I love how they look and their diversity, but they're just not easily recognizable because of the usually muted colour palette and the sheer amount of them that look similar.I like the medals in Halo 4, but hate how they are implemented.
I love how they look and their diversity, but they're just not easily recognizable because of the usually muted colour palette and the sheer amount of them that look similar.I like the medals in Halo 4, but hate how they are implemented.
I think if AAs continue as they are in future Halos, this really needs to happen.A lot of people here hated armor abilities in Reach. I didn't mind them, the only thing I wanted addressed in future Halo games (if armor abilities were to stay) was for 343i to make it visibly OBVIOUS what armor ability the enemy is using from afar. Is armor lock annoying? Sure, but only because it's a fucking surprise when somebody uses it - if I know he's packing armor lock, then I can plan and play accordingly.
They don't have any sort of visual identity. They're not immediately recognizable because they look the same at a glance, are very small in-game, and disappear quickly. The actual illustrative designs are nice and informative, but the way they're presented and colored destroys that.
The first set is identifiable when you get a nice look at them and have the descriptions handy, but when they appear in the corner of your HUD for a split second, you can't rely on people looking directly at them. Past medals were nice and bright and had lots of contrast. Halo 4 has kind of a contrast problem in general that really affects readability on a lot of their feedback elements. As an example, Reach had a very clean HUD. Not a lot of visual elements on it, so when something colorful popped up, you noticed. Halo 4 has those outlines and tiny numbers and all this noise, and when little things pop up for a split second, your attention isn't drawn towards them. I'm actually in the process of thinking up a writeup about what makes feedback in 4 so difficult to comprehend, and HUD noise has a lot to do with it.
I have bad luck with getting posts anywhere but the bottom of the page.
I think if AAs continue as they are in future Halos, this really needs to happen.
I'm a Halo purist. I want the most basic Halo.
Arnie, I agree with pretty much everything you have to say, but honestly, why do you even bother at this point? No one at 343 is reading and caring about what criticism you or anyone else have. Their heads are stuck far so up their own asses they have actually convinced themselves they've made a great game. If Halo 5 comes around and they don't admit they were completely fucking wrong on about every single issue then I think we can all say safely that Halo is fucking dead.
And I don't care if Frankie comes in here every now and then to tell us they are "working on it". Working on fucking what? The game has been out for a month now and most of the player base has moved on, even if they did fix anything (lol, yeah right) it will be too little too late.
I'm trading this piece of shit in.
You guys are nuts, Halo 4's medals are the best yet, we just don't get to see enough of them.
It's really dumb how they added a second objective feed on the left side of your HUD for messages like "WE'VE GOT A NEW KING" when it did just fine in the other feed in the past.
Hey, if you can recognize them at a glance, more power to you. I can't, not nearly as well as I could in past games. Color was a big part of what informed me before, and I just haven't gotten used to it.Eh, I like Halo 4's. There's so much else going on (which is another matter) and you get more medals, so I like them plinking on. Most are still recognizable despite the desaturated color scheme because they're more graphic than the Reach ones.
I still wish center text wasn't there, because after playing I've gotten to know the points system so well that's really all I need. +10? regular kill. +15? Avenger. Et al.
Even beyond the bugginess of some of those elements, sometimes the design decisions they've made for the sake of the pace they're trying to create takes away important feedback elements. For example, I'm a flag carrier. The enemy team has just dropped my flag. I do not get a flag marker for the location of my flag when I am carrying the enemy's flag. Why? I'm a player like any other, I have a gun (that the developer has very graciously given me), if I can defend the flag I will, but the game decided that I don't get that information and all of a sudden I'm a potentially shitty teammate. Is shouting DELIVER at me going to help more than "hey maybe use the extra power we've given you to stop them from getting the final cap?" Why do callsigns not appear over the head of the objective carrier anymore? I want to know who has the ball at any given time so I can direct them to use the skills I know they are best at, instead of just saying "hey ball guy!" It is truly astounding sometimes. It's these tiny things that all snowball together that kind of kill some of these gametypes for me.What annoying me the most is that they have markers for the ordnance drops but half the time they barely even come up. It’s the most inconstant thing ever, sometimes it’s a straight line with a blank text, sometimes it outright just doesn’t show or the text of the drop is wrong (You get grenades but shows a Railgun icon for example).
