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		<title>Dutch Fight Platoon</title>
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			<title>RO:HOS Heroes of Stalingrad public beta this year.</title>
			<link>http://dutchfightplatoon.com/threads/1560-Heroes-of-Stalingrad-public-beta-this-year.?goto=newpost</link>
			<pubDate>Tue, 07 Sep 2010 18:31:09 GMT</pubDate>
			<description><![CDATA[[ATTACH=CONFIG]189[/ATTACH] 
 
_*Tanks:*_ 
 
* Crew – the t34 and the pIV can both have up to 3  human players manning the tank, while one AI bot...]]></description>
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<u><b>Tanks:</b></u><br />
<ul><li>Crew – the t34 and the pIV can both have up to 3  human players manning the tank, while one AI bot will fill the role of  loader. In both tanks the gunner/commander role will be combined as one  crewable position.</li>
<li>    Position “swap” – changing positions with  any “warm body” AI will be instant, but should an AI crewman be killed,  moving into that position will require fully animated movement. Nothing  has been decided for players swapping positions with other players.</li>
<li>     “Tutorial” – the previously mentioned training course is just that,  training. It will not be required to complete in order to tank, although  completion adds to your player progression.</li>
<li>    “Locking” –  tankers will be prompted to select if they wish to lock their tank  before they spawn. A feature is being discussed that would give the  player the ability to select individual team mates to be allowed to join  their tank.</li>
<li> “Bailing” – according to Alan, a  possibility….according to John, current design is for no exiting your  tank. Should the ability to exit be added, it would be fully animated  thus requiring a lot of added work.....thus still in limbo.</li>
<li>    Artillery – all tank commanders will be able to spot artillery  coordinates but only the Platoon Tank Commander will have access to  radio communication to request those strikes.</li>
<li>    Time Consuming –  to give an idea of how much work has been put into the tanks, it took  about 3 months just to model the interior of the pIV…..should a  community modder/team wish to add say, the GREATEST TANK OF WWII , while  possible, it will be quite an undertaking.</li>
</ul><br />
<u><b>Maps:</b></u><br />
<ul><li>    Fallen Fighters – that is the official name for the re-imagined version  of RO-Fallen Heroes. The map will be Combined Arms and include tanks.</li>
<li>     Tanks Only? – yes, one of the 10 stock maps currently in  development will be focused completely on amour…..so tanks only, and  this time there’s enough tanks to go around!</li>
<li>    Sizes – all maps  are designed for 64 players; playable portions of the maps and number of  slots per class will be scaled down depending on max players (defaults  64, 32, 16)….in between numbers (think 24 or 40 players) will scale up  to the next default setting.</li>
<li>    AI – by default, maps be filled  with AI to reach the set max players of the server. ex: 64 slot server,  40 humans, 24 AI…….server admins will have the ability to adjust to  their liking.</li>
<li>    Custom Maps – mappers will have everything,  including vehicles, at their disposal to create new maps…..while a  mapping contest isn’t yet planned, it would be “likely” to see similar  contests from ROOST and KF.</li>
</ul><br />
<u><b>Campaigns:</b></u><br />
<ul><li>    Single/Multiplayer – essentially the same campaign with slight differences.</li>
<li>     Campaign Map – map will track and display campaign progress,  possibly in loading screen and/or “selection” menu. Players will vote  for the sector their team will attack.</li>
<li>    “Combat Power” – based  on results of previous battles; teams will have to decide how much of  their “resources” they want to risk to make an attack. CP won’t affect  loadouts of maps, but more the ability and risk/reward to make certain  attacks.</li>
<li>    Length – approx. maximum 4 hours per campaign. allowing  server admins to pause campaign progress and/or set specific times in  which the server would be open for battles to occur are still features  still being considered.</li>
</ul><br />
<b>Countdown:</b><br />
<ul><li>Tanks – CA and  tank maps can be played with countdown. AI does not count towards  reinforcements; AI crew dies, human can still operate the tank. Still in  discussion what will happen to a tank should a human die and AI still  be alive in the tank.</li>
</ul><ul><li>    Time Limits – mappers can set time limits per each objective and times will vary.</li>
</ul><br />
<u><b>Progression System:</b></u><br />
<ul><li>    Aesthetic – most player “attributes” will be visual and won't affect Gameplay or give significant advantages.</li>
<li>     Ranks – you will rise in ranks; higher ranks will have first  choice for class selection and “elite” classes may possibility be locked  to certain ranks.</li>
<li>    Battlefield Commissions – you’re not  guaranteed to be “stuck” with a rifle for the whole map…players who  perform well may receive temporary rank “boosts” for the next round/map.</li>
<li>     Morale – team morale points influenced on flow of the battle;  music will reflect changes in morale. “Heroes” will have greater  influence capping/holding objectives, likewise if a Hero is killed,  morale may drop.</li>
<li>    “Advantages” – fine tuning of player’s  actions…no 60% damage increase, no 40% reduced recoil, no 50% speed  increase….don’t think Killing Floor or “mainstream” fps games.</li>
<li>    Servers – admins can set severs to be ranked/unranked to allow  progression/”bonuses” or to have all players at the same “level”. Also  restrictions for keeping low/high ranks out of the server will be an  option for admins.</li>
<li>    Regression – things like excessive TKs can reduce your rank.</li>
<li>     Scores – “Teamplay points” will add with standard kills/assists.  Teamplay points awarded for following orders or doing your “job”, ex:  machine-gunner holding/defending an objective will receive “points” for  his effectiveness.</li>
</ul><br />
<u><b>Plans</b></u><br />
<ul><li>    Beta – nothing new; “closed”, “family and friends” and “public” betas will all take place this year.</li>
<li>    Collectors Editions – soundtrack, “making of” and historical supplements are all possible.</li>
<li>    Release? – only Ramm (John) knows and he’s not telling.</li>
</ul><br />
<a href="http://forums.tripwireinteractive.com/showthread.php?t=45598" target="_blank">http://forums.tripwireinteractive.com/s ... hp?t=45598</a><br />
<br />
Oki guys, seems the beta will start this year so we're closing in to the release of the actual game.</div>


