Infection is best when its in customs on custom maps. IE why we need a custom server browser.Ramirez said:Honest question, what is so fun about LD?
Dax01 said:What makes the bubble shield and regenerator gimmicks?
People hate on things they don't like. I'm sure the Living Dead crowd has a low opinion of MLG.Hey You said:I get that people like to hate on things that's popular.
How about holding down an area to survive? Living Dead feels more of a survival mode than Firefight to me.Ramirez said:Honest question, what is so fun about LD?
That's what I was trying to get at. You can't label the bubble shield and the regenerator as gimmicks while avoid using the term for invisibility and overshield. Any reason you can use for the bubble shield would apply to overshield and invisibility.GhaleonEB said:I think there is a tendency to refer to any new element that you don't like as a gimmick. I think that's too imprecise. To me, there are just new elements, and some work better than others. One could just as easily describe overshield as a gimmick; thing is, it works just fine.
Personally, I liked the bubble shield until everyone could spawn with one. Imagine if everyone could spawn with overshield or camo....wait. :\
I wish Living Dead was fringe...it's been the top playlist for weeks.Tunavi said:Infection is best when its in customs on custom maps. IE why we need a custom server browser.
If Halo 4 had a customs browser, we could get rid of fringe playlists like living dead/action sack ect
Needler was wildly successful in overcoming the Regenerator, but no one besides Dax carries it very often. Only other thing you could do with it is shorten the healing time, which lasted way too long IMO.Ramirez said:I liked equipment much more than AA's, I wouldn't mind seeing that idea tweaked and brought back. The Power Drainer/Grav Lift were awesome, I still remember dropping a GL one time in front of the Highground gate on the base side, grabbing the flag and deploying it and jumping over the closed gate for the cap, haha. The Bubble Shield needed a damage threshold like the Drop Shield, and I dunno what you could do to make the Regenerator more balanced. Stuff like the radar jammer and flare would have been brilliant if it didn't affect you as well, that made them pretty useless, and I really never understood the line of thought that all of the equipment had to affect you as well as the enemy. I get it for the Power Drainer, but for the Flare/RJ, not so much.
What would you guys classify as the "Living Dead crowd"? Players who only play that playlist? Players who's majority games are in the playlist? Players who play it regularly?somehwat? Only played the playlist once?GhaleonEB said:People hate on things they don't like. I'm sure the Living Dead crowd has a low opinion of MLG.
It would be nice to get a variety of gametypes AND maps into the playlist.Kuroyume said:The problem is that it's so easy to survive in Living Dead. Compare that to L4D where it's a challenge all the time on anything above normal. The zombies actually have a good chance of killing people in that game.
I think the differentiation between the OS and Bubble Shield that needs to be made is that, while they provide a similar purpose (increasing survivability), you don't get to pick when you get the benefits of the OS. You pick it up, and immediately the benefits start disappearing. The Bubble Shield (the Regenerator even more so) was an on-demand invincibility item. Additionally, it's much more difficult to brute-force the user back down to base traits than with the OS, where a PP shot or grenade basically brings it back to normal combat. This is also why the OS invincibility time during charge-up being so long is so awful, especially on maps like Guardian, where you had to avoid an entire area of a map at the start of a match because there was someone there who was literally invincible for 10 seconds. The Drop Shield was a step in the right direction in a sense due to its destructibility, which was summarily ruined by everybody being able to spam it (multiple bubble shields on maps in Halo 3 had the same effect, but it wasn't common).Dax01 said:That's what I was trying to get at. You can't label the bubble shield and the regenerator as gimmicks while avoid using the term for invisibility and overshield. Any reason you can use for the bubble shield would apply to overshield and invisibility.
Hey You said:How about holding down an area to survive? Living Dead feels more of a survival mode than Firefight to me.
Its fun having to watch your back every corner, work out a with your (zombie) team (which doesn't happen very often) on how to eliminate the humans.
Maybe we should remove firefight because its "so easy to kill" and "mindlessly kill things" and "faster kill" time.
So Halo should only be just Slayer and Objective? Nothing else? No variety.
Everything else seems too easy and only BK's play the other playlists.
I get that people like to hate on things that's popular.
Mindless fun and shenanigans. I always play it when I'm waiting for someone to get on or when my friends and I don't want to try.Ramirez said:Honest question, what is so fun about LD?