If you are going to do the whole “we must message the players about everything on the battlefield” then do it correctly. If it’s going to be inconsistent then just remove it.
I can't remember who it was that said this but I found myself very much agreeing with it.
When Bungie gave us Reach, you could tell by the tone of what they said and the approach of the end of their relationship with the franchise that the changes to the core gameplay were very much an experiment. I feel that Bungie accomplished much of what they wanted to with Halo by the time they started working on Reach, so the next step for them was to try something entirely different. The experiment - bloom, AAs, difference in shield function, changes to movement and jump height - failed. People just didn't like it very much. I think Bungie understood that too. They were finished, though. Tired of Halo. Time to move on. But surely Halo wasn't finished, so what was next for the franchise?
This is the part where I stop understanding. Bungie's experiment wasn't well received, so I expected that with the announcement of a new trilogy, 343 would first identify what previous Halo games did right, and what they did wrong. Lean back toward the older style of equal starts. Remove bloom and AAs altogether. Perhaps try something completely new and original like Bungie had in Reach, but in the opposite direction. Enhance and expand what was special about Halo 3.
That's why I was completely blindsided by that GameInformer feature. What had gone wrong? More AAs? Features that are obvious CoD ripoffs? A step even further away from balance. I was distraught. Were there no lessons learned from Reach? I don't get it.
Someone please tell me what happened.
not at all,they are easy to get therefore have no value.
Bloom wasn't perfect, but look what happens when you take a weapon like the DMR out of it's original environment? It's hilariously unbalanced, rendering the other rifles pointless. In Reach, bloom ensured players couldn't use it as effectively outside it's intended range, so you sacrificed accuracy for firing-rate in tight, or at extended range. Now? Why unequip the damn thing? You can rattle off 5 shots cross-map just as well as you can in-close or at mid-range. Poor little BR users...
People died in every Halo game. By the end of CE you were the only one left of the human forces introduced.Reach was gritty because that story was supposed to be a sad one. Everyone dying and shit. It wouldn't feel right if kept the saturday morning cartoon colors of the previous Halos. It wasn't because they were tying to copy COD. At least in that one aspect.
Armor Abilities need to go. It's the difference between playing Madden and Nfl Blitz. Not the same game.
Boltshot.What is wrong with using one weapon you like? People like you should mind your own business and stop trying to dictate what weapons or how many weapons people should use.
What is wrong with using one weapon you like? People like you should mind your own business and stop trying to dictate what weapons or how many weapons people should use.
What is wrong with using one weapon you like? People like you should mind your own business and stop trying to dictate what weapons or how many weapons people should use.
Bungie were worn out by Halo, hence their decision to split from Microsoft, and that final ensemble responsible for Reach used the leeway afforded by the 'Reach' name to experiment and boldly change the traditional Halo formula. And they did, and it didn't work, and it shouldn't have mattered. 343 took over because they were meant to love Halo, it's the opposite of how Bungie were feeling, I expected passionate Halo fans to be positively buzzing at returning to what made Halo 2 and 3 such a resounding success.
But then we were told weapons would spawn in randomly as players achieved in game points for killing opponents and I drank myself into obliv.....
A lot of people here hated armor abilities in Reach. I didn't mind them, the only thing I wanted addressed in future Halo games (if armor abilities were to stay) was for 343i to make it visibly OBVIOUS what armor ability the enemy is using from afar. Is armor lock annoying? Sure, but only because it's a fucking surprise when somebody uses it - if I know he's packing armor lock, then I can plan and play accordingly.