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			<category domain="http://dutchfightplatoon.com/forums/71-Red-Orchestra-Heroes-of-Stalingrad">Red Orchestra: Heroes of Stalingrad</category>
			<dc:creator>FlintLock</dc:creator>
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			<title><![CDATA[Gigantic Brink Q&A with Richard Ham]]></title>
			<link>http://dutchfightplatoon.com/threads/1559-Gigantic-Brink-Q-amp-A-with-Richard-Ham?goto=newpost</link>
			<pubDate>Tue, 07 Sep 2010 14:23:58 GMT</pubDate>
			<description><![CDATA[When Creative Director at Splash Damage, lovely *Richard &#8220;Rahdo&#8221; Ham* made an account on gaming-communityn Crossfire.nu (http://www.crossfire.nu/) ...]]></description>
			<content:encoded><![CDATA[<div>When Creative Director at Splash Damage, lovely <b>Richard &#8220;Rahdo&#8221; Ham</b> made an account on gaming-communityn <a href="http://www.crossfire.nu/" target="_blank">Crossfire.nu</a>  and made his first post on the forum he didn&#8217;t know what was coming.  Days later question after question popped up and his thread quickly  became one of the most commented on ever. Mr. Ham however took his time  and replied to what he could and this is one of the most interesting  reads so far about Brink. Especially since it&#8217;s concentrated on <b>Brink as an eSport and competitive gaming</b>. Obviously there&#8217;s more too it than that.<br />
<br />
 But since all the questions, replies and other comments quickly  turned the place to almost unreadable I took my time and sorted the  questions and Rahdos replies and made some kinda Q&amp;A from it. So now  you&#8217;ve got most of the questions in one place and in some sort of  structure.<br />
<br />
 Keep in mind that a great majority of the members of Crossfire has  their gaming background in Wolfenstein: Enemy Territory or Return to  Castle Wolfenstein and in some cases also Enemy Territory: Quake Wars.  This fact tend to make some of the questions rather biased.<br />
<br />
 Q: = member of Crossfire.nu<br />
A: = Richard &#8220;Rahdo&#8221; Ham &#8211; Creative Director @ Splash Damage<br />
<br />
<i>Some questions may be slightly reformulated to better suit what was actually told.</i><blockquote><b>Q: Will there be a leaked beta?</b><br />
A: These days it seems inevitable&#8230; but I can always dream. Hell, I&#8217;ve  got a wife and two beagles to feed! If you like it, buy it! :-)<br />
<br />
 <b>Q: I have to say that I dont like Wolfenstein, so I thought I jump in to tell you this.</b><br />
A: No problem, I didn&#8217;t work on it. Now, if you said you didn&#8217;t like  Syphon Filter 1 or 2 or any of the games I have done, well, then we&#8217;d  have to step outside and settle this like men :-)<br />
<br />
 <b>Q: OMG, Syphon Filter was like the best game ever, can you send me the Brink beta now?</b><br />
A: We&#8217;re pre-alpha at the moment, so beta builds are quite a ways away&#8230; :-)<br />
<br />
 <b>Q: Are you going to release any beta?</b><br />
A: Too early to say.<br />
<br />
 <b>Q: Syphon Filter was good games back in the days, but you  realy should be able to sprint and shoot and the spread shouldnt be  crazy high like in alot of recent games.</b><br />
A: But there should still be spread, right?<br />
<br />
 <b>Q: Where working with Splash Damage when they made W:ET?</b><br />
A: That was way before my time. When Splash was working on that, I was  working on Sims for PS2, Xbox and Gamecube (I&#8217;ve done a lot of different  types of games&#8230; my most recent one was Fable 2).<br />
<br />
 <b>Q: Are there still members in your team left that developed ET:QW?</b><br />
A: I only joined Splash Damage about a year ago. But the majority of the  guys who did etqw are here, and the same is true for the guys who did  wolf:et. a small group of guys split off to form endrant, but mostly the  gang&#8217;s all here. but in the last year, the team has more than doubled  in size, with a lot of new people with a lot of experience, so things  are looking good.<br />
<br />
 <b>Q: Nice that actually some developers care about us. Is Brink competition able?</b><br />
A: You bet I care! Now, I&#8217;ll be honest. We won&#8217;t always be able to cater  to what you guys want, because we are trying to make a game with the  broadest appeal possible (because when you&#8217;re wagering millions of  dollars in development, you can&#8217;t always take all the chances and  choices you&#8217;d like to). BUT, competitive play is what keeps ET alive  today, so to ignore it would be a big mistake, I think. Plus, a lot of  guys at Splash come from that kind of hardcore background, including the  founders of our company. So making something that can stand the test of  time is very important to us for that reason too. Fingers crossed we  pull it off! ;-)<br />
<br />
 <b>Q: It is nice to see that you actually care about us (the  community). Why did the Wolfenstein team not talk with us? ;( I hope  Brink will be as good as I think. Will there be some kind of &#8220;anti-lag&#8221;  feature as in W:ET? I have got a pretty slow connection and therefore  need something like that in order to hit (perfectly).</b><br />
A: I can&#8217;t speak for the wolf guys, but I will say that they worked  their asses off making the best game they could, and I have nothing but  respect for guys who risk literally everything to start up a company and  follow their passion. So I wish them the very best. As for lag, all I  can say is that i&#8217;m a simple caveman and stuff like that is beyond my  primitive brain. but i do know that our guys are doing the best netcode  they can :-)<br />
<br />
 <b>Q: Is Brink based on the idtech 4 engine?</b><br />
A: Yup, heavily modified with tons of new tech and optimizations. Hardly  recognizable as idTech 4 anymore, on the lower levels of code :-)<br />
<br />
 <b>Q: Will you specifically look at the shortcomings of previous  games released on the idTech 4 engine, and attempt to avoid similar  mistakes in Brink?</b><br />
A: I think the answer is a big fat yes. in fact, if you go to  splashdamage&#8217;s board, there&#8217;s a thread there called idtech5 where some  of the coders (arnout/rr2d02 and gordon/digibob) talk about specific  things they&#8217;ve already fixed, that have been problems for a long time&#8230;<br />
<br />
 <b>Q: Do you get the full idTech4 support by iD software or did  you get the 8 hours walktrough and you&#8217;re on your own kind of support?</b><br />
A: I know Splash Damage got a lot of support from iD (and Raven, I  believe) during the quakewars days, including guys being on site for  days/weeks at a time. But they know their way around the engine now and  so it&#8217;s pretty much all our stuff now with Brink.<br />
<br />
 <b>Q: You said that you will use the idTECH4 engine and that it  will be highly optimized. Does that mean that people with 3 year old PCs  will be able to play it with acceptable FPS?</b><br />
A: I wish i could say, but it&#8217;s too early. i can say that it&#8217;s  definitely my goal that you don&#8217;t need a really top end uber machine to  play competitively&#8230;<br />
<br />
 <b>Q: What are the minimum system requirments?</b><br />
A: Dunno yet. We&#8217;ve still got a lot of optimizing to do&#8230;<br />
<br />
 <b>Q: I assume you know Punkbuster and it&#8217;s effects on W:ET  (since quite some time a lot of lags). Will there be some ultra  performance consuming anti-cheat software? Please consider to choose a  good anti-cheat software, which might not make the game laggy, because  it is a real fun killer.</b><br />
A: Yup, we&#8217;re well aware of the problems, and are taking steps. That&#8217;s all I can say right now though :-)<br />
<b><br />
Q: How many bullets to kill someone?</b><br />
A: Not very many, though it varies with guns and upgrades and body types  and all that. But people have a tendency to go down fast unless they&#8217;re  playing smart.<br />
<br />
 <b>Q: Is there a posibility to heal and revive?</b><br />
A: It wouldn&#8217;t be a Splash Damage game without it.<br />
<br />
 <b>Q: Are there med- and ammo packs? (if so, make themem  instantly healing please &#8211; and include an extra explosive into it &#8211; yet  again next point)</b><br />
A: We&#8217;re doing medic medpacks and ammo packs as you would expect, and  our life meter system is like the one in Farcry 2, where there&#8217;s  auto-heal, but only a little ways.<br />
<br />
 <b>Q: Please make the medic do fast revives like in RTCW and  W:ET.. it is so crucial for a team and the gameplay. Imo this is what  makes the difference with other fps games.</b><br />
A: They&#8217;re fast, in fact, they&#8217;re kind of unique the way they work, and  i&#8217;m pretty pleased with it. would love to say more, but we&#8217;re supposed  to not talk about unique abilities until more press is done. but i can  say there&#8217;s more than one way to revive a teammate :-)<br />
<br />
 <b>Q: Will there be airstrike/support fire, panzerfaust etc&#8230; like in f.e. W:ET?</b><br />
A: we&#8217;ve got some nice high explosive weapons and items, but no  airstrikes&#8230; doesn&#8217;t fit the fiction of the world, and it wouldn&#8217;t work  well on a lot of our indoor environments (some levels are 100% indoors).<br />
<br />
 <b>Q: What kind of explosives and weapons are there going to be?  (And if different explosives other than grenades &#8211; will you have to  select what kind of explosive you take with you, or could you even to a  &#8216;bomber&#8217;-class on your own, with a pistol and grenades, mines, satchel,  etc.)</b><br />
A: There&#8217;s a bunch of explosive options, and you can customize what you  bring in to make yourself unique. But we haven&#8217;t announced the full  range yet. Soon, hopefully (once we confirm internally that we can get  them all in :-)<br />
<br />
 <b>Q: Will there be smaller deployments? (as in TF2)</b><br />
A: Yeah, no big deployables the size of buildings :-) You can se<br />
e what our turrets look like in some of the screenshots out there.<br />
<br />
 <b>Q: Can we shoot while we sprint?</b><br />
A: We&#8217;re still working out the balance of all that stuff right now. Too  early to say, but I&#8217;m definitely not ruling it out (and that goes for  reloading, grenades, etc.), though *if* it goes in, it would likely be a  character ability upgrade you have to buy with XP for balancing  purposes. Still too far out yet for a final answer on stuff like this  though&#8230;<br />
<br />
 <b>Q: Will we be shooting laser beams or bullets in Brink?</b><br />
A: No lasers. We&#8217;re not really a science fiction game at all. very much  grounded in the real world, in a &#8216;day after tomorrow&#8217; kind of way.<br />
<br />
 <b>Q: Is there recoil on weapons?</b><br />
A: Just spread, no muzzle climbing, and i don&#8217;t expect any to go in.  we&#8217;ll see if we need it for extra balance on some weapon or other, but  my gut feeling is we won&#8217;t&#8230; :-)<br />
<br />
 <b>Q: Does brink have weapons with Splash Damage?</b><br />
A: How could a game from Splash Damage not feature splash damage??? :-)<br />
<br />
 <b>Q: Will you be able to drop your weapon to another player?</b><br />
A: Are you asking if players can choose to drop their own weapons on purpose? No plans for that at the moment.<br />
<br />
 <b>Q: Will you just have one shot left while reloading or  nothing &#8211; or will you even be able to just shoot again with slight delay  using the same clip? or will you at least be able to change the weapon  while doing so &#8211; with accessing that weapon again having 0 shots in it?</b><br />
A: No bottomless magazines. Once you&#8217;re dry, you&#8217;d better find a soldier  to resupply you, or head to a command post to restock yourself.<br />
<br />
 <b>Q: Will the Hud somewhat be adjustable as in ET or will there only be a default HUD arrangement?</b><br />
A: I hope to make the hud adjustable, but first we&#8217;ve got to get a GUI coder! Know anyone? We&#8217;re hiring! :-)<br />
<br />
 <b>Q: What kind of crosshair will the game have?</b><br />
A: Right now we&#8217;ve got a very simple translucent circle (which shrinks/grows) and a small dot in the center of it.<br />
<br />
 <b>Q: Will it be possible to change the crosshair to only a dot?</b><br />
A: Definitely possible. But first we&#8217;ve got to get a GUI coder and artist on board.<br />
<br />
 <b>Q: How will the headshots be and how meny do you need to make for a kill?</b><br />
A: We&#8217;re not an insta-kill game like counterstrike or rainbow six. it&#8217;s  usually a few bullets to the cranium at least before anyone will go  down, and there&#8217;s of course extra complexity based on what weapon you  have, what body type the other guys is, etc. Everyone&#8217;s not a big meat  bag that takes forever to put down. I think we&#8217;re at a good compromise  between the two extremes.<br />
<br />
 <b>Q: Will the main gunplay be like ET (hitscan tracking  weapons) or will there be more of a mix of guntypes, like point and  click shotguns or rifles?</b><br />
A: As for the guns, there&#8217;s a mix of gun types, but i&#8217;ll admit my  ignorance and say i&#8217;m not sure what you mean by hitscan. do you mean  moddeling the actual existence of bullets? we&#8217;re not doing that. there&#8217;s  a wide variety of guns though, more than in either ET game.<br />
<br />
 <b>Q: Hitscan means if you aim at the target it hits immediatly.  Rocketslaunchers, riflenades, nades are the opposite of hitscan, as  they have an inbuilt &#8216;delay&#8217; while the projectile travels along its  path.</b><br />
A: Ahha! so I guessed correctly! Yup, the majority of the weapons fire  that way (instant impact). there are a couple of grenade launchers  though (one is shown as part of the demo we&#8217;ve been showing).<br />
<br />
 <b>Q: Is there any iron sight in Brink?</b><br />
A: Yes. In the same way that in W:ET you would crouch to slow yourself  down and get better aim, in Brink, you ironsight to slow yourself down  and get better aim. Same basic mechanics.<br />
<br />
 <b>Q: Don&#8217;t put iron-sights in it and also don&#8217;t make  shoot-while-running an upgrade but a permanent feature. Believe us ET  players! (Although Brink won&#8217;t be ET, we know at least what makes a game  outstanding. And I bet you don&#8217;t want to create yet another CS / CoD /  whatever clone.)</b><br />
A: The whole &#8220;holding a button to slow down and eliminate spread via  ironsighting is no different, functionally than holding a button to slow  down and eleminate spread via crouching&#8221;? what&#8217;s the diff,  functionally?<br />
<br />
 <b>Q: In my eyes ironsight could be a nice extra, but just an  extra! to shoot more accurate from longer distances, just like a sniper  but then without zoom but let&#8217;s say a fov around 65-70.</b><br />
A: I think that&#8217;s a fair way to look at it, that&#8217;s kind of how it&#8217;s playing right now in our internal playtests :-)<br />
<br />
 <b>Q: Players don&#8217;t want to play a game that is for everyone,  i.e. with parts they like and parts they don&#8217;t like. They want to feel  that you intended exactly THIS type of gameplay and that every other  aspect of the game design had been decided in favor of your vision.  Players do not want options that influence the whole gameplay. They want  options that support ONE style of game.</b><br />
A: I&#8217;m primarily trying to make a game that can appeal to the broadest  base possible, and by and large, the wider audience has spoken and likes  ironsighting. Arguably, they only like it because it&#8217;s what they&#8217;re  used to, but it doesn&#8217;t change the fact that they do like it and it adds  to the experience for them (one of the biggest thing it adds to the  &#8216;feel&#8217; of a game is enhancing the sense of &#8220;really firing a gun&#8221;, which  is not to be discounted).<br />
<br />
 <b>Q: Just to make it clear, I don&#8217;t expect you to create ET2. I  just want to have a fast-paced and smooth game experience. Free running  as alternative to trickjumping? Damn, I&#8217;m fine with that as long as you  implement it in the right way!</b><br />
A: It seems perfectly reasonable to me to say that another one of those  user-controlled &#8216;hardcore match&#8217; settings could easily be &#8216;disallow  ironsights&#8217;, along with user control over spread modifiers. it&#8217;s options  like that which make me (perhaps foolishly) believe we can make a game  that crosses over between pub and pro play&#8230; :-)<br />
<br />
 <b>Q: It would be the best if you would just include options for  servers to tweak such settings, afterall it&#8217;s all just variable-based  and people here in ET are used to tweaking everything possible using  configs etc. Leaving the game pub-friendly in default config wouldn&#8217;t be  a problem then, and I don&#8217;t think there&#8217;s much more options since  obviously competetive gaming differs significantly from public use.</b><br />
A: Yup, that&#8217;s exactly the plan (the exposing of settings to end users  that allow them to make the game more conducive to &#8216;hardcore&#8217; play).<br />
<br />
 <b>Q: Will freerunning be limited in any way (like by having something like stamina becoming lower and lower)?</b><br />
A: Freerunning is predominately limited by the type of body you choose (small/medium/big).<br />
<br />
 <b>Q: Is Wallrunning possible &#8211; like in Mirrors Edge?</b><br />
A: We don&#8217;t do as wide a range of parkour stuff as mirror&#8217;s edge  (they&#8217;re a parkour game with a little bit of shooter. we&#8217;re the  opposite). But there&#8217;s defintiely more than you&#8217;re used to seeing in  just about any other FPS.<br />
<br />
 <b>Q: If a player reaches a certain height too high to climb but  still too low to jump over an obstacle, will the player start climbing  over a considerably small object, lets say 1m of height) or is there a  tollerance putting the player up (just as in id3)?</b><br />
A: We&#8217;re still working out final run speeds/climb heights/etc.<br />
<br />
 <b>Q: Logically it only really makes sense to go for the  ironsight, because otherwise (in other games previously anyway) spread  seems to be too much of an issue, and you&#8217;ll find yourself dead if you  dont. Going to try and address this in Brink?</b><br />
A: On the spread issue. You can be very competitive without ironsights because we&#8217;re generally going going for<br />
huge distances. i&#8217;m hoping when i get back into he office in a few weeks  to maybe post some screenshots of sample spreads on various guns&#8230;<br />
<br />
 <b>Q: I would really like for you to explain why you think  ironsight makes a game more fun to play. What does that add to a game  that makes the gameplay (read enjoyment of a game) go up.</b><br />
A: I like ironsights particularity because they create a gameplay choice  for players to make on a moment by moment basis: fire from the hip,  which gives you more freedom of movement at the expense of accuracy.  Fire down the sights and sacrifice movement for more accuracy. This  creates a level of depth to the core gameplay by giving the player an  interesting choice to make (which over times becomes instinctual choice)  and allows them to have another tactic to master (when is it best to  sacrifice one for the other). The reason all this is good is equally  valid, to crouching in W:ET.<br />
<br />
 <b>Q: You can&#8217;t really compare ironsight with crouching that  much in my opinion. Crouching does slow your movement down just as  ironsight does, but the difference in spread between crouching and  hipshooting in ET is not that high. Meanwhile in pretty much any game  that has ironsight, the spread when shooting without it is immense.  However, the most important factor is the delay that ironsight gives and  the fact that it blocks your view massively.</b><br />
A: Really? Seems pretty huge to me. One thing I can say on this topic is  that there are several guys in the office who don&#8217;t like ironsighting  either, and they still do pretty well in our internal playtests, moving  around much quicker and firing from the hip. So far the balance hasn&#8217;t  seemed that far off. You&#8217;ve got &#8211; firing from the hip, maximum movement,  base accuracy. &#8211; firing from crouch, limited movement, better accuracy,  smaller target to hit. &#8211; firing from crouch, limited moveemtn, pixel  perfect accuracy, easiest target to hit. That feels like a good,  balanced tradeoff for players which gives a nice set of choices to make  on the fly.<br />
<br />
