some feedback from Fragworld

Post » Sun Jun 20, 2010 10:10 pm

http://www.fragworld.org/frag/community-blogs/brink-info-pt-3-weapons-and-customization.html

"If you're playing solo, you'll see the same guys in the opening and closing cutscenes. If you're online, the guys in the cutscenes will actually be the characters of the people you'll be playing with. "
-This looks cool, im going to have to watch the videos everytime.

"If you died low on ammo, you'll revive with the same amount."
-What does this mean exactly?? How are you supposed to get ammo?

“Rifle butt melee (basically anything but pistols) is a knockdown, same as excessive splash damage.
Meleeing a knocked down player is an instant (kill).
During knockdown you can get up and/or fire.
There's enough of a mind game there to keep it interesting - do you stay down and shoot at your attacker so he doesn't melee you, or do you get up because it looks like he's not going for the melee - he's going to shoot you on the floor instead. Do you go for cover or defend yourself from a finishing move, basically.”
-This gives us some options.. i like it. But i wanna know do u get exp JUST for knocking someone down?

"Just like with your character’s appearance, you can press a button to switch to the opposing faction’s version of the weapon."
-This doesnt mean you can play with a security version while being resistance does it??

"Each character will have a Security and Resistance setup, with separate customization options for each. When you are editing your character, you can press a button to switch to the opposing faction (Security or Resistance)"
-im assuming that all you have to do is go to edit character, switch to the other faction and then go play.. Now your playing the campaign for the other team?? That easy??

"If you create multiple characters, you can transfer XP from one character to another; so if your first character has a lot of extra XP and you want to level up a 2nd character really fast, just give him some XP from your first character."
-Really like this

"There’s even more to command posts. If your team has captured one, two of the classes (engineer and operative) have abilities (if they’ve leveled up and bought them) allowing them to modify it even further. An engineer can upgrade the command post so that it gives even stronger benefits to your whole team, and an operative can “firewall” it, so that it becomes much harder for enemies to steal it back."
-This is going to give the game a second objective to focus on kind of, but I have a question. If your command post is upgraded, and an enemy takes it over will the enemy get those buffs? or do they disappear?

Fireteam option
-Sounds really cool, theres always those certain people while playing that you start a good gaming bond with and all u have to do is set up a fireteam and youll be playing with them as long as u stay online. This will also add to more friendships online.

Based on that, there appears to be 4 ranks:

R1: lvl 0/1-4
R2: lvl 5-10
R3: lvl 11-15
R4: lvl 16-20
-You can only go to lvl 20??

"Notice it also displays how many Medics are en route to revive you."
-How does it know if someone is going to revive you??
-Nevermind it says that medics are given an objective to revive people, so im assuming anyone who takes this obj will be considered en route
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Neko Jenny
 
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Post » Mon Jun 21, 2010 1:58 am

"If you died low on ammo, you'll revive with the same amount."
It means exactly what it sounds like, if you are downed, but a medic revives you, you have the same ammo as you did before, so you need to get help from a soldier if you need more ammo. If you respawn, you will start with full ammo again.

-This is going to give the game a second objective to focus on kind of, but I have a question. If your command post is upgraded, and an enemy takes it over will the enemy get those buffs? or do they disappear?
I would assume the buffs go away when the CP's change hands.

-im assuming that all you have to do is go to edit character, switch to the other faction and then go play.. Now your playing the campaign for the other team?? That easy??
You just join whatever game you want, pick your side, and start the game, you're making it more complicated than it is.

-This gives us some options.. i like it. But i wanna know do u get exp JUST for knocking someone down?
Other than for damage dealt, I doubt it.
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Chris BEvan
 
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Post » Mon Jun 21, 2010 3:54 am

To answer to this : "If you died low on ammo, you'll revive with the same amount."
-What does this mean exactly?? How are you supposed to get ammo?


Well basically of you get killed but not gibbed you can either choose to spawn with the new wave of enforcements or you can wait till a medic throws you a syringe so you can revive yourself. When opting for the second method , you'll just have the same amount of ammo as right before they killed you. If you decide to respawn with the next wave (you won't spawn where you died ) health and ammo will be replenished .



