Damn it LolShould have posted it a minute later, to match the conference time.![]()
Damn it LolShould have posted it a minute later, to match the conference time.![]()
Isn't that a bit over exaggerated? You don't need other people with you to still enjoy yourself or do well.
I don't think so considering all the hours I've put in over the years. Going in by yourself is the least fun. Competitive modes are infuriating otherwise and I personally can't play the more casual playlists without people I know because I'm not there for the gametypes but for the antics that they bring.
Isn't that a bit over exaggerated? You don't need other people with you to still enjoy yourself or do well.
Isn't that a bit over exaggerated? You don't need other people with you to still enjoy yourself or do well.
It's a very subjective statement to make that what you think is fun is applicable to all.I don't think so considering all the hours I've put in over the years. Going in by yourself is the least fun. Competitive modes are infuriating otherwise and I personally can't play the more casual playlists without people I know because I'm not there for the gametypes but for the antics that they bring.
Slayer Unlimited on Zealot CTF and Oddball Swordbase made Reach worth playing imo. Best gametypes.
Love how we're talking about Halo Honor and Objective Holding again. Good ol days. We only need Stephen here so he can cry about yoinking
Nah man, it was all about locking down Operations.Sitting on top of the lift ins Sword Base with the ball waiting for people to come up one by one singlehandedly made Reach fun. So many multikills. I just want to know what goes through one's head when they see the fuckin oddball icon at the top of the lift and go up. It's even better when they halfheartedly throw a frag up there before going up. it's like lemmings marching to the sea.
It's a very subjective statement to make that what you think is fun is applicable to all.
Reach was a painful solo experience against full enemies teams hiding in long range spots to destroy you in your spawning zone not fun at all, randoms vs randoms was fun to force them to play at my level but overall this how online mp works when there is no sort of skill level cap
Pretty sure they really have talked a bit about taking inspiration from SC2 or something.
But i always assumed this was regarding the skill matching system, as for how rank is how, there are a lot of ways to do the same thing, isn't there?
1-50 would be no different from 1-100 really, or even splitting people to 5 groups (named after whatever things) as long as the underlying system is more accurate than the visible rank, right?
Nah man, it was all about locking down Operations.
You have man with the sword on the Atrium entrance on the ledge to the right, you have ball holder taunting at the yellow lift room window, you have two floaters in the open space covering both entrances. Two frags spawn in the middle, teammates respawn inside the room most of the time, and ball holder can kill people if they make the mistake of lunging through the glass.
Starcraft 2 is pretty much the only game I can play nowadays and have confidence that a ranked game is going to actually match me with an opponent on/near my skill level. I'd love to see a FPS pull off something as good, but there are roadblocks;
The largest factor is that SC2's ranking system is ultimately based largely on your wins - the level of opponents you defeat and how consistently you do it. The problem is, this is a largely 1v1 experience, not a team game like Halo. And especially when you get into a team environment, part of the difficulty with "properly" assessing ranks is the matter of "intangibles". The game can only measure things like Assists and flag caps (I was gonna use bomb arms as my example, but lol). Halo 4 added a driver assist for flag caps, but when I was playing, found that super wonky. But even then, the game has no way of calculating the benefits of your individual performance based on sacrificing your K/D to lay yourself on the line for objectives, etc.
Like what?Can you maybe suggest something you have in mind otherwise? lol
While the real pros didn't even let the ball get out of the center.
Like what?
Honestly that how you need rank up by winning, not to just play well and losing and getting a reward for that like most of modern multiplayer games
Josh menke is designing the halo 5 rankings so hhopefully its closer to SC2.1-50 Win/Loss ELO system plz
Yup.
Doesn't matter how perfect the settings are, people are focused on padding their K/D so they hop into objective and farm kills. The heavy emphasis on having better stats than another person ruins objectives in all FPS games, at least imo.
I hope they don't include a lot of things in the ranks, you get an awful imbalance that way, win/loss is the easiest to track and often the best fit for rankings imho.
I just uploaded some XML code from my WIP Escalation gametype (Titan gamemode from Battlefield 2142 with a Halo spin).
No actual gametype mechanics code but one of the things which more time takes, creating the language strings (English, Spanish and Mexican for my gametypes).
You can also see the User Defined Options there:
http://pastebin.com/yjk4WeZW
I suggest you to use XML Copy Editor or a similar app to view it.
Edit: I'm aware of the spelling mistakes, this is an old version.
Sorry, I;m confused. XML? What are you doing?
Like he said, creating the language strings for the gametype.
Not sure if he wants us to proof them for him or something though.
Nah, just wanted to show you guys the proccess behind creating the gametypes.Like he said, creating the language strings for the gametype.
Not sure if he wants us to proof them for him or something though.
encoded with another app which poops xbox readable data.
