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Brink |OT| _/^\_

noonche

Member
I can't seem to get the DLC to show up in the game. I have the game from the QuakeCon pack and it says I have the DLC.... Anyone have this happen to them?
 
Deadbeat said:
Why the fuck havent they fixed this yet?

There are workarounds I've read about but I've never bothered to look them up. The dev console commands are apparently floating out in the aether of the interwebz as well.


One would think Splash Damage would want to do right by the PC version since it's likely the only version still selling, the only version with any sort of a community and the only version that will likely continue to have some sort of legs through digital distribution, at least during sales and further free weekends. It looks like Brink actually cracked the top ten on Steam before getting knocked out by Terraria, honestly didn't think that would happen.

It'll be interesting to see what sort of bump the overall player base receives after the free weekend, before it was at roughly 1000 players, it's hit ten times that amount because of the free weekend.

alske said:
I can't seem to get the DLC to show up in the game. I have the game from the QuakeCon pack and it says I have the DLC.... Anyone have this happen to them?

If you can choose two extra missions below the Wat IF scenarios, you have the dlc.
 
alske said:
Is that in the campaign menu? I've only got two what if scenarios for each side...

Yes, the Resistance and Security campaigns. Click on one of them and scroll down. There will be six or seven campaigns, Day 1-8 and then two What If scenarios. If there are two extra Day twenty-something scenarios below the What If's, you have the DLC.

If not, click on the link in the store page to download it.

Edit: Screenshots...

http://cloud.steampowered.com/ugc/594692996074580935/0BD1979621D494746EE1759CB9DB6411D3077161/

http://cloud.steampowered.com/ugc/594692996074582081/384C7EBD0E6B88DB29B4ABD2282569DC466F268F/
 

noonche

Member
Yeah, steam says that I already own it when I go to the Agents of Change page, but it's definitely not there when I load the game.

Maybe I need to delete the game and re-download it. Joy.
 
alske said:
Yeah, steam says that I already own it when I go to the Agents of Change page, but it's definitely not there when I load the game.

Maybe I need to delete the game and re-download it. Joy.
Try to verify integrity of cache, maybe?
 

Firebrand

Member
alske said:
I can't seem to get the DLC to show up in the game. I have the game from the QuakeCon pack and it says I have the DLC.... Anyone have this happen to them?
I deleted the zzzdlc* files and some random small file, and that triggered a ~400 meg download for me after verifying the integrity of the files.

EDIT: Looking at the base dir now, there's two zzzdlc000 files (~480 MB) that weren't part of my original installation even after adding the DLC and verifying my files. I only had the two zzzdlcenglish ones, which I deleted along with one of the smaller pak files from the base game just to make sure it'd redownload something. That fixed it for me.
 

noonche

Member
The_Player said:
Try to verify integrity of cache, maybe?

It said it verified them correctly, but that didn't change anything.

Will "delete local game content" nuke my saves or are those on Steamcloud?
 

noonche

Member
Firebrand said:
I deleted the zzzdlc* files and some random small file, and that triggered a ~400 meg download for me after verifying the integrity of the files.

I deleted everything but "pak000.sdpk2" and the video folder from steamapps\common\brink\base, ran verify and it downloaded a bunch of stuff. Still nothing though. My zzzdlc files are 9 and 17348 k.
 

noonche

Member
After re-deleting some files, restarting my machine, and re-verifying the local game content Steam finally realized I was not up to date and downloaded the tow zzzdlc000 files that I was missing.

Seems to be working now. :)
 

joesmokey

Member
I apologize if this has been brought up before (I'm assuming it has many times), but I can't get past the PLEASE WAIT loading screen after selecting a campaign mission. After it loads the introductory campaign video, it freezes when trying to load the level.

Specs:
GTX 570
Q6600
Win7 64-bit


Any easy fixes for this? Brink is not the easiest thing to search in Google :(.
 
One thing I think really works against Brink is the unlock system that they have there to give players a false sense of progress. Looking at my engineer character and nineteen hours of total playtime, you'll have to spend roughly twenty five hours grinding a character up to see the full potential of each class. That's so incredibly stupid. You only have access to the most basic of abilities of each class.

I get that they want to provide users with constant head patting and validation through the gaining of experience points, with bars filling and levels rising. The problem is you have to grind your character to unlock key functions of that class. Imagine playing TF2 as a spy and not being able to sap buildings for x amount of hours until you unlocked the appropriate level/rank to buy the skill.
 