Clear enough ? :)
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Stephanie Valentine
 
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Post » Sun Jun 20, 2010 11:20 pm

Ahh sorry I was thinking of respawning not reviving
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Kieren Thomson
 
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Post » Sun Jun 20, 2010 3:51 pm

-You can only go to lvl 20??

20 lvls x 16 characters (320 levels). It adds up if you create 16 characters, more if you delete and start again.

I hope there will be a level cap increase further on but unlikely.


"If you died low on ammo, you'll revive with the same amount."
It means exactly what it sounds like, if you are downed, but a medic revives you, you have the same ammo as you did before, so you need to get help from a soldier if you need more ammo. If you respawn, you will start with full ammo again.

You can also go to a command post to resupply (I think)
You probably already know that Shadow. I'm just adding it in :smile:
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lauraa
 
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Post » Sun Jun 20, 2010 5:25 pm

I would not like to see a lvl cap in the future, since it would diminish the individuality among players. The higher the level = the more abilities players can have = less thought and sacrifice players need to put into their builds.

For instance, lets say the lvl cap was 50 - that means every player would have every ability (50 is the current total ability count) It makes having abilities in the first place, pointless. The lower the number, the more thought a player needs to put into his choices and the more he has to weight the pros and cons of abilities and situations. The more you increase the lvl cap, the more you degrade the strategy and tactical side of building your character.
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ZANEY82
 
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Post » Sun Jun 20, 2010 3:05 pm


For instance, lets say the lvl cap was 50 - that means every player would have every ability (50 is the current total ability count) It makes having abilities in the first place, pointless. The lower the number, the more thought a player needs to put into his choices and the more he has to weight the pros and cons of abilities and situations. The more you increase the lvl cap, the more you degrade the strategy and tactical side of building your character.


I agree with what u said here and also think there SHOULd be a level cap. makes it a little more strategic and your characters are stronger in one area
AND adds for a reason to make more than one character
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Dewayne Quattlebaum
 
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Post » Sun Jun 20, 2010 8:48 pm

(50 is the current total ability count)

Is this confirmed? Is there a list you can link, I'd like to read them.
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Sheila Reyes
 
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Post » Sun Jun 20, 2010 9:31 pm

Is this confirmed? Is there a list you can link, I'd like to read them.

Did you even read what I typed....

50 is the current list, not the confirmed total (although, it looks like it will be.) And no, there is no list, just a few abilites that have been talked about.
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Dj Matty P
 
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Post » Mon Jun 21, 2010 5:14 am

I would not like to see a lvl cap in the future, since it would diminish the individuality among players. The higher the level = the more abilities players can have = less thought and sacrifice players need to put into their builds.

For instance, lets say the lvl cap was 50 - that means every player would have every ability (50 is the current total ability count) It makes having abilities in the first place, pointless. The lower the number, the more thought a player needs to put into his choices and the more he has to weight the pros and cons of abilities and situations. The more you increase the lvl cap, the more you degrade the strategy and tactical side of building your character.


I only meant Increase it to like 25 Later on.
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Marine Arrègle
 
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Post » Sun Jun 20, 2010 2:23 pm

Engineers :mohawk:
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Kaylee Campbell
 
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Post » Sun Jun 20, 2010 10:03 pm

20 lvls x 16 characters (320 levels).

That sounds like 4x 2.4GHz on my CPU equals 9.6GHz.

Which it obviously does not. And imo the same applies to BRINK. But it doesn't bother me. I'm fine with "only" 20 levels, as it will take quite some time to go through them.
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Jani Eayon
 
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Post » Sun Jun 20, 2010 10:40 pm

I would not like to see a lvl cap in the future, since it would diminish the individuality among players. The higher the level = the more abilities players can have = less thought and sacrifice players need to put into their builds.

For instance, lets say the lvl cap was 50 - that means every player would have every ability (50 is the current total ability count) It makes having abilities in the first place, pointless. The lower the number, the more thought a player needs to put into his choices and the more he has to weight the pros and cons of abilities and situations. The more you increase the lvl cap, the more you degrade the strategy and tactical side of building your character.


