Don't you whipper-snappers make me take pictures of my NES collection, either. Just stay the hell off of my lawn!
I don't try very hard at photoshop
:lol
Don't you whipper-snappers make me take pictures of my NES collection, either. Just stay the hell off of my lawn!
I don't try very hard at photoshop
I couldn't give a fig where I place in a CTF game if I can't juggle the flag and it's auto pick up with a waypoint attached. Bad time reworking objective.
What do you guys think would be an ideal way to stop objective holding / grinding kills?
Going to the most extreme possible solution, stop showing kills on the carnage report for those gametypes. Not ideal in any sense because kills are a pretty useful metric for players filling that slayer role in stacked teams, but it'd probably be reasonably effective in the general population.What do you guys think would be an ideal way to stop objective holding / grinding kills?
And even if the objective gametypes were tolerable, handing out action-specific rewards to individuals is a dangerous game to play. You're really running the risk, if people give a shit about your progression system, of making players act like selfish jerks and put their own performance ahead of the team's. Those point rewards are more or less a meta-level extension of the vanilla Arena rank philosophy and Halo 4-era challenge design, which are both spectacular failures in promoting team play.I couldn't give a fig where I place in a CTF game if I can't juggle the flag and it's auto pick up with a waypoint attached. Bad time reworking objective.
Nice to know, hit up my GT if you feel like playing with us (We only play with Aussies mate). We also play Reach or 3 on Thursday nights too.
As for host and no fear of latency I have to call BS. The proof is a LAN party I held last month and 8 Aussies all on the same network and dedicated xbox's each don't get host 3 games in a row, we just moved to offline customs. Clearly the host selection in P2P with the latest Halo game in the series isn't up to par with it's detection systems. It's bullshit.
Honestly. Timed game, most caps at the end of it. Put in some kind of calculation of distance of caps, one team hits 5 over, its done and or time frame, no team caps in a certain amount of time, it ends.
The timed aspect was part of the beauty of 1 flag. What about a multi-flag game with rounds? First team to score wins the round (I know this is how neutral flag works, but I'm not sure I ever saw this with multi). With short rounds in a lopsided game, at least you're not waiting 12-15 minutes for your beating to be over.
I couldn't give a fig where I place in a CTF game if I can't juggle the flag and it's auto pick up with a waypoint attached. Bad time reworking objective.
maybe but i'm pretty sure i came against your group in btb )unless you were just a randy with them) one of them was trash talking me for being pink and having "Halo is everything" in my bio....could be wrong
and i meant when we do pull host we don't have to fear lag so we try to win as fast as possible, the faster we win the better we feel
Halo's host selection is pretty bad i have NBN and still can't pull host
I don't really mind it I mean if its got to the stage in objective game where it's clear that the objective is being held. I don't see anything wrong with killing them for a while, it made reach btb objective games bearable.Objective holding was the best.
What do you guys think would be an ideal way to stop objective holding / grinding kills?
2 Flag is great, 1 Flag is godlike. I love 1 Flag, and while I think some people might disagree, I liked the concept of the flagnum a lot as well. Those are the kinds of things I want to see 343i doing, going forward. While forced pick-up and no-drop were bad, and forced mechanics, the Flagnum felt like a natural evolution of an existing mechanic.
Devo, I agree I wouldn't like starting over again a lot either, but I could see 2 rounds, with 3 caps winning the round, being enjoyable.
In all honesty, I am VERY surprised this has not happened yet.
- Kazuma Jinnouchi -
Dat Mark V
The timed aspect was part of the beauty of 1 flag. What about a multi-flag game with rounds? First team to score wins the round (I know this is how neutral flag works, but I'm not sure I ever saw this with multi). With short rounds in a lopsided game, at least you're not waiting 12-15 minutes for your beating to be over.
It only really works for asymmetric gametypes because of the side switching and defense/offense dynamic - you're doing something dramatically different each round, and then using the knowledge from previous rounds to predict enemy team behavior. There isn't really the same push and pull map control aspect that a symmetric objective game has, which really requires a big chunk of time to play out. You cut up a game of 2 Flag Midship and risk losing a big part of what made it interesting with those long term attrition wars.I'm just not a fan of rounds and continuously restarting from scratch. Might just be me though.
Who saw this from Quinn's twitter? Sideshow CE red & blue.
Want. Want. Want. So getting.
It only really works for asymmetric gametypes because of the side switching and defense/offense dynamic - you're doing something dramatically different each round, and then using the knowledge from previous rounds to predict enemy team behavior. There isn't really the same push and pull map control aspect that a symmetric objective game has, which really requires a big chunk of time to play out. You cut up a game of 2 Flag Midship and risk losing a big part of what made it interesting with those long term attrition wars.
No idea how Neutral Flag works in Halo 4 because I haven't played the game in months, DJ Gunner, but in its previous incarnation during the Reach objective years, it wasn't round based, the flag just respawned upon capturing.