Dax01 said:That's what I was trying to get at. You can't label the bubble shield and the regenerator as gimmicks while avoid using the term for invisibility and overshield. Any reason you can use for the bubble shield would apply to overshield and invisibility.
I'd like to have seen it be a short burst to heal a party or give them a brief leg up, rather than run on as it did. Toss it down into a party engaged in combat and give them a five second boost, rather than what, 20 seconds or so? I like the idea as an element that could turn the tide of a certain battle, rather than create a haven for people to set up in for a while. That slowed combat down excessively.squidhands said:Needler was wildly successful in overcoming the Regenerator, but no one besides Dax carries it very often. Only other thing you could do with it is shorten the healing time, which lasted way too long IMO.
That would be the point. Let people play whatever they want to play in customs. Keep the classic halo experience/competitive play in MatchmakingKuroyume said:If there were a customs browser people would probably just play Rockets, Hammers, or Swords.
Like I mentioned in my edit/other post. If custom variants were introduced to flush out the base maps, stuff like this may not happen (or just atleast not very often). If there were less "safe" places to camp (bottom of red lift and ledges on sword base, top of the tower on cage etc), I think more people would be willing to work together and hold down areas they might not have before.Ramirez said:By holding down an area you mean going to some obscure location and picking zombies off like I mentioned? Heh
Zombies never work together in the games I've played, they just march one by one to the shooting gallery.
Havok said:I think the differentiation between the OS and Bubble Shield that needs to be made is that, while they provide a similar purpose (increasing survivability), you don't get to pick when you get the benefits of the OS. You pick it up, and immediately the benefits start disappearing. The Bubble Shield (the Regenerator even more so) was an on-demand invincibility item. Additionally, it's much more difficult to brute-force the user back down to base traits than with the OS, where a PP shot or grenade basically brings it back to normal combat. This is also why the OS invincibility time during charge-up being so long is so awful, especially on maps like Guardian, where you had to avoid an entire area of a map at the start of a match because there was someone there who was literally invincible for 10 seconds. The Drop Shield was a step in the right direction in a sense due to its destructibility, which was summarily ruined by everybody being able to spam it (multiple bubble shields on maps in Halo 3 had the same effect, but it wasn't common).
A27 Tawpgun said:I wonder if there's anyway to make AAs and equipment more than just pressing a button.
senador said:jump for Jet Pack
leonfaria04 said:Now seriously, 343 must find the perfect balance between the casuals and hardcore players, they can do it with a nice playlist...
NullPointer said:Ya know, I really wouldn't want to be in 343's shoes. There is no way in hell they'll please everyone, or even a majority imo. Something has gotta give, and my guess is that the competitive types here will feel the pain.
I'm fine with that - but I find stuff like this to be pretty funny:bobs99 ... said:Wu, as much as I respect your opinion I just dont think the issue is as clear cut as your post a few pages back made it seem.
See - that's where you and I simply part ways.bobs99 ... said:its also pretty clear that the hardcore crowd can see how things work best
Louis Wu said:I'm fine with that - but I find stuff like this to be pretty funny:
See - that's where you and I simply part ways.
You see something you don't like, and you say "that doesn't work."
I see something I don't like, and I say "I don't like that."
THOSE ARE NOT THE SAME THING.
I think I would not play a game that you built for very long - because the things that are important to you are not only not that important to me, they're the things that make me lose interest in playing.
I've seen a half-dozen or more people in the last two pages saying "build a game for the hardcore, the casuals will play regardless" - but this is wrong.
You make a game where skill is the deciding factor - where luck plays no role, where I, as a less-good player, will be outgunned 100% of the time by a better player - and I'll quit playing that game long before trueskill finds my measure and matches me up against people of my level. And I won't come back for the sequel.
THAT'S the part you guys don't get.
Yes, there are games out there that are easy to learn, hard to master - but the 'easy to learn' part can be tricky, and if you do it wrong, you lose the majority of your audience. You guys aren't giving the developers credit for what they DID do - just whacks about the heads and ears for what they DIDN'T.
