so will they have a hardcoe mode?

Post » Tue Dec 29, 2009 6:45 am

16v16 wouldn't work, the maps are built for half the amount.
buffs ON/OFF ? why? it's a game based on teamwork, buffs are part of that, except if you want to make it a mindless shooter it's not good for anything(just like the hardcoe mode actually...)
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Tue Dec 29, 2009 12:27 pm

If a player wishes to jump into hardcoe/pro mod he must be able to, because those are classic to competitive game play since last decade.

If we all are able to choose single player, co-op or multilpayer we should also have the ability to custom server settings in our dedicated servers where we are going to spend our valuable money.

So we should be able to set: co-op, multiplayer, pro/hardcoe mod ON/OFF, player slots (8vs8, 16vs16), friendly fire ON/OFF, cross airs ON/OFF, Buffs ON/OFF, etc.

I expect that everyone wants to be able to play the way they enjoy the most while allowing others to play as well the way they wish.

We all agree that limiting options for a multiplayer game is a bad decision . . . look at modern warfare 2 .... they are stuck with a divided community due to no dedicated servers, DLCs dividing community, no custom something, imo it's CS:S with better graphics while ignoring and constraining the online community.

We want freedom so we can all be one and being able to experience everything, right?


The reason why its only 8 vs 8 is so that it is "more personal". I've noticed in MW2, killing a guy in ground war is just another guy, but i I play barebones team deathmatch against 2 other guys, it is more personal, because I'm actually paying attention to the user-names and getting killed by the same few guys.

Buffs are to encourage team play, I wouldn't want to see them off.

Friendly fire is understandable. But then people would just use it to easily weed out operatives, so they keep it on. Brink and MW2 aren't very comparable.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Tue Dec 29, 2009 4:10 pm

If you want Brink to be more difficult you get on a multiplayer server and join the losing team. There doesn't need to be difficulty tiers for this.
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Tue Dec 29, 2009 11:08 am

If a player wishes to jump into hardcoe/pro mod he must be able to, because those are classic to competitive game play ...
...So we should be able to set: co-op, multiplayer, pro/hardcoe mod ON/OFF, player slots (8vs8, 16vs16), friendly fire ON/OFF...
I expect that everyone wants to be able to play the way they enjoy the most while allowing others to play as well the way they wish.
...
We want freedom so we can all be one and being able to experience everything, right?


huhm, let me repeat for you:

I'm going to keep this very short. No.



this. me2


brigand. if you really want play, like you wrote, so i think, you dont should buy that game.
the creators dont would build up a standard 08/15 shooter like all other MW2 / BC2 crap. they will build up a new feeling for shooters, not just make a new layout for the mainstream...


off topic- your avatar wins so hard


haha thanks, yea right... chuck pwnes all.. :woot:
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Tue Dec 29, 2009 3:34 pm

hardcoe mode would kill SMART. Since one of the big points of the game is the rushing element and how fast paced things are gonna be. How are games supposed to be fast paced if everything moves slowly with people peeking around every corner. It would kill the Light class as their movement becomes useless. And it would make it harder for Heavies, as they are larger targets, but now have the same amount of health as everybody else.



Agreed. For my two cents hardcoe mode in most games is about allowing players easier or quicker kills. Brink doesn't care about your kills it cares who completes the objectives.
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Tue Dec 29, 2009 6:02 am

I have to say I love hardcoe in Bad Company 2, and no I'm not some quick aiming nub who camps the whole time. However I think that hardcoe for Brink would be awful. I like playing hardcoe becaus its more realistic. That just wouldnt make sense in a non realistic game.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Tue Dec 29, 2009 5:26 pm

To me, `hardcoe Mode ` = `camp `n snipe` great for DM games but useless in objective team based games
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Tue Dec 29, 2009 9:39 am

They will allow PC players to customize their own servers either you like it or not.

I don't understand why you people want to be with limited options, perhaps Infinity Ward were right when they released no support for multiplayer community . . . despite the fact I think they did a huge mistake.

hardcoe/Pro mod is not necessary camping . . . it's actual perfection of warfare tactics such as using well cover, suppressing fire and covering fire.

If the advantage of PC vs Consoles is in the actual power of processing + customization then why cut the legs of PC community?
Just because consoles cannot have SDK then PC community must not get it too?

