Congrats? What is it?Started my new job yesterday PogChamp.png
Any chance of getting a single player expansion for halo 5?
They could toy with a few things like:
1. One WZ map F2P.
2. One Arena playlist F2P.
3. W10 Forge F2P.
4. Offer an upgrade from F2P for the full game @ $25 and throw in some bonus REQs.
5. Bundle with slim consoles and digital code for any future OG X1 sales.
Only they know the comparative F2P loss vs cash in on what's left of potential sales. I'd like to think at some point they'll decide to push Halo to the other 75% of X1s out there and more.
http://xboxdvr.com/gamer/MyExWlFE/video/18388474
We were down the entire match because the other team got most of the bosses, we clutch captured two bases at the same time (monument and north), then FAT called in a ghost ultra to destroy the core, while I ran back to monument to stop the recapture just in time and we end up winning.
"You can still destroy the enemy core" finally came true.
ha thats pretty cool. those are the kind of games where I'd be on the other team XDhttp://xboxdvr.com/gamer/MyExWlFE/video/18388474
We were down the entire match because the other team got most of the bosses, we clutch captured two bases at the same time (monument and north), then FAT called in a ghost ultra to destroy the core, while I ran back to monument to stop the recapture just in time and we end up winning.
"You can still destroy the enemy core" finally came true.
No doubt. It's super frustrating. I really think a solo queue would do wonders to the population, but it doesn't seem to be a priority for 343 at the moment. An announcement at E3 that 343 is at least considering it would be really awesome.And even warzone is all for solo vs teams, and it keeps putting me back into the game I just quit. And it keeps matchmake against the same full team.
Thinking about deleting Halo to save some space now.
So here's the thing: a designer wants to give the player enough information that the player can complete their goal, but the designer wants to keep enough information from the player so that it isn't a cakewalk. I'll ignore PvE entirely, as I know the crux of this argument is in the PvP side. When it comes to one player shooting at another, the most important thing at a very basic level is whether or not they got a hit or a miss.
Now what tools can a designer utilize to let the player know that they have a hit or a miss? They could have a number pop up showing how much damage was dealt. With a health bar, this is huge. This lets the player know not only how much damage was dealt in raw numbers, but also essentially how much more they have to deal. Even without a health bar, it's giving players incredibly detailed information about what they've just done. I'm just going to toss this one aside right away. There's no challenge in learning, and when a shot misses, it doesn't feel as big of a deal, because another number will pop up on the next hit. (A good look at this is in Destiny. Engagements don't feel as big of a deal in part because of the feedback system.)
Let's abstract that concept just a bit and say there's a hit marker. This adds a bit of challenge to learning, as you are forced to learn how many hits will net a kill. Strangely enough, misses feel like a bigger deal than they did with numbers. The big problem lies in the moment to moment decision making that hit markers give. In a simple retreat encounter, Player A tries to disengage from Player B. Player B has counted 9 BR hit markers on Player A. In a situation with hit markers Player B knows that from just those 9 hit markers, that it's more than likely a good idea to immediately follow up on the attack. What has Player B learned from that encounter aside from counting hit markers?
Let's take a look at no UI elements signalling hits, and just at in-game visual and audio effects, while also using the Player A/B scenario from before. In this scenario, Player B has to learn how much damage they've dealt in correspondence with how intense the effect is on their screen. There's a higher level of learning and still misses feel like a big deal. Moment to moment decision making is based more on previous learning than on counting a UI element.
Now when would having hit markers be more valuable than not? It's primarily in debugging what isn't working. The best example is in Halo 3. Inconsistent networking conditions could cause sniper shots to be blood shots. With hit markers, the game would respond by not showing a hit marker, because it didn't fully register. Without them, players tended to waste multiple shots. But take note that under normal conditions, this wouldn't be an issue. So now a big question to the designer should be "When do I allow players to see if things are in an abnormal condition?" With hit markers enabled, the answer is always. Like I said before, the problem is that it lessens the challenge in learning the game.
