Only two playlists require DLC: Premium Battle and Premium Slayer (and those require both DLC packs). They're optional in all other playlists.WJD said:I'm jonesing for some Reach and haven't played in a while, nor do I have the new maps. What's the situation on playlists/maps I need?
Zeouterlimits said:Kind of want to see Kyle & Wu open a business together.
It's obvious to me that ye're both mostly right. I do certainly agree with Wu that the ship has somewhat sailed. Even this TU & H:CEA won't really change the population in the long term.
I do wonder if H4 has always been intended to come out in 2012. 4 years of continued yearly releases...
GhaleonEB said:Only two playlists require DLC: Premium Battle and Premium Slayer (and those require both DLC packs). They're optional in all other playlists.
Louis Wu said:I hear this a lot from folks who think they're hardcore because they've been around for a long time. "We're responsible for the success of your game!"
This is bullshit. The hardcore (for EVERY Halo title) is a tiny subset. It's ALWAYS a tiny subset. The VAST majority of Halo players has ALWAYS been more casual than that. And surprise, surprise... lots of 'em come back game after game, even though they're not playing every night! (Or, even bigger surprise, maybe they ARE playing every night - but they're not participating in any online communities, they don't worry about what weapons are on each map, they might not even know the name of the company that makes the game. They just play.)
They're also the ones who LEAVE once a community settles down to 'hardcore mode'. (Look at Halo PC. There's still a community playing that, though it's tiny compared to the number playing, say, Reach. But they're all playing the same thing - Slayer or CTF on Blood Gulch. That's what the 'hardcore' thinks Halo PC multiplayer boils down to - and that's what casuals get bored of.)
If game companies catered specifically to their hardcore fans to the exclusion of everyone else, they'd be out of business. It's really that simple.
You talk about the most vocal ones being the most passionate - but they're also the ones who like what they like. And they don't want it to change. But that's NOT how you sell more games! So while you don't want to piss those people off too much (because they ARE vocal) - you also don't want to focus exclusively on them, because if they had their way, they'd still be playing what made them fall in love in the first place. (Face it - what the hardcore would love more than anything is if someone put in the time and effort to remove the cheating from Halo 2, right? Because that was the best multiplayer ever, right? But the rest of us - and no, I don't count myself among the 'hardcore' in this context, even though I've been in this community longer than almost ALL of you - we'd be bored shitless if that's all Bungie/343 did. And we'd find some other game company to buy stuff from.)
Game companies walk a really fine line when they have a successful title. They have to find a way to make a replacement that's BETTER than what they just did (to convince people to buy more from them) but they have to also make sure they keep the stuff that was great in the first place (because that's what people are now EXPECTING from the franchise). And sometimes, those aren't compatible goals. For a lot of GAFers, Reach went too far with the changes - the 'better' became worse.
But for other people (me, for example), Reach's gameplay is MORE fun than what came before it - at least if you judge by how much time I'm putting into it. And no, it's not because of Armor Lock, or Evade, or ARs, or any of that - I use Sprint 95% of the time, and my tool of destruction is the DMR. But I can LIVE with all that stuff that makes you guys crazy - and that's the difference, I think.
I'm getting away from the original point - the original point is that the hardcore are NOT responsible for the success of the game - by the simple fact that they're a minority. Most copies are bought by people who don't care about most of what you care about. Also, the idea of allowing your 'hardcore' fans decide the direction of your game development is a bad one, from a business standpoint. You can certainly let them INFLUENCE you - but letting them run the ship would lead to ending up on the shoals.
My ire? lol - I spend more time here than anywhere but my own site. It's full of insightful discussion. (It's also full of bullshit - but I don't think there's anywhere on the internet that doesn't have that problem.)
I don't think Reach is bombing - I think three quarters of a million people every day put their disc into their 360 and play a game or two (or 20). Could it be MORE successful? Sure. Would removing bloom and armor lock magically bring another million people a day to the game? No way in hell.
