Please no. Not in my Haloz.NullPointer said:I love sprint because whatever the base speed of the game sometimes you just want to have that extra burst of speed, that little extra oomph. Games without it just feel like they're missing something.
Please no. Not in my Haloz.NullPointer said:I love sprint because whatever the base speed of the game sometimes you just want to have that extra burst of speed, that little extra oomph. Games without it just feel like they're missing something.
I was actually directing comments SPECIFICALLY at bobs - I've seen him talk about what he likes more in Halo 3, and almost every time he's talked about it, the voice in my head is going 'ew, that's what I HATED'. We just have different things we like about games.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
Master Chief can sprint in the books. nuff said.A27 Tawpgun said:Please no. Not in my Haloz.
He sprinted in Halo 2's campaign getting away from the Covenant. Doesn't mean it should apply to the gameplay.NullPointer said:Master Chief can sprint in the books. nuff said.
I always get pissed when I see characters do things in cinematics, ads and the like when you can't do them in game. That's just something that urks me personally.Striker said:He sprinted in Halo 2's campaign getting away from the Covenant. Doesn't mean it should apply to the gameplay.
NullPointer said:I always get pissed when I see characters do things in cinematics, ads and the like when you can't do them in game. That's just something that urks me personally.
But I'd also say one of the main reasons so many people gave Reach a try was because of sprint.
In that case, you must hate this series for not letting you surf down to Earth on a door/space pickle.NullPointer said:I always get pissed when I see characters do things in cinematics, ads and the like when you can't do them in game. That's just something that urks me personally.
I'm not taking the word gimmick as anything. I'm trying to get you to describe what is gimmicky about equipment and AAs, and you're not succeeding. In your next sentence, you describe equipment as a "broken solution." A broken solution to what? What was equipment a solution to?Striker said:You take the word gimmick as a negative. It's a broken solution when half of the items are mere useless or forbidden.
All you're doing is listing your problems with equipment, and to a greater extent, how they weren't implemented properly. You're not telling me, "Because equipment did X and X, they're gimmicks! And here's why."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.
They were sometimes used this way. Regenerator and bubble shield on Valhalla, trip mine on Avalanche, energy drainer on The Pit. But overall, equipment was treated more like power weapons than power ups, which could be the source of your problem with them. In that case, it's not that they're gimmicks, it's that they weren't implemented properly.Overshield and camo were in neutral spots and spread out in distinct locations. If equipment were utilized this way, I would see your argument. Instead they were placed everywhere and there were no battles whoever who got what, or earned it. That alone makes them different than the original powerups and why they're inferior in design for gameplay purposes.
Please. There were no more people running trying to find a BR in Halo 2 than there were in Halo 3. Except in Halo 3, you saw less dual-wielding, which was a good thing. The AR in Halo 3 and Reach work just as well, if not better, than dual-wielding SMGs.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.
It didn't work because it hampered two of the three core mechanics in Halo. Any feeling for not being helpless against a BR user (which the AR is great against in close quarters) was probably due to wielding two (2!) guns.It was something that worked. The SMG/PR worked great in close quarters and didn't make a person feel handicapped or helpless against a BR user. They served their purpose, and that's why I liked it.
Halo never, never felt like it needed sprint. I think that's one of my main problems with the AA.NullPointer said:I love sprint because whatever the base speed of the game sometimes you just want to have that extra burst of speed, that little extra oomph. Games without it just feel like they're missing something.
It's especially bad. Does that count?cory021 said:I'm still surprised Abridged was selected as a winner of the Forgetacular contest and put into matchmaking. It's just another Alaska-Montana map out of 1000s of maps in that same place, and there is nothing special about it.
Pretty much every game is guilty of it, so my hate is graded on a curve.Havok said:In that case, you must hate this series for not letting you surf down to Earth on a door/space pickle.
For you core players I don't doubt it. I'm talking about everybody else out there.dax said:Halo never, never felt like it needed sprint. I think that's one of my main problems with the AA.
A27 Tawpgun said:Please no. Not in my Haloz.
NullPointer said:For you core players I don't doubt it. I'm talking about everybody else out there.
haha I definitely disagree on the staying grounded stuff, I loved working a jump into my strafe. But it does highlight how many different perspectives there are in halo playerssenador said:Its funny to see things like this. More and more I am seeing that everyone views Halo in very different, but similar ways. Halo is mine too, and I'd love Sprint to stay.
