Team play, what we should be afraid of

Post » Thu Sep 30, 2010 12:52 pm

Time and time again games have promised us "rewarding teamplay" or "you'll only win if you work together" but what they all fail to do is actually make it rewarding to work as a team. For instance, lets say there is a medic in a game that can revive people. Obviously this would be a good thing to take advantage of, except that the medic gets no extra points for having revived a team mate, this discourages medics to do their jobs because they will get less points than the trigger happy soldiers, then everyone becomes soldiers and there is no more point in playing the game.

So should we be afraid that Brink will be unrewarding, or overrewarding in certain combat roles, and will it affect how teams compose themselves? I honestly hope that SD will give me something other than a high five for doing my job.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Wed Sep 29, 2010 10:09 pm

You get less points for kills than for team oriented-actions and objectives so... problem solved, it sounds like.
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Thu Sep 30, 2010 6:19 am

So should we be afraid that Brink will be unrewarding, or overrewarding in certain combat roles, and will it affect how teams compose themselves? I honestly hope that SD will give me something other than a high five for doing my job.


Not at all, have u not seen any of the newer gameplay videos?
Heres a rough basic outline of how Brink's point system works

THESE ARE JUST ROUGH THOUGHTS I MADE UP, IN NO WAY ARE THESE ACCURATE.

Killing someone - 25 pts
Reviving someone -100 pts
Supplying someone - 50 pts

THESE ARE JUST ROUGH THOUGHTS I MADE UP, IN NO WAY ARE THESE ACCURATE. This is just a way of me explaining how (from what i understand) the points system works.

You could have double the amount of kills than someone, but they could still dominate you in the amount of EXP they earned.
As well, it takes 2 bips to heal yourself, and you earn zero exp for doing that, However, it only requires one bip to heal someone else, and you do earn EXP. Another way to encourage teamwork.

Also i doubt there will be OVERrewarding, because this is why SD delayed the game until May. They need the extra time to make sure everything is balanced and fair
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Thu Sep 30, 2010 11:57 am

Not at all, have u not seen any of the newer gameplay videos?
Heres a rough basic outline of how Brink's point system works

THESE ARE JUST ROUGH THOUGHTS I MADE UP, IN NO WAY ARE THESE ACCURATE.

Killing someone - 25 pts
Reviving someone -100 pts
Supplying someone - 50 pts

THESE ARE JUST ROUGH THOUGHTS I MADE UP, IN NO WAY ARE THESE ACCURATE. This is just a way of me explaining how (from what i understand) the points system works.

You could have double the amount of kills than someone, but they could still dominate you in the amount of EXP they earned.
As well, it takes 2 bips to heal yourself, and you earn zero exp for doing that, However, it only requires one bip to heal someone else, and you do earn EXP. Another way to encourage teamwork.

Also i doubt there will be OVERrewarding, because this is why SD delayed the game until May. They need the extra time to make sure everything is balanced and fair





50 points for a resupply, and 25 points for a kill combined is still less than a revive then, combine that with if you get points for healing an ally, then all of a sudden medic looks alot more interesting than soldier. In many ways over-rewarding something can be just as game breaking as under-rewarding something.

If you have 4 different classes with different ways to earn points, and at different speeds, then it becomes very hard to make everything equally rewarding for the player. Just like in bad company 2, playing medic gets WAY more points per game than anything else, and while having a bunch of people waiting to revive you isnt nesecarilly a bad thing, it means there are less people to take out that tank that's siting on your position.

I hope you are right about the game delay, I really want to see this game succeed, it's been way to long since we've had a well designed, innovative multiplayer game.
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Wed Sep 29, 2010 9:44 pm

it;s already been said that medics and engineers have the capabilities to get the most XP in game, but that's norm in SD games, shooting people has always been secondary to objectives in SD games
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Thu Sep 30, 2010 4:51 am

Isn't it pretty much confirmed that supporting players gets you more exp and is cheaper on your pip supply than just going solo as a killing machine?
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Wed Sep 29, 2010 11:26 pm

If you have 4 different classes with different ways to earn points, and at different speeds, then it becomes very hard to make everything equally rewarding for the player. Just like in bad company 2, playing medic gets WAY more points per game than anything else, and while having a bunch of people waiting to revive you isnt nesecarilly a bad thing, it means there are less people to take out that tank that's siting on your position.

If I'm correct, XP doesn't reward guns, only articles of clothing, and by around level 20 you should have all clothing unlocked for both sides.

Challenges are the way to unlock guns and attachments for them.
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Thu Sep 30, 2010 5:55 am

If I'm correct, XP doesn't reward guns, only articles of clothing, and by around level 20 you should have all clothing unlocked for both sides.

Challenges are the way to unlock guns and attachments for them.


That sounds like a better idea than having XP dominate everything. It'll make people want to work together... but on the opposite affect you may get some very angry teammates if things don't go the way that they perceive it.
User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Thu Sep 30, 2010 7:09 am

That sounds like a better idea than having XP dominate everything. It'll make people want to work together... but on the opposite affect you may get some very angry teammates if things don't go the way that they perceive it.

Would you mind explaining what "if things don't go the way that they perceive it" means? I'm sort of confused by that.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Thu Sep 30, 2010 10:58 am

Kills don't give a static amount of points - it depends who you killed and where you killed them.

Kill a guy who out in the middle of nowhere/away from the objective area - crappy points
kill a guy near the objective are - more points
kill the guy arming/disarming the objective - even more points

It has also already been stated that resupplying or healing/reviving a player plays way more than kills. Their philosophy is, "killing an opponent is a reward in itself."
User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Thu Sep 30, 2010 12:09 am

I've never really understood why the majority of gamers nowadays feel they need to be rewarded for doing every little thing in a game. That being said, SD has been doing this type of gameplay forever so I have no worries about them screwing up the 'xp' balance between classes.