Which is funny/interesting, as I wanted to express my dislike of the man after the OXM interview was posted in the thread yesterday.ElzarTheBam said:I will say I think one Halo game every three years, our old cadence, is probably not frequent enough. Microsoft Corporate VP Phil Spencer
Source
There's often a schism between the conversation here and what actually gets played, which serves as a nice perspective check.PsychoRaven said:Again I agree. Bloom and armor lock aren't the great devils that everyone here makes it out to be. That includes me. Would i love them gone? hell yes I would as I'm sure most of us would. However as said above we're in the minority.
GhaleonEB said:There's often a schism between the conversation here and what actually gets played, which serves as a nice perspective check.
SQUAD SLAYER (no armor lock, Bungie-made maps only, streamlined Slayer options): 846 Players
TEAM SLAYER (community maps, Elite Slayer, armor lock galore): 5,422 Players
GhaleonEB said:There's often a schism between the conversation here and what actually gets played, which serves as a nice perspective check.
SQUAD SLAYER (no armor lock, Bungie-made maps only, streamlined Slayer options): 846 Players
TEAM SLAYER (community maps, Elite Slayer, armor lock galore): 5,422 Players
Honestly, I think the numbers currently are on the low-end. If the hardcore fans were happy with Reach right now, the Reach population would be double or triple what it is with casuals still making up the greatest percentage of the population. But there is no way to prove that. So I can only say that I think this would be the case. So basically, I"m saying people are playing Reach right now in spite of its shortcomings. I think Reach could have shattered records if it had been different.PsychoRaven said:Yup. Yet if Halogaf was as right as we think we are those numbers would easily be reversed.
Most of us play Squad whenever we want to play Slayer. Or Arena. Or the premiums. Or as of recently Objective.GhaleonEB said:There's often a schism between the conversation here and what actually gets played, which serves as a nice perspective check.
SQUAD SLAYER (no armor lock, Bungie-made maps only, streamlined Slayer options): 846 Players
TEAM SLAYER (community maps, Elite Slayer, armor lock galore): 5,422 Players
Louis Wu said:I hear this a lot from folks who think they're hardcore because they've been around for a long time. "We're responsible for the success of your game!"
This is bullshit. The hardcore (for EVERY Halo title) is a tiny subset. It's ALWAYS a tiny subset. The VAST majority of Halo players has ALWAYS been more casual than that. And surprise, surprise... lots of 'em come back game after game, even though they're not playing every night! (Or, even bigger surprise, maybe they ARE playing every night - but they're not participating in any online communities, they don't worry about what weapons are on each map, they might not even know the name of the company that makes the game. They just play.)
They're also the ones who LEAVE once a community settles down to 'hardcore mode'. (Look at Halo PC. There's still a community playing that, though it's tiny compared to the number playing, say, Reach. But they're all playing the same thing - Slayer or CTF on Blood Gulch. That's what the 'hardcore' thinks Halo PC multiplayer boils down to - and that's what casuals get bored of.)
If game companies catered specifically to their hardcore fans to the exclusion of everyone else, they'd be out of business. It's really that simple.
You talk about the most vocal ones being the most passionate - but they're also the ones who like what they like. And they don't want it to change. But that's NOT how you sell more games! So while you don't want to piss those people off too much (because they ARE vocal) - you also don't want to focus exclusively on them, because if they had their way, they'd still be playing what made them fall in love in the first place. (Face it - what the hardcore would love more than anything is if someone put in the time and effort to remove the cheating from Halo 2, right? Because that was the best multiplayer ever, right? But the rest of us - and no, I don't count myself among the 'hardcore' in this context, even though I've been in this community longer than almost ALL of you - we'd be bored shitless if that's all Bungie/343 did. And we'd find some other game company to buy stuff from.)