I think it'd be an interesting experiment to have players that have a high ping to the server give hit markers when they are hit, while other players don't. It isn't the best solution, but I think it could be interesting. If I were the designer in question, I would only use them as a post game tool in Theater. This allows players to go back in and see what went wrong on certain engagements. Ideally, using Focused settings would allow players to avoid abnormal networking conditions altogether(but we all know that isn't the case in reality). In all honesty, I don't see hit markers going anywhere; I think it's as ingrained in 343's Halo as Sprint. I would love for the game to go back to as good of a feedback system as Reach had.
Halo 3 ruined its self, worst multiplayer, slow movement speed, shield doors, equipment,,,
At least the campaign is among the best.
Yeah same. I didn't watch any of the other matches outside of Optic-Liquid, but it makes me happy to see that Optic can still put together a good win. APG was really impressive tonight.
http://xboxdvr.com/gamer/MyExWlFE/video/18388474
We were down the entire match because the other team got most of the bosses, we clutch captured two bases at the same time (monument and north), then FAT called in a ghost ultra to destroy the core, while I ran back to monument to stop the recapture just in time and we end up winning.
"You can still destroy the enemy core" finally came true.
That FOV is gonna make you develop gills.
blop blop blop blop blop blop blop blop
I'll look forward to the streams. I suck at these types of games.Halo Wars 2 Beta taking place from 13th-20th. This will surely be an "available now" announcement at the Xbox Briefing.
I'm so excited to finally play this.
Halo Wars 2 Beta taking place from 13th-20th. This will surely be an "available now" announcement at the Xbox Briefing.
I'm so excited to finally play this.
yeeeeeeeeeeeeeeeeee
None of the screenshots show the base-building aspects right? I wonder if they changed the mechanics on that
Is it me not remembering all correctly, or in this Halo comebacks are more likely to happen compared to other Halo? I swear I have seen more comeback wins in this game When it comes to Slayer, then in Other Halo, I was playing a game the other night were my team was Wining 47-36, only to end up loosing 49-50, at some point the game was 49-42. last night Every game I played one of the team had a considerate margin, 10+ kill lead, only to be reduced to 1 or 2 kills.
Halo Wars 2 Beta taking place from 13th-20th. This will surely be an "available now" announcement at the Xbox Briefing.
I'm so excited to finally play this.
Last game i played was horrible for my experience.
Game started with 0-8. us losing.
Game ended like 36-50...
But i agre, comebacks can happen and when they do, it's marvelous!
yeeeeeeeeeeeeeeeeee
None of the screenshots show the base-building aspects right? I wonder if they changed the mechanics on that
Guys, what is this Mechanized Mayhem REQ Pack? I have all REQ cards (almost), can i buy this? (80k req point)
Not worth it, 80k for 3 certs while you can buy 8 golds for 16 unlocks.
Creative Assembly's games typically don't have real time base building. I hope they haven't changed it and removed that...
Yes, especially in modes like Strongholds too where triple capping can send the other team into a frenzy and you can catch them off guard.Is it me not remembering all correctly, or in this Halo comebacks are more likely to happen compared to other Halo? I swear I have seen more comeback wins in this game When it comes to Slayer, then in Other Halo, I was playing a game the other night were my team was Wining 47-36, only to end up loosing 49-50, at some point the game was 49-42. last night Every game I played one of the team had a considerate margin, 10+ kill lead, only to be reduced to 1 or 2 kills.
Not worth it, 80k for 3 certs while you can buy 8 golds for 16 unlocks.
Nope, just place in one and you're good.I really don't want to go through breakout placement this month. Is it required to place in all arena game types for the monthly emblem?
I really don't want to go through breakout placement this month. Is it required to place in all arena game types for the monthly emblem?
Nope, just place in one and you're good.
Just one.
I think I've played like 2 games of breakout since release. Really doesn't interest me in the slightest
I don't think we're ever going to see a ODST sequel.
Mostly because the behind the scenes of Fable Legends has shown that Microsoft really wants to shoe horn multiplayer into everything.
And I don't think a multiplayer could really fit with in ODST.
Halo Wars 2 Beta taking place from 13th-20th. This will surely be an "available now" announcement at the Xbox Briefing.
I'm so excited to finally play this.
Is there gonna still be a weekly blog update today?
Looks like E6 is going to take down EG.