::shrug::
Reach doesn't appeal to everyone who liked Halo 3. And Halo 3 didn't appeal to everyone who liked Halo 2. And Halo 2 didn't appeal to everyone who liked Halo. (The funny part, of course, is sometimes it's the same people who bitched about how game 2 broke game 1 as bitch later about how great game 2 was, and how badly fucked-up game 3 is... but that's another topic altogether.) The part that bugs me is this attitude that you know best - that you KNOW what would have worked for everyone. Because I know for a FACT that what you like wouldn't have worked for me.
its also pretty clear that the hardcore crowd can see how things work best
While you make good points on what the potential impact bubble shield has on gameplay, I'm not seeing any reasoning for what makes it a gimmick that can't be applied to overshield and invisibility. Equipment, and to a greater extent, AAs, vary the gameplay. So do overshield and invisibility. The main difference between the original two and equipment and AAs is that their effects are more limited.Havok said:I think the differentiation between the OS and Bubble Shield that needs to be made is that, while they provide a similar purpose (increasing survivability), you don't get to pick when you get the benefits of the OS. You pick it up, and immediately the benefits start disappearing. The Bubble Shield (the Regenerator even more so) was an on-demand invincibility item. Additionally, it's much more difficult to brute-force the user back down to base traits than with the OS, where a PP shot or grenade basically brings it back to normal combat. This is also why the OS invincibility time during charge-up being so long is so awful, especially on maps like Guardian, where you had to avoid an entire area of a map at the start of a match because there was someone there who was literally invincible for 10 seconds. The Drop Shield was a step in the right direction in a sense due to its destructibility, which was summarily ruined by everybody being able to spam it (multiple bubble shields on maps in Halo 3 had the same effect, but it wasn't common).
That's not reasoning at all. It's just explaining what something is and slapping "gimmick" on top of it. Overshield and invisibility can give players secondary lives, and help them when they accidentally get in a mess. Dunno what you mean by "meaningless."Striker said:If it doesn't break the flow of game, give players meaningless secondary lives because they pressed the X button, sure.
Yeah it did. Instead of using melee and grenades, people kept running around trying to dual wield weapons. And it made the individual weapons you could dual wield much weaker. It limited the gameplay.The gimmicks I despise are the ones that try to change the core gameplay too much without any necessary reason to. Dual wielding was a change, but it actually worked and didn't make the gameplay suffer.
Pretty much sums up what I was thinking. All of the defensive AA's and equipment do nothing but slow down the game to points of varying aggravation. Fingers crossed that these trends don't continue with future Halos.GhaleonEB said:I'd like to have seen it be a short burst to heal a party or give them a brief leg up, rather than run on as it did. Toss it down into a party engaged in combat and give them a five second boost, rather than what, 20 seconds or so? I like the idea as an element that could turn the tide of a certain battle, rather than create a haven for people to set up in for a while. That slowed combat down excessively.
If 343 designs the multiplayer with competitive and social divisions in mind, "Halo 4" will be fine.NullPointer said:Ya know, I really wouldn't want to be in 343's shoes. There is no way in hell they'll please everyone, or even a majority imo. Something has gotta give, and my guess is that the competitive types here will feel the pain.
Nailed it.Domino Theory said:If there's anything that I want Halo 4 to keep from Halo titles prior to Reach, it's Halo's core gameplay. That is the only thing I ask of 343i from Halo 4. If they feel like going crazy with everything, then by all means, go for it. You want to add personal camo to each weapon? Awesome. You want to triple the amount of cR across the board and change its implementation? Cool beans. You want to change Master Chief's armor for a new aestethic feel to an iconic character? Great!
In essence, Call of Duty did this to a tee. Call of Duty 2 and Call of Duty 4 aren't so different when it comes to the core gameplay (fast, twitchy gameplay, iron sights, sprinting for everyone, fast melee combat, etc.). What changed was everything else on the side (perks, killstreaks, XP, customization, challenges) which made it feel like a whole new Call of Duty.
As a core Halo gamer since the beginning, I'm disappointed in Reach because it's stripped Halo's core gameplay. Let's be honest, would any of you care about Armor Lock, Jetpacks and Evade if there wasn't any reticle bloom, if you were natively faster, if you could jump higher, if your health automaically regenerated, if damage from every weapon and melee had the shield-to-health bleeding effect of past Halos and if grendes were weaker?