If you don't understand why it's bad for a utility weapon to be the best option in most any scenario, then I don't really know where to start...
It’s just borderline hilarious that simplification has caused more problems than solved it. The fact that they were not really problems before that really didn’t need a reinvention but more of a smallish fix or tweak makes it really baffling as to why such drastic changes were implemented.Even beyond the bugginess of some of those elements, sometimes the design decisions they've made for the sake of the pace they're trying to create takes away important feedback elements. For example, I'm a flag carrier. The enemy team has just dropped my flag. I do not get a flag marker for the location of my flag when I am carrying the enemy's flag. Why? I'm a player like any other, I have a gun (that the developer has very graciously given me), if I can defend the flag I will, but the game decided that I don't get that information and all of a sudden I'm a potentially shitty teammate. Is shouting DELIVER at me going to help more than "hey maybe use the extra power we've given you to stop them from getting the final cap?" Why do callsigns not appear over the head of the objective carrier anymore? I want to know who has the ball at any given time so I can direct them to use the skills I know they are best at, instead of just saying "hey ball guy!" It is truly astounding sometimes. It's these tiny things that all snowball together that kind of kill some of these gametypes for me.
Yea that hasnt worked for any of the Halos............
Yeah a lot of the new medals aren't really rewarding the player for doing something well, they're just describing what is happening, without any extra effort by being made by the player. Like Distraction, or General Kill. What's crappy is they also took out a lot of good medals, like sniper headshot, and any of the weapon based sprees.
yea seriously wtf 343, i love the rockets. just let me fuckin use em on spawn
Go ahead. You'll just probably blow yourself up cause you stink.
Btw, you guys are so wrong about the AA notifier thing. You can run into a team of ALers. You're still going to deal with that shit. How does knowing they have AL before you first engage in combat change anything? Seriously.
You think about your options and adjust accordingly. If I see a guy with AL I wouldn't think to throw plasmas or splatter, for instance.Go ahead. You'll just probably blow yourself up cause you stink.
Btw, you guys are so wrong about the AA notifier thing. You can run into a team of ALers. You're still going to deal with that shit. How does knowing they have AL before you first engage in combat change anything? Seriously.
Please tell me you have more liverpool reaction gifs/images
The DMR was godly at any range, especially with zero bloom. It was twice as effective as the DMR because it could damage opponents from the other end of the map, and had a souped up zoom to facilitate this. Hitting an opponent with the DMR at close range was barely any harder than with a BR.Honestly? I think Reach was closest. DMR was amazing at mid-range, a liability at close-range, and good for pestering but difficult to finish a kill with at long range.
People died in every Halo game. By the end of CE you were the only one left of the human forces introduced.
I see how it happens. It's admirable that they wanted to make everything more accessible, but as far as I can see, none of the steps they took were executed very well or were appropriate as global changes :/It’s just borderline hilarious that simplification has caused more problems than solved it. The fact that they were not really problems before that really didn’t need a reinvention but more of a smallish fix or tweak makes it really baffling as to why such drastic changes were implemented.
It was on the Game Results page of the postgame carnage report, which showed the overall results of a match (team score vs. team score), and for some reason that entire page was removed. So yeah, you have to add up individual scores to get team scores now and nobody can see which medals the game considers to be most important (which is hilarious because Waypoint classifies them as gold, silver, and bronze, so they have invisible importance).Oh, and where did the Top Medals go in post game? Wait, they probably removed it since you only have about 5 seconds before the next game starts. (which usually results in players quitting. JIP mostly fixes a problem Halo 4 creates)
The DMR was godly at any range, especially with zero bloom. It was twice as effective as the DMR because it could damage opponents from the other end of the map, and had a souped up zoom to facilitate this. Hitting an opponent with the DMR at close range was barely any harder than with a BR.
