When are you guys going to accept that the basic stripped down Halo gameplay is never returning? Time to accept it for what it is and move on.
Pretty sure you'll be able to tweak settings to replicate classic gameplay.
When are you guys going to accept that the basic stripped down Halo gameplay is never returning? Time to accept it for what it is and move on.
Do I have to move on? Can I just PLAY the non-stripped-down version?
I have to say, these enhancements like faster recharge and grenade pickup kind of irk me. They may not always come into play during an encounter, but they can introduce uncertainty in some longer encounters.
For instance, let's say a guy throws both of his grenades at me, and he starts to retreat through a path on which I know there are no grenade spawns. I should be able to chase him safely, only sometimes, he'll have a perk which will let him pick up a dropped grenade, and he'll catch me off guard. Or similarly, if I chase and trap a guy who is weak, I know his shields are down, only sometimes, he'll have a perk which will have let them already recharge, catching me off guard again. And these are just two examples.
Each one of these relatively small tweaks work together to make a game that is inconsistent overall. I had the same gripe with Call of Duty 4, which is ultimately why I chose to play it less and Halo more.
To me, AAs in Reach are more tolerable, because they function consistently, and you can visually detect which AA a player is using.
Would you consider the previous Halo games boring in that case?Heh - some people will read your post and think "damn right - he gets it." I read your post and think "man, he wants to play a boring game."
One man's meat...
Just like Reach, no doubt.Pretty sure you'll be able to tweak settings to replicate classic gameplay.
The chasing game has evolved thanks in part to PV, Thrusters and Jetpack.I marked in bold where you went wrong.
Pass.
Pretty sure you'll be able to tweak settings to replicate classic gameplay.
Halo 4's movement speed and jump height will make a much more genuine, pure Halo experience possible, thankfully.Just like Reach, no doubt.
Just like Reach, no doubt.
Halo 4's movement speed and jump height will make a much more genuine, pure Halo experience possible, thankfully.
I don't understand why people keep using this argument. Who cares what a supersoldier can do? I want good gameplay.
But when you invest the MP suite in the fiction, and provide fictional justifications for gameplay elements, it invites those kind of questions. Each of the packages shown at E3 have fictional justifications behind them. I'm really curious how the one about grenades will be written.
I'm fine with this stuff since it's all about the gameplay, but it does present certain challenges when you need to justify it all in a fictional context.
Well, I imagine most people think that most design decisions should have grounding within the fiction to some degree; and I think this is important as well, but usually just for more important things within the universe.
The grenade and sprint stuff, I could go either way; whatever is better for gameplay.
The problem comes when people suggest decisions about the gameplay are made due to elements in the fiction.
Fictional justifications don't harm anyone.
Fiction shouldn't even be mentioned when moaning about gameplay elements, just seems like one more thing to drag into the mud.
I have to say, these enhancements like faster recharge and grenade pickup kind of irk me. They may not always come into play during an encounter, but they can introduce uncertainty in some longer encounters.
For instance, let's say a guy throws both of his grenades at me, and he starts to retreat through a path on which I know there are no grenade spawns. I should be able to chase him safely, only sometimes, he'll have a perk which will let him pick up a dropped grenade, and he'll catch me off guard. Or similarly, if I chase and trap a guy who is weak, I know his shields are down, only sometimes, he'll have a perk which will have let them already recharge, catching me off guard again. And these are just two examples.
Each one of these relatively small tweaks work together to make a game that is inconsistent overall. I had the same gripe with Call of Duty 4, which is ultimately why I chose to play it less and Halo more.
To me, AAs in Reach are more tolerable, because they function consistently, and you can visually detect which AA a player is using.
Nope - but I don't play most of 'em any more. (Reach and Halo 3 both have features that make it hard to know exactly what the other player is going to do. Halo 2 and Halo were fantastic in their day - but I don't play the MP for either one any more.)Would you consider the previous Halo games boring in that case?
When are you guys going to accept that the basic stripped down Halo gameplay is never returning? Time to accept it for what it is and move on.
MLG to have PV?
Reasonable explanations:
Cortana fashioned Chief a few modified weapons based on existing schematics from what parts they could scavenge. DMR could be in the event that Chief has to deal with some targets from long-range, since they're using some bigger vistas on Requiem, after all.
Alternatively: they came from the Infinity using similar reasoning and we don't even have access to them until the Infinity lands.
Picking up more grenades is possible, but much like dual-wielding weapons as an ODST, handling rogue elements would be difficult to track for the player because the HUD works off of the "expendable but mass-produced" armor tech that the Spartan IIIs used.
Alternatively: since the same doesn't apply in campaign, it could simply be the Infinity's holodeck pulling an Assassin's Creed and it's either a bug or they're trying to train Spartans not to rely too heavily on stray grenades (unless they're a grenadier specifically).