I don't know about you, but Armor Abilities in their current state wouldn't mean as much to me, if at all, if Halo's core gameplay returned for Reach. By nitpicking at Armor Abiities and other issues, you are avoiding the bigger picture.
It's like having a car with 4 flat tires and your solution to fixing it is by giving it a new paint job, a new built-in stereo, and a spoiler on the back. That's fine and dandy, but it doesn't take away from the fact that the car has 4 fucking flat tires and is immobile.
I don't think they're necessarily gimmicks, and further, I think 'gimmick' is a lazy term that avoids explaining the problem. I do, however, think that the limitations of the standard powerups (most notably the non-deployable nature of them) helped place them in a position where they did not slow the gameplay down in the same way certain pieces of equipment did, and those same limitations helped them mesh more tightly with the existing sandbox. The equipment and armor ability idea isn't inherently bad, it just needs to be refined (a whole lot) and, in many ways, reduced to fit better with the systems that are already in place. The Regenerator requires the most drastic overhaul in this sense, but things like Bubble Shield invincibility and its long timer are issues that need to be resolved as well. Instead of treating these elements as an additional system on top of the powerups, incorporate them into the suite of powerups, retooling as the need arises.Dax01 said:While you make good points on what the potential impact bubble shield has on gameplay, I'm not seeing any reasoning for what makes it a gimmick that can't be applied to overshield and invisibility. Equipment, and to a greater extent, AAs, vary the gameplay. So do overshield and invisibility. The main difference between the original two and equipment and AAs is that their effects are more limited.
Tunavi said:That would be the point. Let people play whatever they want to play in customs. Keep the classic halo experience/competitive play in Matchmaking
Hitmonchan107 said:Keep in mind that it's not "ranked" and social. I think both divisions should have ranked playlists. You shouldn't segregate a player from the joys of rank because he/she doesn't appreciate "hardcore" game modes. The ranks would be different from each other, so people could know the difference between a high social rank and a high competitive rank.
Louis Wu said:I've seen a half-dozen or more people in the last two pages saying "build a game for the hardcore, the casuals will play regardless" - but this is wrong.
You make a game where skill is the deciding factor - where luck plays no role, where I, as a less-good player, will be outgunned 100% of the time by a better player - and I'll quit playing that game long before trueskill finds my measure and matches me up against people of my level. And I won't come back for the sequel.
Hey You said:Do you really care how people are earning credits,how much they've earned or what rank?
If not, then let everyone play what they want. If so, why?
The Living Dead playlist wasn't there at launch, the Grifball playlist wasn't there at launch. Of course Bungie was going to create an infection gametype. I doubt if they didn't make a Infection gametype, everything else would be better.
Having what, 3 straight up slayer playlists doesn't "dilute" the playlists, but having different playlists for different gametypes does?
Alright. Good post. Especially agreed on your first sentence.Havok said:I don't think they're necessarily gimmicks, and further, I think 'gimmick' is a lazy term that avoids explaining the problem. I do, however, think that the limitations of the standard powerups (most notably the non-deployable nature of them) helped place them in a position where they did not slow the gameplay down in the same way certain pieces of equipment did, and those same limitations helped them mesh more tightly with the existing sandbox. The equipment and armor ability idea isn't inherently bad, it just needs to be refined (a whole lot) and, in many ways, reduced to fit better with the systems that are already in place. The Regenerator requires the most drastic overhaul in this sense, but things like Bubble Shield invincibility and its long timer are issues that need to be resolved as well. Instead of treating these elements as an additional system on top of the powerups, incorporate them into the suite of powerups, retooling as the need arises.
Louis Wu said:I've seen a half-dozen or more people in the last two pages saying "build a game for the hardcore, the casuals will play regardless" - but this is wrong.
Dax01 said:By the way, 343, mancannons in Halo 4 please.
-Yeti said:Does anyone think it would hurt the core Halo formula if Sprint was standard?
I honestly think it could work.
You take the word gimmick as a negative. It's a broken solution when half of the items are mere useless or forbidden. The trip mine even had its difficulties. The only ones that worked the way they were truly intended were bubble, regen, grav lift, and power drainer. Two of those slowed down the gameplay and gave second lives to players who should have died, one had a massive radius in removing EMP, and grav lift was the only one that wasn't problematic. Then there's things like fast respawn timers, multiple amounts, etc.Dax01 said:That's not reasoning at all. It's just explaining what something is and slapping "gimmick" on top of it. Overshield and invisibility can give players secondary lives, and help them when they accidentally get in a mess. Dunno what you mean by "meaningless."