JWong

Banned
So I played the free weekend steam thing. Only single player since I didn't want to jump in at a low level.

Fairly competent team based shooter. Definitely feels like a lot of balance work has gone in, but the gun variety doesn't feel necessary. I wish there was more skills to play with rather than the focus on gun modding because after the first ten levels, it's just not interesting to level any more with one skill unlock per rank.

Parkour is useless though.
 

Teknoman

Member
Its pretty decent as a light body if you want to get to a good sniper spot/place to use suppressing fire. Works great for escapes too.
 
JWong said:
Parkour is useless though.

Did you play heavy bodytype only or what? There're lots of things you can make, which you wont find in any other game. First of all you need to understand that Brink isn't about shooting people, it's about teamplay, right using of abilities, and movement. It feels a lot like an FPSMMO to me, with their cooldown abilities, buffs, character creation and so on.
 

derFeef

Member
Riposte said:
Command posts don't seem too useful. Perhaps I wasted too much time trying to capture them as a operative.
Very useful, especially when ugpgraded by an engineer (doubles the effect).
 

Grayman

Member
There are places to get great use of the parkour but they are not as common as they could be. The huge gap as an attacker on aquarium is one of the few areas were a light body gets to do something really special that no one else does. The system really shines in Parkour this but that does not translate over to playing on the real maps at all.

Ignoring the animation side of Brink there is nothing done that is not smoother controlling in Q4 and Warsow.

Brink could be a great game with years of updates like Quake 4 but it would never get more players. Splash Damage needs to figure out what didn't work with Brink and make "ET4".
 

X-Frame

Member
Is there no way to force games with only human players? I'm still joining games on the 360 with 4 human players max, most of the time less than that.
 

Vagabundo

Member
My brother has a beast of a machine and is getting consistent 60FPS on fraps, but getting lots of slow down or lag. Is this a problem with the game? Is there a fix?

I noticed some lag/slowdown myself when I was playing.

Oh thanks to the poster earlier for the info.
 
Vagabundo said:
My brother has a beast of a machine and is getting consistent 60FPS on fraps, but getting lots of slow down or lag. Is this a problem with the game? Is there a fix?

I noticed some lag/slowdown myself when I was playing.

Oh thanks to the poster earlier for the info.
Is he playing with bots in games he made himself? That'll lock you to 30 no matter what.
 

Boerseun

Banned
So, has anyone else been convinced NOT to buy the game following the recent free weekend on Steam?

Weapons lack 'oomph!', level design is cramped and simplistic, the surreal character designs are some of the most repulsive I've ever seen, and the upgrade system that appears deep at first glance quickly feels kind of pointless when I am able to waste anyone and everyone despite only just having started the game. Perhaps worst of all, the on-screen image is drained of colour creating a uniform, grey, washed-out look that I find very unattractive. Oh yes, and the cinematics, as already mentioned in this thread, are completely horrible and made me just want to quit the game before a level had even started.

The basic idea behind the setting is strong, and holds much potential for a more open (maybe free to play) multiplayer FPS, but perhaps Splash Damage have shown that they are not the team to realise that potential.

To finish off, one positive I've taken from this experience is that the game seems stable on my rig, with not a single technical problem rearing its head. Though I also realise that the rest of GAF has not been as lucky.
 
I enjoyed the hell out of my free time with Brink that weekend. I just bought it about an hour ago, so if anyone still plays and is looking for a BF player, hit me up so we can practice on Brink.
 
I usually have a few rounds of Brink on a Sunday eve, and damn it was terrific tonight. A nice little community is still running about. I can understand a lot of peoples' issues with the game, but damn, if it hasn't spoiled me on other "team" games like Battlefield. At this point, there seems to be a professional understanding of team play and objectives...everyone seems to play their roles incredibly well.

It's not for everyone, but Brink remains my multiplayer go-to game for the shooty-shoot.
 
Pylon_Trooper said:
I usually have a few rounds of Brink on a Sunday eve, and damn it was terrific tonight. A nice little community is still running about. I can understand a lot of peoples' issues with the game, but damn, if it hasn't spoiled me on other "team" games like Battlefield. At this point, there seems to be a professional understanding of team play and objectives...everyone seems to play their roles incredibly well.