More likely explanations:
This DMR is actually a skunkworks variant produced in [location either referencing Marathon or an obscure portmanteau of Romantic-language words], using a variety of [technobabble] that made them incredibly rare, restricting access to only those who were proficient enough to use them. Now that the armory's been destroyed and Cortana's located access codes by means of [either ONI semantics or REDACTED], Chief is able to use them.
Grenades: fuck it, something about armor gyros, thrusters, magnetic parts, something something trust us.
Yeah, I guess you're right. Disable sprint and it's back to a snail pace. Bump movement speed up to 110% or 120%, and it should be fine. At least the default jump height looks good!Sadly Halo 4's movement speed is still pretty damn slow.
Hoping they give it a bump from what we saw at E3.
Goldeneye...There was depth to the game and you were rewarded for your individual ability. The skill-ceiling seemed infinite.
You're gonna have to explain this one to me. I loved Goldeneye as much as the next person but I went back and played that game a few years ago and the auto aim was ridiculous.
Yeah, I guess you're right. Disable sprint and it's back to a snail pace. Bump movement speed up to 110% or 120%, and it should be fine. At least the default jump height looks good!
It's possible.
You can't go into Halo 4 with this mentality:
I must be watching a different video from everyone else; movement speed looks just as fast if not faster than H2/H3 (and I put them together because the speed is extremely similar), with no inertia like Reach.
Been talking to Cursed Lemon again?
It's great. Or should I use the word "amazing"?Thinking about picking up ODST for $10 today. It's the only Halo game I haven't played yet, but is it good or should I pass?
Kinda need some impressions.
The problem comes when people suggest decisions about the gameplay are made due to elements in the fiction.
Fictional justifications don't harm anyone.
Fiction shouldn't even be mentioned when moaning about gameplay elements, just seems like one more thing to drag into the mud.
I loved GE as much as the next guy but you can't say that it was some bastion of skilled FPS play, especially in instagib Doom pistol mode. Anything you liked out of that you can get significantly more out of even Reach's SWAT.I played with it off. And back in the day it was still pretty challenging for most players on the OG 64 controllers, even with AA on.
License to Kill, Pistols Only. GG.
It is the best Halo campaign since CE, and it has what I'd consider the best soundtrack in the entire series. Passing it up at $10 would be criminal.Thinking about picking up ODST for $10 today. It's the only Halo game I haven't played yet, but is it good or should I pass?
Kinda need some impressions.
See, here's the thing - Halo rewarded ALL play, not just skill-based play. It was satisfying to EVERYONE who played it. (That was Jason Jones' overriding goal in his vision - to make you feel victorious when you played. I think he was pretty successful.)Then Halo came out and it was the next great FPS on consoles. It was fun, its was smooth, it was simple, and above all it rewarded skill-based play.
Haven't talked to him about H4 since before E3 to be honest lol. He wants the game to be good as anybody does.
:lolIt's possible.
You can't go into Halo 4 with this mentality:
It's a new game, treat it like that, people forget that the game is meant for casual people. As long as 343i can give the "hardcore" community options to build off their game there will be no issues. That was a big fault in Reach (bloom, maps etc). I think they learned a lot from what Bungie didn't do.
For me, it's more about the whole package. Personally, I like Macs more than PCs - I like them enough that I'm willing to pay the premium Apple asks for 'em. (I use both, on a daily basis, so it's not really like it's a matter of "I want what I know" - it's more "I want what works better for me".)
I couldn't care less if someone else says "nope, not worth it for me" - I'm not an Apple evangelist, just a user.
GET IT. It's amazing.Thinking about picking up ODST for $10 today. It's the only Halo game I haven't played yet, but is it good or should I pass?
Kinda need some impressions.
See, here's the thing - Halo rewarded ALL play, not just skill-based play. It was satisfying to EVERYONE who played it. (That was Jason Jones' overriding goal in his vision - to make you feel victorious when you played. I think he was pretty successful.)
Competitive players look back with nostalgia and say "that game was made for us" - when in fact it appealed to EVERYONE. The fact that more features have been added down the road to attempt to make 'everyone' be a larger group than it was before doesn't change the fact that non-competitive players (or less-competitive players, not sure how to characterize the majority) got just as much satisfaction out of playing the first game as competitive players did... we felt it was made for US, just as you did.
Bungie (and 343 after them) went out of their way to add features for many subgroups of their audience - they worked with MLG starting with Halo 3, they worked with machinima makers starting with Halo 2 - but neither company ever forgot that their primary audience was one that enjoyed variety. They continue to add controls to allow you to TURN OFF that variety (witness the MLG playlist) - but the simple fact is, the majority of matchmaking is aimed at the majority of the playerbase... a group that LIKES AAs, that will LIKE tactical packages, that LIKES a bit of randomness in their games.
That's just the way it is.
Edit: holy shit at CyReN's post - get out of my head, CyReN.
