FUNKNOWN iXi
Member
People that put thousands of hours into a bad game can convince themselves of a lot of things.
jk
*
People that put thousands of hours into a bad game can convince themselves of a lot of things.
jk*
The beginning of Halo's downfall
jk*
The beginning of Halo's downfallAt least for multiplayer, campaign is the best,
MP is among the worst, basically the inverse of Halo 5.
I don't need H3A. The twitter community keeps begging for it though. I'd take a remastered Reach campaign though.
Halo 3's campaign in regards to story was the worst in the series.The beginning of Halo's downfallAt least for multiplayer, campaign is the best,
MP is among the worst, basically the inverse of Halo 5.
Halo 3's campaign in regards to story was the worst in the series.Not joking!
Halo Reach should not even be mentioned because of the mess in continuity it left in regards to the Fall of Reach novel. Even then Halo 3 was full of lazy writing and strike's as Bungie trying too hard to conveniently close as many plot point as possible in as few levels as possible all while creating dozens of plot holes and sidelining other story elements introduced in Halo 2.I think Halo Reach, 4 and 5 are all worse. Though 3 isn't great either.
Modern Warfare remastered shows they can take a game from 2007 and give it a significant graphical upgrade. That plus Blur Halo 3 cutscenes would be pretty great. It would also be a chance to update MCC and right the ship. That game is still an insult to 343's customorers, they won't fix it though.
More Blur cut scenes would be sweet.
Back on the subject of H3 BR spread, vetoed posted this a while back
https://mobile.twitter.com/Vetoed/status/763775656928874497/video/1
It definately fits the definition of random, and at range, luck could trump skill. It would be fine if it just has the same spread every time.
The maximum and minimum constraints and their bullet placement *probabilities* may be consistent, but the results within the constraints are effectively random in their execution and communication to the player.
Your objection is akin to trying to correct someone saying that an ideal die will be a random choice between {1,2,3,4,5,6}, and you object saying that it's not an accurate assessment because the chances for each number will always be 1/6. This comes across as needless pedantry only to agree with the sentiment implied in the original statement anyway.
Also, Welcome to GAF!
EDIT: Put another way, the spread (commonly understood to be the final trajectory of the bullets) itself is random, but its dimensions are not. Would you approve using "grouping" instead, if we're gonna talk about "bullets"?
I think Halo Reach, 4 and 5 are all worse. Though 3 isn't great either.
oh man, just imagine the gravemind boss fight fakeout cutscene animated by blur
jk*
lol. I can't really say anything as Reach is probably my favorite Halo for multiplayer, although 5 is close behind. 3 just feels so fucking slow whenever I go back though, it's insane.
Thanks for the warm welcome!
To put this to rest, there is no disagreement here the bullets trajectory is inconsistent and feels random. Going with the chart above, the bullets do follow a pattern, which is why I dislike the term "random spread" even if it does have random elements. Random spread could be interpreted as that the bullets could all land red, yellow, or green ring, rather than falling into random locations within 3 angles. Inconsistent grouping as you suggest is probably a better term, but I don't see people really switching their terminology.
Hopefully that clears up my feelings on the actual language used to describe it. More importantly, and the point I was really trying to bring attention to, is the wildly different speeds that projectiles can travel. I believe this literally invisible mechanic brings a whole other other series of problems to the game, and further exacerbates the problem with the BR as your lead distance has to be readjusted when switching from other bullet based weapons with little to no visual feedback.
I'm not saying you are wrong in describing how the gun works, as I stated earlier I just think more accurate verbiage could be used to describe what goes on rather that let some interpret it that the error cone changes with every shot. That said, the video seems to prove not only that my understanding is wrong, but also that of the chart and from what I remember, Bungie's explanation as well.Don't just look at the chart, look at the video in the link beneath it. The only pattern is that each of the 3 bullets is confined to a specific ring around the center. Where each is placed within that ring is completely random- literal rng and impossible to predict or influence. As such, the first two bullets are generally close enough that the magnetism and hitboxes allowed the shooter to place his shots. At range, Whether or not the third bullet lands is totally up luck.
https://mobile.twitter.com/Vetoed/status/763775656928874497/video/1
If you take a pattern generated number, but multiply it by a randomly generated coefficient, the outcome is a random number.
