NullPointer
Member
Ain't that the truth. Halo 4 needed more time, and a beta, and a demo. I can only hope the next game gets all three.There should be a closed community beta for Halo 5 and it should start now.
That would be fantastic.
Ain't that the truth. Halo 4 needed more time, and a beta, and a demo. I can only hope the next game gets all three.There should be a closed community beta for Halo 5 and it should start now.
That would be fantastic.
Who can blame them? The game just isn't fun, from a casual or competitive perspective.
I'm guessing many of 343's decisions were based off info from focus groups.
I guess casual's would find it fun, the problem is though that CoD is the ultimate casual FPS. Most of the casual's flood to that and don't return to Halo.
So you said there were 50k... And you just linked me a statistic that says two years after release in July it was at 167k? Maybe I'm misunderstanding the point you were making.
Also, talk down to me like that again about finding your old posts, and I think we'll have to get a moderator involved.
Which is a large part of their problem, just like Bungie. They always talk about looking at the numbers, or how they have all these metrics in place to analyze data and what the player numbers are saying. They look at who goes where on a map, how they're dying, where they're dying, how much time they spend in this menu. It's a terrible way to create and measure a game. It's like they have certain statistical data and checkboxes they're crossing off rather than actually designing the game around a solid gameplay philosophy.
Using real world data is a bad way to inform decisions on a game? Wut?
Using real world data is a bad way to inform decisions on a game? Wut?
It's not limited to 343 either; they were merely picking up where Bungie left off.He's trying to argue that you can't base your game design decisons solely on focus groups - which is what he felt 343 did.
Talk down? What mate? I just posted what you asked for, statistical facts source that contain no opinion either way. You want to jump on me for helping you out now? Ok vendetta receivedjoking mate
Could you please address what you meant by Halo 3 having 50k online, but also having data that showed two years after release Halo 3 had 167k online? I'd much prefer that discussion to occur opposed to your back pedaling once I mentioned getting a moderator involved.
Two years after Halo 3's release, Halo 3 had more UU's than Halo 4 two months after release. That's how I'm interpreting that data.
He's trying to argue that you can't base your game design decisons solely on focus groups - which is what he felt 343 did.
How does the population size at the time you are playing not 'mean shit'? I wanted to play Crimson DLC last night, it was hovering around 140 players total. Now that's basically around 12 lobbies to get me the perfect connection, the perfect skill selection, the perfect teammates. I am getting more and more laggy games in objective gametypes. I cannot play with these phantom users from 12 hours ago, UU doesn't mean anything for my experience at any one time
See my edited reply above mate. I never said 50K, check my posts and the above edited one. I said approx. 100K-150K. Then I sourced the accuracy of the numbers, quoted Ghost and calculated the average of approx. 90K for Halo 3 from the best Wayback Machine source we have today.
I'm answering your questions, PM a mod all you like I have nothing to hide or regret at all. I'm genuinely helping you out by getting old posts and answering your questions even when you recall someone else's 50K as my words...
Bungie design the same way, even backed by the same insanely detailed MS test labs. Different game, different developer but same test labs I'm sure. They both also use internal beta/alpha for MS employees to play/test the game.
The numbers we have for Halo 3 are cumulative UUs over a 24 hour period (as collected by people with access to the actual backend).Two years after Halo 3's release, Halo 3 had more UU's than Halo 4 two months after release. That's how I'm interpreting that data.
Bungie design the same way, even backed by the same insanely detailed MS test labs. Different game, different developer but same test labs I'm sure. They both also use internal beta/alpha for MS employees to play/test the game.
Thank you for clarifying.
Do you see no correlation though? 150k+ two years after release compared to an average of 100k two months after release?
I suppose it depends on how you measure the success of a game, but the fact remains that Halo 4 will not retain the audience Halo 3 did.
That speaks volumes on how the majority of the population feels about Halo 4. Id est, it's not worth their time to keep playing, or they simply don't enjoy playing.
The numbers we have for Halo 3 are cumulative UUs over a 24 hour period (as collected by people with access to the actual backend).
The numbers we have for Halo 4 are peak values in a 24 hour period (collected at 15 minute increments by someone with zero access to backend values).
They're not comparable.
Are you here to fulfill Bungie's Destiny?Ozzy fights like a younger man; nothing held back. Admirable, but mistaken.
Why would we care about a number like that? There's absolutely nothing to compare it to in any previous game - it's useless as a measure of comparative popularity.Also the average for H4 wouldn't be anywhere near 90k, as that's the peak. Considering it gets down to 20k or less, the average daily concurrent population would be like 50k
Are you here to fulfill Bungie's Destiny?
Which is why Bungie's Halo games got consistently more shitty. They got away from; "Here are the core Halo principles" and went to "we need to make sure these numbers even out."
I'm very keen on Destiny that's for sure, hope it delivers. Maybe you've seen my hot topic thread over at B.net about Destiny speculation? (Bungie's New Game in the old universe forum).
Against popular opinion I do NOT like the new B.net, the forums/tags are just horrible and the search feature is even slower that Waypoint used to be. LOL. It has been over 14 minutes to search 3 keywords to find my topic above so I could link it, yes I know beta something.
Also I can't sign in at all to B.net this morning, got in once and then nothing now.
Interesting. From what I've seen there's nothing wrong with the new Bungie forums. Compared to their old one, the activity is holding steady.
