Recommended Posts

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

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • RSS Guard 5.2.0 by Razvan Serea RSS Guard is a simple (yet powerful) feed reader. It is able to fetch the most known feed formats, including RSS/RDF and ATOM. It's free, it's open-source. RSS Guard currently supports Czech, Dutch, English, French, German, Italian. RSS Guard will never depend on other services - this includes online news aggregators like Feedly, The Old Reader and others. RSS Guard is developed on top of the Qt library and it supports these operating systems: Windows GNU/Linux OS/2 (eComStation) Mac OS X xBSD (possibly) Android (possibly) other platforms supported by Qt The core features of RSS Guard are: support for online feed synchronization via plugins, Tiny Tiny RSS (from RSS Guard 3.0.0). multiplatform, support for all feed formats, simplicity, import/export of feeds to/from OPML 2.0, downloader with own tab and support for up to 6 parallel downloads, message filter with regular expressions, feed metadata fetching including icons, simple Adblock functionality, customized popup notifications, Google-based auto-completion for internal web browser location bar, ability to cleanup internal message database with various options, enhanced feed auto-updating with separate time intervals, multiple data backend support, SQLite (in-memory DBs too), MySQL. is able to specify target database by its name (MySQL backend), “portable” mode support with clever auto-detection, feed categorization, drap-n-drop for feed list, automatic checking for updates, ability to discover existing feeds on websites, full support of podcasts (both RSS & ATOM), ability to backup/restore database or settings, fully-featured recycle bin, printing of messages and any web pages, can be fully controlled via keyboard, feed authentication (Digest-MD5, BASIC, NTLM-2), handles tons of messages & feeds, sweet look & feel, fully adjustable toolbars (changeable buttons and style), ability to check for updates on all platforms + self-updating on Windows, hideable main menu, toolbars and list headers, KFeanza-based default icon theme + ability to create your own icon themes, fully skinnable user interface + ability to create your own skins, “newspaper” view, plenty of skins, support for "feed://" URI scheme, ability to hide list of feeds/categories, open-source development model based on GNU GPL license, version 3, tabbed interface, integrated web browser with adjustable behavior + external browser support, internal web browser mouse gestures support, desktop integration via tray icon, localizations to some languages, Qt library is the only dependency, open-source development model and friendly author waiting for your feedback, no ads, no hidden costs. RSS Guard 5.2.0 changelog: Added: Feed auto-fetch can now also be delayed while Feral GameMode is active on Linux and startup auto-fetch is skipped when GameMode is already active. (#2265) WebEngine builds can now use RSS Guard generated proxy auto-config (PAC) rules so article/web browsing follows per-account and per-feed proxy settings more closely. (#2273) Generated PAC rules now also cover related subdomains and use Public Suffix List data, so feeds such as feeds.bbc.co.uk can also proxy resources from images.bbc.co.uk. (#2273) Standard feeds can now define extra proxy domains, useful when article images, stylesheets or other page resources are loaded from a CDN or another domain that should use the same feed proxy. (#2273) RSS Guard now asks for proxy credentials when a WebEngine page needs proxy authentication and can fill credentials from the current feed proxy when available. (#2273) Network settings again include an option to ignore all cookies, which clears stored cookies and prevents new cookies from being accepted. Standard RSS/ATOM feeds can now individually ignore cookies while downloading feed data. Stored cookies can now be deleted from the Tools menu. Custom skin colors can now override the feed list article count color separately from feed titles, including a separate highlighted color. (#2275) Settings dialog can now search across available settings and highlight matching controls. (#1754) Standard RSS/ATOM feeds can now optionally be reported as broken when they are valid but contain no articles. (#2039) Standard RSS/ATOM feeds can now override the application-wide feed connection timeout per feed. (#1023) Tray icon can now use a custom background color and unread-count text color, with an option to reuse the generated icon as the application icon. (#1973) Support for more benevolent parsing of Gemlog entries (#2295). Article list can now show when an article was received by RSS Guard. (#947) Feed deep discovery now actually scrapes all links found in the website and checks if they are feeds or not. This greatly enhances usability of the deep discovery mode and discovers many more feeds than before. (#2306) Search boxes now show a small dot when the feed or article list is hiding some items because of active filtering. (#873) Articles now have a shortcut-assignable action to open the homepage of the feed they belong to. (#2060) Fixed: Parallel feed updates no longer crash when multiple update results are processed at the same time. (64cf521) Links in WebEngine articles opened from feeds such as Kill the Newsletter now open correctly instead of being swallowed by the embedded page. (#2272) Relative article URLs resolution was kinda broken. (#2282) Clicking article URL did not work when the URL had "fragment" set. (#2293) The default proxy setting now uses Qt/system default proxy behavior instead of forcing no proxy. (e0263ad) WebEngine article loading now keeps the current feed context, so feed-specific proxy credentials remain available while the article page loads. (fdd0f00) Download: RSS Guard 5.2.0 (64-bit) | Portable | ~ 130.0 MB (Open Source) Link: RSS Guard Home Page | Other Operating Systems | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • This is gonna separate the creeps from the rest of the crowd.
    • "Claude, is our CEO a compete and utter fool by wasting money on AI in this already worthless Teams chat?"
    • Endless Wars  Endless Shrimp!!! 🦐    
  • Recent Achievements

    • Rookie
      DaviKar went up a rank
      Rookie
    • Dedicated
      HidekoYamamoto94 earned a badge
      Dedicated
    • One Month Later
      timbobit earned a badge
      One Month Later
    • One Month Later
      nates earned a badge
      One Month Later
    • Week One Done
      Almohandis earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      462
    2. 2
      +Edouard
      161
    3. 3
      PsYcHoKiLLa
      110
    4. 4
      Michael Scrip
      83
    5. 5
      Steven P.
      69
  • Tell a friend

    Love Neowin? Tell a friend!