I actually like the more grounded feel of Reach. The slower speed and lower jump height is nice. I feel less floaty and like I have more control. Throw Sprint in and its perfect. I love being able to Sprint jump over things, or clear short distances quickly. I think it leads to interesting encounters since everyone isn't at a constant pace all the time.
If Halo 4 is too return to "roots" (what are the roots? every game has been different), I'd hope that movement is between Reach and 3. I just want the inertia adjusted, so strafing exists again.
I'm a core player, I'm not as good as others here though. I never felt like past Halos needed Sprint, but now that I've had it, boy do I love it.
senador said:If Halo 4 is too return to "roots" (what are the roots? every game has been different), I'd hope that movement is between Reach and 3. I just want the inertia adjusted, so strafing exists again.
Yep - we're in the same boat. But on this forum in particular I tend to feel like the odd man out.senador said:I'm a core player, I'm not as good as others here though. I never felt like past Halos needed Sprint, but now that I've had it, boy do I love it.
thezerofire said:haha I definitely disagree on the staying grounded stuff, I loved working a jump into my strafe. But it does highlight how many different perspectives there are in halo players
NullPointer said:Yep - we're in the same boat. But on this forum in particular I tend to feel like the odd man out.
that's probably my least favorite part about sprint. leads to too many double-beatdown killsDomino Theory said:I like sprint, but not at the expense of my native movement speed and the fact that there is no delay between coming off sprint and using a CQC weapon/melee (both of which Reach has for the sake of sprinting).
thezerofire said:that's probably my least favorite part about sprint. leads to too many double-beatdown kills
Not entirely. Two weapons, faster base speed, high jumps but just enough gravity, vehicle health tied to the driver, melee bleed through, hitscan, no AA/equipment (whether they tie in some with powerups, that's another discussion), etc.darthbob said:I'd imagine that'd be Halo CE.
2 Weapons, 2 Grenade Types, 8 Grenades, no AAs, OP starting weapon, indestructible vehicles, etc.
I'm not repeating what I said, and you just say the usual shit. Rinse and repeat. Moving on.Dax01 said:Please. There were no more people running trying to find a BR in Halo 2 than there were in Halo 3. Except in Halo 3, you saw less dual-wielding, which was a good thing. The AR in Halo 3 and Reach work just as well, if not better, than dual-wielding SMGs.
Louis Wu said:This is good stuff.
YOU, I'd buy a game from.
darthbob said:I'd imagine that'd be Halo CE.
2 Weapons, 2 Grenade Types, 8 Grenades, no AAs, OP starting weapon, indestructible vehicles, etc.
Risen said:In spite of me being one of the "hardcore" - and my post above... I agree in as much as an entire game centered around a fractional subset of the population likely fails - for the very reasons you outline. It's perfect logic...
and yet in a game where a developer listens to hardcore folks, there will be things more casual players aren't even aware are a problem until matched against higher skilled folks will be fixed. There is nothing in your opinion that can't be fixed with proper matchmaking, proper playlist apportionment, and proper playlist content.
And nothing but benefit to the casual players in truly hearing and responding to the hardcore community... not to the extent that a game is created solely for the hardcore, merely to the extent that imbalance issues are fixed before they drive away a population, and to the extent that likes are truly placed with likes in game types they wish to be placed within.
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 was actually directing comments SPECIFICALLY at bobs - I've seen him talk about what he likes more in Halo 3, and almost every time he's talked about it, the voice in my head is going 'ew, that's what I HATED'. We just have different things we like about games.
That's a rare feat, and for the life of me I'm having trouble coming up with examples of that working out.xxjuicesxx said:So catering to hardcore players would prove a better result since both groups would then be happy.
Halo CE/2?NullPointer said:That's a rare feat, and for the life of me I'm having trouble coming up with examples of that working out.
The only game I can think of on the consoles that managed to balance hardcore and casuals was COD4. Of course there will be endless bitching regardless, but its an almost impossible tightrope to walk.
Rickenslacker said:Halo CE/2?
Maybe. I'm not as sure as others here that those games would work out so well if they released nowadays (all other things being equal). But you're probably right - I wasn't too into multiplayer on the consoles at the time.Rickenslacker said:Halo CE/2?
NullPointer said:That's a rare feat, and for the life of me I'm having trouble coming up with examples of that working out.
The only game I can think of on the consoles that managed to balance hardcore and casuals was COD4. Of course there will be endless bitching regardless, but its an almost impossible tightrope to walk.
lol - we're DEFINITELY talking on different wavelengths.bobs99 ... said:I get the feeling we are on totally different wavelengths in terms of what we are discussing here. You seem to be saying that the game should be designed for the casual crowd and that new additions are good, even if they dont please the hardcores.
