06 pm

Sorry, but you dislike: "Dancing" and bunnyhopping. (I only dislike the latter). So in your opinion, you should just stop moving in a firefight or dropshot (which is cheaper than "dancing" IMO).

Shadowcat is right when he says that SD put a lot of effort to make sure that most of these things won't happen (Flank routes, Noobtubing almost non existent, SMART movement, ...)
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Oscar Vazquez
 
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Post » Sun Apr 11, 2010 4:10 pm

Sorry, but you dislike: "Dancing" and bunnyhopping. (I only dislike the latter). So in your opinion, you should just stop moving in a firefight or dropshot (which is cheaper than "dancing" IMO).

Shadowcat is right when he says that SD put a lot of effort to make sure that most of these things won't happen (Flank routes, Noobtubing almost non existent, SMART movement, ...)

Dancing is different than dodging. Dancing usually implies that you hit left and right repeatedly in order to shift slightly left and right due to the fact that your character instantly switches directions in some games. In games where characters aren't standing up straight, it means your head can move a fair distance back and forth, making it almost impossible to hit.
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Maeva
 
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Post » Sun Apr 11, 2010 9:46 pm

Splash has made an explicit effort to avoid all of the problems you've outlined. And I don't see how it could have "source movement," considering its run off of the Id engine... ;p
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matt
 
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Post » Sun Apr 11, 2010 2:25 pm

Dancing is different than dodging. Dancing usually implies that you hit left and right repeatedly in order to shift slightly left and right due to the fact that your character instantly switches directions in some games. In games where characters aren't standing up straight, it means your head can move a fair distance back and forth, making it almost impossible to hit.

Ah, like that. Don't know, but strafing left and right seems to be the best way to fight in a straight up 1 on 1. Or circle strafe.
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Jhenna lee Lizama
 
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Post » Sun Apr 11, 2010 12:24 pm

I think spawn-[censored] will be the only issue to be expected. At least the first Spawns in Container City were really inviting to do so.
And Shotguns do kill in two hits at ~3m distance, it seems. But they have to, if they are meant be balanced.


Basicly everything else you mention is connected to the way movement works. Also everything you mentioned does mainly work with Source-games, as the Source-engine has a really simple (direct) translation from command into action.
The gameplay-footage of BRINK however shows, that movement in BRINK is rather natural and thus very slow (or sedate), compared to Source-games.

Instead of drop-shots, I guess we'll see slide-shots in BRINK, btw. But these are wanted by the devs and do require more skill. Shotgun-slide towards awesome!!!
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Cody Banks
 
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Post » Sun Apr 11, 2010 8:53 am

Dancing is different than dodging. Dancing usually implies that you hit left and right repeatedly in order to shift slightly left and right due to the fact that your character instantly switches directions in some games. In games where characters aren't standing up straight, it means your head can move a fair distance back and forth, making it almost impossible to hit.


Right, which basically takes the whole idea of taking cover useless, which hurts the teamwork factor. Oh, and the heavy amount of implying on the Source Engine is mainly because that's what I want to avoid.

It's nice to know these answers, I'll be pre-ordering now, thanks.

Basicly everything else you mention is connected to the way movement works. Also everything you mentioned does mainly work with Source-games, as the Source-engine has a really simple (direct) translation from command into action.
The gameplay-footage of BRINK however shows, that movement in BRINK is rather natural and thus very slow (or sedate), compared to Source-games.

Instead of drop-shots, I guess we'll see slide-shots in BRINK, btw. But these are wanted by the devs and do require more skill. Shotgun-slide towards awesome!!!


That actually sounds pretty fun.
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Becky Palmer
 
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Post » Sun Apr 11, 2010 10:08 pm

You probably already have read it, but here's the link to HORSE's compendium, lots of useful info in there for those new to the board.
http://www.gamesas.com/index.php?/topic/1102014-brink-info-compendium-v2/
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Jessie Rae Brouillette
 
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Post » Sun Apr 11, 2010 12:03 pm

.....
Instead of drop-shots, I guess we'll see slide-shots in BRINK, btw. But these are wanted by the devs and do require more skill. Shotgun-slide towards awesome!!!


I think slide shots will happen, but I'm looking forward to it!
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Lalla Vu
 
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Post » Sun Apr 11, 2010 1:32 pm

Ah, like that. Don't know, but strafing left and right seems to be the best way to fight in a straight up 1 on 1. Or circle strafe.

