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Halo |OT14| They call it Halo

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
Wow.. The Crimson DLC already had a ridiculous amount of people playing. Now that it's in the bottom and off-screen, it's absolutely going to die.

dont think its needed. i frequently see the dlc maps pop up in regular matchmaking (infinity slayer, btb, and swat)
 
Wow.. The Crimson DLC already had a ridiculous amount of people playing. Now that it's in the bottom and off-screen, it's absolutely going to die.

DLC hasn't been important to halo since halo 3. Hasn't helped that all the maps were big team maps.
 

malfcn

Member
To all you SR-130's out there - randomly after a game, does the XP rewards screen pop up?

Happens a few times every time for me.

I was wondering about XP. Tempted to try the LASO campaign, but that would be a waste of 50k XP if there is no hidden bucket.
 
why does it take 3000 years to find a game when playing with other people? it goes so quick when i play alone, but with 2 other people it takes forever. we've been sitting here for 5+ minutes.
 
Hire Sheldon Cooper. He knows we play 4v4.

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Someone posted a clip of them playing Halo 3...

How can people stand that show.

Honestly its not the worst thing. Its forced comedy and the "hey look he said something geeky cue laughs" is annoying a shit but the GF watched every episode and I sat and listened to the vast majority and I didn't hate it
 
Me and my gf watch every episode. Love it, its funny.

Holy crap at trueachievements, those two dudes have 1.3M xbox live achievements...? WHY?!
 

Plywood

NeoGAF's smiling token!
why does it take 3000 years to find a game when playing with other people? it goes so quick when i play alone, but with 2 other people it takes forever. we've been sitting here for 5+ minutes.
The simulation is crunching numbers to appropriately appropriate the aptitude of the applicants who have audaciously applied to the always active Infinity activity lineup it is as is assured all applicants arrive at an area as accurate as available as an area approaches availability and as always all applicants are asked an accessible adaptability.

acclimate
 
This is the first time in around 500 matches I've run into someone whoring the Hardlight shield.

And holy fuck what a pain in the ass it is to fight someone with it. Its basically a nerfed armour lock. Whats the fucking point. Everytime i ran into the same guy, was winning the 1v1 and then he pops the shield up. Im out of grenades so that's not an option, then i get pinged from his team mate with his DMR.

Fuck the Hardlight shield.
 
K

kittens

Unconfirmed Member
SIMPLEX AND ITS SETTINGS ARE SO GOOD.

343, please use those settings for the CTF playlist. Pleeeeeease.
 

Slightly Live

Dirty tag dodger
These Covenant Remnant dudes are idiots. What the fuck are they going to do if he disobeys them at close-range? Ask him to walk a minimum safe distance before they pull the trigger?

If he disobeys them at close range they slap the shit out of him. Going by the bruises on his face, they have been doing that.

Just like the novel, the explosive harness is to be used in escape scenarios only, not close range restraining.

A bunch of Elites wouldn't have much issue restraining a meek egghead any way.
 
all the maps look like shit though as I mentioned in a previous post. reach forge maps are nicer to look at by far.

Got to disagree with that. Not saying Halo 4's Forge maps look amazing but the one's from this playlist all look distinct enough to me to know where I am and what I'm playing on. So many of Reach's Forge maps were stinking hot rubbish, pure pencil gray throughout, too many of them pervading too many playlists. I'd rather play Foundry maps than Forge World maps.

AAs are essentially an updated version of Equipment from H3.

No

Its a direct extension of the concept. The problem with equipment is that is wasn't being used. It was being saved up and lost upon death.

By making equipment persistent, and with cooldowns, players experiment with them more and use those abilities more often.

When will people stop propagating this lie? It was a cheap fib Bungie threw out there to justify the inclusion of crazy abilities at the touch of a button such as camo and armour lock. Mind you at least they felt obliged to bother to cook up excuses for silly ideas in Halo; I don't think I've heard any philosophical justification, gameplay-wise, for the inclusion of instant respawn, the return of AA's, global ordnance or the loadout system beyond quite shallow PR speak.

If you frequently found you weren't using equipment in Halo 3 before you died, the simple explanation is you were a bad player; it didn't mean the concept of equipment was broken. I'd venture that the vast majority of players above the rank of 30 never had any issue in knowing when to deploy their equipment. And even so, when did forgetting to throw a trip mine suddenly justify the ability to look through walls?
 
If you frequently found you weren't using equipment in Halo 3 before you died, the simple explanation is you were a bad player
Both Bungie and 343 have been trying to expand the playerbase and make the game mechanics more approachable. That's the line of thinking. Call it a lie if you wish, but it makes sense.

People don't start off as good players. And if newbies get slapped around silly for enough matches they stop playing and the playerbase dwindles. So you need to come up with systems that enable a solid skill curve, but are far more approachable and tolerant of beginner mistakes.