 <b>Q: In fast paced games like RTCW/ET there is NO need for it,  if it&#8217;s there it forces players to use it and slows down the game.  Because usually with ironsights there are huge accuracy penalty for not  using it.</b><br />
A: Like I said earlier, there are guys in the office who hate iron  sighting with a passion, and they do fine firing from the hip in our  playtests. You&#8217;ve to remember, most of our engagement distances in the  game are fairly close (as you&#8217;ll see if we ever release video :-)<br />
<br />
 <b>Q: By adding things such as ironsights and tool tips are you  really making it easy for everyone? or just catering for utter lazy fag  retards who thing they know how to play a game? (Because the biggest  drive for me playing a game is been good. Example: Quake 3 Rocket to  rail shots, if i ever pull one of smoothly i will actually cream my  pants. and Street Fighter 4 again if i ever was actually good enough to  play at something like Evo i would cream my pants as soon as it says  &#8216;Fight!&#8217;. Yet when it comes to COD does it seem to be possible to be  &#8216;Skilled&#8217; a the game?)</b><br />
<br />
A: &#8220;utter lazy fag retards&#8221; as you put it want to have fun too, and  their money is just as good as yours :-) doesn&#8217;t mean though, i hope,  that we can&#8217;t find a middle ground that works well for pubbers and pros.<br />
 <b>Q: Is there going to be a zoom_sensitivity feature like in  counterstrike for when you scope in(or ironsight in brink) that your  sensitivity will be raised to make low sensitivity play possible?</b><br />
A: Yeah we do have different sensitivity for when you&#8217;re ironsighted.  hadn&#8217;t though about exposing it to players to tweak, but yeah, seems  like that would be a good idea.<br />
<br />
 <b>Q: Spread is arguably a random factor that in my opinion has  too much of a negative impact on a players actual eye-hand coordination  skills.</b><br />
A: Yeah, spread is a powerful tool though to again give players more  depth to their experience, since of course, spread is basically  eliminated if you burst fire instead of spam bullets. so again, another  skill (or tactic, really) for players to master.<br />
<br />
 <b>Q: I think u really can and should find a good balance between noob friendliness and catering to the hardcore gamers.</b><br />
A: We are trying! Time will tell if we pull it off :-)<br />
<br />
 <b>Q: Will BRINK have a quake-live style business model to  support competitive play: i.e. SD provides servers and clans/players can  rent server time for games?</b><br />
A: Good question about server rental and all that. way too early to say,  unfortunately. still working this kind of stuff out right now :-)<br />
<br />
 <b>Q: Will there be support for SDKs/Modding in the game?</b><br />
A: We definitely plan to support users expanding the game, post release. Hopefully a full SDK (also post release) on PC..<br />
<br />
 <b>Q: Can we expect similiar gameplay to ET and RTCW. Fast objective gameplay. Requires more tactics instead of aim.</b><br />
A: Yes, but i&#8217;ll have to say it now, Brink will not be as fast as W:ET  (see my earlier comment about trying to make a game with as broad an  appeal as possible). But faster than the norm, I&#8217;d say. And very deep  :-)<br />
<br />
 <b>Q: Will there be ET/RTCW spawntimers &amp; selfkilling?</b><br />
A: All the normal rules and tactics you&#8217;ve come to expect from ET will be in Brink<br />
<br />
 <b>Q: Any vehicles in Brink?</b><br />
A: Just automated ones you escort<br />
<br />
 <b>Q: How big a part will the running system be in the MP. Can we compare it to mirror&#8217;s edge?</b><br />
A: Yes.<br />
<br />
 <b>Q: Will there be a class system?</b><br />
A: Yes, 4 classes &#8211; soldier, medic, engineer, operative.<br />
<br />
 <b>Q: Does the light weighted class have more efficient close combat attacks than other classes? (e.g. like in the game &#8220;Guns&#8221;)</b><br />
A: Everyone has the same type of melee attacks, though the small guy is better at them because he&#8217;s faster.<br />
<br />
 <b>Q: Will the heavy class not only have stronger but also more weapons than other classes available at the same time?</b><br />
A: Heavy guy gets more gunz available to him than anyone else.<br />
<br />
 <b>Q: Will the heavy classes be better armored or just have more HP?</b><br />
A: The differences in body types for healing and toughness and speed are  all pretty much in line with what you&#8217;d expect, though there is at  least one surprise in there as well which we haven&#8217;t announced yet :-)  Weapons aren&#8217;t limited by class, but by body type. So an engineer, for  example, can use any weapon he wants, provided he&#8217;s strong enough to  carry it.<br />
<br />
 <b>Q: What teamsize are the maps scaled for (5v5, 8V8, 12v12)?</b><br />
A: 8v8<br />
<br />
 <b>Q: If you propose 8v8 players I assume the maps are far bigger than in W:ET or? Doesn&#8217;t that alone slow down the game a lot?</b><br />
A: Hmm, i&#8217;ve never gotten out a tape measure, but my gut feeling is that  the average map is maybe 300m by 300m? (don&#8217;t quote me on that! i  really should fire up the level editor and check, but i&#8217;m at home).  Suffice to say, you don&#8217;t spend very much time far away from the enemy.  if we ever release video of our demo we&#8217;ve been showing around, you&#8217;ll  get the idea.<br />
<br />
 <b>Q: You really need to implement some way to accelerate (other  than sprinting, with no limit contrary to etqw) properly in the game  (especially on 8v8 maps, which I guess will be quite large and opened).</b><br />
A: The distance to enemies is a lot shorter, we keep spawn points  usually fairly close by in most level. out of curiosity, why do you feel  the need to have more &#8216;accelerated forward speed&#8217;&#8230; is it just to help  ensure you get the action faster, in a skill based way? that&#8217;s  definitely in with the skill required to be a good parkour guy, plus the  extra balancing factor of choosing which body type you&#8217;re going to be..<br />
<br />
 <b>Q: Please integrate the Wolfmap &#8220;Supply&#8221;. Most awesome map ever!</b><br />
A: You mean s<br />
upplydepot? actually, we&#8217;re taking a lot of inspiration from older  popular W:ET maps, and in fact that we&#8217;ve got one map in Brink that  follows the same basic flow of that one (at least, it does at the  moment&#8230; things are still be playtested and balanced, and who knows how  they might change as time goes on). but the kind of play you see there  is definitely the type of play you get in Brink :-)<br />
<br />
 <b>Q: Can you record demos i Brink?</b><br />
A: We definitely have plans for demos, but are working out the specifics now.<br />
<br />
 <b>Q: Will there be stopwatch game mode like in W:ET?</b><br />
A: There&#8217;ll totally be stopwatch. to not do that would be sacrilege! :-)<br />
<br />
 <b>Q: What are the objectives like, with the BRINK movement, docrun objective could be very cool.</b><br />
A: objectives very similar to what you&#8217;re used to (vehicle escorts,  demolition, doc runs, etc.) plus a couple of new types as well (for the  first time, medics can actually get in on core objectives, instead of  always being support).<br />
<br />
 <b>Q: Will there be an online matchmaking services (for co-op, or even clanwars)?</b><br />
A: Yes.<br />
<br />
 <b>Q: Is there an buddylist like quakelive where you can keep track of your mates?</b><br />
A: Yes.<br />
<br />
 <b>Q: Will there be an ingame voicechat?</b><br />
A: In game voice chat between friends in a &#8217;standard&#8217; match, and fully  open to all in a &#8216;hardcore match&#8217; (or it can be set up how people like,  anyway).<br />
<br />
 <b>Q: Will BRINK support Linux or Mac OS?</b><br />
A: Yes to Linux server support. not sure about Mac (will have to ask at work).<br />
<br />
 <b>Q: So you&#8217;ve got Linux server support. But what about Linux client support?</b><br />
A: Sorry, can&#8217;t say for sure yet. still a lot of stuff to be worked out  (i hate the cop out answer, but better than guessing or &#8220;hoping for the  best&#8221; and turning out to be wrong&#8230;)<br />
<br />
 <b>Q: Can you prone in Brink?</b><br />
A: Sorry, actually our intention is to not have prone, to keep things moving more. We do have leaning though..<br />
<br />
 <b>Q: With the lean can people see you doing the lean?</b><br />
A: Yup, the leaner kind of half steps out of cover. kind of like what we did for deathmatch in syphon filter 2.<br />
<br />
 <b>Q: Hmm just came to my mind, do you think you&#8217;ll be able to include upside down leaning?</b><br />
A: Something like that would be cool, though I think it&#8217;d have to wait  for a sequel. plus, it seems more like it would be a 3rd person game  mechanic.<br />
<br />
 <b>Q: Will there be also strafejumps as in W:ET and RTCW?</b><br />
A: There aren&#8217;t strafejumps, per se, in the game (really, a lot of the  levels wouldn&#8217;t support it very well anyway, but there are movement  elements that are very much skill based. you might have heard about the  SMART button and how it automates climbing and whatnot, but it&#8217;s  important to realize you can do the jumps yourself manually, and with  correct timing you&#8217;ll get more effecient movement over terrain than  players get who are relying on the smart button.<br />
<br />
 <b>Q: That SMART button feature makes free running possible or am I wrong?</b><br />
A: You can do the freerunning automatically with the smart button held,  or you can do it quicker and more effeciently (changing a mantle into a  vault, for example) if you use the jump/crouch/sprint buttons manually  yourself in various combinations. Of course, you also need to be the  right body type. big guy is slow and does almost none. little guy is  fast and can do the more elaborate stuff (jumping off walls). medium  guys is the standard in the middle type. I expect strafe runners will  prefer to be little/acrobatic guys.<br />
<br />
 <b>Q: Why does SD not come up with new and unique things anymore  like you did with rtcw/et? maybe the games you make would be played  competitively for more than one year then. or arent you passionately  enough for your games and just aim for quick sells because of famous  names?</b><br />
A: Not sure what you mean. I can say that we love the kind of objective  based competitive gameplay that was really invented with ET, and almost  no one else is doing it, and we&#8217;re constantly finding new ways to tweak  and improve it. until it&#8217;s perfect, i doubt you&#8217;d see us moving on to  something completely different. we just love this kind of game too much!  :-)<br />
<br />
 <b>Q: What I mean is; why dont you go on with the  RtCW/W:ET-gameplay and movement stuff. RtCW was very successful with its  1on1 game gameplay and movement. why dont you instead of copying cod  games copy this style again? Fast obj based gameplay IS NOT possible  with ironsight and all this stuff.</b><br />
A: While that kind of gameplay is fantastic, it&#8217;s genuinely too hard for  the vast majority of players out there these days. You guys are  literally too good! :-) If we make a game that caters to your strengths  as players, we create a game that literally 90% of our potential  audience wouldn&#8217;t be able to play well, and as a result we&#8217;d screw  ourselves and go out of business. That said, I do still think Brink is  faster than what has kind of become standard in the last few years,  especially when you consider our freedom of movement stuff, and our  &#8220;small body type&#8221; which lets you move faster. And I know our gameplay is  the most tactically deep out there, so we&#8217;ve got that gong for us too.  Hopefully there&#8217;s be some official video out soon so you can judge for  yourself how we&#8217;re shaping up.<br />
<br />
 <b>Q: You seem to underrate the players then. its not like my  parents or whoever would play the game, only people who play fps games  will buy your game anyway and they dont need shit loads of tooltips and  things like iron sight. look at the fps games that were made in the  past. they were popular because they were so simply to play and i think  that there is the problem of the games produced nowadays. you seem to  think that making a game slower, adding tooltips and using iron sight  make games easier to play but its exactly the opposite.</b><br />
A: I think you underrate yourself. To play at the level that you play  at, it&#8217;s really beyond most players today. The audience has really  expanded a lot in the last 10 years, and as well, Brink is trying to  expand it even more by getting players who never try online to try us.  So to make it a game where success is measured in hyper precision  pinpoint actions and blisteringly fast gameplay would keep us too niche.  A game could be successful catering to that audience, but it would have  to be made for a fraction of the money a normal AAA blockbuster is made  these days. Also, it wouldn&#8217;t hurt it if was given away for free, like  W:ET :-) But we&#8217;ll try to expose as many variables to players so they  can make their own competetive mods without requiring a degree in  computer science! And, we&#8217;ve got the &#8216;fast&#8217; body type for players who  want to move fast. I don&#8217;t think it would be crazy to expect that  players would have the ability to set up servers where everyone is  forced to be the small acrobatic body type, so everyone is moving around  at full speed, scrambling up walls, for example.<br />
<br />
 <b>Q: Well, but if the ironsight drawgun isnt forced it will be OK for me.</b><br />
A: Is anti-ironsighting really just anti &#8220;gun covering the bottom 1/3rd  of the screen&#8221;? cause if so, that sounds like a pretty simple things for  player&#8217;s to adjust when setting up their own pro-matches.<br />
<br />
 <b>Q: Will ironsight change weapon stats other than accuracy?  (asking because of fallout 3 felt like it did, actually I really like  the idea one posted up, using ironsight for heavy class and for light  class something like crouching or just increased accuracy since they  move quite a lot and do less damage I assume).</b><br />
A: Ironsights remove all spread, naturally, and bring the FOV in  narrower to make targets bigger. Also, there&#8217;s some other stuff we&#8217;re  wanting to do with ironsights that I think is kind of cool and unique,  but i know you guys won&#8217;t care about it (plus it&#8217;s yet to make it in, so  i can&#8217;t guar<br />
antee it&#8217;ll be there anyway).<br />
<br />
 <b>Q: Well so &#8220;Brink&#8221; tries to appeal to majority of players, we aint the majority as you said.</b><br />
A: I see no reason not to give you guys as much freedom and flexibility  right out of the box to set up matches that scratch your competitive  itches. In fact, it&#8217;s in our best interest, because i want people  playing brink for years, not months, and pros are the guys (and girls, I  suppose :-) who can do that, if we get it right. Bear in mind, if you  ever see me talking about brink in interviews, they&#8217;re generally to  mainstream magazines and websites, so i do tend to focus on the stuff  that&#8217;s in the game to appeal to a wider audience. it doesn&#8217;t mean we&#8217;re  ignoring the pro scene.<br />
<br />
 <b>Q: Do you emphasize long or short distance fighting?</b><br />
A: There&#8217;s a lot of variety amongst our levels, but our engagement distances are generally short to mid range.<br />
<br />
 <b>Q: Don&#8217;t put red arrows above your opponents&#8217; heads. And don&#8217;t you even dare to think of health bars!</b><br />
A: Yeah, no red arrows. Myself, I am a fan of letting someone see how  close to death the enemy is when you mouse over him, but that&#8217;s totally  something that you can turn off when setting up hardcore matches.<br />
<br />
 <b>Q: How good is the visibility? fog, smoke, blur/dof fx?</b><br />
A: We&#8217;re not doing a lot of foggy night levels or anything, so generally the atmosphere is pretty clear.<br />
<br />
 <b>Q: Do you keep the contrast between playermodels and their background in mind when you decide the coloring of the levels?</b><br />
A: Ensuring the player&#8217;s pop is very important. We&#8217;ve experimented with a  few different ways to ensure they stand out&#8230; stuff like rim lighting  and the like. still working on a final solution, but this is important  to us to get right.<br />
<br />
 <b>Q: If I&#8217;ve understood things right, the shooting system is the same as in et + ironsights?</b><br />
A: I&#8217;d say the movement stuff we have includes interesting way to &#8216;mix  it up&#8217; and keep the guy shooting at you on his toes. probably the most  powerful tool along these lines is the ability to slide and time you  want. another thing that&#8217;s important to us too is to let players shoot  as much as possible. we&#8217;re trying to minimize the game actions that  would prevent you from firing (so for instance, you can keep firing as  you pull your self up a ledge, though this takes real skill to get good  at it).<br />
<br />
 <b>Q: I think you mentioned there are going to be some rpg  elements in Brink. Will this include a monthly subscription similar to  likes of WoW and co or will we just pay a one time fee like with more  traditional FPS?</b><br />
A: No extra fees. Just like a normal shooter :-)<br />
<br />
 <b>Q: How will the casual gamer/noobie compete with dedicated  players who have levelled their character or is there some sort of  skill/xp matching setup in place? (see battlefield heroes for an example  how NOT to do it).</b><br />
A: I think Killzone 2 is a fairly good example of how to keep different  level players in like leveled games. However, we also want to let  players jump into higher level games, if they feel they&#8217;re up for it.<br />
<br />
 <b>Q: How many guys can play in co-op? And is it just the SP with more players?</b><br />
A: Up to 8 guys can co-op, because they&#8217;re all playing in a normal objective-based competetion 8v8 match against 100% bots.<br />
<br />
 <b>Q: Will all platforms combine for the single/muliplayer co-op  elements? I.e can John Smith on his PS3 play with Sally Hughes on her  PC?</b><br />
A: &#8216;Fraid not :-(<br />
<br />
 <b>Q: No offence here, but Brink seems like a fantasy &#8211; just  purely because we haven&#8217;t seen anything yet. I&#8217;ve seen some nice  artistic pictures, big guns and explosions but this doesn&#8217;t mean  anything in the long run &#8211; what sort of time frame will we get some  actual game play videos?</b><br />
A: If we don&#8217;t get some actual video out online within the next month,  i&#8217;m gonna go crazy myself. I really want to hear what people think when  they actually see it. fortunately, everyone who&#8217;s seen the demo first  hand has loved it. My hope is that soon a video of our full demo shown  at E3, Quakecon, GamesCon, and PAX will be released so that EVERYONE can  see it.<br />
<br />
 <b>Q: How is it being in charge of Brink when you&#8217;re not really a FPS player? Did you play W:ET? Did you play Q3?</b><br />
A: Thank is an excellent question, actually. I do play shooter a lot,  love &#8216;em in fact. You can check my xbox live stats if you like :-) I  used to play online shooters quite a bit years ago, back when I was  working on the first and second Syphon Filter games. Mostly the original  counter strike, and some Q3. Also SWAT3 and Rainbow Six. I did play  some W:ET, but honestly, I wasn&#8217;t good enough to compete, so I didn&#8217;t  stick with it. And I got out of the habit as I moved over to primarily  console play (couldn&#8217;t afford to keep upgrading my PC!) The reason I was  hired by Splash, actually, is because of my experience making single  player games, and console games. They had almost no in-house knowledge  about that, so I was brought on to flesh that part out, since of course,  the company is mostly comprised of old school PC clan players (Locki,  Arnout, etc). But since I&#8217;ve been here, I&#8217;ve really been getting back  into online play (I need to, or else I wouldn&#8217;t be able to survive in  our twice weekly internal playtests, since everyone else here is VERY  good!).<br />
<br />
 <b>Q: ..so by the time we see it, we will not have any influence  on it? IE if something is very wrong with what people would normally  want in an MP its basically too late to change?</b><br />