I'm not saying you are wrong in describing how the gun works, as I stated earlier I just think more accurate verbiage could be used to describe what goes on rather that let some interpret it that the error cone changes with every shot. That said, the video seems to prove not only that my understanding is wrong, but also that of the chart and from what I remember, Bungie's explanation as well.
The video shows that the pattern of the 3 rings of potential impacts not actually matching up with the chart of how the BR is said to work, as the 3rd 4th and 5th bursts seem to show a wildly different placement due to the error cone than it should. The video seems to stem from MCC.. and I do wonder if something got screwed up when they updated the tick rate to 60 with the math behind calculating the expanding error cone with each shot. I'd be really interested to see the same test done on the 360 version.
It wouldn't be the first instance of it happening in MCC, as certain weapons like the Carbine in H2 did unintentionally get a higher ROF. I imagine there are other similar side effects throughout the games... just not ones that are easily recognizable as an increase of ROF with the carbine. I could see that easily sneaking past both their testers and the general public. A quick search on youtube shows that no one has actually done any studies if there is a difference in BR spread behaviors in the MCC than the 360.
Again, not saying you are wrong about how the gun functions, and not saying the gun's projectiles don't land in random spots. Just that there should be constants in it's behavior, which your lined video seems to indicate do not either seem to function as intended or broke.
What about a party-up option?
We like it, but I dont think itll get in any time soon.
Why dont we show population counts?
This question has come up on several different game teams that I have been a part of. Theres this careful balance because showing a number tells players where they should play. This means if the number is healthy, the list stays healthy, but if the number is low, people might not try it and it becomes a self-fulfilling prophecy of sorts.
On one hand, I like setting expectations about a playlists wait time, but on the other hand theres this argument that low numbers dont give the playlist a chance to grow.
A common compromise Ive seen for this is to give approximate wait times, but that has some of the same issues.
I dont remember 100% how we landed on the current implementation, but its something we still discuss.
The beginning of Halo's downfallAt least for multiplayer, campaign is the best,
MP is among the worst, basically the inverse of Halo 5.
I wish 343 would just learn that a low population in a playlist can stem from more than just people seeing a low number. Where it's positioned on the list, how different it is from base settings, how good it actually is (let's be real, no implementation of Breakout has been good) all affect playlist numbers. Just because a playlist exists doesn't mean that it always deserves to exist. RIPH3RBTBfrom the MM updates about CSR:
lol
lol - okay
RIPH3RBTB
from the MM updates about CSR:
lol
lol - okay
Halo 3 has quite a few trash maps, Snowbound, Epitaph, Isolation, Construct, Orbital, vanilla Foundry and Ghost Town . It only has a handful I like, Avalanche, Narrows, Longshore, Citadel and the Pit. Halo CE has better BTB maps overall (though Avalanche is the series best). Halo 2 has better 4v4 maps. Halo 3 has an OK mix of both. Then you factor in slow movement speed, equipment drawing out firefights plus the awful weapon sandbox and you have a recipe for the slowest paced Halo.The MP maps were some of the best ever. Its really just the guns that were bad.
from the MM updates about CSR:
lol
lol - okay
Covie Slayer in Halo Reach was actually fun.
There's a game I used to play on PC called Shootmania, I decided to reinstall it the other day and play a few games. I started it up and saw that there were just over 100 people playing it. I quit out and uninstalled it right then. I don't want to waste my time attempting to find a match in that. Despite the fact that I fucking love that game.
Shame it never really took off...
I wonder how much of a playlists popularity has to with where it's positioned in the list. I imagine its more than one would think.
I wonder why 343 and other devs don't rotate the position of playlists- putting less popular ones in more prominent positions from time to time.
It might actually encourage players to try new things, and even out playlist numbers a bit.
it works until everyone rebuilds their muscle memory for where Team Slayer is and then you're back to same spot you were in before, so might as well put the popular playlists in the shorter UI path. If you only have time to play on weekends and every weekend your favorite playlist keeps moving around in the UI, it'd start to get annoying.
