So I'm going through the survey, and while I'm not as hardcore into competitive multiplayer as most of you guys (I'm mostly a story/lore guy who plays multi for fun), I thought it would be nice to get my input in there.
There needs to be some explanations for some of these.
Do you want player toggles for matchmaking (e.g. BF3 on PC) - What does that even mean? I never played BF3 on PC. How am I supposed to know what that is? There should be a better explanation for that.
And how am I supposed to remember the minor differences of bullet magnetism between games or the different movement speeds? I haven't played competitive Halo 2 in years, even though my memories of it are fondest. I'm voting Halo 4 for movement simply because it has sprint. Is bullet magnetism aim assist? Hasn't that been even between all of the games? Outside of the ridiculous Halo 4 covenant sniper rifle.
It's a cool survey and I plan on finishing it but dang. Simplify it a bit next time please.
All good points mate, I ran tight on time. Some work projects and family stuffs.
1. I tried to not cater to any one audience and allow campaign, multiplayer, solo randoms, team buddies, hardcore competitives and all that to gain a voice in the larger Halo framework. Glad to see your reply about being more story driven. I'm aiming to provide a showcase of ALL Halo and ALL Halo gamers, whatever they're into. I don't think we've really seen this sort of survey before and I hope it can get the participation/results to deliver something meaningful to us and 343i.
2. The toggles are like this, just imagine it for Halo maps, settings etc:
When I have time I'll add a Halo mock-up to the OT instead of this one for now.
3. Regarding Bullet Magnetism your vote is just that, if you remember a certain title having great feelings to your gunshots/aim then go with that. There are other players who mull over such specifics in great detail/recollection. I think
this link (snippet pasted below) explains it well and I should probably expand that section:
Magnetism: defines and outlines how far a bullet will "bend" in order to hit an enemy. Bullets and projectiles do not necessarily travel in a straight path; they will curve very slightly in order to hit a target. Different projectiles will experience different curvatures.
Snapping: reorients the gun barrels toward enemies whenever a player's reticle are in proximity to their target.
Acceleration: makes it so that when the player pegs their aiming stick in one direction the player's reticle will start moving slowly in that direction then pick up speed.
Friction: slows the player's turn rate as soon as their reticule passes over an enemy. What it does is that it slows the player's top speed, and then dramatically decrease the rate at which the crosshair will slow down when the player release the stick.
In general if any casual or competitive members have questions or details to alter/add to the survey early on like now would be the right time. Feel free to contribute and I'll open this up to as many communities as I can after we have our own HaloGAF initial version (like the streaming official thread).