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[Brink] and you'll miss the May 10th release date

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Posts

  • Page-Page- Registered User regular
    edited April 2011
    Damage/time > kills/deaths. Do it!

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  • Fantastication2Fantastication2 Registered User regular
    edited April 2011
    revives/death > kills/death!

    Fantastication2 on
  • Page-Page- Registered User regular
    edited April 2011
    But that already gets you more xp.

    Isn't that the reason we play fps now?

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  • PaperLuigi44PaperLuigi44 My amazement is at maximum capacity. Registered User regular
    edited April 2011
    My goal in FPS games has always been to shoot dudes in cool and interesting ways with friends.

    PaperLuigi44 on
  • Fantastication2Fantastication2 Registered User regular
    edited April 2011
    I'm certainly going to enjoy the option of sliding past a corner to shoot mans instead of just strafing around it as usual.

    I wonder whether people will complain of slide-bunnies.

    Fantastication2 on
  • Page-Page- Registered User regular
    edited April 2011
    Don't see why. The lower you get to the ground the easier you are to hit, and the more you compress your body the easier you are to headshot.

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  • Fantastication2Fantastication2 Registered User regular
    edited April 2011
    The sliding animations I've seen don't really show that the body is compressed.

    If anything, running without changing your head height is what makes heads easiest to hit.

    Fantastication2 on
  • Page-Page- Registered User regular
    edited April 2011
    Maybe that's a console thing.

    It doesn't look like you move any faster while sliding, you can't control how you move once you start, and there are transitional animations at the beginning and end, all things that would stop it from being viable for general movement.

    Sliding around in the middle of a fight would be bad for the same reasons. The moment someone enters a slide you can predict the exact course they'll take and even the place they're likely to stop. They'll be easier to track while in the slide, and if you want you could leave something nasty in the place where they'll end it.

    Going to reference Quake again: in Quake people liked to jump around a lot during fights, but you don't see it as often in high level play for the same reasons I just listed. Once you start a jump your opponent knows exactly where you'll land and can hit you with a guaranteed rocket or rail or whatever once you get there. It's almost always a better idea to dodge on the ground, where you can keep your direction and movement varied, and only jump when you need to (to avoid rockets aimed at your feet, for example).

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  • Fantastication2Fantastication2 Registered User regular
    edited April 2011
    Lets go back to the average player, instead of high level play.

    I'm sure some high level stuff will happen for Brink, but I doubt it's going to be Quake comps again.

    Fantastication2 on
  • Page-Page- Registered User regular
    edited April 2011
    For the average player they only need to realize what's going on to take advantage. Plenty of high level stuff is like that. Once you realize that jumps and slides are 100% predictable you can take advantage, and they no longer present the same problems they did before.

    Will many people figure that out on their own? Depends on what fps games they've played in the past. It seems perfectly natural to me, but if I'd only played Call of Duty, maybe it wouldn't. Will people complain about it? Probably. But it's not a real problem.

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  • EchoEcho ski-bap ba-dapModerator mod
    edited April 2011
    Captain K wrote: »
    Musicool wrote: »
    I hope a whole bunch team-based stats get tracked. For instance: heals, revives, ammo handouts, objectives completed, etc. The kind of stats to be proud of if you're not a pro but still try to help out.

    I'm with you on this. I love outrageously detailed stat-tracking. The more the merrier, and why not include it? If you don't care, you don't have to look at it. But like you say, it's always nice to see everything you've accomplished, not just your K/D and nothing else.

    I like games that sort the post-game stat screen based on whatever stat you did best in. Even less scoreboard bragging.

    Echo on
  • Fantastication2Fantastication2 Registered User regular
    edited April 2011
    Page- wrote: »
    For the average player they only need to realize what's going on to take advantage. Plenty of high level stuff is like that. Once you realize that jumps and slides are 100% predictable you can take advantage, and they no longer present the same problems they did before.

    Will many people figure that out on their own? Depends on what fps games they've played in the past. It seems perfectly natural to me, but if I'd only played Call of Duty, maybe it wouldn't. Will people complain about it? Probably. But it's not a real problem.

    In ETQW, and I imagine it's the same in Brink, jumping blows your accuracy to hell in a handbasket. We know that SMART moves affect accuracy too. People who are actually shooting will most likely not be doing acrobatics.

    Unless, of course, you're going for the suprise slide around the corner with a shotgun. I'm looking forward to doing that.