Game companies walk a really fine line when they have a successful title. They have to find a way to make a replacement that's BETTER than what they just did (to convince people to buy more from them) but they have to also make sure they keep the stuff that was great in the first place (because that's what people are now EXPECTING from the franchise). And sometimes, those aren't compatible goals. For a lot of GAFers, Reach went too far with the changes - the 'better' became worse.
But for other people (me, for example), Reach's gameplay is MORE fun than what came before it - at least if you judge by how much time I'm putting into it. And no, it's not because of Armor Lock, or Evade, or ARs, or any of that - I use Sprint 95% of the time, and my tool of destruction is the DMR. But I can LIVE with all that stuff that makes you guys crazy - and that's the difference, I think.
I'm getting away from the original point - the original point is that the hardcore are NOT responsible for the success of the game - by the simple fact that they're a minority. Most copies are bought by people who don't care about most of what you care about. Also, the idea of allowing your 'hardcore' fans decide the direction of your game development is a bad one, from a business standpoint. You can certainly let them INFLUENCE you - but letting them run the ship would lead to ending up on the shoals.
GhaleonEB said:There's often a schism between the conversation here and what actually gets played, which serves as a nice perspective check.
SQUAD SLAYER (no armor lock, Bungie-made maps only, streamlined Slayer options): 846 Players
TEAM SLAYER (community maps, Elite Slayer, armor lock galore): 5,422 Players
Louis Wu said:But for other people (me, for example), Reach's gameplay is MORE fun than what came before it - at least if you judge by how much time I'm putting into it. And no, it's not because of Armor Lock, or Evade, or ARs, or any of that - I use Sprint 95% of the time, and my tool of destruction is the DMR. But I can LIVE with all that stuff that makes you guys crazy - and that's the difference, I think.
I don't think that gives people enough credit. The difference is not in the name, it's in the content. One is tailored for the masses, and one a bit more hardcore, and the populations represent accordingly.LunaticPuma said:I don't think that's a very fair comparison. I bet if the playlist names were swapped, the majority would be swapped too. It's hard to say though since you're comparing 4v4 to 50 with 5v5 to 75. Team slayer should really have its name changed to community slayer since it's predominantly community maps now too. It's be interesting to see what would happen without a "Team Slayer" playlist.
Exactly. HaloGAF, generally speaking, does not represent the player base, but the hardcore player base.A27 Tawpgun said:Most of us play Squad whenever we want to play Slayer. Or Arena. Or the premiums. Or as of recently Objective.
Best damn playlists in the game. I'll put MLG there also, but not many of us play it.
BTB is terrible
So is invasion
Classic bombed because of terrible settings.
The rest are fringe playlists. Or just bad
GhaleonEB said:I don't think that gives people enough credit. The difference is not in the name, it's in the content. One is tailored for the masses, and one a bit more hardcore, and the populations represent accordingly.
GAF is a more hardcore community, and so...
Exactly. HaloGAF, generally speaking, does not represent the player base, but the hardcore player base.
BIG TEAM BATTLE 5,165 Players
INVASION 2,795 Players
TEAM SWAT 5,157 Players
LIVING DEAD 12,281 Players
GRIFBALL 2,117 Players
The real fringe playlists are:
MLG 641 Players
TEAM OBJECTIVE 418 Players
FIREFIGHT LIMITED 314 Players
SQUAD SLAYER 1,281 Players
We are hardcore. Hardcore are the fringe.
NYSTOFMIND23 said:Wu is right and I would go even further to say the hardcore don't really know what they want. They just think they do. This includes myself too.
Was thinking the same thing.Letters said:Wish I could stop reading this thread until some big news come out. I always leave really depressed.
....thezerofire said:Wait does Team Slayer really only average around 5K people at a time? geez. I remember playing Halo 3 2 years after release and Social Slayer still had over 75K at a time.
On top of what you said, Reach uses a more accurate, up to date system compared to the 24-hour or whatever mark Halo 3 used.A27 Tawpgun said:....
So urk won't have to...
The player count in Reach is more accurate. Halo 3 took all players within a big time frame.
