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Halo: Reach Beta Thread

Dani said:
Massive spoiler.

Take your party to combat and objective-based missions that you select and design. Your rules, your maps, your game.

Holy shit. Unbelievable if true.

More:

http://shawtyboy.com/Halo%20Reach%20Secret%20Information.txt

Wow, never seen that before. Right, time to give it a read.

cryspideycrye.gif


If it's true - Christ that is absolutely amazing.
 
Dani said:
Massive spoiler.

Take your party to combat and objective-based missions that you select and design. Your rules, your maps, your game.

Holy shit. Unbelievable if true.

More:

http://shawtyboy.com/Halo%20Reach%20Secret%20Information.txt



Wow, never seen that before. Right, time to give it a read.
Just...fucking amazing if true.
 
Dani said:
Massive spoiler.

Take your party to combat and objective-based missions that you select and design. Your rules, your maps, your game.

Holy shit. Unbelievable if true.

More:

http://shawtyboy.com/Halo%20Reach%20Secret%20Information.txt



Wow, never seen that before. Right, time to give it a read.
Game of Forever. Motherfucking confirmed.
 
Kibbles said:
Game of Forever. Motherfucking confirmed.
I'll spoiler tag my speculation since it's related to something in the spoiler tags, even though it's multiplayer related.

Bungie has said that they have a new tool for iterating on objective game types, where they can toggle variables and options to create new gametypes and hybrids. Sounds like that tool is going to be part of the shipping game.

Hopping on now.
 
Dani said:
Massive spoiler.

Take your party to combat and objective-based missions that you select and design. Your rules, your maps, your game.

I'm not getting something here - how is this different from
a custom game
?

Wasn't sure whether or not to spoiler that so I did just in case.

GhaleonEB said:
I'll spoiler tag my speculation since it's related to something in the spoiler tags.

Bungie has said that they have a new tool for iterating on objective game types, where they can toggle variables and options to create new gametypes and hybrids. Sounds like that tool is going to be part of the shipping game.

Hopping on now.

I guess this kind of answers my question. So it's pretty much
letting the player have an easier time developing their own custom gametypes - kind of an evolution to Forge?
 
Semi-related; I finally got Bungie Pro, and after a ridiculous amount of time (like 2 hours) the 108k unlock key for it finally downloaded. This was about 4 or 5 hours ago, but I'm still not showing that I have Bungie Pro on bnet or in Reach (didn't check Halo 3). How long does it usually take to show up?
 
I dont know what is up with this game.. but when it clicks .. it really clicks. I am finally getting use to how the DMR and Pistol function. DMR starts with nothing but sprint will be orgasmic.
 
Shrinnan said:
I guess this kind of answers my question. So it's pretty much
letting the player have an easier time developing their own custom gametypes - kind of an evolution to Forge?
Right.
Stockpile was developed using the tool: it's a combination of CTF and Territories. So you have a territory marker; you can make them neutral or assign them to a team. How do you score? Maybe pick up something and put it there. How about flags? Just assign them as Neutral, spawn four, but at any of ten possible locations. How long to hold them for the cap? Fixed time intervals.

Using that kind of iteration you could do a LOT.
It's mind-boggling, really. So I'm going to keep my hopes a few notches below that for the final game.
 
GhaleonEB said:
Right.
Stockpile was developed using the tool: it's a combination of CTF and Territories. So you have a territory marker; you can make them neutral or assign them to a team. How do you score? Maybe pick up something and put it there. For how long? Fixed time intervals.

Using that kind of iteration you could do a LOT.

Okay, that's awesome. I love that Bungie is
making it possible for the players to "mod" the game within Microsoft's own rules. It would be awesome if Headhunter was created using that tool and, if so, if players could create something like it.
 
I don't think this constituts spoilerage because it's been mentioned in the campaign hype-ation, but I really hope ability swap migrates over to multiplayer. Being punished on Sword Base for not dying is meh, stick jetpacks on the alcoves and everything would be gravy.
 
GhaleonEB said:
Right.
Stockpile was developed using the tool: it's a combination of CTF and Territories. So you have a territory marker; you can make them neutral or assign them to a team. How do you score? Maybe pick up something and put it there. For how long? Fixed time intervals.

Using that kind of iteration you could do a LOT.
Ohhh wow I understand now. I was a bit slow... It's been a long day... Anyway

That's awesome.
 