It's not for everyone, but Brink remains my multiplayer go-to game for the shooty-shoot.
Red Orchestra 2 has replaced it for me but it's a good game and does not deserve the hate it gets on Gaf.
 

charsace

Member
Phife Dawg said:
Red Orchestra 2 has replaced it for me but it's a good game and does not deserve the hate it gets on Gaf.
Its a frustrating game because it has a lot of potential that it doesn't reach because either the devs didn't have enough time or didn't have vision to realize it.
 
charsace said:
Its a frustrating game because it has a lot of potential that it doesn't reach because either the devs didn't have enough time or didn't have vision to realize it.
A lot of the issues can be blamed on the console focus, I get the feeling that they wanted to do a lot more with the movement stuff but didn't think that they could given their main audience. My hope for their next game is that they realize they can go balls out with complexity and depth and still have a successful game, even on consoles.


Oh, and another thing. Did people ever figure out more advanced ways to move around? They had systems in there where you'd get more momentum if you timed your jumps after you did a parkour move. Though I never, ever saw anyone use that (even in competitive games).
 

Deadbeat

Banned
Phife Dawg said:
Red Orchestra 2 has replaced it for me but it's a good game and does not deserve the hate it gets on Gaf.
Yes it does deserve the hate. Its a broken mess. Runs like shit, too much stuff highlighted and pointing TAKE THE COMMAND POST COMMAND POST COMMAND POST COMMAND POST COMMAND POST COMMANDPOST did I say COMMAND POST yet? Let me make sure: STOP THEM BROTHERS!!!!!!
Weapon damage is fine (IE how many bullets it takes to kill people). It took them 2 months to balance the fucking weapons though. Their talk about how fast they can update the files was a giant load of shit. Singleplayer was a giant lie. Its just multiplayer with bots. The game is shit because outside the idea of teamwork everything else is horribly setup.

I rather play wolf:et. Which is what I did.
 

Emitan

Member
Deadbeat said:
Singleplayer was a giant lie. Its just multiplayer with bots.
I knew this months before the game was out. I don't know why this is a huge sticking point with Brink haters.
 

Deadbeat

Banned
Billychu said:
I knew this months before the game was out. I don't know why this is a huge sticking point with Brink haters.
So you ignore the rest of the problems the game has and use this one point as a cop out? Typical.
 

Emitan

Member
Deadbeat said:
So you ignore the rest of the problems the game has and use this one point as a cop out? Typical.
Um, did I say that knowing it was multiplayer only excused everything else you said? I chose to address only one of your statements. Brink is a very flawed game and I'm not going to convince others to like it because I understand the reasons why I wouldn't.
 

kevinski

Banned
charsace said:
Its a frustrating game because it has a lot of potential that it doesn't reach because either the devs didn't have enough time or didn't have vision to realize it.

Return to Castle Wolfenstein is still one of my favorite games of all time, so I've tried to be loyal to Splash Damage (despite RtCW being handled by different developers) because Splash Damage seemed to be very intent on continuing RtCW's style of game play. The problem is that no Splash Damage game has matched the quality of RtCW, and each Splash Damage release was less impressive than the last.
 

charsace

Member
Danne-Danger said:
A lot of the issues can be blamed on the console focus, I get the feeling that they wanted to do a lot more with the movement stuff but didn't think that they could given their main audience. My hope for their next game is that they realize they can go balls out with complexity and depth and still have a successful game, even on consoles.


Oh, and another thing. Did people ever figure out more advanced ways to move around? They had systems in there where you'd get more momentum if you timed your jumps after you did a parkour move. Though I never, ever saw anyone use that (even in competitive games).
I doubt console stopped them from building the game in a way that would take advantage of movement. Mirror's Edge had more advanced movement and Shadowrun has more complicated movement options as well. They didn't build levels that took advantage of the free running, the guns feel off and there are a few more little gripes I have that I won't bother mentioning. This game just felt straight up sloppy to me. I've said it before and I'll say it again; they should give it another try, just don't put the Brink name on the next game.


kevinski said:
Return to Castle Wolfenstein is still one of my favorite games of all time, so I've tried to be loyal to Splash Damage (despite RtCW being handled by different developers) because Splash Damage seemed to be very intent on continuing RtCW's style of game play. The problem is that no Splash Damage game has matched the quality of RtCW, and each Splash Damage release was less impressive than the last.
This. The truth. Every game they've released has gotten worse. And they are basically iterating on the same design. How is it even possible that each iteration is worse?
 

Metal-Geo

Member
What really bothered me was that they created a beautiful world/environment. A great background story (if you will) and overall a great setting for a shooter. The game had massive potential. But it seems they refused to do anything with it.
 
Going through some old interviews with Paul Wedgwood concerning ET: Quake Wars...

