Brink

Brink - Hat laut Bethesda polarisiert

Der Online-Shooter Brink hat leider einen ziemlich holprigen Start hingelegt und konnte in Tests nicht immer überzeugen. Auch die Verkaufszahlen scheinen nicht die besten zu sein, zumindest wenn man sich den rapiden Preissturz des Spiels vor Augen führt. Bethesda`s VP of Marketing and PR, Pete Hines, hat sich nun rückblickend zu Brink geäußert und zugegeben, dass es polarisiert hat, was laut seiner Meinung aber nicht unbedingt schlecht sein muss.

"Es war polarisierend. Es war interessant, die Bandbreite der Kommentare von Fans und Kritikern zu sehen. Es gab Leute, die es für brillant hielten, mit seinen Teamplay-Aspekten und seiner Originalität. Und dann gab es noch die, die sagten, es ist zu kompliziert und hat langweilige Level," so Pete Hines. "Das war eine Überraschung, aber ich schätze, das ist besser, als sich irgendwo in der Mitte zu befinden, wo man allen egal ist." Außerdem äußerte er sich auch zum suboptimalen Start von Brink: "Wir hatten offensichtlich einige Lag-Probleme vom Start weg, es war also enttäuschend, dass diese Variable zur Gleichung dazu kam. Aber ich bin froh, dass es Leute gibt, die verstanden, was das Spiel wollte."
 
Brink Title Update Today, DLC Next Week!!

We’re excited to announce the final release date for Brink: Agents of Change. The content will be available this coming Wednesday, August 3rd, on Xbox LIVE, PlayStation Network, and Steam. As long as you download Agents of Change during the first two weeks it becomes available, you’ll always be able to play it for FREE.

For a refresher on all the new maps, abilities, character outfits, and weapon attachments in Agents of Change, check out our previous post located here.

And after the break, learn about Agents of Change’ achievements and trophies, plus details on the latest title update…



In addition to Agents of Change, we’ve also been hard at work on a comprehensive new title update for both the Xbox 360 and the PlayStation 3 versions of Brink. The update is already live on Xbox 360 and should be available on PlayStation 3 later in the day. Below are some of the highlights – if you’re looking for the full changelog, you can find that at the very end of this post.

Most importantly, this update brings a host of additional networking improvements and optimisations to Brink multiplayer. These will make your online experience smoother and more consistent on both Xbox Live and the PlayStation Network, so you’ll be able to have better quality multiplayer matches on both services.

Next up is Brink’s AI, which is also receiving a whole bunch of tweaks. For starters, your AI teammates are getting new objective priorities across the board, so they’ll be more likely to go after Core Objectives and will find Command Posts a little bit less appealing. AI characters on the attacking team in Campaign mode will now also prove more useful all around, while all bot inhibitors for Freeplay matches have been disabled entirely – this will make AI characters more challenging and fun to play with and against in Brink multiplayer.

For those of you that enjoy playing Stopwatch, there’s now a new post-match summary screen detailing the performance of both teams. Not only will you be able to see who’s won overall, but the new summary will also break down the time taken for each of the objectives – great for bragging rights!

Additionally, this update includes a massive bundle of weapon balancing tweaks. Among other things, heavy weapons and grenade launchers are getting a boost, while SMGs are dialled back a bit. Very nearly everything else gets tickled with the balancing stick, as well, so there’s literally something for everyone. If you’re after the full breakdown of what’s changing, you can find that in this post.

Speaking of balancing, this update also moves a few more things over to our netvars, which allows us to adjust these on the fly in the future without requiring you to download a full game update. These include respawn timers and timelimits for all of the maps in the game, as well as body type health, so we’ll have even greater flexibility when it comes to balancing. As always, keep sharing your balancing feedback with us – it’s been invaluable so far.

Finally, this update also includes numerous bug fixes. For example, light body types are now no longer being able to wield heavy weapons and we’ve also been able to tackle a bunch of issues with some items being misreported on the Brink statistics site. By the way, if you haven’t registered an account on there yet, now’s the time! Not only will you be able to see a detailed breakdown of your player and weapons statistics, but you’ll also be able to check out summaries of your most recent matches and compare your stats to those of other players.

There’s a big list of other fixes and improvements included in the title update – the full, unedited changelog is below.