A: Basically, right now, we&#8217;ve got a couple more milestones of just  getting core functionality in the game (finishing all the class  abilities primarily). after that, it&#8217;s a few months of trying to polish  everything as best we can, during which time user feedback will be  awesome to have and can make a big impact. and the finally we start  going through submission process (which can often take a few months on  console) during which time we can still be tweaking and tuning gameplay  for a day one patch. during this time, user feedback will still be very  valuable, and as long as i&#8217;m in charge, there&#8217;ll still be a 2 way line  of communication :-)<br />
<br />
 <b>Q: Will there be a Brink Demo?</b><br />
A: Dunno if there&#8217;s going to be a demo yet. They&#8217;re great, but they also  take a TON of resources to make, which cuts into the time we have to  polish the game :-(<br />
<br />
 <b>Q: If I were you I&#8217;d just make a training course &#8211; if it fits  somehow into the beginning of the game &#8211; as some sort of tutorial &#8211;  just because you were talking of also trying to reach players which so  far havn&#8217;t been players afterall &#8211; and release that as a demo (not much  work to make a cap after it, is it?!)</b><br />
A: Unfortunately, that&#8217;s a great way to get a lot of players to never  buy the game, because it&#8217;s not an exciting, sexy demo. plus, even doing  something like that is a lot of work, because there&#8217;s this entire  approval process you have to go through with the console manufacturers  that can take weeks (and in some cases even months) of back and forth  dev time.<br />
<br />
 <b>Q: The real reason why you are making it slow is so that it  can be played on consoles, like the COD series. COD-games are very  succesful so obviuosly many players like slower games, but those people  play COD and wont be so intersted in this new game Brink. So instead of  reaching out to new playerbase (like ET:QW or Wolfenstein) you would  better just focus on the existing playerbase and make a game that suits  their needs: a fast paced tactical team game.</b><br />
A: It&#8217;s a fair point, but these days, there&#8217;s a lot more console players  buying games than there are PC. It&#8217;s harder to make a living catering  solely to PC gamers than it ever has been. And when you&#8217;re making a game  that costs millions of dollars to develop, you have to ensure your best  chance at making all that money back. That said. We&#8217;re definitely  trying<br />
to make a game that works well for more top end competitive play as well. It&#8217;s why I&#8217;m here talking to you guys, after all :-)<br />
<br />
 <b>Q: I understand that you have to make a console version to  make profit from the game, but I don&#8217;t understand why it has to be the  exact same game? Take a look at how NERVE software made RTCW for the PC,  and RTCW: Tides of war for the original XBOX. 2 slightly differant  games, each optimized for PC or Console with very little effort to make  it &#8216;console friendly&#8217; (talking about multiplayer only).</b><br />
A: That&#8217;s a fair point. The tricky part is, I&#8217;m sure you&#8217;ll agree, that a  lot of games don&#8217;t even get one decent control setup going well. It&#8217;s  tough to fine tune and balance all this stuff, and for Splash (which is  still a very small team by most modern development standards) to fully  polish and nail two different control/movement schemes might be a recipe  for disaster. We&#8217;ve already got the challenge of making 3 different  body types (big&amp;slow, normal, and fast&amp;light) all work well and  feel great. Which is why we want to expose as much as possible to  players so you can set your own rules on the PC.<br />
<br />
 <b>Q: It&#8217;s really in the little things. I completely understand  that todays focus is on consoles, but that doesn&#8217;t change the fact that  with a small amount of effort things like menus could be different on  the PC. Menus are often based on a dumbed down controller. Just let us  PC gamer&#8217;s utilize our tools (keyboard with LOADS! of keys that we want  to bind) and a mouse instead of working menus with a keyboard. One of  the complaints with Wolfenstein was that alot of things were activated  with the same damn key, which makes it easy for console gamers but  really annoying on the PC when we accidently do something that we didn&#8217;t  want to do.</b><br />
A: Good points about taking advantage of a given platform&#8217;s abilities.  And that exact example you&#8217;re talking about it one we&#8217;re taking into  account. On console, your reload button doubles at interact (tap vs.  hold), but on console, we make interact and reload completely different  keys&#8230; :-)<br />
<br />
 <b>Q: I&#8217;m rather concerned as to whether Brink will be developed  for each platform individually, or are you just going to port it from  consoles, like Raven did with Wolfenstein SP?</b><br />
A: We&#8217;re putting a ton of time into ensuring that all 3 platforms work &#8220;like they should&#8221;.<br />
<br />
 <b>Q: One thing that&#8217;s always puzzled me is why developers seem  to exclude competitive features that the mod makers seem to be able to  add within the first few weeks. Mods such as ETPro, CPMA and Q4Max have  introduced features we now consider standard &#8211; why have so few new  releases attained these dizzy heights and does your team aspire to?</b><br />
A: Well sometimes, that stuff is put in there by the original developer,  but disabled either because of some design decision, or because leaving  them in the game opens up a lot of potential bugs which would require  too much time to fix. when you turn stuff like that one post release, by  end users, it doesn&#8217;t have to go through a bug submission process :-)<br />
<br />
 <b>Q: What possible bugs could build in feature in engine give  to you? You are just doing it wrong then. If a moder who&#8217;s not been  involved in making a game, can make these features in less than 2 weeks?  Then, pardon me, what the fuck are developers doing?</b><br />
A: All I can say is it&#8217;s easier to edit than to write, easier to build  on something once the foundation is already there. Beyond that, I can&#8217;t  say, because I&#8217;m not a programmer. Sorry if I&#8217;ve let you down with my  answers. There&#8217;s only so much I can do, without going back to college  for 5 years! :-)<br />
<br />
 <b>Q: As long as you believe your basic concept with Brink is  sound, stick to it. ET:QW failed because the concept wasn&#8217;t sound, you  tried to mix ET with BF2 hoping to appeal to both sets of players, and  ended up appealing to neither. Don&#8217;t try to make a game for a specific  player base, make a game that you think has a workable concept and  develop it along those lines, because if you target a game at a specific  player base, and it turns out not to be an exact blow by blow carbon  copy of their favourite game, they&#8217;ll hate you for it.</b><br />
A: I&#8217;ve gone into some detail about what we&#8217;re trying to do to make the  game we think has the broadest appeal, but still has a lot of options  that can be turned on/off or adjusted to make it more amenable to  competitive play. But if you&#8217;re playing like that, you&#8217;ve effectively  &#8220;turned on the Brinkpro&#8221; mode. By default, when casual players play  Brink, they&#8217;ll just choose the mission they want to play, and we&#8217;ll take  care to put them into a match that has a standard set of rules and  setting that cater to making the game as friendly and easy to pick up  and play as possible. They&#8217;ll be put into matches that are matched to  their skill level (both their personal ability, and their character&#8217;s  in-game abilities), and about the only special stuff we&#8217;ll do is ensure  friends can play together no matter what. But the rules will always be  the same, and i expect they&#8217;ll be rules that a crossfire poster wouldn&#8217;t  like (like having bots automatically fill empty team slots, for  instance). I expect no one on this board who plays Brink will take that  choice. They&#8217;ll all instead choose the &#8220;hardcore&#8221; (or whatever we call  it) server mode, which will take them to something more like what  they&#8217;re used to where they&#8217;ve got a list of all the &#8220;hardcore&#8221; matches  running, and they can sort and filter by what&#8217;s important to them,  regarding who matches are set up. Or they can set up their own with  their own rules. I expect from that, standards will start to immerge  that everyone prefers and considers &#8220;official&#8221;. Hopefully we can figure  out what those standards are before we ship (with the help of feedback  from communities like this), so they can be kind of &#8220;built in&#8221;. But  it&#8217;ll be about giving you guys flexibility. We&#8217;ll see how it goes. I  have no doubt that there will be plenty who are unhappy (you can&#8217;t  please all the people all of the time), but no one will ever be able to  say I wasn&#8217;t 100% honest with them up front :-)<br />
<br />
 <b>Q: I think for Brink the difference between regular pub and  hardcore pub might become the difference between playing SP and MP,  making that difference is something ET:QW perhaps accidentally did as  well (having ranked pubs and unranked private servers), maybe you guys  could try to get the casual gamer to play the hardcore side as well so  you don&#8217;t divide the communities too much. Perhaps offer some  achievements and unlocks which can only be gained in the hardcore mode.  It doesn&#8217;t have to be much, as long as it makes the player want to try  the different side of the game.</b><br />
A: I agree, and I do have a big concern that taking this approach will  split the community, which is a real shame. but there doesn&#8217;t seem to be  any way around it. however, hopefully both communities will be big and  rich enough to thrive on their own. Though just calling your community  and matches the &#8220;hardcore&#8221; ones, or the &#8220;pro&#8221; ones (or whatever we&#8217;ll  call them), is going to entice curious casuals over, because who doesn&#8217;t  want to be l33t? :-)<br />
<br />
 <b>Q: You should include a &#8216;professional gamers&#8217;-config in the  game. I&#8217;m talking about a local config here, not a serverside config.  You guys at splash damage should know what the best settings are for  most fps, best visibility and responsiveness. So it will be a lot easier  for competitive players, from other games, to switch to Brink. But also  when this config is easily available for starting or casual players,  they dont have an extra handicap because of all the bloodsplatter,  bobroll, low fps, s_mixahead 0.2, prerenderlimit 2, 60 hz refreshrates,  pitch black parts of the map, crosshairpulse, drawgun 1, etc etc.</b><br />
A: Not a bad idea. will put it on the wish list (no promises though :-)  My worry is for something like this though that it might not be &#8220;quite  right&#8221; in the eyes of a lot of gamers, and I&#8217;d hate for something that  was put in to<br />
make the game more friendly became something for players to bicker over&#8230;<br />
<br />
 <b>Q: Are you guys doing BRINK alone with SP? Or any other developer company help?</b><br />
A: All Brink dev is being done by us. No farming out parts to other developers.<br />
<br />
 <b>Q: I read that you have plans for Brink to become a Trilogy  so I presume you guys will be using the Id Tech 5 engine for Brink 2?</b><br />
A: Could be, if there&#8217;s a Brink 2. That quote, though, got taken way out  of context. All I meant was that if Brink is a big hit, we&#8217;ve got a lot  of ideas for stuff we&#8217;d like to do in a sequel. What we haven&#8217;t done is  some big elaborate multi-part trilogy plan where every game ends with a  cliffhanger or something like that. We&#8217;re just trying to make Brink the  best it can be. If it sells well, then we&#8217;ll talk about sequels, and  really start planning them&#8230; :-)<br />
<br />
 <b>Q: Will this be a simultaneous release for all platforms or is my question slightly premature at this stage of development.</b><br />
A: We&#8217;re shooting for all 3 simultaneously.<br />
<br />
 <b>Q: Obviously the three platforms will not be able to  co-interact between themselves but has the option of allowing two  platforms cross referencing each other while online or is that inviting  trouble on a multiple level.</b><br />
A: Well, I&#8217;m hopeful about stats on the game&#8217;s community website being  cross referential (so everyone can clearly see that PC players get more  kills than console players, or PS3 players give more revives than 360,  or whatever), but we&#8217;ll see&#8230;<br />
<br />
 <b>Q: If you say that you&#8217;re more responsible for SP parts of  that (blablabla) &#8211; how long will it take to fully finish SP part  (playing alone or together with someone)?</b><br />
A: Actually, there isn&#8217;t a separate single player mode for the game. one  of the new things we&#8217;re trying to do is find ways to bring a sort of  narrative experience that you normally get in a single player game, into  multiplayer gameplay. There&#8217;s lots of interviews about this online. To  answer your question though, if players decide to play the game  completely offline (like a singleplayer game), it is probably going to  be something like 8-10 hours to experience the two &#8220;storyline  campaigns&#8221;.<br />
<br />
 <b>Q: Will there be some easter eggs also in the BRINK from past  SD games, like there are tapirs (which is kind of SD symbol already I  guess) and few pictures representig something from W:ET in ET:QW? Or it  will have no such small, but fun things to explore while playing?</b><br />
A: There must always be tapirs!<br />
<br />
 <b>Q: This might sound weird but if someone wants to +walk their  speed should be scaled down in a curve and not just dropped immediately  (or better just have 1 constant movement speed whilst standing/running  and a slower one crouched).</b><br />
A: Good suggestions about the walk speed. and i agree that giving  players as much flexibility to customize the overall experience is worth  pursuing. we&#8217;ll see how much of it makes it in. i&#8217;d hate for you guys  to have to wait 6 months for the pro-mod to get completely sorted out,  for example&#8230;<br />
<br />
 <b>Q: So Brink will be &#8211; if compared to SP games &#8211; like choosing your profile?! (something like in Overlord 2 for example?)</b><br />
A: I&#8217;d say the best example would be an MMO (without the monthly  charges!)&#8230; you&#8217;ve got one login, and X characters withing that login.<br />
<br />
 <b>Q: Can you say that there is an equality in developer-spent-time between the multiplayer and the sigleplayer?</b><br />
A: We&#8217;re spending I&#8217;d say 85% of our dev muscle on multiplayer. Solo  play really just our multiplayer game, with good bots, and a storyline  that threads the whole thing together (though those elements can be  present in online play as well).<br />
<br />
 <b>Q: If you can jump into the campain of others; what do you  tell the people having some of &#8216;us hardcore&#8217; players in their campaign  as defenders? or is skillmatching also enabled for the campaign?</b><br />
A: Definitely. Also, if you&#8217;ve switched over to playing in a hardcore  match, you&#8217;ve basically made the decision to ignore all the campaign  storyline stuff, I think&#8230; :-)<br />
<br />
 <b>Q: Well by restricting body type ingame you somewhat neglect  your feature at the very beginning again imo. But by allowing to switch  body type aswell as classes and weapons (I&#8217;d prefer a limbo in  competitive matches over a cp &#8211; tried to point it out at the SD board).  So far I think the heavy body type is mostly good for tanking and damage  dealing, right? I think it&#8217;s less capable of doing objectives since  it&#8217;s somewhat hindered in being as flexible as the light body type  because of it&#8217;s speed. But if the map would enter a state where your  team doesn&#8217;t need a soldier and longs for health support you should be  able to switch to a fast medic imo or: you need another engineer but  don&#8217;t want to sacrifice a medic for this.</b><br />
A: There are two interesting things about the way the system works  though that I wish I could tell you about, but can&#8217;t yet, that are  really applicable to your observations. Well, one I can say, since it  did get mentioned in an interview somewhere: bigger guys have more  &#8220;power&#8221; (or &#8220;energy&#8221;, or &#8220;mana&#8221; or whatever you want to call it). This  means that while it takes them a bit longer to get to the action, once  they&#8217;re there, they&#8217;re the ones who can hand out the most heals, or do  the most buffs, or share the most ammo. Fast guys can get there quicker,  but they&#8217;ve got a lot less power to use for abilities. So that&#8217;s an  extra wrinkle. The other thing, which i can&#8217;t talk about, is a very huge  and important feature. About all I can say on it right now is this:  surfing. When you guys find out more in the coming months, I think  you&#8217;ll be quite surprised how it can add a new tactical level to  different body types and how they get around :-)<br />
<br />
 <b>Q: Will there be a possibility to just switch guns for next spawn (for competition at least) or next spawn have another char?</b><br />
A: You can switch guns during a match at a command post, same way you  can swtich classes. about switching to different characters, first of  all, we&#8217;re not sure we can technically do it (stuff about character  customization compositiing), so until that&#8217;s resolved, can&#8217;t say if  we&#8217;ll allow it or not mid match.<br />
<br />
 <b>Q: Will XP be permanent or just for a single game session?</b><br />
A: Character advancement and XP is persistent, and you can buy (and sell back) abilities only between matches.<br />
<br />
 <b>Q: Will there be other weapon modifications besides the ones  you get access to via XP? (re-balancing it yourself, &#8220;less damage,  higher rate of fire&#8221; etc.)</b><br />
A: We haven&#8217;t talked much about weapon modification yet, but there will  be a good range of ways to trick out your guns for enhanced performance.<br />
<br />
 <b>Q: From what I heard from your PAX interview &#8216;covert ops&#8217;s&#8217;  will have the ability to reveal opponents for 30 seconds, could this be  triggered server side?</b><br />
A: Yeah, it&#8217;s the &#8216;reward&#8217; for successfully interrogating an enemy&#8230;  enemy locations are revealed for X seconds (30, or maybe less as a  balance thing) only on the radar, your enemies won&#8217;t appear on radar  unless you&#8217;ve already seen them, or via various other means related to  teammate abilities, so not quite as poweful as a wall hack. One of the  main things we&#8217;ll have as a balancing factor on abilities, btw, will be a  cooldown period before you can use them again. so if anything is too  unbalancing, we&#8217;ll have the option to only let players do it once every X  minutes, for example. That&#8217;ll also help with the rambo medic, i think,  if self-buffs can&#8217;t be done back to back to back&#8230; :)<br />
<br />
 <b>Q: Is there even a main menu on pc? </b><br />
A: Yeah, there&#8217;ll be a front end screen where you choose which character  you&#8217;re going to play with, and once you&#8217;ve done that, you basically see  a screen where you can choose which mission you want to go on. if  you&#8217;ve got friends in that mission<br />
, it&#8217;ll be co-op automatically. or you can specify if you want it to be  competetive, etc. Alternately, after you&#8217;ve chosen your character, you  can go to a server browser like where you can search for games with the  parameters you like, do filters, sorts, etc.<br />
<br />
 <b>Q: I already read you are planning to actively support the community after the release, but to what extend?</b><br />
A: A lot depends on budgets and schedules and sequels and (probably most  imporatntly) sales and all of that. but both splashdamage and bethesda  have a reputation of supporting games post release, and i would hope  that continues with Brink.<br />
</blockquote>It&#8217;s rather unusual that gamedevelopers take their time to actually  reach out to the eSport-community like this and it&#8217;s even more unusual  that they actually answer this many questions. So alot of credit to  Richard Ham who made this possible. Now &#8211; let&#8217;s hope Brink will be the  success we&#8217;re all hoping for.</div>