But I'd like to point out that the truly rewarding aspect of actually doing teamwork is from the player created moments within the game itself imo. If anyones played any of SD previous games probably already know there's nothing
more satisfying than those moments where you're the last guy defending a HE charge about to go off in 5 secs and was able to pick off that one guy who's almost done disarming it. Or being that one medic responsible for allowing your engineer to get his charge down under a barrage of enemy fire cause you were able to heal/protect him while he sets it.
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Wed Sep 29, 2010 11:14 pm

But I'd like to point out that the truly rewarding aspect of actually doing teamwork is from the player created moments within the game itself imo. If anyones played any of SD previous games probably already know there's nothing
more satisfying than those moments where you're the last guy defending a HE charge about to go off in 5 secs and was able to pick off that one guy who's almost done disarming it. Or being that one medic responsible for allowing your engineer to get his charge down under a barrage of enemy fire cause you were able to heal/protect him while he sets it.


I am a Medic player, and I have experienced plenty of scenarios like that. It's part of what makes playing medic so refreshing.
User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Thu Sep 30, 2010 7:37 am

It'll be alright, if there's a bad xp scale(Let's say medic is too easy) it'll just get nerfed right?
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Wed Sep 29, 2010 11:50 pm

It'll be alright, if there's a bad xp scale(Let's say medic is too easy) it'll just get nerfed right?

That's why the game's been delayed. Splash Damage wants to work out general imbalances and ideas now, XP rewarding included.
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Thu Sep 30, 2010 8:41 am

That's why the game's been delayed. Splash Damage wants to work out general imbalances and ideas now, XP rewarding included.

Oh, it has been a while since I've played a game that really was finished on release date <_< .
But I think it's a really smart move to combine SP,MP and Co-op.
Now they don't have to balance everything 3 times.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Thu Sep 30, 2010 8:40 am

I can almost guarantee that medics will be easier to get Exp with than the other classes, in an attempt to make more people be medics. If they managed to balance it to the point where you get the exact same Exp no matter what class you were, most people would prefer being a soldier at the front rather than a medic at the back.

And lets face it, as far as team dynamics go, medics are the most important class, so they are bribing people to heal others.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Wed Sep 29, 2010 11:13 pm

As someone who nearly always plays medics/engineers (not for the points boost because i enjoy it more) i have to say most games do bribe you a bit to play the 'support' classes. But that is just because most people prefer to shoot others in the head.
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Thu Sep 30, 2010 4:52 am

Mostly ever role has a supporting function to it.

Soldier gives ammo
Medic do their thing
Eng give damage boosts
and operatives open up the radar.
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Thu Sep 30, 2010 8:23 am

this thread has turned into the fear of whether someone will play as a medic or not. I do not believe this should be a fear.... tho I do believe the fear should be whether this game will band individuals of high intel together so the missions can be completed. I worry of even at high levels... getting stuck with an average age range of 12 in my squad. I worry whether ppl will actually try to play or just pop heads and forget there is a mission. I worry that there will be no server browsing on consoles and we will be stuck with some terrible system in which we are told that it bands the same skilled players together. I do not remember but i hope we can make private matches. It would be nice to be able to turn them on and off private so... in the case of server browsing ppl could join. I have found that in server browsing... i have met the greatest and most friendly gamers of my gaming online experiences since 2003

hmm... still hungry i am
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Thu Sep 30, 2010 12:56 am

I've never really understood why the majority of gamers nowadays feel they need to be rewarded for doing every little thing in a game. That being said, SD has been doing this type of gameplay forever so I have no worries about them screwing up the 'xp' balance between classes.

But I'd like to point out that the truly rewarding aspect of actually doing teamwork is from the player created moments within the game itself imo. If anyones played any of SD previous games probably already know there's nothing
more satisfying than those moments where you're the last guy defending a HE charge about to go off in 5 secs and was able to pick off that one guy who's almost done disarming it. Or being that one medic responsible for allowing your engineer to get his charge down under a barrage of enemy fire cause you were able to heal/protect him while he sets it.

Gotta love the times where you meatshielded the engineer by just standing before him and protect him so he could plant the dynamite in the last second to go into overtime.
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Wed Sep 29, 2010 10:40 pm

Gotta love the times where you meatshielded the engineer by just standing before him and protect him so he could plant the dynamite in the last second to go into overtime.



Lol yeah, it's just those kind of clutch moments that are satisfying; knowing you attributed to making something happen. It just seems lost in a lot of current fps games out there, bc2 just seems more of a zerg fest and good timing that allows you to get an objective done more than the collective effort of everyone actually being the contributing factor in it, if that makes any sense. I won't even talk bout cod cause imo it's not worth mentioning when it comes to team play type games.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Thu Sep 30, 2010 9:22 am

We need to fear Soldiers going solo, Engineers not doing their [censored], and Medics going rambo with self-revive
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Wed Sep 29, 2010 11:13 pm

We need to fear Soldiers going solo, Engineers not doing their [censored], and Medics going rambo with self-revive

You forgot the UBERNINJA Light Operatives.
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Thu Sep 30, 2010 9:23 am

You forgot the UBERNINJA Light Operatives.


They are still contributing to the triumph? :P
User avatar
Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Thu Sep 30, 2010 5:57 am

Im hoping all these 'fearless Soldiers going solo, Engineers not doing their [censored], Medics going rambo with self-revive' and these 'UBERNINJA Light Operatives.' Are just there for the first few days of release, because i think then everyone will realize how to actually play, and stop with those pathetic cliche tactics. Hopefully! Your still going to probably get those Light operatives though sadly.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Next

Return to Othor Games