Johnson was retconned into proper continuity like the NPCs in Half-Life, haha. I just mean that on its face CE presents you as a sole survivor and everyone you come in contact with ending up dead. The colourful artstyle doesn't get in the way of that.Well, technically, you and Sergeant Johnson get home in one piece, or a total of five people get off Alpha Halo and don't make it back. And most of the ODSTs are about to escape but are killed to stop the Flood. But yeah.
Johnson was retconned into proper continuity like the NPCs in Half-Life, haha. I just mean that on its face CE presents you as a sole survivor and everyone you come in contact with ending up dead. The colourful artstyle doesn't get in the way of that.
If you don't understand why it's bad for a utility weapon to be the best option in most any scenario, then I don't really know where to start...
Where can I read/see more about this Reach DMR on harvest?
And here lies the problem.Well yeah, with zero bloom. I'm talking about with bloom.
With bloom, if you wanted to kill somebody at close range in the time it would take them to shred your shields with an AR or any other shorter-range weapon, then you had to hammer the trigger fast. And doing so, increased the bloom, reducing your accuracy. So while yes, you could do it, it was a gamble because the chances of your shots landing decreased. Meanwhile, that dude with the AR, or the shotgun, or the needler, or whatever didn't have the same issue.
What are you having issues with Fozzy?
And here lies the problem.
Forcing the player to time their shots wasn't conducive to the sandbox, because players could spam the trigger, especially at close ranges, and defeat an opponent that's timing their shots, a mechanic that's advertised as the path to success.
If you tell a player that there's a blooming reticle, it implies that you must wait until the reticle resets before firing again, but it was perfectly possible to hit opponents mid bloom in Reach, which made for very clumsy, often unrewarding, and what felt like unfair firefights.
Bloom made each and every encounter frustrating because the player was never sure if the opponent had abused bloom to kill them. There was a constant, lingering doubt that it was the arbitrary bloom mechanic that swung the fate of each duel, rather than a player's ability to aim and manoeuvre.
The DMR was designed with bloom in mind, and once they removed it, it was an absolute monster. That it then made it over to Halo 4, barely altered, baffled me. Its range completely destroys larger maps, and negates the need for a BR in nearly all situations (as long as the player is competent with the firing rate).
Useful is putting it mildly. Its designed to be a mid to long range weapon. It has a little too much utility at closer ranges.You believe that having a utility weapon that is useful in all scenarios is bad.
I would like to know what sorcery allows a dude to kill me in one shot with a scattershot from just under mid-range.
Well, now people can say it was the better ordnance drop or whatnot.
Personally, I never really felt that bloom defeated me, rather than the other player, except in long-range battles. But I wasn't a big competitive guy anyhow, and I didn't play much reach before the TU hit (though I played vanilla plenty afterwards.)
And here lies the problem.
Forcing the player to time their shots wasn't conducive to the sandbox, because players could spam the trigger, especially at close ranges, and defeat an opponent that's timing their shots, a mechanic that's advertised as the path to success.
If you tell a player that there's a blooming reticle, it implies that you must wait until the reticle resets before firing again, but it was perfectly possible to hit opponents mid bloom in Reach, which made for very clumsy, often unrewarding, and what felt like unfair firefights.
Bloom made each and every encounter frustrating because the player was never sure if the opponent had abused bloom to kill them. There was a constant, lingering doubt that it was the arbitrary bloom mechanic that swung the fate of each duel, rather than a player's ability to aim and manoeuvre.
The DMR was designed with bloom in mind, and once they removed it, it was an absolute monster. That it then made it over to Halo 4, barely altered, baffled me. Its range completely destroys larger maps, and negates the need for a BR in nearly all situations (as long as the player is competent with the firing rate).
Well they got the AR right this time.Honestly, when I heard they were bringing the BR, AND the DMR, AND the zoom magnum, AND the AR back for Halo 4, it just seemed like a fan-service move more than anything...
Useful is putting it mildly. Its designed to be a mid to long range weapon. It has a little too much utility at closer ranges.
You believe that having a utility weapon that is useful in all scenarios is bad.
Well they got the AR right this time.