Enemy Territory: Quake Wars is a pure multiplayer combat game, and all of our effort has been put into making that the best experience that we can do. Now if we'd diverted some of our resources to create a single-player mode for the game, the game wouldn't be as good a multiplayer combat game as it is now.
There's a general philosophy that Kevin [Cloud] and I have that you don't "nerf" a game's gameplay to make it more accessible to players. You improve the user interface to make it more accessible to new players, and once you make the decision on how you're going to approach the game's design, you're less concerned about putting in lots of depth and complexity, because you're going to find an interface solution that makes the game more accessible.
I think in this genre that there isn't anything that offers the same kind of depth of gameplay as Enemy Territory: Quake Wars. Actually, I don't think, I know that to be the case because of what Activision let us get away with! When we started out it was kind of like being a 15-year-old saying, "Wouldn't it be cool if we could do this? And wouldn't it be cool if we could do that? And wouldn't it be cool if we could do this?" And nobody stopped us because Kevin and I are both respective owners of our own companies.
On why 12 maps is a good number for ET:QW:
Enemy Territory: Quake Wars has 12 maps, each of which is about four times as deep and complex as a single Wolfenstein: Enemy Territory map. In Wolfenstein: Enemy Territory you would be going for one bridge, or you would be going for one outpost and that would be the basis for the gameplay. In Enemy Territory: Quake Wars, you'll play for perhaps 30 minutes, and then in taking the bridge and escorting the MCP through the tunnel and then securing the outpost, hacking the shield generator, shooting the strategic strike missile at the shield generator, then infiltrating the final building and destroying the final objective, that whole sequence of gameplay and the tactical and strategic possibilities are considerably more deep and complicated then Wolfenstein: Enemy Territory. So the amount of fun that people have and the longevity of the maps would be considerably greater even than in Wolfenstein: Enemy Territory.
http://www.gamespot.com/pc/action/e...ews/6165848/qanda-paul-wedgwood-on-quake-wars

Our general feeling is that we want to pursue persistent character advancement but that gameplay effecting rewards should be campaign length and status rewards that tell people how good a player they are, how good a leader they are, are the persistent elements.

For example, persistent military ranks are a great idea but giving somebody an additional weapon is not necessarily a good idea as it isn't fair for other players playing on the same server. In an RPG like World of Warcraft, you tend to go off and fight in specific dungeons which are appropriate for your skill level, but unless you have a really good solution to player matching on servers that's not a constraint you can apply to people running public servers. And so you end up with an unbalanced game if persistent rewards are too gameplay effecting.
http://www.computerandvideogames.com/132507/interviews/enemy-territory-quake-wars/?page=4

*sigh*

charsace said:
I doubt console stopped them from building the game in a way that would take advantage of movement. Mirror's Edge had more advanced movement and Shadowrun has more complicated movement options as well. They didn't build levels that took advantage of the free running, the guns feel off and there are a few more little gripes I have that I won't bother mentioning. This game just felt straight up sloppy to me. I've said it before and I'll say it again; they should give it another try, just don't put the Brink name on the next game.
And why didn't they build more complex maps? When they first thought that they wanted to include a wall-jump I doubt that they had what's in the game at this point in mind. There's pretty much not a single spot where it's useful to jump from more than one wall, even though it's fully possible to do so (there's one spot I know where it's useful to jump twice off the same wall, a couple on Container City). My guess would be that they really wanted the SMART system to work in all cases, adding complexity thus would make the SMART system more and more complicated. There's no reason at all to have or even use the SMART system on PC, that's one thing. Then you have the classes, where the light rules supreme and there's no reason at all to use the mediums or heavies for PC play. Things like that makes me want to see how the game would've been if they had gone for PC first and foremost.
 
Deadbeat said:
Yes it does deserve the hate. Its a broken mess. Runs like shit, too much stuff highlighted and pointing TAKE THE COMMAND POST COMMAND POST COMMAND POST COMMAND POST COMMAND POST COMMANDPOST did I say COMMAND POST yet? Let me make sure: STOP THEM BROTHERS!!!!!!
Weapon damage is fine (IE how many bullets it takes to kill people). It took them 2 months to balance the fucking weapons though. Their talk about how fast they can update the files was a giant load of shit. Singleplayer was a giant lie. Its just multiplayer with bots. The game is shit because outside the idea of teamwork everything else is horribly setup.

I rather play wolf:et. Which is what I did.
Eh, it's a disappointment compared to ET and QW but that doesn't mean it's not a good game in its own right. I certainly had more fun with it than with the run-off-the-mill shooters.