That would be strafe dodging, where you actually run one direction and then the other. Dancing is just tapping left and right as fast as you can, and barely move from the spot you're standing.

I think spawn-[censored] will be the only issue to be expected. At least the first Spawns in Container City were really inviting to do so.

The giant, impossible-to-kill turrets at both spawns are less inviting, however.
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Luis Longoria
 
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Post » Sun Apr 11, 2010 7:47 pm

They probably aren't. But I haven't seen or heard them yet.
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Leah
 
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Post » Sun Apr 11, 2010 3:43 pm

They probably aren't. But I haven't seen or heard them yet.

I heard that at one of the Expos, with the version they were playing it was still possible to spawn camp, but whenever it happened, the devs would be quick to point out that they improved the turrets, but it was recent enough that it didn't make it into the demo. So it seems like its something they are being careful about, and paying attention to.
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Valerie Marie
 
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Post » Sun Apr 11, 2010 11:14 am

I wonder how this is going to work then. Because the first Resistance-Spawn in Container City has one of two exits right into the way of that bot the Security have to guard.
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Dagan Wilkin
 
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Post » Mon Apr 12, 2010 12:33 am

I wonder how this is going to work then. Because the first Resistance-Spawn in Container City has one of two exits right into the way of that bot the Security have to guard.

Have the turret near the back, so its only able to shoot security if they come into the spawn?
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Céline Rémy
 
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Post » Sun Apr 11, 2010 3:35 pm

Have the turret near the back, so its only able to shoot security if they come into the spawn?

Spawns will probably be in a small corridor just a little away from the battlefield. I guess these routes won't be used except for returning to the battlefield.
One exception: If you have to capture a spawn by standing near it.
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Antonio Gigliotta
 
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Post » Sun Apr 11, 2010 7:10 pm

In any case, the few moments of invulnerability a player has would at least allow someone to gain their bearings and fire back, instead of being killed before they know who or what got them.
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Christine
 
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Post » Sun Apr 11, 2010 11:58 am

In any case, the few moments of invulnerability a player has would at least allow someone to gain their bearings and fire back, instead of being killed before they know who or what got them.

Ofcourse, I think you'll be invulnerable for 5-10 seconds or something. That looks like a reasonable amount. Maybe increasing invulnerability time when you get killed in a short span of times, multiple times in a row.
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Erika Ellsworth
 
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Post » Sun Apr 11, 2010 12:09 pm

honestly I'm hesitant about the invincible spawn turrets. Blacklight Tango Down used a similar spawn system and all players had to do was camp just outside turret range and the people spawning would have no chance once they stepped out of spawn.
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Sophh
 
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Post » Sun Apr 11, 2010 12:56 pm

The difference is that smart will probably allow you to exit your spawn in multiple ways, its not like you can cover one corridor and prevent people from leaving their spawn.
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Kyra
 
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Post » Sun Apr 11, 2010 3:54 pm

Smart really is a game changer. Spawn camping will never be the same again. As in nonexistent.
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Adam Porter
 
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Post » Sun Apr 11, 2010 2:17 pm

My biggest concern is variety in gameplay. Even tho there are multiple objectives it's still limited down to those objectives on a specific map.
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Tracey Duncan
 
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Post » Sun Apr 11, 2010 9:39 am

My biggest concern is variety in gameplay. Even tho there are multiple objectives it's still limited down to those objectives on a specific map.


You can simplify any game down to repetitive objectives. Halo is "shoot people, blow up vehicles." Call of Duty is "shoot people, go to this point."
Any multiplayer game can be seen as repetitive by the player. At least Brink gives variety in multiple objectives that is based on teamwork, instead of getting a good K/D ratio like in CoD.
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Project
 
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Post » Sun Apr 11, 2010 11:52 am

My biggest concern is variety in gameplay. Even tho there are multiple objectives it's still limited down to those objectives on a specific map.

And if you get bored, you can still change class to change your personal objectives.
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Maeva
 
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Post » Sun Apr 11, 2010 10:31 pm

I also don't think any one map will have exactly the same objective. If you play Container City at one point of time in the day, I don't think the objectives will exactly be the same as if you played that map again during a different point of time during the day. Correct me if I'm wrong.
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Yonah
 
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