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			<category domain="http://dutchfightplatoon.com/forums/43-Gamer-Info-amp-News"><![CDATA[Gamer Info & News]]></category>
			<dc:creator>FlintLock</dc:creator>
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			<title>Google aan huis</title>
			<link>http://dutchfightplatoon.com/threads/1558-Google-aan-huis?goto=newpost</link>
			<pubDate>Tue, 07 Sep 2010 07:40:41 GMT</pubDate>
			<description>Let op het accent van die ouwe :icon_mrgreen: 
 
http://www.youtube.com/watch?v=SiWNOSAJDWk</description>
			<content:encoded><![CDATA[<div>Let op het accent van die ouwe :icon_mrgreen:<br />
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			<category domain="http://dutchfightplatoon.com/forums/20-OFF-TOPIC">OFF TOPIC</category>
			<dc:creator>FlintLock</dc:creator>
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			<title>BFBC2 Server R21 is being deployed</title>
			<link>http://dutchfightplatoon.com/threads/1557-Server-R21-is-being-deployed?goto=newpost</link>
			<pubDate>Mon, 06 Sep 2010 11:39:38 GMT</pubDate>
			<description>Since Friday evening, servers are gradually being upgraded to R21. 
 
It was developed in response to some RSPs reporting that players would  spam in...</description>
			<content:encoded><![CDATA[<div>Since Friday evening, servers are gradually being upgraded to R21.<br />
<br />
It was developed in response to some RSPs reporting that players would  spam in the text chat, and that would cause stuttering for other  players.<font face="Verdana"><br />
</font>    <ul><li><font face="Verdana">There is a spam filter for text-chat:  if someone sends 5 messages in 10 seconds, that player is muted for 60 seconds</font>.</li>
<li><font face="Verdana">Text chat can be muted across the entire server</font>.</li>
<li><font face="Verdana">Individual players  can be promoted to “admin” (cannot be muted, spam filter does not apply)  and “muted” (never allowed to text chat)</font>.</li>
<li><font face="Verdana">All settings configurable via remote admin interface</font>.</li>
<li><font face="Verdana">New textfile on-disk: textchatmoderationlist.txt[list of which players are admin &amp; muted]</font>.</li>
<li><font face="Verdana">Updated docs; available at <a href="http://static.cdn.ea.com/dice/u/f/bfbc2/Static/BFBC2_PC_Server_R21_571287_Docs_ServerAdministrator.zip" target="_blank">http://static.cdn.ea.com/dice/u/f/bf...inistrator.zip.</a></font></li>
</ul></div>