    Fantastication2 on
  • Page-Page- Registered User regular
    edited April 2011
    But the times when most people would be using stuff like slide gimmicks -- and the times when they'd be most annoying -- would be up close, when their accuracy would probably still be good enough during jumps. If someone is sliding around 10 meters away I doubt that will bother anyone.

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  • DouglasDangerDouglasDanger PennsylvaniaRegistered User regular
    edited April 2011
    I hope the scoreboard is xp/minute.

    Bad news!
    I saw a pic of the maximus with a zebra paintjob. Can you paint your guns?
    badman wrote: »
    ...that would be the Maximus's Resistance paintjob. :) There's no full-blown painting of weapons in Brink.

    DouglasDanger on
  • That_GuyThat_Guy I don't wanna be that guy Registered User regular
    edited April 2011
    I really want to know if there is stuff to unlock all the way up to the level cap. Far too few games do this.

    That_Guy on
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  • Page-Page- Registered User regular
    edited April 2011
    What do you do when you hit the level cap and stop earning xp? Start a new character?

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  • Fantastication2Fantastication2 Registered User regular
    edited April 2011
    As far I've read, you keep getting bling on the way up.

    I've also read (maybe in this very thread, who knows!) that playing all missions from both sides will get you to about lv14 out of 20. So don't expect a long trip to level cap.

    I'm in it for the mans shooting and objective... doing? Them levels don't really interest me.

    Fantastication2 on
  • DouglasDangerDouglasDanger PennsylvaniaRegistered User regular
    edited April 2011
    Yeah, the levels and whatnot are a bonus. I'm interested in the gameplay and customizing characters.

    DouglasDanger on
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited April 2011
    Page- wrote: »
    What do you do when you hit the level cap and stop earning xp? Start a new character?

    Correct. You can have up to 10 characters, each with their own set of perks, facial features and voice/accent.
    It's been reported that guns and customization options, once unlocked, can be used by all of your characters (assuming they have the right body type). Not sure if that includes body types, or if those have to be unlocked for each character (heavy and light are unlocked at levels 5 and 8, respectively).

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • Page-Page- Registered User regular
    edited April 2011
    I was being sarcastic.

    Page- on
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  • DecoyDecoy Registered User regular
    edited April 2011
    Page- wrote: »
    I was being sarcastic.

    Hah, I'll be honest, I wasn't sure. I wanted to say "Do BGs and dailies til the raid starts", but didn't want to look like a dick. :)

    Decoy on
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited April 2011
    Page- wrote: »
    I was being sarcastic.

    Given your previous posts I figured as much :P. But if you do end up playing the game, then you'll probably be leveling up multiple characters, same as the rest of us. Or maybe you don't out of protest, locking yourself out of the the majority of the perk system (totally your prerogative of course, since you've made it well known that you hate these systems).

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • Fantastication2Fantastication2 Registered User regular
    edited April 2011
    I think it's TychoCelchuuu that's the huge hater of the levels and abilities.

    Fantastication2 on
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited April 2011
    I think it's TychoCelchuuu that's the huge hater of the levels and abilities.

    No, I just hate them being mandatory instead of optional when the game is a competitive multiplayer FPS.

    TychoCelchuuu on
  • Page-Page- Registered User regular
    edited April 2011
    And I just hate everything.

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  • Lt. FraggLt. Fragg Registered User regular
    edited April 2011
    And he is better than you.

    6365973_std.jpg

    Lt. Fragg on
  • Page-Page- Registered User regular
    edited April 2011
    In the original (more true-to-life) ending that dude won.

    So there.

    Page- on
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  • Captain KCaptain K Registered User regular
    edited April 2011
    I'm sure we've all read that interview that was posted a week or two ago, where one of the devs said they're committed to making the most powerful, obvious perks available right off the bat. Stuff like increased weapon damage and increased health, you can choose them immediately, so at level 1 you're not going up against level 10s that have the option to roll with 150% HP while you don't. They've said the higher-level perks are much more situational.

    I can see why you're not thrilled about it, TC, but it's not like they're going completely down the CoD path. It really seems like they're still trying to make a Splash Damage game, but they're making some (probably necessary) concessions to a fanbase that has been brainwashed over the last several years to expect some kind of persistent XP/levelling system in their FPS multiplayer.