So you're seeing faster gameplay with shorter kill times and more power weapons on the field based upon scores rather than classic map control. This allows new players to get more kills under their belt, and aid the team, without them knowing the map or even the ins-and-outs of AAs and power weapons. This is why we have Regicide scoring the way it is. Its all in service of those design goals.
 
K

kittens

Unconfirmed Member
They work for the smaller maps, but you'd never capture a flag on Complex, Ragnarok, or Solace if they reset that fast.
The respawn timer doesn't havet be set at 15 seconds per se, but a shorter return times in general would do wonders for the CTF list.

Plus I don't really want Complex in CTF anyways.

There's a vagina in Spartan Ops.
Now Tawpgun won't have to ask embarassing questions anymore.
 

ElRenoRaven

Member
Both Bungie and 343 have been trying to expand the playerbase and make the game mechanics more approachable. That's the line of thinking. Call it a lie if you wish, but it makes sense.

People don't start off as good players. And if newbies get slapped around silly for enough matches they stop playing and the playerbase dwindles. So you need to come up with systems that enable a solid skill curve, but are far more approachable and tolerant of beginner mistakes.

So you're seeing faster gameplay with shorter kill times and more power weapons on the field based upon scores rather than classic map control. This allows new players to get more kills under their belt, and aid the team, without them knowing the map or even the ins-and-outs of AAs and power weapons. This is why we have Regicide scoring the way it is. Its all in service of those design goals.

I hate to say it but boy that's done wonders for the game's population hasn't it?
 
Both Bungie and 343 have been trying to expand the playerbase and make the game mechanics more approachable. That's the line of thinking. Call it a lie if you wish, but it makes sense.

People don't start off as good players. And if newbies get slapped around silly for enough matches they stop playing and the playerbase dwindles. So you need to come up with systems that enable a solid skill curve, but are far more approachable and tolerant of beginner mistakes.

So you're seeing faster gameplay with shorter kill times and more power weapons on the field based upon scores rather than classic map control. This allows new players to get more kills under their belt, and aid the team, without them knowing the map or even the ins-and-outs of AAs and power weapons. This is why we have Regicide scoring the way it is. Its all in service of those design goals.

Thing is, when you're completely redesigning gameplay concepts (equipment to AA's, power weapons on map to personal ordnance) and breaking core Halo gameplay tenets while you're at it (all players no longer spawn equally) you have to step back and reflect on whether you've sacrificed too much in order to accommodate this nebulously defined group of new players. It's been pushed so far in that direction that they've managed to alienate significant portions of the playerbase that loved and adored Halo because of those values it hitherto stuck to.

And, again, forgetting to throw a bubbleshield down before you die in no way justifies invisibility at the press of a button in a FPS game.
 
So the ranking system does that perfectly it lets the bad kids fight way down in the 1-35 ranks and then lets you go up from there when you get good...it creates this beautiful skill curve that you see and you see your improvement. Then you get hooked fighting for that 50.
 
I hate to say it but boy that's done wonders for the game's population hasn't it?
I don't know if its possible for Halo 4 to keep the population numbers of old, but I'd agree that not all the changes made to the formula have made sense. By not allowing classic playlists they're sacrificing one community to gain another and I never think that's the way to go.

That why I've been saying, a lot of the changes DO work, and make the game more approachable and more instantly gratifying - BUT the game should push those players to pro playlists after a point, when players have gained enough confidence with the systems and their play to move into higher skill matches with less of those systems at work.

Thing is, when you're completely redesigning gameplay concepts (equipment to AA's, power weapons on map to personal ordnance) and breaking core Halo gameplay tenets while you're at it (all players no longer spawn equally) you have to step back and reflect on whether you've sacrificed too much in order to accommodate this nebulously defined group of new players. It's been pushed so far in that direction that they've managed to alienate significant portions of the playerbase that loved and adored Halo because of those values it hitherto stuck to.
I agree with this, moreso now than at launch.

I just think the perspective in HaloGaf is also skewed more to higher skill play, with a team of regulars, and most of the audience doesn't have either of those to rely upon. If the competitive side had things completely their way the game would still have a dwindling playerbase imo.

343 has to cater to the competitive community and the casual and the new, and I'm guessing that they're aware of that now. Question is, what will they do about it?
 

Tashi

343i Lead Esports Producer
Don't forget the CTF settings in the playlist have 3 second RETURN times. You have to sit on the flag to return it. There's no meter that comes up like in the past so I've noticed people not recognizing that it's a 3 second return.
 

Enfinit

Member
The simulation is crunching numbers to appropriately appropriate the aptitude of the applicants who have audaciously applied to the always active Infinity activity lineup it is as is assured all applicants arrive at an area as accurate as available as an area approaches availability and as always all applicants are asked an accessible adaptability.

acclimate

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TCKaos

Member
The simulation is crunching numbers to appropriately appropriate the aptitude of the applicants who have audaciously applied to the always active Infinity activity lineup it is as is assured all applicants arrive at an area as accurate as available as an area approaches availability and as always all applicants are asked an accessible adaptability.

acclimate

FrankerZ
 
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