I agree. A game where you can choose everything is no fun. Trying new builds and seeing what works is always enjoyable.
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Lisa
 
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Post » Mon Jun 21, 2010 4:11 am

I must say, I actually like the approach the COD-Series took with it's Perks. Of course, MW2 was absolutely stupidfied by the fact that Stopping Power was/is a must and Commando made/makes you a teleporting-melee-[censored].

But the general concept was really good. You couldn't have everything. But everything was useful.
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Crystal Clear
 
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Post » Mon Jun 21, 2010 1:35 am

-You can only go to lvl 20??

Standard D&D only goes to lvl 20 - let me know how long it takes you reach it...
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Lady Shocka
 
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Post » Mon Jun 21, 2010 2:50 am

Standard D&D only goes to lvl 20 - let me know how long it takes you reach it...


Quite awhile.
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Sarah Unwin
 
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Post » Sun Jun 20, 2010 6:57 pm

Standard D&D only goes to lvl 20 - let me know how long it takes you reach it...


Does anyone actually know how long??
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rebecca moody
 
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Post » Mon Jun 21, 2010 6:34 am

Standard D&D only goes to lvl 20 - let me know how long it takes you reach it...

The tables only go to 20, but there are instructions of how to figure out levels higher than that, except for certain classes, like assassins can only be level 18 i think, at that point you are the leader of the assassins guild and cant get any higher.

But anyway, i like the level cap as it is, if they made it too hard to reach then there would be less chance to make multiple characters, you would be too focused on leveling up your main.
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sally R
 
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Post » Sun Jun 20, 2010 3:20 pm

Yeah. I'd rather see the amount of abilities WAY outnumber the level cap. I'd commented on the SD forums that raising the cap by 5 would be great. But when I think about it engineering an even greater variety of abilities as complimentary add-on from SD would be more then ideal letting people play around with more character builds coupled with a handful of new guns.

ALSO what if you respawn with just the ammo you have and YOU HAVE TO go to a soldier class to resupply? That really encourages teamwork. That really keeps teams together. I think a lot of people in team based games die because they just wander and waste (ammo, resources).
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Carlitos Avila
 
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Post » Sun Jun 20, 2010 6:33 pm

That sounds like 4x 2.4GHz on my CPU equals 9.6GHz.

Which it obviously does not. And imo the same applies to BRINK. But it doesn't bother me. I'm fine with "only" 20 levels, as it will take quite some time to go through them.


Well if you can get all 16 chars to lvl 20 without having 320 levels done/completed/in total, lemme know
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Claudz
 
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Post » Mon Jun 21, 2010 3:13 am

Having a low level cap means that you can't determine on the fly how good someone is/how many experience he has. I always liked low level caps, like Guild Wars. Everyone was 20 relatively fast, but you could still get slaughtered by other level 20 if they were better than you.

The ability cap requires you to think instead of just randomly buying abilities, which is good Imho.
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Rudy Paint fingers
 
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Post » Sun Jun 20, 2010 7:56 pm

"If you create multiple characters, you can transfer XP from one character to another; so if your first character has a lot of extra XP and you want to level up a 2nd character really fast, just give him some XP from your first character."
-Really like this

Believe you can only transfer xp to new characters from a character at the level cap(20) e.g. extra xp gained over the cap.
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JD bernal
 
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Post » Sun Jun 20, 2010 5:04 pm

Believe you can only transfer xp to new characters from a character at the level cap(20) e.g. extra xp gained over the cap.

I thought this as well.

Think about it, what would happen if you take away levels from characters? You'd lose abilities, but which ones? (Hypothetical thinking here)
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jessica Villacis
 
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Post » Mon Jun 21, 2010 6:35 am

Well if you can get all 16 chars to lvl 20 without getting to 320 levels done/completed/total, lemme know

I can reach Level 20 sixteen times.
I can't reach level 320 once.

But I will go through 320 levels if I want to get sixteen Level 20 characters. ;)
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Angus Poole
 
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Post » Mon Jun 21, 2010 6:46 am

I can reach Level 20 sixteen times.
I can't reach level 320 once.

But I will go through 320 levels if I want to get sixteen Level 20 characters. ;)


Lol poking at my incorrect word choice. It didn't sound right hence all the slashes /// lol
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Multi Multi
 
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