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Yeh Ive been playing a lot of SP with the botss on hard. Its good and the MP Ive played its laggin but on some lower pop servers its been not bad. Also found if I turned ambiant oclusion off the game sprang into life a bit more. I.e no laggin on 70-80% of MP games I was in.

It is kinda naff that the whole SP isnt fleshed out more. Im 3/4 thru both campaigns now and done all challenges.

I,ll sa this about the marketing. The got it wrong way wrong but in some respects the vagueness has obv left to the intrepetation weve all come to, dunno if this was hyping it in a way that didnt actuall fully explain the concept or what but, if we were gonna have a situation where every NPC in say a game like Crysis 2 (jus an example two v.diff games) it wouldnt of worked and the game weve got would of purely been a MP arm only. Reasons being Linear vs. Non-Linear game play and objectives. I.e imagine its a situation where the story or map requires a vast number of enemy players against 1-4 people. The game would need to balance in such a way that it would be possible for the non-enemy team to win. Whilst ofc being online. Then theres objectives. The ones we see at present fine for MP but kinda crap for SP. Why?

Well things like cutscenes and dynamic events such as map layouts changing or scripted events all needed for a SP map and objectives but not possible as soon as MP is there unless your doing some sort of phasing ala Wow style for every one involved. Some of this could of been done but in a way there just still two massively differently experiences when done right. But hey Im happy cause what we have is a decent little online shooter, thats unique and fun to play. Oh and an alternative to TF2 :)

If anyones on Steam playin add me :) Colicab

Posted this over in a thread at the official SD forums...

So having played extensively for a couple of days. Couple of observations:-

  • Hack objectives are way too hard. I played with a good circle of friends who understand team play and supporting roles. The solution is either make it quicker to hack, slow to reverse or introduce a fade on the hack if they haven?t touched it in x seconds/minutes.
  • Escort objectives are hit and miss too. I?d suggest making the hostages invisible to turrets or something like that. It needs tweaking. Again this type of objective is stacked in the defenders favour.
  • SMART is only really fun playing as light. I understand the whole body type thing, but come on as medium I should be able to do most of the SMART moves, not just a limited selection
  • Guns! There is not enough guns, or should I say variation in gun type. It seems like the gun selection is half hearted, and someone lost interest half way.
  • Get rid of the context sensitive objectives. It?s far too buggy for my liking. I have to stand directly infront of the god damn objective for the prompt to appear. No offence, but I?m not on a fricking console. FIX IT!
  • Following on from the above, on a plant objective. Try pulling away just as you are about to place your charge. Bugs galore.
  • Some of the maps needs to be looked at again. I don?t mind playing a challenging game. But some maps are either stacked heavily in defenders favour or vice versa.
  • Fix objective naming. Case in point. There is a level (sorry, haven?t learnt the names yet). Where you have to hack the safe to progress. If you are solider it?ll safe GUARD THE SAFE. Where as if you are Ops it?ll say HACK THE SAFE. The amount of times I?ve been chased by my own team because I?m doing the objective is hilarious. You guys need to look at the wording, and correct it.
  • Sounds bugs, I?m sure you know the deal. Fix it.
  • I should be able to change body type as well as change player at the command console.
  • Replace the objective circle/command console circle with something less obtrusive. Reeks of console UI. There?s a g_advancedHUD lets use that huh? ;)

That?s all I got for now, but I?m sure I?ll have more soon!

Posted this over in a thread at the official SD forums...

So having played extensively for a couple of days. Couple of observations:-

List

That?s all I got for now, but I?m sure I?ll have more soon!

I agree with all of that.

The map where you have to hack the air ventilation system as resistance is a joke. 2 entrances to the objective room which both can easily be guarded by the defending team. All they need is engineers with auto turrets on their team and 2 medics to toss out revives and the resistance can't make any progress. I've yet to see a team make it past that objective.

I've made it past that objective, but there's a later one in that mission that I haven't yet (as attacker.) The missile level is a pain in the ass to take though we've done it as Resistance.

All the guns have different upgrades so I like the variety now that I've unlocked more upgrades. I actually have a few preferred guns and a great machine pistol now.

For me this games movement is just waaaay too slow. For a game that is supposed to emphasize "freedom of movement" it feels very clunky, even with the light body type. I never really feel like I can strafe or dodge out of the way quick enough.

I also hate how when you buff someone that the game takes over your mouse movement and locks on to them. Really annoying. I saw an interview with a developer that said they never take control away from you, but that's not exactly true. While you can cancel it at any time, it's still annoying to have your mouse move on it's own. The same is true for the parkour stuff. I feel like it's just a series of canned animations and it feels very ridged and restricted. I think it would have been better to have the player be in control at all times. Mirrors edge done that kind of thing a lot better.