Imo splash damage should able players to once they pay to rent their server be allowed to customize the way the want as long as the platform allows.... consoles might not run well on 16 vs 16 but in PCs if we lower settings we probably will be. "The maps do not support this and that..." here we go again.... customize the spawn times, release community created maps that support, ect.
We and Splash Damage want to offer all the possible limits for each platform, they said that several times.

Why say don't do this or that when it's up to you to decide what you do with your server, hell! it's your money!
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Tue Dec 29, 2009 5:36 pm

i encourage more options, but seriously, make the options worthwhile, neither 16vs16 nor hardcoe is worth it AT ALL.
brink wouldn't work in 16vs16, and hardcoe doesn't suit an objective based game.
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Tue Dec 29, 2009 5:50 pm

i encourage more options, but seriously, make the options worthwhile, neither 16vs16 nor hardcoe is worth it AT ALL.
brink wouldn't work in 16vs16, and hardcoe doesn't suit an objective based game.

16v16 on custom created maps shouldn't be a problem, if the networking code of Brink allows it.

I'm not against creating community created content, but I dislike touching the core game mechanics. The objectives and classes in this game are not comparable to many other games. In how many fps do you have an engineer who is required to build a bridge f.e.? Don't compare the class system to BF:BC2, it's NOT the same. TF2 may come close on some points, but not when it's about objectives.

And it's the objectives and class system in this game that requires a certain play style and certain game mechanics to work properly. hardcoe mode destroys this game mechanics.
Let's say an engineer puts a turret in a high traffic area and the turret kills with only 3 shots.. great game balance.
Let's say you're a soldier, trying to plant a bomb near the objective. You take 2 bullets, death, bye bye bomb.
They'd have to mess with the body type system to make it worth to keep choosing all body types, they'd have to rebalance everything.

They designed the game to have low recoil and low spread, to balance this out, they require you to try to aim for the head to kill someone fast. In addition, you need 6-7 bullets in the chest to kill someone which is a fair trade considering your lower recoil and spread. hardcoe mode would destroy it all.

And last, for the people who want to play a game where 'reflexes' are actually a skill. Tracking someone with your crosshairs, and aiming for the head in a fast paced shooter requires as much skill as just 'spot, spray, kill.'
Brink = Crosshair tracking, accuracy over time
Other = Reflexes

I believe that in this game, in a 1v1 firefight, the better one will mostly win. Not the one who spots the other one first.
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Tue Dec 29, 2009 11:55 am

16v16 on custom created maps will not work i tell you.
it'd be far too chaotic to still be called an objective based shooter, it'd have to be tdm gamemodes because otherwise there'd be 4-6 people trying to do the same objective at the same time.

and it would be so unpersonal it wouldn't fit the Brink style either
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Tue Dec 29, 2009 9:45 am

16v16 on custom created maps will not work i tell you.
it'd be far too chaotic to still be called an objective based shooter, it'd have to be tdm gamemodes because otherwise there'd be 4-6 people trying to do the same objective at the same time.


It is possible. Wolf ET was 32v32 sometimes and was still objective based. You need 4-6 people to do the objective, or they won't make it.

and it would be so unpersonal it wouldn't fit the Brink style either

That's true.
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Tue Dec 29, 2009 12:53 pm

They will allow PC players to customize their own servers either you like it or not.

I don't understand why you people want to be with limited options, perhaps Infinity Ward were right when they released no support for multiplayer community . . . despite the fact I think they did a huge mistake.

hardcoe/Pro mod is not necessary camping . . . it's actual perfection of warfare tactics such as using well cover, suppressing fire and covering fire.

If the advantage of PC vs Consoles is in the actual power of processing + customization then why cut the legs of PC community?
Just because consoles cannot have SDK then PC community must not get it too?

Imo splash damage should able players to once they pay to rent their server be allowed to customize the way the want as long as the platform allows.... consoles might not run well on 16 vs 16 but in PCs if we lower settings we probably will be. "The maps do not support this and that..." here we go again.... customize the spawn times, release community created maps that support, ect.
We and Splash Damage want to offer all the possible limits for each platform, they said that several times.

Why say don't do this or that when it's up to you to decide what you do with your server, hell! it's your money!


This is nowhere near realism. If you are looking for realistic warfare, go somewhere else, such as battle field. The reason why they want smaller gametypes (8 vs 8) is to make it more personal. 16 vs 16, shooting a guy is like shooting a random drone. 8 vs 8, it is like, you build up a certain rivalry against this specific team/guy.