All this talk made me think of something awesome
What if we'll be able to create playlists for custom games. So you dump a bunch of maps/gametypes into a playlist and then your able to vote on what you like just like in Mulitplayer. Using Halo 3 maps for an example playlist, one might be: The Pit(vh flag), The Pit(Team Brs), Sanctum(Team Brs), Ber Ber Creek(vh flag), and Valhalla(Team Brs). Then other people will be able to download the full playlist (maps and gametypes included) for their own use. This would make GAF customs run a lot smoother, not to mention making it easier for the people like me and Dani running it. :P


I know it wouldn't be a highly used feature for the average consumer but it would be fucking awesome for all the Halo communities that have sprung up all over the web.
 
Nutter said:
I dont know what is up with this game.. but when it clicks .. it really clicks. I am finally getting use to how the DMR and Pistol function. DMR starts with nothing but sprint will be orgasmic.

Same here, I'm starting to be more confident with the Pistol and know when and when not to use it.

At the moment I'm preferring the Needle Rifle to the DMR, on Covie Slayer the difference is magnified - the super combine helps kill and rewards team work and calling out. I think it's the better team weapon than the DMR.

One thing I'm very impressed with is the netcode. I've had a handful of matches with lag but overall it's an amazing upgrade to Halo 3. Game like SWAT play really well for me against US players - something pretty much impossible on Halo 3.

Bungie really have taken the time to squeeze as much out of the engine possible and overall experience shines because of it.
 
I was really surprised by all the negative reactions. I am really enjoying the beta. I agree that the current two maps aren't too inspiring, but i bet they will grow on me once I figure out where all of the weapons are and all of the shortcuts to get around quickly.

With that said, I am definitely getting schooled online. I tied my first game, and then lost four in a row. My K/D ratio is actually negative. My ratio in halo 3 is 1.2/1.5 ranked/social. So far in Reach I'm at about 0.96 (and it has come up quite a bit, hah). Anyone else doing a lot worse than in Halo 3?
 
Dani said:
Same here, I'm starting to be more confident with the Pistol and know when and when not to use it.

At the moment I'm preferring the Needle Rifle to the DMR, on Covie Slayer the difference is magnified - the super combine helps kill and rewards team work and calling out. I think it's the better team weapon than the DMR.

One thing I'm very impressed with is the netcode. I've had a handful of matches with lag but overall it's an amazing upgrade to Halo 3. Game like SWAT play really well for me against US players - something pretty much impossible on Halo 3.

Bungie really have taken the time to squeeze as much out of the engine possible and overall experience shines because of it.
I'm the same as you. When I first started playing I felt useless with the pistol in my hands but now Im beginning to know when and how to use it. I'm not just running in and getting slaughtered because I aim, miss completely and have no idea what I'm doing wrong :lol I also prefer the needle rifle rather than the dmr. IMO the DMR is harder to use though so I just need a bit more practice with it :D
 
Fast question:
Me and my GF always play halo together (splitscreen)
Does it still have the option to play splitscreen? (with 2 acounts on 1 console)
 
Shrinnan said:
I'm not getting something here - how is this different from
a custom game
?

Wasn't sure whether or not to spoiler that so I did just in case.



I guess this kind of answers my question. So it's pretty much
letting the player have an easier time developing their own custom gametypes - kind of an evolution to Forge?
Combat and objective based missions that we design. Your rules, your maps, your game. Sounds like we basically make our own areas that we can implement AI in, similar to like making or own campaign encounters, with the objective based missions with our rules in our own maps.

I'm not really sure why we are spoiler tagging MP stuff though.
 
brokenwatch said:
I was really surprised by all the negative reactions. I am really enjoying the beta. I agree that the current two maps aren't too inspiring, but i bet they will grow on me once I figure out where all of the weapons are and all of the shortcuts to get around quickly.

With that said, I am definitely getting schooled online. I tied my first game, and then lost four in a row. My K/D ratio is actually negative. My ratio in halo 3 is 1.2/1.5 ranked/social. So far in Reach I'm at about 0.96 (and it has come up quite a bit, hah). Anyone else doing a lot worse than in Halo 3?
Yeah i'm the same. My KD is generally pretty good in halo 3. I just die so much in reach :lol
 
GhaleonEB said:
Right.
Stockpile was developed using the tool: it's a combination of CTF and Territories. So you have a territory marker; you can make them neutral or assign them to a team. How do you score? Maybe pick up something and put it there. How about flags? Just assign them as Neutral, spawn four, but at any of ten possible locations. How long to hold them for the cap? Fixed time intervals.

Using that kind of iteration you could do a LOT.
It's mind-boggling, really. So I'm going to keep my hopes a few notches below that for the final game.
This is probably overly optimistic, but
"objective-based missions" sounds to me like more than typical multiplayer objectives, ie you could populate a map with goals/enemies/objects you have to reach/kill/obtain to fulfill mission parameters. Would it be possible for them to open up larger campaign spaces for you to drop your own enemies and objectives into? I imagine it's just a more robust system for custom game rules, as you said, but if it's more than that, it's what I've been hoping to see Halo do since Microsoft showed off the 360 in its first E3 showing.
 