How does the AR work in comparison to dual wielding? You see more people clamoring for BR/DMR starts because the starting weapon (AR) is such a poor one against superior weapons.Yeah it did. Instead of using melee and grenades, people kept running around trying to dual wield weapons. And it made the individual weapons you could dual wield much weaker. It limited the gameplay.
Did you play Halo 1 or Halo 2? We weren't turtles then. The base speeds should NOT be muddy.Does anyone think it would hurt the core Halo formula if Sprint was standard?
Base speed should be high enough that it's not necessary, but if it has to be slow, then yeah, that's a solution.-Yeti said:Does anyone think it would hurt the core Halo formula if Sprint was standard?
I honestly think it could work.
Not saying I disagree with you, because it's a great point, but CoD2 had no sprint and was played at a fraction of the pace, normally from very long range. The Call of Duty games post-4 are a great example of this philosophy, though.Domino Theory said:Call of Duty 2 and Call of Duty 4 aren't so different when it comes to the core gameplay (fast, twitchy gameplay, iron sights, sprinting for everyone, fast melee combat, etc.).
I agree with this almost entirely. And the "almost" part has to do with how the armor abilities are implemented.Domino Theory said:If there's anything that I want Halo 4 to keep from Halo titles prior to Reach, it's Halo's core gameplay. That is the only thing I ask of 343i from Halo 4. If they feel like going crazy with everything else, then by all means, go for it. You want to add personal camo to each weapon? Awesome. You want to triple the amount of cR across the board and change its implementation? Cool beans. You want to change Master Chief's armor for a new aestethic feel to an iconic character? Great!
In essence, Call of Duty did this to a tee. Call of Duty 2 and Call of Duty 4 aren't so different when it comes to the core gameplay (fast, twitchy gameplay, iron sights, sprinting for everyone, fast melee combat, etc.). What changed was everything else on the side (perks, killstreaks, XP, customization, challenges) which made it feel like a whole new Call of Duty.
As a core Halo gamer since the beginning, I'm disappointed in Reach because it's stripped Halo's core gameplay. Let's be honest, would any of you care about Armor Lock, Jetpacks and Evade if there wasn't any reticle bloom, if you were natively faster, if you could jump higher, if your health automatically regenerated, if damage from every weapon and melee had the shield-to-health bleeding effect of past Halos and if grenades were weaker?
I don't know about you, but Armor Abilities in their current state wouldn't mean as much to me, if at all, if Halo's core gameplay returned for Reach. By nitpicking at Armor Abiities and other issues, you are avoiding the bigger picture.
It's like having a car with 4 flat tires and your solution to fixing it is by giving it a new paint job, a new built-in stereo, and a spoiler on the back. That's fine and dandy, but it doesn't take away from the fact that the car has 4 fucking flat tires and is immobile.
I like it in Reach because it's only when sprinting that I feel agile. But I think it has a detrimental effect on Firefight and Campaign, and I'd prefer the base traits be set so that we're agile but not fast, especially for MP, as in the past. So no, I'd rather not have it.-Yeti said:Does anyone think it would hurt the core Halo formula if Sprint was standard?
I honestly think it could work.
Risen said:At the end of the day it is ever only a problem of perspective. Your reply above didn't go far enough...
The hardcore saying "that doesn't work" says so and follows with "because":
Bloom doesn't work because it increases the connection gap more than the skill gap.
The spawn system doesn't work because of x map geometry.
That map doesn't work because it does not encourage movement and has an area that once controlled ends the game.
And so on...
The typical casual player says "I don't like that" - not because of an inability to see any of the above, but because their perspective is not as fine tuned as the hardcore. Neither are wrong in any way.
A game centered entirely around either will not be enjoyed be either party, however, a game where the developer listens to the hardcore can indeed be made better for all.
I'm not going to lie, Walshy knows his way around a map. Watching him call an MLG Oddball match on Heretic was something else.Letters said:We need a new term for "hardcore" or not casual. Louis Wu pretty much thinks we want pistola and walshy as project leads