I never play BTB as a randy, not worth it. Almost always a 5+ Aussie party. Yes we trash talk but for shits and giggles mate, nothing malicious. Halo players lost touch with the fun of trash talking so long ago, it all became so butt hurt and serious or just degrading comments etc. Occasionally parties match up and both sides get the fun side of trash talking, that's half of what is missing from the golden days of online, not just the team communication half. Proximity voice has to return with HX1, please.
The fast wins are empty wins as there is no challenge at all. Wow you have NBN fibre with fuck houses connected yet (load) on it and still can't pull host, what a joke.
How tall is the figure?
This was the song I was thinking of earlier, yes this is awesome too!My Ghazi, Dem Pylons
I agree with everything else that you said, but I meant a whole game with only 2 rounds, with 3 caps to win each round. That way we're not having this constant starting over, but there won't be this helpless feeling when down a good number of flag caps.Yeah but then you'd have multiple rounds of this.
My suggestion is good for stalemates, close games and games in which there is a huge discrepancy of skill.
inb4 Speedy buys 7, one to put on top of each of his Xbones.
How tall is the figure?
In the last 2 weeks I've been to 2 LAN parties with friends from school, so much fun. No one wanted to play Halo 4 because of maps, jet packs, sprint and ordnance. We played Halo 3 instead and it was the most fun I've ever had playing Halo, reminded me that you don't need stupid pointless shit like AA's and sprint to make a game fun, those things just make your game generic, boring and annoying to play. Will be moving on from the series if Halo 5 is anything like the last 2 installments.
It only really works for asymmetric gametypes because of the side switching and defense/offense dynamic - you're doing something dramatically different each round, and then using the knowledge from previous rounds to predict enemy team behavior. There isn't really the same push and pull map control aspect that a symmetric objective game has, which really requires a big chunk of time to play out. You cut up a game of 2 Flag Midship and risk losing a big part of what made it interesting with those long term attrition wars.
DJ Gunner: No idea how Neutral Flag works in Halo 4 because I haven't played the game in months, but in its previous incarnation during the Reach objective years, it wasn't round based, the flag just respawned upon capturing.
Whooaa not even the Weta Halo 3 were that expensive.
Sad to see you go. Perhaps one of the last few pre-Reach members we had who really tried to put some effort into the HaloGAF community.
Confirmation that you're at 343 now lol. Hope you enjoy Washington state.
Wonder what will happen to HaloGAF.com, Duncan is busy with DBO and Destiny. Wonder who will take the "mantle" going forward.
Scalpers incoming in 3...2.. aahhh fuck it. Take a guess were they wentFuuuck, both the red and blue are now sold out and wait listed for their 100 limited edition runs. Damn they sold fast, oh well hopefully some cancellations will allow me to nab one.
They did some interesting objective things in 4 by changing the scoring method e.g. player points system. The flag caps aren't the only thing determining your placing in the match. For example (whatever the actual values are, I don't know by memory):
1. time carrying the flag (+5 every 10 seconds)
2. time in the hill (+5 every 10 seconds)
3. capping a flag (+100)
4. flag defense (+25)
5. flag assist (+15)
You can see they really spent some good time on reworking objective, CTF especially.
What do you guys think would be an ideal way to stop objective holding / grinding kills?
Wahrer came through.
Lolz.
Fake attempts going around again
Pretty cool, fake or not.Fake attempts going around again
Fake attempts going around again
I'm also firmly in the mentality of no waypoint, no auto-pick up and allow dropping. However even with 75%+ of my ranked Halo 3 games in objective I can't ignore the population facts:
1. Halo 3 ranked objective declined, they tried CTF/assault, they tried KOTH and other varieties, they tried thorwback, they tried social and at the end of life objective declined. This is the very settings we all want back. It had great maps, 1-sided, no waypoint etc but the population became non existent. I feel this was more to do with quitting/cheating/host than the gamestypes themselves.
2. Reach objective population also dwindled and they tried new gametypes like headhunter or stockpile etc. You can't even find a game in Reach objective anymore. Again I prefer these settings over 4's but the stats don't lie. Quitting and cheating was upgraded to deal with the issues from 3, not 100% but solid efforts and gains were made in respect to this.
3. Halo 4 CTF specifically was reworked and has returned a mainstream population to CTF. It's still one of the more popular playlists and you can get games in it any time of the day, even when it's only 100-200 players at Aussie night times. You can also get full party matches and have some genuinely competitive experiences from those match ups.
So while I don't personally prefer the waypoint and all that I have to look at the facts over the life of objective since Halo 2, 3, Reach & 4 to realise what the populace will and won't play. Objective magnifies the slayer lopsided outcomes of randoms vs teams even more so, they needed to promote auto-teamwork in the face of this.
Just saying I don't care for these CTF settings is like burying your head in the sand given the history throughout Halo games. It's not being a 343i shill or mod bias, it's being realistic from an overview of the game and I've posted about such things while watching my most loved playlist(s) die horrible deaths since mid-life Halo 3.
Congrats! Hopefully that means they're planning on having you interact with the community soon...