Xbox 360

  • Optimized snapshot sizes to reduce bandwidth usage
  • Added new snapshot compression code to reduce bandwidth usage
  • Implemented new system for gathering QoS data and scaling bandwidth usage
  • Improved network syncing when placing HE charges and hack devices
  • Fixed issue with Bot AI continually dropping
  • Gave Freeplay game mode bots a fixed difficulty (rather than time-based scaling)
  • Extensive weapon balance changes
  • Changed default matchmaking from “My Rank” to “My Rank or Higher”
  • Removed the Advanced config from the list to reduce number of matchmaking buckets
  • Added Stopwatch review screen
  • Changed stopwatch rules to keep track of number of objectives during calculation of winning team
  • Removed the delay when team switching in match warm-up
  • Added respawn and time limit values to netvars for future tweaking
  • Added body-type health to netvars for future tweaking
  • Optimized small command buffers (slight performance improvement)
  • Updated Terminal & Reactor to work with changes to atmosphere code
  • Fixed Light body types being able to wield Heavy weapons
  • Fixed Combat Intuition ability revealing disguised Operatives
  • Fixed several stat reporting issues
  • Fixed overtime not kicking in on Shipyard 1st objective
  • Fixed overtime not ending on Reactor when the hackbox is removed
  • Fixed bots not performing objectives on Security Tower after map migration
  • Fixed an unable to recover from auto save error
  • Fixed server/client aim inconsistencies
  • Fixed issue with diminishing returns on wall jumps not being applied
  • Fixed game audio being incorrectly ducked when radio is used
  • Fixed incorrect command post screens being shown after cutscenes
  • Added support for dummy sound files to improve loading times in FIGS
  • Fixed being able to place mines on certain walls
  • Fixed 3rd person hacking animation not playing
  • Fixed various issues with decls being cleaned up incorrectly which could cause crashes
  • Fixed being able to see through walls when peeking
  • Fixed an issue with FIGS voiceovers not always being played
  • Fixed some logic bugs in stopwatch winner calculations
  • Fixed objective completion count on Aquarium
  • Fixed player nametags disappearing after flash bang even when they are not affected
  • Fixed thin white bar found to the extreme right of round edged UI boxes
  • Fixed conflicts in the French code.lang causing some default strings to appear
  • Fixed dark shadow-band appearing on narrow fields-of-view
  • Fixed debug text appearing at the end of the credits
PlayStation 3

  • Optimized snapshot sizes to reduce bandwidth usage
  • Improved network syncing when placing HE charges and hack devices
  • Fixed issue with Bot AI continually dropping
  • Gave Freeplay game mode bots a fixed difficulty (rather than time-based scaling)
  • Extensive weapon balance changes
  • Changed default matchmaking from “My Rank” to “My Rank or Higher”
  • Removed the “Advanced” config from the list to reduce number of matchmaking buckets
  • Added Stopwatch review screen
  • Changed stopwatch rules to keep track of number of objectives during calculation of winning team
  • Removed the delay when team switching in match warm-up
  • Added/moved respawn and time limit values into Netvars for future tweaking
  • Added body-type health to the netvars for future tweaking
  • Updated Terminal & Reactor to work with changes to atmosphere code
  • Fixed Light body types being able to wield Heavy weapons
  • Fixed Combat Intuition ability revealing disguised Operatives
  • Fixed several stat reporting issues
  • Fixed bullets’ point of impact varying from client to client
  • Fixed overtime not kicking in on Shipyard 1st objective
  • Fixed overtime not ending on Reactor when the hackbox is removed
  • Fixed bots not performing objectives on Security Tower after map migration
  • Fixed issue with diminishing returns on wall jumps not being applied
  • Fixed incorrect command post screens being shown after cutscenes
  • Added support for dummy sound files to improve loading times in FIGS
  • Fixed being able to place mines on certain walls
  • Fixed 3rd person hacking animation not playing
  • Fixed being able to see through walls when peeking
  • Fixed an issue with FIGS voiceovers not always being played
  • Fixed some logic bugs in stopwatch winner calculations
  • Fixed objective completion count on Aquarium
  • Fixed player nametags disappearing after flash bang even when they are not affected
  • Fixed default save data icon not being displayed
  • Fixed thin white bar found to the extreme right of round edged UI boxes
  • Fixed conflicts in the French code.lang causing some default strings to appear
  • Fixed dark shadow-band appearing on narrow fields-of-view
  • Fixed debug text appearing at the end of the credits
 
Das Spiel ist noch nichtmal zwei Monate draußen und die reden schon von "zurückblickend" und schreiben in der vergangenheitsform. Ich denke das spricht für sich.
also so schlecht ist es nicht auch wenn mir et:qw oder section 8 besser gefallen.

in einer etwas anderen zeit wäre das spiel aber vermutlich ein hit geworden (mal abgesehen von bugs und online lags)

als shooter muss man heutzutage schon 120% bieten oder ne große fanbase haben um erfolgreich zu sein.
 
PSN-Name: Zakron
Gibt es hier noch Brink Veteranen?
Hab auf grad bei Eurogamer gelesen, wie gut sich Brink eigentlich verkauft hat und wollte deshalb mal fragen, wie es da mittlerweile mit der Online Community aussieht, oder ob die Server alle leer sind.

Wurden die Bugs und Lagprobleme behoben?

Mittlerweile bekommt man das Game ja hinterher geschmissen und wenn es sich lohnt, würde ich mir den Kauf überlegen.
 
Gibt es hier noch Brink Veteranen?
Hab auf grad bei Eurogamer gelesen, wie gut sich Brink eigentlich verkauft hat und wollte deshalb mal fragen, wie es da mittlerweile mit der Online Community aussieht, oder ob die Server alle leer sind.

Wurden die Bugs und Lagprobleme behoben?

Mittlerweile bekommt man das Game ja hinterher geschmissen und wenn es sich lohnt, würde ich mir den Kauf überlegen.
Da gibt's nix zu überlegen, einfach nicht kaufen! Das Spiel ist einfach ein Schlag ins Gesicht für jeden Käufer.
 
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