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			<category domain="http://dutchfightplatoon.com/forums/53-Battle-Field-Series">Battle Field Series</category>
			<dc:creator>FlintLock</dc:creator>
			<guid isPermaLink="true">http://dutchfightplatoon.com/threads/1557-Server-R21-is-being-deployed</guid>
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			<title>PunkBuster and Medal of Honor</title>
			<link>http://dutchfightplatoon.com/threads/1556-PunkBuster-and-Medal-of-Honor?goto=newpost</link>
			<pubDate>Sun, 05 Sep 2010 23:00:11 GMT</pubDate>
			<description>You can view the page at http://dutchfightplatoon.com/content/285-PunkBuster-and-Medal-of-Honor</description>
			<content:encoded><![CDATA[<div>You can view the page at <a href="http://dutchfightplatoon.com/content/285-PunkBuster-and-Medal-of-Honor" target="_blank">http://dutchfightplatoon.com/content...Medal-of-Honor</a></div>

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			<category domain="http://dutchfightplatoon.com/forums/3-vBCms-Comments">vBCms Comments</category>
			<dc:creator>FlintLock</dc:creator>
			<guid isPermaLink="true">http://dutchfightplatoon.com/threads/1556-PunkBuster-and-Medal-of-Honor</guid>
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			<title>Multiplayer game previews</title>
			<link>http://dutchfightplatoon.com/threads/1553-Multiplayer-game-previews?goto=newpost</link>
			<pubDate>Sun, 05 Sep 2010 08:46:32 GMT</pubDate>
			<description>Dedicated servers or not, the expected gameplay could be very suprising!!! 
  
  
http://www.youtube.com/watch?v=O6LZbxVUzJo 
  
 ...</description>
			<content:encoded><![CDATA[<div>Dedicated servers or not, the expected gameplay could be very suprising!!!<br />
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	<param name="movie" value="http://www.youtube.com/v/5dfF6y-B8lQ" />
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<object class="restrain" type="application/x-shockwave-flash" width="640" height="385" data="http://www.youtube.com/v/kg_8mPoloBo">
	<param name="movie" value="http://www.youtube.com/v/kg_8mPoloBo" />
	<param name="wmode" value="transparent" />
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			<category domain="http://dutchfightplatoon.com/forums/63-Call-of-Duty-Black-Ops">Call of Duty:Black Ops</category>
			<dc:creator>Rob</dc:creator>
			<guid isPermaLink="true">http://dutchfightplatoon.com/threads/1553-Multiplayer-game-previews</guid>
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			<title>Call of Duty: Black Ops (multiplayer hands-on)</title>
			<link>http://dutchfightplatoon.com/threads/1552-Call-of-Duty-Black-Ops-(multiplayer-hands-on)?goto=newpost</link>
			<pubDate>Sun, 05 Sep 2010 08:32:00 GMT</pubDate>
			<description>You can view the page at http://dutchfightplatoon.com/content/284-Call-of-Duty-Black-Ops-(multiplayer-hands-on)</description>
			<content:encoded><![CDATA[<div>You can view the page at <a href="http://dutchfightplatoon.com/content/284-Call-of-Duty-Black-Ops-(multiplayer-hands-on)" target="_blank">http://dutchfightplatoon.com/content...ayer-hands-on)</a></div>

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			<category domain="http://dutchfightplatoon.com/forums/3-vBCms-Comments">vBCms Comments</category>
			<dc:creator>Rob</dc:creator>
			<guid isPermaLink="true">http://dutchfightplatoon.com/threads/1552-Call-of-Duty-Black-Ops-(multiplayer-hands-on)</guid>
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			<title>NEW Company of Heroes Online free-to-play</title>
			<link>http://dutchfightplatoon.com/threads/1551-Company-of-Heroes-Online-free-to-play?goto=newpost</link>
			<pubDate>Fri, 03 Sep 2010 12:40:54 GMT</pubDate>
			<description>Welcome to *Company of Heroes Online*, the free-to-play online action strategy game based upon the highest-rated real-time strategy title of all...</description>
			<content:encoded><![CDATA[<div>Welcome to <b>Company of Heroes Online</b>, the free-to-play online action strategy game based upon the highest-rated real-time strategy title of all time.<br />
<br />
                                                      <img src="http://www.playbbg.com/wp-content/uploads/2010/06/companyofheroes.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" />                 <br />
                 <ul><li>Release Date: 1st of september 2010</li>
<li>Publisher:  THQ</li>
<li>Genre:  Strategy</li>
<li>Rating :</li>
<li><a href="http://www.companyofheroes.com/" target="_blank"><img src="http://www.playbbg.com/wp-content/themes/newplaybbg/images/anniu-1.gif" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /></a></li>
</ul>                                      <br />
Company of Heroes Online, is a free-to-play online action strategy  game based upon the highest-rated real-time strategy title of all time.<br />
<br />
 Company of Heroes Online delivers all the frenetic action and  strategic combat from the critically-acclaimed series, while also  offering unparalleled customization and personalization. Choose from six  different combat doctrines, each with its own strengths and combat  styles. Customize your army and enter each conflict with your own unique  set of battle-tested Heroes, unit upgrades, and devastating Commander  Abilities. Become the ultimate military commander as you unlock new  abilities with every conflict and build your army with every victory.<br />
<br />
 Take command of your company as you wage online warfare across the  ravaged battlefields of World War II-era Europe. Choose from one of six  different divisions, from the brutal German Blitzkrieg to the deadly  efficient Allied Airborne, each with its own combat style and unique  abilities. Strategize on and off the battlefield as you customize your  army and enter each fight with your own unique set of battle-tested  Heroes, upgrades, and devastating Commander Abilities. Become the  ultimate military commander as you unlock new abilities with every  conflict and build your army with every victory.<br />
<br />
<ul><li>Free-to-Play &#8211; The frenetic action of the award-winning real-time strategy franchise, in a unique free-to-play experience.</li>
<li> Command &#8211; Build your army and wipe your opponent off of the map with  brutal, military precision in up to 8-player online matches.</li>
<li> Specialize &#8211; Choose from six different divisions each with its own combat style and unique Commander Abilities.</li>
<li> Customize &#8211; Enter each battle with your own unique set of Hero units, Army Items, and devastating Commander Abilities.</li>
<li> Progress &#8211; Unlock new upgrades and abilities with every victory, or conveniently purchase items to even the odds.</li>
</ul><br />
 Minimum Requirements      <font color="Red">Recommended Configuration</font><br />
<br />
OS XP, Vista 32/64bit, Windows 7 XP, <font color="Red">Vista 32/64bit, Windows 7</font><br />
CPU Intel Pentium 4 2Ghz     <font color="Red">Intel Core2 2.4Ghz</font><br />
Memory     1GB     <font color="Red">2GB</font><br />
Graphic Card     ATI Radeon 9500 or better, nVidia 5200 or better <font color="Red">Geforce 8800GTS or better with 128MB Ram</font><br />
HDD     20GB free space required     <font color="Red">30GB free space required</font><br />
DirectX     DirectX 9.0C     <font color="Red">DirectX 10</font></div>

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			<category domain="http://dutchfightplatoon.com/forums/67-Other-Games">Other Games</category>
			<dc:creator>FlintLock</dc:creator>
			<guid isPermaLink="true">http://dutchfightplatoon.com/threads/1551-Company-of-Heroes-Online-free-to-play</guid>
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			<title>BAD NEWS! Black Ops will NOT have public Dedi files.</title>
			<link>http://dutchfightplatoon.com/threads/1550-BAD-NEWS!-Black-Ops-will-NOT-have-public-Dedi-files.?goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 19:39:46 GMT</pubDate>
			<description>You can view the page at http://dutchfightplatoon.com/content/282-BAD-NEWS!-Black-Ops-will-NOT-have-public-Dedi-files.</description>
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			<dc:creator>FlintLock</dc:creator>
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			<title>RO:HOS Red Orchestra: Heroes of Stalingrad: Vehicles</title>
			<link>http://dutchfightplatoon.com/threads/1549-Red-Orchestra-Heroes-of-Stalingrad-Vehicles?goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 13:13:40 GMT</pubDate>
			<description>*Nice refreshing news after hearing how we are getting screwed again with the COD series:*  
 