Most of the guns seem similar to me and none of them are very accurate. Most of the time I can just spray them and get kills easily without needed to aim very much at all.

I just feel like the whole game is dulled down from what it could have been. They were obviously focusing on making an easy game for console players rather than on a game with depth.

I've made it past that objective, but there's a later one in that mission that I haven't yet (as attacker.) The missile level is a pain in the ass to take though we've done it as Resistance.

All the guns have different upgrades so I like the variety now that I've unlocked more upgrades. I actually have a few preferred guns and a great machine pistol now.

I've made it past that objective. My point was that you could have an average team on attack vs a noob team on defence. And the defence wouldn't have to do much to win at all. That map in particular is built for defence. Worse even, is if you have teams of equal skill. The defence can push up, and just hold you in your spawn. Much like Container City.
For me this games movement is just waaaay too slow. For a game that is supposed to emphasize "freedom of movement" it feels very clunky, even with the light body type. I never really feel like I can strafe or dodge out of the way quick enough.
Agreed, I felt the same way. With a medium body type, the movement is really clunkly. SMART only really works with light body type. Also I hate how you aren't in complete control of your movement. It's like it's all chained together.
I also hate how when you buff someone that the game takes over your mouse movement and locks on to them. Really annoying. I saw an interview with a developer that said they never take control away from you, but that's not exactly true. While you can cancel it at any time, it's still annoying to have your mouse move on it's own. The same is true for the parkour stuff. I feel like it's just a series of canned animations and it feels very ridged and restricted. I think it would have been better to have the player be in control at all times. Mirrors edge done that kind of thing a lot better.
You aren't the only one complaining about this. It's a big thing at the SD forums. I hate it too.
Most of the guns seem similar to me and none of them are very accurate. Most of the time I can just spray them and get kills easily without needed to aim very much at all.
Agreed. The guns are too similar, and most of them are quite weak. They are accurate, but they need to modify the hitboxes and add in hit sound feedback. Both for body and head.
I just feel like the whole game is dulled down from what it could have been. They were obviously focusing on making an easy game for console players rather than on a game with depth.
Again, you aren't alone in thinking this. I mean look at the objective wheel - nuff said.

What specifically?

Seems ok to me - the medics are fairly decent at reviving me.

My only issue is the enemy AI is tough until about 60 seconds left on the timer then they seem to just give up :/

they don't know how to support or do the objectives. like you said, them reviving you is the only good side about them.

they don't know how to support or do the objectives. like you said, them reviving you is the only good side about them.

They're better since the patch. I used to get to an objective and try to defend it while hacking it all by myself when bots are involved, now I can expect a few of em to come make sure I stay alive.

They're better since the patch. I used to get to an objective and try to defend it while hacking it all by myself when bots are involved, now I can expect a few of em to come make sure I stay alive.

i wish that was the case for me. i can't get by the objective challenges cause the idiots just ran the opposite direction of the objective, no supporting me at all and i get shot up in seconds. it's honestly retardedly. they go after the opposition team directly, not strategically based on what the objective is...

Update incoming early next week - Source

Xbox 360

We?ve been hard at work investigating the lag issues some players of the Xbox 360 version of Brink have reported. We?ve now completed modifications to improve network performance and will be rolling these out in a title update for the game.

This title update is also going to fix an isolated freezing issue reported by some German players who should no longer experience that problem once the update has been installed.

PC

This update contains a host of fixes and improvements including the following:

We?ve identified the cause of sound dropping out on certain maps when playing networked games for a prolonged amount of time. This will no longer occur.

Graphical performance has been improved, especially when using Ambient Occlusion. We?ve worked closely with both AMD and NVIDIA, and you should see performance and stability improvements in future driver revisions from both parties.

The server browser is tweaked in this update, as well; among other things, a new filter allows you to display only servers with a certain number of players on them, and full servers will no longer be filtered out completely.

There are some smaller fixes for minor issues including your character?s voice occasionally resetting when deleting another character, and a memory leak when alt-tabbing out of the game.

Finally, the dedicated server is set to get an update at the same time as the main game, which will result in improved CPU performance. We?ve protected certain cvars that previously allowed server admins to accidentally break objectives involving NPCs.

The full changelog will be released alongside the update, so keep an eye out for that.

PlayStation 3

With PSN back online, we?re able to resume multiplayer testing on the PlayStation 3. We?re preparing to bring the changes in the upcoming Xbox 360 title update to the PlayStation 3 version of Brink quickly and we expect to have it out next week. Stay tuned!