See, here's the thing - Halo rewarded ALL play, not just skill-based play. It was satisfying to EVERYONE who played it. (That was Jason Jones' overriding goal in his vision - to make you feel victorious when you played. I think he was pretty successful.)
Competitive players look back with nostalgia and say "that game was made for us" - when in fact it appealed to EVERYONE. The fact that more features have been added down the road to attempt to make 'everyone' be a larger group than it was before doesn't change the fact that non-competitive players (or less-competitive players, not sure how to characterize the majority) got just as much satisfaction out of playing the first game as competitive players did... we felt it was made for US, just as you did.
Bungie (and 343 after them) went out of their way to add features for many subgroups of their audience - they worked with MLG starting with Halo 3, they worked with machinima makers starting with Halo 2 - but neither company ever forgot that their primary audience was one that enjoyed variety. They continue to add controls to allow you to TURN OFF that variety (witness the MLG playlist) - but the simple fact is, the majority of matchmaking is aimed at the majority of the playerbase... a group that LIKES AAs, that will LIKE tactical packages, that LIKES a bit of randomness in their games.
That's just the way it is.
It would be $10 well spent.Thinking about picking up ODST for $10 today. It's the only Halo game I haven't played yet, but is it good or should I pass?
Kinda need some impressions.
Thinking about picking up ODST for $10 today. It's the only Halo game I haven't played yet, but is it good or should I pass?
Kinda need some impressions.
Edit: holy shit at CyReN's post - get out of my head, CyReN.
:lol
I'm really just joking. Every now and then I do have concern over something but all in all I think most(if not all) of the things being added are simply looking to add to and evolve the sandbox.
Worth more than ten dollars IMO.
I refuse to believe that anyone wants or likes randomness in a game, just different people have much different levels of annoyance or tolerance of it.
I've typed it so many times in newsposts recently that alt-capping it is trivial.I have always wondered, when people reference me in post do you actually go through the trouble of alt capping my name or just copy and paste it. I have no idea why I alt cap it besides I was 16 and thought it was cool many years ago and it stuck.
I actually don't mind it a lot of the time, I play a lot of TF2 and most servers have random crits enabled. This is a random mechanic that swings battles in ways nothing in Halo ever has, and I don't care.I refuse to believe that anyone wants or likes randomness in a game, just different people have much different levels of annoyance or tolerance of it.
I never claimed CE was made for competitive players. I am saying it was the most skill-based Halo game we've had, and from my experience was the most universally appealing.
It's impossible to say whether or not players prefer the randomness; they having nothing to compare it against. Just because people play matchmaking with those settings doesn't mean they wouldn't have loved a Halo game without them just as much, if not more. Bungie sacrificed the core integrity of the Halo games for some nebulous "majority," and I believe Halo would have been even more successful had they not.
Fiction is written AROUND MP. At no point does fiction drive MP gameplay decisions. Ever.
You can not watch that and tell me you don't want randomness in your Haloz.
Now imagine that but with a rocket launcher dropping right in front of the blue player out of nowhere and him killing both red guys.<gif>
You can not watch that and tell me you don't want randomness in your Haloz.
I know, that's not the randomness we were talking about. But it's a funny pic.
You can not watch that and tell me you don't want randomness in your Haloz.
I know, that's not the randomness we were talking about. But it's a funny pic.
Now imagine that but with a rocket launcher dropping right in front of the blue guy out of nowhere and him killing both red guys.
Heh - some people will read your post and think "damn right - he gets it." I read your post and think "man, he wants to play a boring game."
One man's meat...
I actually don't mind it a lot of the time, I play a lot of TF2 and most servers have random crits enabled. This is a random mechanic that swings battles in ways nothing in Halo ever has, and I don't care.
It's fair when I get it, it's complete bullshit when it gets me!Honor the crocket
Um why would you chase a guy? You not suppose to do that. That leads to death by his/her teammates.I have to say, these enhancements like faster recharge and grenade pickup kind of irk me. They may not always come into play during an encounter, but they can introduce uncertainty in some longer encounters.
For instance, let's say a guy throws both of his grenades at me, and he starts to retreat through a path on which I know there are no grenade spawns. I should be able to chase him safely, only sometimes, he'll have a perk which will let him pick up a dropped grenade, and he'll catch me off guard. Or similarly, if I chase and trap a guy who is weak, I know his shields are down, only sometimes, he'll have a perk which will have let them already recharge, catching me off guard again. And these are just two examples.
Each one of these relatively small tweaks work together to make a game that is inconsistent overall. I had the same gripe with Call of Duty 4, which is ultimately why I chose to play it less and Halo more.
To me, AAs in Reach are more tolerable, because they function consistently, and you can visually detect which AA a player is using.
YES. This is the good kind of random in Halo. It's stuff like this that made me fall in love with the series originally.