 
*Red Orchestra: Heroes of Stalingrad: Vehicles...</description>
			<content:encoded><![CDATA[<div><i><b>Nice refreshing news after hearing how we are getting screwed again with the COD series:</b></i> <br />
<br />
<br />
<div align="center"><font size="3"><b><a href="http://www.rockpapershotgun.com/2010/09/02/red-orchestra-heroes-of-stalingrad-vehicles/" target="_blank">Red Orchestra: Heroes of Stalingrad: Vehicles</a></b></font><br />
</div> <font size="1"><font color="RoyalBlue"><i><b><br />
   by Quintin Smith on September 2nd, 2010 at 9:01 am.</b></i></font></font><br />
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<div align="center">                                                                                                                     <img src="http://www.rockpapershotgun.com/images/10/sept/red1.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
</div> <br />
To anyone who swore and panicked their way through the original Red   Orchestra modification back in 2004, or its commercial release, Red   Orchestra: Ostfront, back in 2006, the upcoming sequel <a href="http://www.heroesofstalingrad.com/" target="_blank">Red Orchestra: Heroes of Stalingrad</a> should represent a big deal.<br />
 <br />
To anyone with no idea what Red Orchestra is, let me help out: It’s a   multiplayer FPS, set on the Eastern front of World War 2, which   captures above all else the grayness and desperation of those nightmare   battlefields. Red Orchestra is a game of wincing at suppressive fire,  of  bayonet attacks, and of struggling to figure out whether that figure  is  a German or a Russian because muddy gray and muddy brown often look  the  same in dim lighting.<br />
<br />
 The sequel’s looking to expand on everything that made the original   game great, including its horrific tank combat. Here, we present an   exclusive interview with Tripwire President John Gibson, in which he   talks freely on the as-of-yesterday unrevealed vehicle combat coming in   the sequel.<br />
<br />
<b>RPS: You mentioned that you plan to set the standard of tank combat in FPS games for years to come. How, exactly?</b><br />
 <font color="LightBlue"><i><b>John Gibson:</b></i></font> The big thing  we’re doing with tanking for ROHOS is to  really immerse the player in  what it was like to be an actual soldier  inside of one of these  lumbering beasts in World War 2. The typical FPS  tanking experience  generally has the player viewing the tank from third  person, and the  player essentially feels like they ARE the tank rather  than feeling  like they are a person in a tank. For ROHOS our goal is to  move beyond  that and provide the player with an immersive and robust  first person  experience. For starters we have fully modeled the entire  interior of  every tank in the game. At any position in the tank the  player will see  what a real person in the tank would see. Look down and  you’ll see  your hands operating all of the levers. Move between  positions and it  will be fully animated in first person. And your tank  will have a full  crew of either AI NPC’s or human players to fight  alongside you. Look  to your right and you will see the hull machine  gunner blasting away at  the enemy. Fire the main cannon, and you’ll see  an NPC crewman  reloading the cannon shell beside you. You have a living  breathing crew  all around you and you can see all of the elements of the  tank  operating. When a shell penetrates your armor, you’ll see your   crewmates die around you, and hear their screams as the tank catches   fire. <br />
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 <div align="center"><img src="http://www.rockpapershotgun.com/images/10/sept/red6.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
</div> <br />
Beyond this we have added a whole new level of functionality and   interaction to the tanks. The first thing that we’ve done is what we   call a virtual interior. The player can actually look around in the   interior and very easily interact with the interior. Want to look out of   a view slit, just look at the slit and press a button. Want to stick   your head out of the hatch, look up and press a button. It is all very   streamlined and allows the player to do a lot of things but very simply.   We’re actual giving players very near to a tank simulation’s level of   functionality, but streamlined so it is easy to use and accessible.   Speaking of view, one of the things we discovered after we shipped the   original Red Orchestra was that while the view inside a tank is somewhat   limited, there are a LOT of view ports, view slits, and periscopes  that  the tank crew had at their disposal to get a better view of what  is  happening outside of the tank. So for ROHOS we have added the  ability to  very easily interact with any of these and get a better view  of the  situation. <br />
 Another area which we’ve greatly expanded on is the damage system.  The  original RO had a generalized damage system with just a few key   damageable components. For ROHOS we’ve expanded this to include a very   broad range of damageable components with accompanying gameplay effects.   Things such as damaging optics, damaging the engine and transmission,   damaging the turret rotation mechanism, hitting the fuel tank, drive   sprocket, treads and more are now included. And now shots that penetrate   the tank armor can hit the crewmembers inside. <br />
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 <div align="center"><img src="http://www.rockpapershotgun.com/images/10/sept/red4.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
</div> <b><br />
RPS:  Can you repair tank damage? And what amount of damage can be repaired?</b><br />
 <font color="LightBlue"><i><b>JG:</b></i></font> We are actually a bit  torn on repairing damage on the tanks.  Realistically there aren’t a lot  of repairs that you could do to a tank  within the time frame of a  match in ROHOS. But not allowing repairs  leads to unrealistic gameplay  where everyone always fights to the death,  instead of retreating for  repairs when they are too damaged to continue  fighting. We’re looking  at the idea of allowing tanks to be repaired at  the resupply areas.  This is something we’re still prototyping and  trying different things,  so we’ll have to wait and see what the final  system ends up being.<br />
<br />
 <b>RPS: Will we see any playable vehicles other than tanks?</b><br />
 <font color="LightBlue"><i><b>JG:</b></i></font> For the initial  release we’re going to ship with two medium tanks  – the T34 76 and the  Panzer IV. I know that might not seem like a lot,  but for ROHOS our  goal with the vehicles was to focus on quality over  quantity. In tank  simulations you typically only see a couple of  drivable tank in the  game. This is due to the sheer amount of work  required to implement a  vehicle at that level of detail. And for ROHOS,  we’re actually  implemented tanks at a level of detail and functionality  far beyond  tank sims or any existing game. <br />
 Tripwire has a philosophy though when it comes to releasing games. We   like to give gamers a lot of value for their money when they buy a game   from us at launch, but they can also count on getting even more out of   their game in the form of free content packs. We’ve put out a LOT of   free additional content for the original Red Orchestra as well as   Killing Floor. So we do already have four additional vehicles in   production and those will likely come out in our first free content pack   not long after the launch. The four additional vehicles will be two   more tanks and two troop transports. <br />
<br />
 <div align="center"><img src="http://www.rockpapershotgun.com/images/10/sept/red8.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
</div> <b><br />
RPS: Awesome as they were, in the past I’ve found tanks in RO  can be a  source of frustration- either getting slaughtered by them as a  fleshy  little infantryman, or finding yourself inside one with a crew  that  doesn’t know what they’re doing. Were you planning to address  either of  these situations?</b><br />
 <font color="LightBlue"><i><b>JG:</b></i></font> A lot of our work for  ROHOS for both tanks and infantry has been  to make a game that stays  true to its realism roots while also being  much more accessible than  the original game. Infantry versus tanks is a  tricky thing to balance  in a game that aims to be both realistic and  accessible, because tanks  really should do very well against infantry.  For us one of the things  we learned during and after the release of RO:  Ostfront was that making  good combined arms gameplay is about putting  tanks in situations where  they are vulnerable to infantry. We found that  in the right setting,  tanks can be at a serious disadvantage to  infantry. In the first game  we put infantry in a lot of scenarios  fighting tanks in their element –  wide open landscapes fighting  infantry. These scenarios end up with  happy tankers and unhappy  infantrymen. So we’ve taken what we’ve  learned from the first game and  applied that to the levels in ROHOS.  Now when we do combined arms  levels, we make sure that there is plenty  of cover and concealment so  that the infantry can more easily get the  drop on the tanks. We’ve also  given the infantry some additional tools  for their tank fighting arsenal  in the form of semi-automatic anti tank  rifles, and anti tank grenades.  <br />
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 <div align="center"><img src="http://www.rockpapershotgun.com/images/10/sept/red7.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
</div> <br />
Regarding making tanks less frustrating, let me just say – we hear you.   Tanking in RO: Ostfront at its best was an amazing experience you   couldn’t get anywhere else, but at its worst could be an exercise in   frustration. The biggest issue we found was that tanking with other   random public players was extremely frustrating, especially if they   didn’t know what they were doing or weren’t using their microphone. To   address this we’ve made a lot of changes for ROHOS. First off, players   will never have to tank with some one that they don’t want to. When a   player chooses a tank role they have the option of locking the tank, or   allowing other people to join their crew. Another frustrating thing was   standing around waiting for a tank to spawn. Tankers now always spawn   inside their tank, and respawn with their tank. Additionally every  level  will feature enough tanks so that every tanker will have a tank. <br />
<br />
 Since tanking with random public players was frustrating in the first   game players usually ended up tanking by themselves. Because the tanks   in the game were designed to be crewed by three people, tanking by   yourself was cumbersome requiring the player to constantly switch   between positions. This was neither realistic nor fun, as a tank would   never leave base in a real battle with just one tank crewman. So to   address this the big feature we’re adding that I’ve touched on a little   bit already is the AI crew. When you choose to tank by yourself you  will  now have a fully functional intelligent AI crew at your disposal.  You  can choose to play any of the main positions in the tank still, but  now  the AI will handle the rest for you. If you just want to drive  around,  the AI crew will man the MGs and take out infantry for you, or  fire the  main cannon at enemy tanks. If you want to operate the main  cannon, you  can use your movement keys to easily give orders to the  driver to move  the tank. If commanding is your thing, you can take the  command position  and designate targets for the AI crew to attack, give  locational  movement orders to the tank driver using a 3d command widget  or the  overhead map, give normal movement commands using the movement  keys,  spot artillery targets with your binoculars, and more. <br />
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 <div align="center"><img src="http://www.rockpapershotgun.com/images/10/sept/red5.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
</div> <br />
And with a full live AI crew the player can instantly switch between any   of these positions assuming the role of that AI crewmember, and the AI   will dynamically take over the functionality in the position you just   left. Now there is a catch. If an AI crewmember is killed the player   will need to move to the position of the dead crewmember to perform the   function of that crewmember. And transitions to the position of a dead   crewmember will be a real first person animated transition that will   take time. The good news is, if you lose a crew member you can go to a   vehicle resupply station and get your tank reinforced with fresh   crewmembers. And the player can mix and match other human players with   the AI crew members. <br />
<br />
 There are a lot of other things we’ve done to refine tanking and make   it more accessible. In the first game people found the in tank view   very limiting, either because they didn’t understand that you could zoom   in on the view slits or open the hatches, or because we didn’t provide   all of the views that the real tank actually had. So for the new game  we  will have a training mission that will familiarize the player with  the  tank functionality, including the use of the view system so they  don’t  get in the battlefield and think the only view they have is a  tiny slit  that is feet from their face. Additionally, as I mentioned  before we’ve  added a lot of additional view ports that the real tanks  actually had,  and created a system to easily look out of them. This  makes the view  system a lot more robust and tanking in general easier  in the new game.  There are a lot of small things too like refining the  controls. One  example would be we now use a more intuitive mouse based  aiming system  which better mimics how players aim with their first  person weapon as an  infantry soldier. <br />
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 <div align="center"><img src="http://www.rockpapershotgun.com/images/10/sept/red3.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
</div> <b><br />
RPS: Hang on. If you can choose to lock your tank with an AI  crew, do  the AI count towards your team’s playercount? Because if they  don’t  you’re giving your side a couple of bots, for free, no? And if  they do,  you’re limiting how many people get to tank on your team.</b><br />
 <font color="LightBlue"><i><b>JG: </b></i></font>The AI Crew doesn’t  count toward the playercount. On combined  arms maps, the infantry are  good for fighting in the buildings and the  tanks are good in the open  areas. So for the players it will be a  decision of where they want to  allocate their human players. For  example, let’s say you are playing  with 64 players and there are ten  tanks. You could have 1 human player  in each tank with a full AI Crew  and then have 54 infantry players. Or  you could have 30 human players in  tanks (3 human players filling the  playable positions in each tank) and  then only have 24 infantry  players. Or you could do something in  between.<br />
<br />
 It all sounds pretty complicated, but the way it is presented to the   players in game is pretty simple and streamlined. The key thing here is   that every tank rolls out with a full crew either human or AI NPC, and   no one is ever left standing around at the base waiting for a tank to   appear.<br />
<br />
 <b>RPS: I’d guess that finding statistics to build a simulation  of WW2  small arms is a lot easier than finding info on tanks. How’s   researching this been?</b><br />
 <font color="LightBlue"><i><b>JG:</b></i></font> Basically, small arms  were around in huge quantities and can even  be bought in working order  today. People still use them. Tanks weren’t –  and aren’t. The tanks of  the period were practically obsolete by the  end of the war and there  are very few left running today. Tech was  moving so fast that there was  also relatively limited research conducted  on the “old tech” –  everyone was too busy gearing up for the cold war.  The research and  documentation that WAS done had been done under  war-time conditions,  was sketchy, too much guess-work – and half of it  got lost anyway.<br />
<br />
 All this adds up to making research on tanks a complete nightmare –   certainly at the level of detail we needed. Exteriors weren’t too bad.   The interiors were really difficult – mostly some old photos, a few bits   of plans, plus recent photos of the interior of (mostly) trashed old   tanks. The T-34 is easier – there are at least more modern examples   still around, although that means interpreting what the 1942 version was   like. Add to that the whole business of armor technology and   penetration in the 1940s, of course, and we’d have to say it has been   very hard.<br />
<br />
 We worked with museums and archives (Bovington, Littlefield’s, Patton   Museum for a start) to dig out the info, as well as some individuals   who have made WWII armor tech their life’s work! And all of that is just   to get the information – after that we’ve done a lot of additional  work  interpreting it and turning it into meaningful, working, accurate   models in game!<br />
<br />
 <div align="center"><img src="http://www.rockpapershotgun.com/images/10/sept/red2.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
</div> <b><br />
RPS: If you were a tank, what kind of tank would you be?</b><br />
 <font color="LightBlue"><i><b>JG:</b></i></font> If you are talking  about the tanks that are in ROHOS, the tanks  are pretty well matched.  If you are talking about WWII tanks in general,  I would say the  Panther. It was a great balance of armor, mobility, and  firepower.  Funny you should ask this though, as there is a long  standing debate on  the Red Orchestra forums about what the greatest tank  of WWII was that  has almost taken on a life of its own. As a matter of  fact, it has  gotten so big, that if you google “greatest tank of ww2”  the discussion  on the Red Orchestra forums is the top link that pops up.  This thread  has been going on for 4 years and has reached over 30  pages. Most  people there will say that the Russian IS-2 heavy tank is  the best tank  of WWII. It has reached the point where it is almost an  inside joke  among RO fans. We even have an IS-2 emoticon in our forums  (<a href="http://forums.tripwireinteractive.com/images/smilies/is2.gif" target="_blank">http://forums.tripwireinteractive.co...milies/is2.gif</a>). And  people have forum signatures…<br />
<br />
 <b>RPS: Thanks for your time.</b><br />
                 <br />
<b><i><a href="http://www.rockpapershotgun.com/2010/09/02/red-orchestra-heroes-of-stalingrad-vehicles/" target="_blank">SOURCE</a></i></b></div>

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			<category domain="http://dutchfightplatoon.com/forums/71-Red-Orchestra-Heroes-of-Stalingrad">Red Orchestra: Heroes of Stalingrad</category>
			<dc:creator>FlintLock</dc:creator>
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			<title>UPDATE BAD NEWS! Black Ops will NOT have public Dedi files.</title>
			<link>http://dutchfightplatoon.com/threads/1548-BAD-NEWS!-Black-Ops-will-NOT-have-public-Dedi-files.?goto=newpost</link>
			<pubDate>Thu, 02 Sep 2010 09:36:57 GMT</pubDate>
			<description>Very bad news for all PC clans!!! https://twitter.com/JoshPeckler (https://twitter.com/JoshPeckler)  has confirmed that COD Black Ops will NOT have...</description>
			<content:encoded><![CDATA[<div>Very bad news for all PC clans!!!<a href="https://twitter.com/JoshPeckler" target="_blank"> https://twitter.com/JoshPeckler</a>  has confirmed that COD Black Ops will NOT have public Dedi files :icon_mad::icon_mad::icon_mad:<br />
<br />
  What did we learn? Dedicated servers, sure. But you will only get  them from Gameservers.com. Also, there will not be any public server  files. Public files would allow you to run the game from your own  server, you will have to rent them from Gameservers exclusively it seems. But ranked or unranked servers will  be available from this (trusted GSP) provider. Talking about monopoly position :icon_rolleyes: <br />
<br />
  The game will be distributed exclusively through Steam and that means VAC - not  Punk Buster. VAC does not have the same anti-cheat savvy that PB has, so we will need to monitor the resilience of VAC to counter the hackers  out there. <br />
<br />
 <br />
I think that this is very bad news and very disappointing to all PC clans.<br />
<br />
Here are all the tweets Josh has posted thus far!<br />
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<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
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		<hr />
		