PC does have extra options for you to tune, but not this. They want to convey a certain image of brink, a more personal battle. MW2 is what it is because it full of the worst the world has to offer. A cesspool of ignorance, hate and the most pathetic people know to man. It attracted all the mainstream gamers, unlike brink.

This game isn't MW2. Do not remove the buffs or any of the core things that make Brink Brink.

The options aren't there so that you can get the image that they are trying to convey of this game.

Not just some generic shooter like MW2 or anything.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Tue Dec 29, 2009 2:33 pm

prsonaly i dont think there shud b a hardcoe mode brink is all about face 2 face combat n hardcoe mode ppl camp n i think thats wat there tryin to avoid as u can c by not havin one hit kill snipers
User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Tue Dec 29, 2009 4:19 pm

Brink has a well-defined and well-balanced gameplay design. There will be plenty of options to mix things up. "hardcoe mode" that other games may have is just to appeal to the fact their gameplay structure wasn't well thought out in the first place. What more can you do with a mindless CTF or TDM shooter than keep changing options? In Unreal Tournament it was your choice to apply mods like instagib, rocket arena, low gravity, etc so that the same game didn't become stale. Those are actually crutches for a gameplay style that was never solid to begin with, not bonus features that should be expected in every game. Brink has plenty to learn about and vast combinations of character and equipment possibilities. When you get bored try something you haven't done yet. Don't keep repeating your same tactic over and over (zergrush) and then ask for modifications to make it "difficult". Brink has more in mind and that's why it's so interesting.
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Tue Dec 29, 2009 11:24 am

hardcoe mode does NOT mean Pro mode... and by not adding this feature they are not limiting the games options, but keeping it a deeper game and keeping more players togather in the same game types. H/C mode seperates the community, I for one do not want to see this mode in this type of game.
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Tue Dec 29, 2009 6:03 pm

hardcoe mode does NOT mean Pro mode... and by not adding this feature they are not limiting the games options, but keeping it a deeper game and keeping more players togather in the same game types. H/C mode seperates the community, I for one do not want to see this mode in this type of game.


I agree 100% with you, hardcoe divides the community. But by no means I want players to be bullet sponges or 1 hit kill, so not 8 or 80, I trust Splash Damage they will tune it well.

By the way..... hardcoe mode in Bad Company 2 is actually the normal mode either you like it or not, no one would play the noob mode or baby mode where players are bullet sponges so they can have some time to figure out how to have some fun in that huge mess of multiplayer.

Why I say this and how sure I am?

Because in single player the difficulty level is in the NPCs accuracy, tactics and time reactions, not in how many bullets they can absorb before dying. Harcore mode is how the game is intended for a veteran shooter while the "normal" mode is for players who are not used to multiplayer, they divided the community on purpose to give people a chance to not require to be veteran shooter like america's army where you die and have to wait 10 mins to play again.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Tue Dec 29, 2009 12:49 pm

I totally agree with seanz's point of view here. For those who feel "hardcoe" (higher damages) is unfair to the person being shot at, I have two questions: Why penalize the shooter? Why make it so hard to get a kill? :brokencomputer:

To those who actually want to see SMART really feel *useful*, higher damages for attacks are better for this. Escaping someone shooting at you is a rewarding thing to accomplish then...otherwise the multiplayer will just be a roomful of people just dancing around like idiots, hopping over things. and the only way to kill someone is to have 3 or 6 people spraying at them at once...The game is reduced to having the same problem you get in any game in which players can re-spawn within the same round: the team doesn't stick together in 90% of servers, and success is largely dependent on who spawned when, rather than a player's individual skill. :banghead:

I have experience in some older action mods (The Specialists for half life 1) where a more hardcoe balance has worked very, very well. The ability to move quickly and unpredictably, and move up and down in elevation etc., blended with higher damage and more accurate weapons creates a game with an incredible depth and nearly limitless room to develop as a player in both skill and personal style. :mohawk:

Games that limit you will just bore and frustrate the heck out of you. Then again, limiting the player means you can keep feeding him/her a new line of advertising and sell a brand new game every year or two. :rolleyes:
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Tue Dec 29, 2009 1:55 pm

i'm sorry i have to say this, but boy are you thickskulled...
it's not like you can't kill him when he's moving, it's just that it'll take a few seconds to actually kill him...
it won't ever happen that 6guys are shooting the same guy(except if some heavy by accident ran into the full enemy team) because he'd be dead before all 6reacted

we don't want insta-kill, we want the guy being shot at to have some time to react.
we don't want to live 30seconds while being shot at >.>
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Tue Dec 29, 2009 2:37 pm