Brink Updated

General:

? Fixed sound dropping out when playing networked games

? Improved graphical performance, especially when using Ambient Occlusion

? Fixed voice packs being reset to default when you delete another character

? Removed ability to use certain cheat protected commands in challenges

? Fixed memory leak/crash when alt-tabbed out

User Interface:

? Full servers are no longer filtered out of the browser

? Added support for entering a range of numbers (i.e. 10-12) in server filters

? Reduced font size in the server browser

? Exiting Head customization returns to the correct menu

? Fixed being unable to bind KP_Enter in the UI

? Increased font size of in-game text chat

? ?Enter? now closes text chat prompt if empty

? Fixed challenge in menu flashing even after completion

Dedicated Servers:

? Improved dedicated server CPU performance

? Fixed NPC not spawning for escort objectives online on servers using unsupported cvars

didn't really improve performance for me but fixed a lot of graphical glitches. if i turn on HBAO it aboslutely murders my performance still though.

Played my first few pro-scrims recently (one a while back, and one tonight before the patch) and I got absolutely raped both times (same clan from Germany) in all bodily orifices you can think of. It was a humbling experience. I can pretty much hold my own on pubs (and own a fair few of them). But playing pro-scrims is just a different ball game altogether. What was I thinking signing up to ESL :\ I?m gonna stick at it, practice every day. There?s always folks on IRC wanting a scrim.

Dead game already?

that's what happens when you have retard developpers who release a beta product at best as a retail release. game still needs a lot of work imo. still isn't running the greatest for me. I'm waiting for new ATI drivers before i jump back in. i haven't regretted buying a game in a long time until this one...

still have garbled text and ****ty fps. even with the hotfix 11.5b drivers

4,688 29,453 Football Manager 2011

3,534 4,990 Portal 2

3,414 6,658 Battlefield: Bad Company 2

3,208 7,866 Total War SHOGUN 2

3,106 5,511 Fallout New Vegas

3,046 5,866 The Witcher 2

2,949 4,795 RIFT

2,153 6,375 Empire: Total War

2,000 4,776 Garry's Mod

1,710 5,525 Call of Duty Black Ops

1,492 4,032 Mount&Blade: Warband

1,414 3,742 Fable 3

1,333 2,026 Killing Floor

1,249 3,276 Dawn of War II - Retribution

1,221 5,134 BRINK

1,178 1,686 Borderlands

958 3,300 Call of Duty: Modern Warfare 2

940 1,552 Mass Effect 2

902 1,547 EVE Online

886 5,235 Condition Zero

856 3,996 Day of Defeat: Source

826 2,915 Napoleon: Total War

810 2,021 Left 4 Dead

800 1,284 Plants vs. Zombies

747 1,402 The Witcher: Enhanced Edition

654 1,232 Half-Life 2

steam stats. left is current players, right is peak for the day. this game is dieing fast.

also, spot on review of the game. more i play it, the more everything he says right