			<ul><li>There is an improved server browser on the pc for codblackops</li>
<li> Matchmaking on the pc is just letting the game pick a server in codblackops</li>
<li> There will be a Spectator mode in codblackops on the pc</li>
<li> These are all from my interview with @pcdev</li>
<li> There are no public server files... @tgn is full of it...</li>
<li> The pc sku will have &quot;/record&quot; and the theatre mode</li>
<li> codblackops will be a steam exclusive game using VAC</li>
<li> Unranked servers will be fully customisable! Ranked I think you can customise the map/gametypes!</li>
<li> Let's do this! First off dedis will be rented from GameServers only! Unranked and ranked! Fully customisable!</li>
</ul>
			
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			<category domain="http://dutchfightplatoon.com/forums/64-Algemene-Discussie">Algemene Discussie</category>
			<dc:creator>FlintLock</dc:creator>
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			<title>Some Multiplayer Info Arrives</title>
			<link>http://dutchfightplatoon.com/threads/1547-Some-Multiplayer-Info-Arrives?goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 23:40:38 GMT</pubDate>
			<description>You can view the page at http://dutchfightplatoon.com/content/280-Some-Multiplayer-Info-Arrives</description>
			<content:encoded><![CDATA[<div>You can view the page at <a href="http://dutchfightplatoon.com/content/280-Some-Multiplayer-Info-Arrives" target="_blank">http://dutchfightplatoon.com/content...r-Info-Arrives</a></div>

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			<category domain="http://dutchfightplatoon.com/forums/3-vBCms-Comments">vBCms Comments</category>
			<dc:creator>FlintLock</dc:creator>
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			<title>COD7 Call of Duty:Black Ops MP Reveal Event - Sep 1 2010</title>
			<link>http://dutchfightplatoon.com/threads/1546-Call-of-Duty-Black-Ops-MP-Reveal-Event-Sep-1-2010?goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 08:57:15 GMT</pubDate>
			<description>Follow @JD_2020/mp-reveal (http://twitter.com/jd_2020/mp-reveal) for LIVE updates from a bunch of attendees at the #CODBlackOps...</description>
			<content:encoded><![CDATA[<div>Follow @<a href="http://twitter.com/jd_2020/mp-reveal" target="_blank">JD_2020/mp-reveal</a> for LIVE updates from a bunch of attendees at the <a href="http://twitter.com/search?q=%23CODBlackOps" target="_blank">#CODBlackOps</a> MP event on Sept 1 - Starts at 6:00pm Pacific!<br />
<br />
<b>Stay up to date with all Treyarch News</b><br />
<br />
<b>Participate In The 9/1 Black Ops Multiplayer Reveal Event!</b><br />
<br />
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                                 <img src="http://cdn2.callofduty.com/assets/intel/images/codbo_shootersnow.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
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<br />
<br />
Do you want to be a part of the Black Ops Multiplayer Reveal  Event?   We'll be sharing a TON of great info with the press &amp;  community  about Black Ops MP on September 1st, but we'd like to hear  some of your  burning MP-related questions.  Simply ask your questions in  the  comments below, on our <a href="http://www.facebook.com/codblackops" target="_blank">Facebook Page</a>, or via <a href="http://www.twitter.com/jd_2020" target="_blank">@JD_2020 on Twitter</a>.   For the most commonly asked questions, we'll be fielding them at the   Multiplayer Event, and will promptly provide answers here on  <a href="http://callofduty.com/blackops" target="_blank">CallOfDuty.com/BlackOps</a> - So ask away!            <br />
<br />
<a href="http://www.treyarch.com/news/356" target="_blank">Treyarch</a></div>

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			<category domain="http://dutchfightplatoon.com/forums/64-Algemene-Discussie">Algemene Discussie</category>
			<dc:creator>FlintLock</dc:creator>
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			<title>Volg de onthulling van de multiplayer van Call of Duty: Black Ops live!</title>
			<link>http://dutchfightplatoon.com/threads/1545-Volg-de-onthulling-van-de-multiplayer-van-Call-of-Duty-Black-Ops-live!?goto=newpost</link>
			<pubDate>Tue, 31 Aug 2010 17:40:52 GMT</pubDate>
			<description>You can view the page at http://dutchfightplatoon.com/content/278-Volg-de-onthulling-van-de-multiplayer-van-Call-of-Duty-Black-Ops-live!</description>
			<content:encoded><![CDATA[<div>You can view the page at <a href="http://dutchfightplatoon.com/content/278-Volg-de-onthulling-van-de-multiplayer-van-Call-of-Duty-Black-Ops-live!" target="_blank">http://dutchfightplatoon.com/content...lack-Ops-live!</a></div>

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			<category domain="http://dutchfightplatoon.com/forums/3-vBCms-Comments">vBCms Comments</category>
			<dc:creator>FlintLock</dc:creator>
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			<title>UPDATE Meerderheid Tweede Kamer ziet gamesverbod niet zitten</title>
			<link>http://dutchfightplatoon.com/threads/1544-Meerderheid-Tweede-Kamer-ziet-gamesverbod-niet-zitten?goto=newpost</link>
			<pubDate>Tue, 31 Aug 2010 12:30:06 GMT</pubDate>
			<description><![CDATA[*Het is zeer onwaarschijnlijk dat er  een verbod op 'extreem gewelddadige' videogames komt, zoals minister  Hirsch Ballin heeft voorgesteld. Uit een...]]></description>
			<content:encoded><![CDATA[<div><b>Het is zeer onwaarschijnlijk dat er  een verbod op 'extreem gewelddadige' videogames komt, zoals minister  Hirsch Ballin heeft voorgesteld. Uit een rondgang van Tweakers.net onder  politieke partijen blijkt dat een meerderheid tegen is.</b><br />
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Een groot  deel van de politieke partijen in de Tweede Kamer is het niet eens met  demissionair minister Ernst Hirsch Ballin van Justitie. De minister wil  de verkoop van 'extreem gewelddadige' videogames verbieden als de  verkoop van dergelijke games aan te jonge kinderen niet wordt  teruggebracht. Dat <a href="http://tweakers.net/nieuws/68301/mogelijk-verbod-op-extreem-gewelddadige-videogames.html" target="_blank">schreef</a> hij eerder deze zomer in een brief aan de Tweede Kamer. Vorige week <a href="http://tweakers.net/nieuws/69368/minister-blijft-bij-mogelijk-verbod-extreem-gewelddadige-games.html" target="_blank">bevestigde</a> de minister nog eens in dat geval een verbod te willen instellen.<br />
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<img src="http://ic.tweakimg.net/ext/i/imagenormal/1283255512.jpeg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
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De  CDA-minister krijgt echter weinig steun van andere politieke partijen.  SP, PvdA, GroenLinks en VVD reageerden tegenover Tweakers.net  uitgesproken negatief op een mogelijk verbod. Deze partijen hebben samen  een meerderheid van 86 van de 150 kamerzetels.<br />
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Bovendien zijn ook  de PVV en D66, die geen commentaar wilden of konden geven,  hoogstwaarschijnlijk tegen een verbod. Daarmee zou een kamermeerderheid  van 120 zetels tegen zijn. <br />
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Tweede Kamerlid Jeanine  Hennis-Plasschaert van de VVD zegt  tegenover Tweakers.net: &quot;Wij zijn  tegen een gamesverbod&quot;. Dat Hirsch Ballin geen verbod op gewelddadige  films wil omdat daarvoor minder draagvlak in de samenleving zou zijn dan  voor een gamesverbod, vindt ze apart: &quot;Dat de één graag naar films  kijkt en de ander liever games speelt, en dat er daardoor wel een verbod  op gewelddadige games moet komen, is een beetje vreemd.&quot; Het  VVD-kamerlid kon niet zeggen of er tijdens de onderhandelingen over de  kabinetsformatie over een gamesverbod is gesproken.<br />
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Volgens  kamerlid Martijn van Dam van de PvdA is het niet aan de overheid om 'dit  soort grenzen' te stellen. &quot;Je kunt nooit objectief bepalen wat extreem  gewelddadig is&quot;, zegt Van Dam. Bovendien: &quot;Er zijn nu ook al grenzen.  Het is al verboden om in spellen aan te zetten tot haat of geweld.&quot; Van  Dam denkt dat de meeste mensen het verschil tussen een spel en de  realiteit goed kunnen onderscheiden.<br />
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&quot;We vinden dat de verkopers  hun zaakjes op orde moeten hebben&quot;, zegt GroenLinks-kamerlid Tofik Dibi.  &quot;Maar we zullen nooit voor een verbod stemmen. Er is nooit een causaal  verband vastgesteld tussen games en agressie.&quot; Zo lang dat verband niet  is aangetoond, steunt zijn partij geen verbod, zegt Dibi. &quot;Wij zijn als  partij sowieso terughoudend met verboden.&quot; Ook SP-kamerlid Sharon  Gesthuizen is voorstander van betere handhaving van de  leeftijdsclassificatie, maar: &quot;Wij zijn tegen een verbod.&quot;<br />
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PvdA-kamerlid  Van Dam denkt eveneens dat gameswinkels beter op leeftijd zouden kunnen  controleren dan nu gebeurt. Volgens PvdA-kamerlid Van Dam komt het  voorstel van Hirsch Ballin echter neer op  censuur. Hij vermoedt  bovendien dat het verbod er niet komt; hij denkt dat de  'stoere  woorden' van de minister vooral als stok achter de deur voor de   industrie zijn bedoeld, om hen te dwingen de controle op leeftijd te  verbeteren. VVD-kamerlid Hennis-Plasschaert zegt juist de  verantwoordelijkheid vooral bij de ouders te willen leggen: &quot;De overheid  kan niet alles oplossen.&quot;<br />
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De Partij voor de Vrijheid wilde tegenover Tweakers.net geen commentaar geven, maar in een mailwisseling met een <a href="http://twitter.com/LiamZwitser" target="_blank">kiezer</a>  schrijft een medewerker van de PVV-fractie dat zijn partij 'een verbod  op gewelddadige games en video's niet ziet zitten'. &quot;Wat de PVV betreft  hoef jij je geen zorgen te maken&quot;, aldus de fractiemedewerker. De  mailwisseling vond eerder dit jaar plaats, ruim voordat Hirsch Ballin  zijn brief naar de Tweede Kamer stuurde. Een maand geleden bevestigde  een fractiesecretaresse het standpunt echter tegenover dezelfde kiezer.<br />
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De D66-fractie was evenmin bereikbaar voor commentaar, maar de partij <a href="http://tweakimg.net/files/upload/TK10-D66.pdf" target="_blank">schreef</a>  in haar verkiezingsprogramma het 'niet als taak van de overheid' te  zien 'om beleid te ontwikkelen voor de inhoud van games'. Ook schrijft  de partij tegen 'censuur' op media te zijn; de partij wil de  verantwoordelijkheid bij ouders leggen 'en niet vatten in verboden'. Dat  duidt erop dat de partij een verbod op gewelddadige games  hoogstwaarschijnlijk niet zal steunen. Mogelijk is ook de ChristenUnie  tegen een verbod; deze partij <a href="http://tweakers.net/nieuws/63631/cda-overweegt-verbod-op-modern-warfare-2-vanwege-vliegveld-scene.html" target="_blank">reageerde</a>  vorig jaar zeer terughoudend op een eventueel verbod op Modern Warfare  2. De partij kon echter niet worden bereikt voor een reactie. De SGP zal  de minister waarschijnlijk wel steunen; die partij bleek in het  verleden herhaaldelijk voorstander van een verbod op geweldgames.<br />
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Op  15 september bespreekt de Tweede Kamer de brief van Hirsch Ballin; dan  wordt bepaald of de brief inhoudelijk wordt besproken  of dat het  onderwerp controversieel wordt verklaard. Aangezien het kabinet  demissionair is, heeft het beperkte ruimte om nieuw beleid voor te  stellen. GroenLinks-kamerlid Dibi heeft bovendien een debat met de  minister aangevraagd over het verbod; als hij daarvoor genoeg steun voor  weet te krijgen, vindt het debat waarschijnlijk binnen twee tot drie  weken plaats.<br />
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Bron: Tweakers.net</div>

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			<dc:creator>FlintLock</dc:creator>
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