That doesn't mean that the game doesn't appeal to both crowds. How can you disagree that a game can get as big as Halo did without it? I'm a self-proclaimed casual and I love the pistol. In fact the power of it and the way you start with it makes it even more casual friendly, you don't have to learn the maps intricately and start with a weapon you can kill with.darthbob said:lolno
Pistol in Halo CE isn't really a casual weapon, and in Halo 2, there is a good distinction between casual and hardcore: SMG vs BR
yeah but there are places for all of halo's weapons in CE. a shotgun will beat a pistol at point blank range every time. a sniper can take out someone with a pistol at a range where you can barely see each other.darthbob said:lolno
Pistol in Halo CE isn't really a casual weapon, and in Halo 2, there is a good distinction between casual and hardcore: SMG vs BR
I don't understand what that means or how it is relevant.Striker said:BR starts were about the same, perhaps more in Halo 2 because of larger maps. There wasn't a dedicated sticky on Bnet for SMG/BR like there was for the AR.
Whether or not it was a poor starting weapon, that was the whole point of the AR: To make players use grenades and melee more.It was a poor starting weapon because outside help from a melee or grenade,
I'm assuming you're talking about close quarters here. If not, you would get owned with an SMG even more so against the BR and Carbine at medium range than with an AR. Close quarters, the AR was quite effective against the Carbine and BR in Halo 3, and it's even more effective in close range in Reach.you were going to get killed unless the other player was using a spiker or magnum.
Ignoring the fact that this can be applied to many other weapons in the Halo sandbox, this describes the SMG (dual wield or no) as well.Against a superior weapon, it was a handicapped weapon without any help.
Are you purposefully misremembering the game? Because I never, nor ever saw people in my time playing Halo 2, went on killing sprees regularly with only the SMG and the pistol. They're not multi-kill weapons; they're too slow, weak, and imprecise. It didn't happen (unless you were going up against really bad players). It takes a considerable amount of ammo and time to kill three people with dual wield SMGs at very close range.A SMG/PR user is capable of taking down multiple players and BR users without the help of any grenades or melee.
I never played much TO or Team Skirmish, I don't think, but in the games I played I felt more confident with the AR in Halo 3 than the SMG in Halo 2.It's a much stronger weapon in close quarters, really not even close to me and I've had to use both considering I played mostly Team Skirmish in Halo 2 and Team Objective in Halo 3.The Reach AR is stronger in close quarters, but still not to the degree of a consistent multi-kill weapon.
Did it not take 3 melee kills to kill someone in Halo 2? If only took two like in Halo 3, you would've seen the same thing with the SMG. And if you're right that the SMG in Halo 2 was a stronger close quarters weapon, you probably would have seen more of it.Most common kills in Halo 3 resulted in AR spray and melee. If you find that fun, we're on different wavelengths.
Rickenslacker said:That doesn't mean that the game doesn't appeal to both crowds. How can you disagree that a game can get as big as Halo did without it? I'm a self-proclaimed casual and I love the pistol. In fact the power of it and the way you start with it makes it even more casual friendly, you don't have to learn the maps intricately and start with a weapon you can kill with.
This is a problem with the way the games have taught weapon mechanics to new players. There is zero official documentation within the game to teach players to always have a headshot-capable weapon, to use plasma to strip shields, the way that frags arm, the melee shield delimiter, etc. There should be a new players' guide in the start menu, with FMV assistance that just shows people the basics behind the shield and weapon/melee mechanics. The lack of any system like this (no, the manual doesn't count, because we've been conditioned by 3-page black and white legal spiel manuals that manuals are worthless this generation) has led to all sorts of misconceptions about the game. The AR rush is something that's been touted by journalists who aren't familiar with mid-to-high level play as a staple of the series. That could all go away. If there's anything that this generation's shooters have taught us, it's that new kids need to be spoonfed information or else they take the easy way out.bobs99 ... said:I know I have friends who didnt really enjoy Halo until I showed them the BR and explained that it was a 4 shot kill blah blah blah, it was almost like they had been playing a totally different game.