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    • Pretty nice tool, thanks
    • Indeed. But note that this has Wifi7, HDMI 2.1, BlueTooth 5.4, and 5G Ethernet, so even in the additional features list this bundle blows the Steam Machine away. And, with the money saved, one could improve this dramatically.
    • One of the strangest galaxies in our Universe could help answer some long overdue questions by Sayan Sen Image by Pixabay via Pexels | Not representative An international team of astronomers led by the Department of Astronomy at Tsinghua University has discovered an unusually metal-poor galaxy that may contain signs of first-generation star formation. The galaxy, named Metal-Pristine Galaxy COSMOS Redshift 3 (MPG-CR3), or CR3, was identified using observations from the James Webb Space Telescope (JWST), the Very Large Telescope (VLT), and the Subaru Telescope. The findings, published in The Astrophysical Journal Letters, describe CR3 as the most metal-poor galaxy known from the period known as "cosmic noon," around 11.5 billion years ago. Cosmic noon refers to a period when the universe was producing stars at its highest rate and galaxies were growing rapidly. In astronomy, "metals" refers to all elements heavier than helium, including oxygen, carbon, and iron. Because CR3 contains so few of these heavier elements, researchers say it closely resembles what scientists expect the earliest galaxies in the universe may have looked like. The discovery is significant because it could offer clues about Population III (Pop III) stars, the first generation of stars thought to have formed after the Big Bang. These stars are believed to have formed from gas made almost entirely of hydrogen and helium, before heavier elements were created inside stars and spread across the universe through supernova explosions. Hence this is why CR3 has been referred to as a "living fossil." Scientists have long believed that Population III stars existed only in the very early universe. As more generations of stars formed and died, they enriched surrounding gas with heavier elements, making the conditions needed for metal-free star formation increasingly rare. Because of this, researchers expected the formation of such stars to have largely ended after the epoch of reionization, a period when radiation from the first stars and galaxies transformed the neutral hydrogen filling the universe and made it largely transparent to ultraviolet light. CR3 appears to challenge that idea. The galaxy was observed at a redshift of z = 3.193 ± 0.016. Redshift measures how much light from a distant object has been stretched as the universe expands and helps astronomers determine how far back in time they are looking. In this case, the redshift corresponds to roughly 11.5 billion years ago during cosmic noon. Although the universe was already several billion years old by that point, CR3 shows characteristics more commonly associated with much earlier galaxies. Observations revealed exceptionally strong emissions from hydrogen and helium, including Lyα, Hα, and He I λ10830. Lyα, or Lyman-alpha emission, is a specific wavelength of light produced by hydrogen and is widely used to study distant galaxies. Hα emission is another hydrogen signature commonly used to trace active star formation, while He I λ10830 is produced by helium and can indicate the presence of very hot, young stars. The measured equivalent widths of EW₀(Lyα) = 822 ± 101 Å and EW₀(Hα) = 2814 ± 327 Å are among the highest ever observed in star-forming galaxies. Equivalent width is a measure of the strength of an emission line relative to the surrounding light, and such large values are typically associated with intense and very recent star formation. At the same time, researchers found no statistically significant detections of metal emission lines, including [O III] λλ4959, 5007 and C IV λλ1548, 1550. Emission lines act as chemical fingerprints that reveal which elements are present in a galaxy. Oxygen and carbon lines are commonly seen in galaxies that have already undergone significant chemical enrichment. Their absence in CR3 suggests an unusually pristine environment. Using abundance calibration methods developed with JWST observations, the team placed a 2σ upper limit on the galaxy's gas-phase metallicity of 12+log(O/H)<6.52, corresponding to less than 0.7% of the Sun's metallicity (Z < 7 × 10⁻³ Z⊙). Gas-phase metallicity measures the abundance of heavy elements in a galaxy's gas. A 2σ upper limit indicates that the true value is very unlikely to be higher than the quoted threshold. Even when accounting for uncertainties in the calibration methods, the most conservative limit remains 12+log(O/H)<6.95, making CR3 the most metal-poor galaxy identified at cosmic noon. The galaxy also appears to contain very little dust. Researchers measured a Lyα/Hα flux ratio of 13.9 ± 2.5, a result that suggests negligible dust attenuation, meaning very little of the galaxy's light is being absorbed or scattered by cosmic dust. Because dust is usually produced by earlier generations of stars, this finding further supports the idea that CR3 has experienced very little chemical enrichment. Further analysis using spectral energy distribution modelling, a technique that compares observed light with theoretical models, suggests that CR3 contains an extremely young stellar population only around 2 million years old. The modelling, which used Population III stellar templates, also indicates the galaxy has a stellar mass of approximately 6.1 × 10⁵ M⊙. The symbol M⊙ represents one solar mass, or the mass of the Sun. One of the key questions raised by the discovery is how such a chemically primitive galaxy could exist in a universe that had already spent billions of years producing heavier elements. To investigate this, the researchers examined CR3's surroundings. Their analysis suggests the galaxy may lie in a slightly underdense environment, with a density contrast of roughly δ ≈ −0.12. An underdense region contains less matter and fewer galaxies than average. The team suggests that this relative isolation may have helped preserve pockets of pristine gas. Metal-rich material expelled from nearby galaxies may never have reached CR3, while the lower rate of galaxy mergers and interactions could have slowed the mixing of enriched gas into the system. If future observations confirm these findings, CR3 could provide some of the strongest evidence yet that first-generation star formation continued well after the epoch of reionization. Such a result would challenge the conventional view that pristine star formation ended by z ≳ 6 and suggest that small pockets of metal-free gas survived much longer than previously thought. Researchers stress that more observations will be needed to determine the galaxy's true nature. Future spectroscopic studies with higher resolution and better signal quality could help confirm whether CR3 is genuinely hosting Population III star formation. The discovery is also expected to encourage searches for other similar galaxies, which could help astronomers better understand how the first stars formed and how galaxies evolved in the early universe. Source: Tsinghua University, IOPscience This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing.
    • "I think in the immediate absence of a partner to apply relief" In the words of Sterling Archer... "Phrasing!"
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