Nah, just wanted to show you guys the proccess behind creating the gametypes.
You can also see the gametype labels there.
The gametypes are wrote into XML form and then encoded with another app which poops xbox readable data.
The strings tell the game what to do to make the game work?I just uploaded some XML code from my WIP Escalation gametype (Titan gamemode from Battlefield 2142 with a Halo spin).
So you can create text stings in the game? So "<player> has picked up the flag and now can't drop it because Halo 4"
Could in theory be put into a CTF game?
The strings tell the game what to do to make the game work?
<E type="Action" name="ChudMessage">
<Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="GlobalPlayer0" />
<Param type="SoundIndex">NONE</Param>
<Param type="Tokens2" stringIndex="String83" />
</E>
I hope they don't include a lot of things in the ranks, you get an awful imbalance that way, win/loss is the easiest to track and often the best fit for rankings imho.
Now what a new ranking system can do is have it so that you need to get past a certain threshold in a match to have the win count for you, like 5 kills maybe?
You do have to account /some/ in match things but sometimes if you put too much into what counts on your rank you break the whole system and it just doesn't work right. Which is probably why you had to carry your team, you were mismatched.The problem with win/loss is that one player can't carry an entire team.
There have been many times when I was the best player in the match by quite a way yet my team still lost.
Thank you that makes more sense now. Is this what you were working on spawning and despawning things for?Language strings are just basically text segments which are called by the gametype whenever an action requires it, they are also the text you will see when tweaking a gametype by yourself: user changeable option, player traits and their descriptions... things like that.
This message will print "String83" into the specified player's HUD (in this case GlobalPlayer0).Code:<E type="Action" name="ChudMessage"> <Param type="TargetVar" targetType="Player" varRefType="ExplicitPlayerType" dataType="GlobalPlayer0" /> <Param type="SoundIndex">NONE</Param> <Param type="Tokens2" stringIndex="String83" /> </E>
50ppp master raceHappy page 150, folks.
Hmm, care for a custom?While the real pros didn't even let the ball get out of the center.
Look at Shadowrun's player and team scoring system for some great insight on evaluating overall player performance on a per match basis. Then work that into an overall ranking and progression system.
Shadowrun gives you points for doing pretty much anything that helps your team win rounds, damage done to players, kills, healing your teammates, rezzing your teammates, grabbing flag, running flag (distance and time) and scoring flag. The minutiae in the scoreboard is amazing.
I usually have the highest score in the game, not because I kill the most players, but because I do all the things necessary to win rounds.
The example of betraying to score flag for points is already solved in Shadowrun, you get more money for running the flag to the score zone, than if you just simply score it. If you betrayed a teammate to score it, the betrayal penalty to your score would offset the score itself. Same with healing a teammate, rezzing etc. There is no real kill stealing in the game either, because you get more points for getting the majority of the damage on a player than the player that just landed the killing blow would. So you have a damage stat that is different than kills, so you can see how much someone is actually contributing to killing enemy players, it's like an Assist stat, but more detailed and fair for scoring.
All of this is tied into the in game economy used to purchase abilities and weapons round to round, so it was really well thought out.
Game is just top notch design all around.
Hmm, care for a custom?
Clans + in game rank + objective CE + H2/H3 + key scoring elements from H4 +H4 gunplay/movement+ high quality objective based maps - H4 watered down objective = hella good, hella fun and rewarding as hell for new players or regular veteran teams.
Why not just have a Cobra instead of the Scorpion?Do you guys think the Scorpion's main cannon might work if it was kind of like the Railgun on steroids? .
It's been close to a year since Spartan Assault came out, so idgaf about the spoilers I'm about to drop. Did 343i seriously throw in a Death Star? The cutscene I just watched pretty much said, "That's no moon. That's a space station[that fires a bunch of green lasers that meet at a point in space which coalesce and destroys the planet they are pointed at]."
hahaha I don't have Gold, otherwise I still would have said no. Reach makes me weep
Yeah, I would prefer if they did this with the Scorpion. Right now it pretty much beats the Wraith in every aspect.Do you guys think the Scorpion's main cannon might work if it was kind of like the Railgun on steroids? Like, Railgun meets Combat Evolved Shotgun. I was thinking it might be a little more balanced but still frightening if you needed a direct hit on someone to kill them with the slug, but the blast radius was still huge otherwise. Kinda like how certain explosives in Worms will leave semi-persistent flames after, the main blast could have substantial knockback but (relatively) minimal damage, with some lingering fire that could strip shields in addition. On the flip side, the Scorpion could prove itself to be a definitive AA threat because the flames would completely envelop aircraft and eat away at it in a relatively short period of time.
The point I'm making from a gameplay perspective is that the tank's main cannon could be used to thin up the weaker numbers and shields, and then you could have your gunner use the machine gun to actually score kills.
I agree.