Actually, it's a good way of developing a game. The problem is that they didn't execute it properly.Which is a large part of their problem, just like Bungie. They always talk about looking at the numbers, or how they have all these metrics in place to analyze data and what the player numbers are saying. They look at who goes where on a map, how they're dying, where they're dying, how much time they spend in this menu. It's a terrible way to create and measure a game. It's like they have certain statistical data and checkboxes they're crossing off rather than actually designing the game around a solid gameplay philosophy.
I'm not comparing it to anything, was just in response to "90,345 on average. Not much of a difference from Halo 4 or Reach." PeaceWhy would we care about a number like that? There's absolutely nothing to compare it to in any previous game - it's useless as a measure of comparative popularity.
Yes if all the people who I enjoy playing Halo with stop playing Halo. I'm pretty close now after Halo 4. juices, devo, tawpgun, tunavi, Ken, thermite, ram, trasher, capt blood, overdoz, plywood, booties, free, all my friends from somethingawful, all the other long-time halogaffers like metroidvania, eazy, vhfive, backflip, etc. Everyone stopped playing. Removing Squad Slayer for no reason got rid of half of them, Halo 4 got the rest. I didn't play Oddball Swordbase because it was fun to play alone, I played it because it was an excuse to bullshit and goof around with cool people. That's the only reason I play Halo. 343 is chasing a market they'll never get at the cost of killing off parts of their fanbase.
Focal points of the maps are in the lifts. There's radar. Power weapons all around. A big giant turd is the result.Look at the top 1% Onyx Sword Base gameplay and try not to kill yourself.
http://www.youtube.com/watch?v=PRkT6OnRd5Q
Now watch some random dude play Sword Base (this is probably what the play testing looked like).
http://www.youtube.com/watch?v=htiR-Jy9S7g
Which is a large part of their problem, just like Bungie. They always talk about looking at the numbers, or how they have all these metrics in place to analyze data and what the player numbers are saying. They look at who goes where on a map, how they're dying, where they're dying, how much time they spend in this menu. It's a terrible way to create and measure a game. It's like they have certain statistical data and checkboxes they're crossing off rather than actually designing the game around a solid gameplay philosophy.
Also, talk down to me like that again about finding your old posts, and I think we'll have to get a moderator involved.
To change the topic for a moment, what were 343I/Kenneth Scott going for with the Didact's/Forerunner design?
What are they trying to evoke here?
The bulbous, ugly face is far from what I imagined the Forerunners to look like.
Is it a Mass Effect, he's renegade, err.. evil so his face must reflect that mantra?
Actually, it's a good way of developing a game. The problem is that they didn't execute it properly.
Their stats become near useless when other factors are considered. Mainly the play testing (or lack thereof) that is done. You need to have skilled players to play test the game because they are willing to do anything to win, even if it means breaking the game. Have you seen the Sword Base heatmap? How the heck did that make it past the design phase? The only reason I can think of is that the heatmap they generated from in-house play testing was probably a lot different than what Sword Base turned out to be.
Look at the top 1% Onyx Sword Base gameplay and try not to kill yourself.
http://www.youtube.com/watch?v=PRkT6OnRd5Q
Now watch some random dude play Sword Base (this is probably what the play testing looked like).
http://www.youtube.com/watch?v=htiR-Jy9S7g
343 needs to look at what Blizzard is doing in terms of designing a balanced game -- basing it on how the best players play. Look at how competitive the StarCraft games are. Those games have ginormous skill gaps.
And for the record, I do agree with you on the point that they should prioritize building a solid game with good core gameplay mechanics.
I agree with this. This is a huge part of the problem and ironically, the best Halo game to me SP wise (CE) is the one that got the least of that. It gave the game a lot more randomness which i find great. By following playtest too strictly, it makes the games much more predictable and thats no good.
Ya sure, play-test is important. I did that for a long time and even founded a play-test department. But to base decisions purely on the "numbers" is the wrong way to do it.
To change the topic for a moment, what were 343I/Kenneth Scott going for with the Didact's/Forerunner design?
What are they trying to evoke here?
https://waypointprod.blob.core.windows.net/blogfilestore/storage/2013/1/10/didact_kenneth.jpg[IMG]
The bulbous, ugly face is far from what I imagined the Forerunners to look like.
Is it a Mass Effect, he's renegade, err.. evil so his face must reflect that mantra?[/QUOTE]
That's what happens when a dude who worked on horror games like Doom becomes your art director.
He looks like something out of GoW.
He looks like something out of GoW.
Which is a large part of their problem, just like Bungie. They always talk about looking at the numbers, or how they have all these metrics in place to analyze data and what the player numbers are saying. They look at who goes where on a map, how they're dying, where they're dying, how much time they spend in this menu. It's a terrible way to create and measure a game. It's like they have certain statistical data and checkboxes they're crossing off rather than actually designing the game around a solid gameplay philosophy.
To change the topic for a moment, what were 343I/Kenneth Scott going for with the Didact's/Forerunner design?
What are they trying to evoke here?
The Didact was the first character I've see in the Halo universe that didn't feel like it belonged. It was just out of place, they should have made him look older/wiser, not a creep.
I wish, at least then I could fix up his face with some liberal application of BoomShot.
The Didact was the first character I've see in the Halo universe that didn't feel like it belonged. It was just out of place, they should have made him look older/wiser, not a creep.
I miss Skirmishers.That concept art makes him look a bit too much like skirmisher from Halo: Reach.
You need good players otherwise the stats are useless.
I can't wait for Halo 3 anniversary when Guilty Spark tells the Master Chief "You are NOT Forerunner and this is the way your armor has ALWAYS looked."