    Captain K on
  • no worriesno worries Registered User regular
    edited April 2011
    no worries on
  • durandal4532durandal4532 Registered User regular
    edited April 2011
    Some people also just enjoy RPG flavoring even when it's not strictly necessary.

    durandal4532 on
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  • rRootagearRootagea MadisonRegistered User regular
    edited April 2011
    I'm just hoping that when Splash Damage said they took out one shot sniper rifles, they're also implying a wide range of play-style defining weapon choices, such that every weapon has a pretty distinctive optimal and non-optimal firing range, and also each weapon requires a different level of trigger discipline to maintain effectiveness.

    rRootagea on
  • CarbonFireCarbonFire See you in the countryRegistered User regular
    edited April 2011
    Some people also just enjoy RPG flavoring even when it's not strictly necessary.

    And some people like the RPG flavoring so much, they'll eat big spoonfuls of the stuff without much game at all. See almost any social game ever.

    Also:
    807503965_rBNbP-L.jpg

    CarbonFire on
    Steam: CarbonFire MWO, PSN, Origin: Carb0nFire
  • Blackbird SR-71CBlackbird SR-71C Registered User regular
    edited April 2011
    CarbonFire wrote: »
    Some people also just enjoy RPG flavoring even when it's not strictly necessary.

    And some people like the RPG flavoring so much, they'll eat big spoonfuls of the stuff without much game at all. See almost any social game ever.

    Also:
    807503965_rBNbP-L.jpg

    ...or Call of Duty. At least everyone after and including Modern Warfare. In fact, they don't even put much effort into the RPG content, it largely stayed the same till Blops and I doubt MW3 will change that.

    Blackbird SR-71C on
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  • mr_michmr_mich Mmmmagic. MDRegistered User regular
    edited April 2011
    I like how MNC did it.

    All you get is more create-a-class slots or whatever; all the perks are unlocked from square 1. Of course, they don't have any real equipment customization or anything.

    mr_mich on
  • SpoitSpoit *twitch twitch* Registered User regular
    edited April 2011
    But really, even WET had XP unlocks. They just weren't persistant

    Spoit on
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  • Fantastication2Fantastication2 Registered User regular
    edited April 2011
    Persistant xp got modded into ET pretty quick, from memory. ShrubMod or something similar. There were also persistant xp servers for ETQW.

    I guess they're saving those modders the effort this time round.

    Fantastication2 on
  • KakodaimonosKakodaimonos Code fondler Helping the 1% get richerRegistered User regular
    edited April 2011
    This looks interested. Probably more casual friendly than most other FPSes. I tend to drop in and out a few weeks at a time in my ability to play games and I got tired of having to be continuously online every week with some of the others.

    And if I get tired of people, I can just play with the cold, unfeeling bots.

    Kakodaimonos on
  • mr_michmr_mich Mmmmagic. MDRegistered User regular
    edited April 2011
    I think my friends are starting to resent me for hyping Brink.

    I'm a pretty good FPS player, and they're average at best. We all get burned out whenever a new COD comes out, and I'm looking forward to Brink just because it's different. The whole TF2/Assassin's Creed/Unreal Assault Mode thing is a breath of fresh air, and certainly will be more forgiving to my friends with less twitch/reflex skills.

    Maybe I am overlooking some glaring flaws with Brink. I don't expect it to be a perfect game, but at this point I'm on board the bandwagon -- nay, driving the bandwagon -- because it feels very distinct from the bullshit we've been putting up with for awhile.

    mr_mich on
  • DouglasDangerDouglasDanger PennsylvaniaRegistered User regular
    edited April 2011
    from the RPS link last page
    S.M.A.R.T. requires foresight and reflex, not slack-jawed laziness; it’s a matter of surveying the terrain as you sprint and making judgement calls as to the best route, based on a certain familiarity with your character’s athletic capabilities, and just a little bit of blind faith. Falling over and embarrassingly missing jumps happened just as much as it does in game where I must manually hit the jump button – this is about taking away some of the manual labour, not about dialling down the challenge or player perceptiveness

    This sounds good. :)

    DouglasDanger on
  • TalkcTalkc Registered User regular
    edited April 2011
    from the RPS link last page
    S.M.A.R.T. requires foresight and reflex, not slack-jawed laziness; it’s a matter of surveying the terrain as you sprint and making judgement calls as to the best route, based on a certain familiarity with your character’s athletic capabilities, and just a little bit of blind faith. Falling over and embarrassingly missing jumps happened just as much as it does in game where I must manually hit the jump button – this is about taking away some of the manual labour, not about dialling down the challenge or player perceptiveness

    This sounds good. :)

    In other words. Just cause you can climb a wall, doesnt mean you dont get shot in the ass while doing it.

    Talkc on
This discussion has been closed.