Azar said:
This is probably overly optimistic, but
"objective-based missions" sounds to me like more than typical multiplayer objectives, ie you could populate a map with goals/enemies/objects you have to reach/kill/obtain to fulfill mission parameters. Would it be possible for them to open up larger campaign spaces for you to drop your own enemies and objectives into? I imagine it's just a more robust system for custom game rules, as you said, but if it's more than that, it's what I've been hoping to see Halo do since Microsoft showed off the 360 in its first E3 showing.
That's what I was thinking.
 
GhaleonEB said:
Right.
Stockpile was developed using the tool: it's a combination of CTF and Territories. So you have a territory marker; you can make them neutral or assign them to a team. How do you score? Maybe pick up something and put it there. How about flags? Just assign them as Neutral, spawn four, but at any of ten possible locations. How long to hold them for the cap? Fixed time intervals.

Using that kind of iteration you could do a LOT.
It's mind-boggling, really. So I'm going to keep my hopes a few notches below that for the final game.
Does that mean
I'll finally be able to make my four team 1-flag in center gametype again? :o
 
Kibbles said:
Combat and objective based missions that we design. Your rules, your maps, your game. Sounds like we basically make our own areas that we can implement AI in, similar to like making or own campaign encounters, with the objective based missions with our rules in our own maps.

I'm not really sure why we are spoiler tagging MP stuff though.

Yup, it sounds amazing. I'm with Ghaleon in that I'm not going to get my hopes up too high - this stuff wasn't really supposed to be known right now so I'm going to wait until I see it in action during an official announcement of it.
 
Azar said:
This is probably overly optimistic, but
"objective-based missions" sounds to me like more than typical multiplayer objectives, ie you could populate a map with goals/enemies/objects you have to reach/kill/obtain to fulfill mission parameters. Would it be possible for them to open up larger campaign spaces for you to drop your own enemies and objectives into? I imagine it's just a more robust system for custom game rules, as you said, but if it's more than that, it's what I've been hoping to see Halo do since Microsoft showed off the 360 in its first E3 showing.
You're describing Firefight, that description was clearly Multiplayer (at least, I think it was). I'm hoping for a Firefight editor as well, because I'm a greedy bastard.
:D
 
Son of Godzilla said:
I have no idea how anyone can like the assault rifle. People have it as their highest kills? wtf. The thing gets beasted by the pistol every day of the week.

I love the assault rifle. It compliments the pistol so much cause they work well together when I'm out of ammo or range.
 
Azar said:
This is probably overly optimistic, but
"objective-based missions" sounds to me like more than typical multiplayer objectives, ie you could populate a map with goals/enemies/objects you have to reach/kill/obtain to fulfill mission parameters. Would it be possible for them to open up larger campaign spaces for you to drop your own enemies and objectives into? I imagine it's just a more robust system for custom game rules, as you said, but if it's more than that, it's what I've been hoping to see Halo do since Microsoft showed off the 360 in its first E3 showing.
Isn't Generator Defense essentially this, but counter-op?
 
BTW, most of that information was found in the
Overgrowth map - the one that we know is being used for the experimental Generator Defence mode (NT1).
 
CozMick said:
Spoilers for multi-player?

On a scale of 1 to 10 how unbeliveable is it?

It's probably a 9/10 for me. Unbelievable in how awesome but it's not surprising that Bungie would implement something like this.

I just spoiler tagged because it made sense as this stuff isn't officially announced but it's not really that big of a spoiler (anything multiplayer probably shouldn't be considered spoilerish because 99.9% of this stuff will be known before the game ships - there's just a chance that this stuff may not come to pass because everything is subject to change, especially things that aren't announced yet).
 
There just seems to be too much going on at one time in this game for me to concentrate.

The amount of screen shakes, people flying around, my reticle changing constantly, grenades sounding like a rocket is being shot at me. It's just sensory overload at times.
I haven't played a ton of games over the last 3 days but by now I should have some sort of comfort zone with the game and I don't at all.

And I don't have a clue where the weapons are still. So even if I happen to spawn near where one is I don't even know to go get it. Only time I find a weapon is if someone died and dropped it.
 
sorry if this has been asked before but when exactly can I play the beta tomorrow? GMT that is
 
GhaleonEB said:
You're describing Firefight, that description was clearly Multiplayer. I'm hoping for a Firefight editor as well, because I'm a greedy bastard.
:D
Haha, for sure. While we're shooting for the moon,
why not have a PC toolset that allows for extensive map and campaign customization and a way to upload those files for custom gametype use via Bungie.net?
:D
 
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