You could do some sort of quick match thing where you hit a button and can end up in potentially any playlist, but that would have the side effect of a lot of quit outs from getting that one playlist the person didn't want to play. I think that was the intended function of Quick Match in Halo 2 but it didn't make ship so it just put you in the last playlist you played.
Of course you could also do infill with bots like Gears did (does?) so low pop playlists stay running, but some people don't like playing with bots even if the game generally plays the same. Halo Wars 2 has a playlist where it's humans vs bots and it's definitely really fun to play because you know you're playing against bots. Playing WITH bots.. people can feel like the outcome of the game is out of their hands.
Do you think you'd be able to identify why this is? It seems you have a preference for the faster paced games, and Reach is arguably slower than h3, with more constrained movement, longer weapon kill times, bloom for precision weapons, the armor abilities which encourage you to wait until they recharge to enter battle, and of course armor lock.
I have heard that reach plays much better with the bloom reduction gametypes and 0 bloom gametypes, but I have never gotten the chance to really play them. But I imagine those with the armor abilities removed makes for a much more fast paced enjoyable experience.
Yup, I didn't watch it all that much but playing that mode was so fucking fun.I loved the (extremely small) esport scene that game had. It was 3v3 teams, but the rounds were 1v3 attack v defense. Never personally played it but I did watch a few tournaments when it was in the IGN league.
I'm talking strictly movement speed, not length of engagements, which never bothered me in Reach. Not sure how it has more constrained movement, and I don't remember weapon kill times being noticeably longer? I also pretty much exclusively ran sprint, so waiting for a recharge to enter battle was never really a factor for me. Armor lock could be annoying, yes, but I never hated it to the degree everyone else did. It was also a good bait tactic when playing with a squad.
If you're into competitive Halo, I understand why it was probably a disappointment, but I never paid any real attention to Halo e-sports until 5 came out. I had the most fun with Reach, I think it hit at the peak time for Halo (at least amongst my friends), and it launched with a ton of content which was all enjoyable to me personally (campaign/multiplayer/invasion/firefight).
Can't really speak to the bloom changes, because I don't remember how they were implemented back when I was playing, and coming back to any of the older Halo titles feels super weird to me now, with the crosshair placement being off center on screen, the movement being super restricted, and in Reach's case, running at 30fps.
There's a game I used to play on PC called Shootmania, I decided to reinstall it the other day and play a few games. I started it up and saw that there were just over 100 people playing it. I quit out and uninstalled it right then. I don't want to waste my time attempting to find a match in that. Despite the fact that I fucking love that game.
Shame it never really took off...
I'm a little confused as to why a game with 12 less players than Halo 5 detoured you from playing?kappa
It's because it doesn't have sprint.
They'd be silly not to do it. Older games getting upgraded is my biggest incentive for buying a Scorpio as newer games will be on PC.Well i now believe for certain that 343i will have a scorpio option for Halo 5. They already have 4k assets and reading the interview with phil, he mentions first party studios doing this early so it would be a 'easy move' to support scorpio.
it works until everyone rebuilds their muscle memory for where Team Slayer is and then you're back to same spot you were in before, so might as well put the popular playlists in the shorter UI path. If you only have time to play on weekends and every weekend your favorite playlist keeps moving around in the UI, it'd start to get annoying.
You could do some sort of quick match thing where you hit a button and can end up in potentially any playlist, but that would have the side effect of a lot of quit outs from getting that one playlist the person didn't want to play. I think that was the intended function of Quick Match in Halo 2 but it didn't make ship so it just put you in the last playlist you played.
Of course you could also do infill with bots like Gears did (does?) so low pop playlists stay running, but some people don't like playing with bots even if the game generally plays the same. Halo Wars 2 has a playlist where it's humans vs bots and it's definitely really fun to play because you know you're playing against bots. Playing WITH bots.. people can feel like the outcome of the game is out of their hands.
eww no. maps and guns were subpar in comparison to Halo 1 and 2The MP maps were some of the best ever. Its really just the guns that were bad.
My Halo time has dropped to a few matches a week. It usually ends in frustration. Then a week goes by and I'm like "I should play some Halo 5" and it just ends in frustration again.Damn, we're so close to Achilles and progress seems to have dramatically slowed down again after a nice spurt there for awhile.
I did manage to get 3 buckle ups yesterday though!