Plywood said:While in Forge I noticed something today:
Tunavi said:Nice find plywood. I always liked this one:
I wish they did. Those Living Dead numbers are heartbreaking. That many people playing Halo to play the least Halo-y thing out there...smhPsychoRaven said:Damn. You and Louis are just bringing the smackdown to Halogaf today. What you are saying though is the truth. The numbers don't lie.
Because of the curl of the tail? You're one of those people who see stuff in the textures too, aren't you.Plywood said:You don't see it?
Why remove playlists that usually have decent populations (1000+)? Do you think people may suddenly play other playlists?Nutter said:Griffball / Living Dead / Action Sack should be all Extra's (aka Weekend)
.
Plywood said:You don't see it?
http://i.imgur.com/J4HMp.jpg[/IMG[/QUOTE]
No. The only thing is the curl in the tail...that's it. Other than that they're completely different.
GhaleonEB said:I don't think that gives people enough credit. The difference is not in the name, it's in the content. One is tailored for the masses, and one a bit more hardcore, and the populations represent accordingly.
GAF is a more hardcore community, and so...
http://www.youtube.com/watch?v=HV-3vpXTETATunavi said:Infection is fun in customs on forge maps designed for the gametype. It was really intense when I played it in Halo 3 customs.
On default maps in Reach, its just target practice and I feel people only play it because its easy.
Those playlists are tge easiest ones to get credits for doing nothing. Also is Halo an fps or zombie game or hammer football game. Even if they wont play the other playlists how is having people boost in those playlists benefiting the rest of Reach. Yeah i realize taking them out wont neccessary benefit Reach either but hey there are way too many playlists. If people really want to play living dead they need to buy left 4 dead.Hey You said:Why remove playlists that usually have decent populations (1000+)? Do you think people may suddenly play other playlists?
Perhaps,but maybe people may only play on the weekends or just get frustrated and pick up another game?
Devin Olsen said:Because of the curl of the tail? You're one of those people who see stuff in the textures too, aren't you.
That's mostly what I was talking about, but it also looks like the midsection was shoved on the bottom.Dax01 said:No. The only thing is the curl in the tail...that's it. Other than that they're completely different.
As Tawp pointed out, Halo 3's method of calculating players is totally different from Reach's method - they're not really comparable.thezerofire said:Wait does Team Slayer really only average around 5K people at a time? geez. I remember playing Halo 3 2 years after release and Social Slayer still had over 75K at a time.
I don't see this one at all...lol.Tunavi said:Nice find plywood. I always liked this one:
Hey You said:Why remove playlists that usually have decent populations (1000+)? Do you think people may suddenly play other playlists?
Perhaps,but maybe people may only play on the weekends or just get frustrated and pick up another game?
Louis Wu said:I hear this a lot from folks who think they're hardcore because they've been around for a long time. "We're responsible for the success of your game!"
This is bullshit. The hardcore (for EVERY Halo title) is a tiny subset. It's ALWAYS a tiny subset. The VAST majority of Halo players has ALWAYS been more casual than that.
yeah its a bird looking into its reflection haha, i just posted a literal picture for the lulzTrasher said:I don't see this one at all...lol.
Nutter said:Plastlist changes...
Plywood said:
Rickenslacker said:Maybe this will help:
http://i.imgur.com/yREzL.jpg[/img]
I think one can evaluate the variables currently at play and draw reasonable conclusions. I'm just citing the data, rather than creating hypotheticals.LunaticPuma said:Your argument is still poorly constructed relying on numbers from a single implementation of the variables, but we'll never get data to illustrate what draws players to the primary "Team Slayer" playlist.
Yup. I was citing them to illustrate proportions, rather than raw numbers.Louis Wu said:But even outside of that, this discussion began during the morning of a weekday. The numbers on a weekend evening (or even a weekday evening) are much, much higher. (Team Slayer averages 30+ thousand during primetime.)
Trasher said:I don't see this one at all...lol.