I totally agree with seanz's point of view here. For those who feel "hardcoe" (higher damages) is unfair to the person being shot at, I have two questions: Why penalize the shooter? Why make it so hard to get a kill? :brokencomputer:

To those who actually want to see SMART really feel *useful*, higher damages for attacks are better for this. Escaping someone shooting at you is a rewarding thing to accomplish then...otherwise the multiplayer will just be a roomful of people just dancing around like idiots, hopping over things. and the only way to kill someone is to have 3 or 6 people spraying at them at once...The game is reduced to having the same problem you get in any game in which players can re-spawn within the same round: the team doesn't stick together in 90% of servers, and success is largely dependent on who spawned when, rather than a player's individual skill. :banghead:

I have experience in some older action mods (The Specialists for half life 1) where a more hardcoe balance has worked very, very well. The ability to move quickly and unpredictably, and move up and down in elevation etc., blended with higher damage and more accurate weapons creates a game with an incredible depth and nearly limitless room to develop as a player in both skill and personal style. :mohawk:

Games that limit you will just bore and frustrate the heck out of you. Then again, limiting the player means you can keep feeding him/her a new line of advertising and sell a brand new game every year or two. :rolleyes:

Try to play Wolf ET and you see what people here mean.

Why penalize the one who's getting shot at? If you play hardcoe mode, it's all about positioning and awareness. In Brink it's actually about aiming for the head and trying to keep your aim focused, which is a LOT harder than the average Cod out there. It's easier to pump 3 bullets in someone's chest (COD) than in someone's head (Brink). Besides, defenders usually have the position advantage, making attacking way more difficult.

You also reduce the usefullness of SMART by adding a hardcoe mode, because lights would have problems getting away fast enough. You also reduce the health advantage for heavies. You would reduce the usefullness of giving ammo, and/or giving health, because people will be completely death (not just incapacitated) in a few seconds.

hardcoe mode limits players in playing aggressive, which is a hard needed strategy if you want to push for an objective. hardcoe limits players way more than "normal" mode.

Respawning is just fine in objective based shooters. If you manage to force a lot of players into respawn, you gain a lot of ground. When they all respawn at the same time, they have a chance of pushing back. Meaning that the best team will eventually win.
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Tue Dec 29, 2009 4:27 pm

hardcoe? More like easymode.
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Tue Dec 29, 2009 12:38 pm

Brink has a well-defined and well-balanced gameplay design. There will be plenty of options to mix things up. "hardcoe mode" that other games may have is just to appeal to the fact their gameplay structure wasn't well thought out in the first place. What more can you do with a mindless CTF or TDM shooter than keep changing options? In Unreal Tournament it was your choice to apply mods like instagib, rocket arena, low gravity, etc so that the same game didn't become stale. Those are actually crutches for a gameplay style that was never solid to begin with, not bonus features that should be expected in every game. Brink has plenty to learn about and vast combinations of character and equipment possibilities. When you get bored try something you haven't done yet. Don't keep repeating your same tactic over and over (zergrush) and then ask for modifications to make it "difficult". Brink has more in mind and that's why it's so interesting.


I completely agree with Auzner. While I would avidly defend hardcoe or other custom modes in other games, the premise here is that Brink's core gameplay is optimally balanced and evolved. Other games have thriving hardcoe modes because they remove some imbalance that exists in normal play (overpowered explosive spamming, area-killing perks that should've been nullified by friendly fire, overly noob-friendly opponent detection methods, etc). Note that hardcoe is not an easy mode, nor does it degrade the ability to have an objective-based game. It simply compensates for an exploitable normal mode due to poor planning. I'm building faith that SD will deliver a great standard mode based upon everything that I'm reading, but we'll only truly know once the game has been released.
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Tue Dec 29, 2009 9:26 pm

hardcoe blows...
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Tue Dec 29, 2009 7:23 pm

There is a hardcoe mode btw, for Brink.
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Tue Dec 29, 2009 8:04 am

Unless you source it, i don't believe that.

It totally kills the body size system. Lights and Heavies become totally inferior to the Medium. The Heavies lose all their health and have larger body targets, while the Lights speed becomes useless and they will fall to superior weapons
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

PreviousNext

Return to Othor Games