I don't get the command post stuff. You can chose your own mission objectives. I didn't care about the SP tbh.
 

kevinski

Banned
charsace said:
This. The truth. Every game they've released has gotten worse. And they are basically iterating on the same design. How is it even possible that each iteration is worse?

It's Splash Damage. That's how it's possible.

This company doesn't CREATE; it TWEAKS. And what it tweaks, it breaks.

Example: Prior to Brink, healing or resupplying involved dropping packs on the ground for others to pick up. In Brink, however, you "use" a teammate and lock onto him, surrendering control of your character's movement while also gaining access to an exploit that I found in about five second of playing. (You can continually stop and start a buff on a lighter body type in order to move at the same speed as that lighter body type, unless this has been patched since I last played.)

In the off chance that Splash Damage manages to create something, that something doesn't work properly.

Example: Going prone in Wolfenstein: Enemy Territory. For starters, crouching isn't a toggle function. So, why is going prone a toggle function? Also, why is it that you immediately stand up whenever you bump into ANYTHING while prone? Good luck if you want to script your keybinds to cycle through stances, because prone breaks it every single time.

I just wish another company would make a game with objective-style game play that didn't blow.
 
Danne-Danger said:
A lot of the issues can be blamed on the console focus, I get the feeling that they wanted to do a lot more with the movement stuff but didn't think that they could given their main audience. My hope for their next game is that they realize they can go balls out with complexity and depth and still have a successful game, even on consoles.
Именно. Pretty much this. I love the hell out of the game, but at the same time I can see lots of unrealized potential. Hope they'll make their next ET game without so much of console orientation. It's killed too many good games already.
 

Grayman

Member
The_Player said:
Именно. Pretty much this. I love the hell out of the game, but at the same time I can see lots of unrealized potential. Hope they'll make their next ET game without so much of console orientation. It's killed too many good games already.
I think all platforms would get a better game if design and balance were PC focused, the game releases there first and has some major tournaments for feedback, the console versions are polished up as this goes on and get the tweaks necessary to make the game work but has a deeper experience to offer and the game is promoted as already being a hit.

Has the weapon balance update dropped yet? What I last read is someone(maybe wrongly) asked it it would be released in time for a tournament on the 27th of september and one of the SD guys said maybe. It was a shame that the Ritchie and Sea Eagle were the only guns I liked using after a few weeks.
 

Sysgen

Member
kevinski said:
It's Splash Damage. That's how it's possible.

This company doesn't CREATE; it TWEAKS. And what it tweaks, it breaks.

Example: Prior to Brink, healing or resupplying involved dropping packs on the ground for others to pick up. In Brink, however, you "use" a teammate and lock onto him, surrendering control of your character's movement while also gaining access to an exploit that I found in about five second of playing. (You can continually stop and start a buff on a lighter body type in order to move at the same speed as that lighter body type, unless this has been patched since I last played.)

In the off chance that Splash Damage manages to create something, that something doesn't work properly.

Example: Going prone in Wolfenstein: Enemy Territory. For starters, crouching isn't a toggle function. So, why is going prone a toggle function? Also, why is it that you immediately stand up whenever you bump into ANYTHING while prone? Good luck if you want to script your keybinds to cycle through stances, because prone breaks it every single time.

I just wish another company would make a game with objective-style game play that didn't blow.


Crysis does this. Not a big deal unless they don't let you configure it.
 

Alexios

Cores, shaders and BIOS oh my!
Alextended said:
Was there ever a solution for this issue? I tried to google but I don't know how to call this and looking for words like "lines" and "seams" didn't work well. I got the game over Steam and I'm using a GTX285 with the latest drivers.
http://i.picpar.com/d13fbf0209f5200e8860c3dc0d1dcdd671268b79.png
Have they fixed this thing I screencapped in July yet?

Hope they next game tries to be more inventive and on the scale of Quake Wars instead of this limited approach... And is polished.
 

Bumhead

Banned
What's the community like for this at the moment?

For some reason I've got an urge to play it. £15 is tickling my impulse spot for some new multiplayer action..
 
Heavy's Sandvich said:
Honestly don't bother. The game is dead.

Not true. There's always people on. And it's much more popular in Europe than the States, which might help the fellow. I usually play on Sunday eve and, while it's hardly pushing great numbers, I can always jump into a game with folks.

Great fun, but an acquired taste and not perfect. Still far more interesting than the majority of dudebro online shooters.
 
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