An SMG/Plasma Rifle combo was really very powerful, especially before the 1.1 update. Three players would be pushing it, but two was absolutely doable without reloading. I don't think that the SMG was a perfect starting weapon, and it caused a bunch of issues, but neither was the AR. In a nutshell, forcing spawning players to use grenades and melee doesn't work well in practice, because those guys pinging them with BRs have those same grenades and melee at their disposal along with a vastly superior weapon. It's a kind of busted system with no easy solution.Dax01 said:Are you purposefully misremembering the game? Because I never, nor ever saw people in my time playing Halo 2, went on killing sprees regularly with only the SMG and the pistol. They're not multi-kill weapons; they're too slow, weak, and imprecise. It didn't happen (unless you were going up against really bad players). It takes a considerable amount of ammo and time to kill three people with dual wield SMGs at very close range.
I would LOVE to see where he gets his numbers from. I highly, highly doubt that the five groups split so evenly as he has illustrated in his little pyramid.Louis Wu said:I was actually directing comments SPECIFICALLY at bobs - I've seen him talk about what he likes more in Halo 3, and almost every time he's talked about it, the voice in my head is going 'ew, that's what I HATED'. We just have different things we like about games.
Schooly D posted this in our forum today, in response to a thread about what 'hardcore' actually means. I think it's pretty good.
There's more to Halo's success than the gameplay formula. They also set the standard for console FPS controls and conventions and had timing on their side.Rickenslacker said:How can you disagree that a game can get as big as Halo did without it?
I think the intent is not to be precise, but rather to convey a general sense of proportionality. I'd make tweaks here and there - my top segments would be a wee bit bigger - but I think he's still pretty close to the mark.Devin Olsen said:I would LOVE to see where he gets his numbers from. I highly, highly doubt that the five groups split so evenly as he has illustrated in his little pyramid.
darthbob said:lolno
Pistol in Halo CE isn't really a casual weapon, and in Halo 2, there is a good distinction between casual and hardcore: SMG vs BR
Competition is always relative and that's why I like competitive games. But I mean that these iterations of Halo are what the hardcore contingent enjoy the most, and there wasn't a single Halo game that didn't appeal to casuals.darthbob said:In this regard, Halo CE works well when everyone is on the same skill level then.
People good with the pistol will trounce people who aren't entirely skilled at the game. Every. Single. Time.
It creates a dynamic where it's not fun for people with different skill gaps to play with each other. Hence, TrueSkill is needed, and then we get to the excellent game that is Halo 3.
I think there's way more to it than that. There was TimeSplitters a year before Halo and on a more popular console, the PS2. I would say the conventions they set a standard for on the console space are due to its gameplay formula. You're right though, right time and right place. Still, it's undeniable that the game jived with the casuals. It would be impossible to have that kind of explosive success without them.NullPointer said:There's more to Halo's success than the gameplay formula. They also set the standard for console FPS controls and conventions and had timing on their side.
Speaking as a casual myself during Halo CE, we had no idea what the shit we were doing. We couldn't aim right, move around right, none of that. But we learned how, because we were forced to. Once someone got good with a pistol, everyone had to get good with it to keep up. Now, however, you never need to really get good with a DMR to be decent at Reach. There is nothing to force you to get better. My two cents on the matter.Rickenslacker said:I think there's way more to it than that. There was TimeSplitters a year before Halo and on a more popular console, the PS2. I would say the conventions they set a standard for on the console space are due to its gameplay formula. You're right though, right time and right place. Still, it's undeniable that the game jived with the casuals. It would be impossible to have that kind of explosive success without them.
Louis Wu said:lol - we're DEFINITELY talking on different wavelengths.
I haven't been talking at ALL about how the game should be designed - I've been talking about WHY certain decisions are made, and whose opinions count most when making them.
NONE of this is about my personal opinion (other than my statement that I enjoy Reach).
I enjoyed Halo 3, as well. I just didn't play quite as much of it as I play of Reach. (5500 games over 3 years, vs 3200 games in 10 months.)
I think new additions are NECESSARY if you're going to get people to buy your game - otherwise, why wouldn't they just keep playing the old one? I don't know if they're good or bad - I think some are good and some are bad, but that's irrelevant, really, to the point that they NEED to be included.
And I think the casual gamer needs to be grabbed out of the gate, or he's lost, while the hardcore fan can be TAUGHT what's good about your game over time, because he's going to stick around long enough to learn it. Again - this doesn't say that one group is better than the other - only that one has to TREAT them differently.
My comments about your likes and dislikes (as I understand them) are a complete side topic to all this. I wish I could remember details, now; I'd have to go back and look at old posts of yours, and that's much harder without the built-in GAF search functions. I just remember that each time you discussed it, I had a pretty visceral reaction to your comments.
WHY certain decisions are made, and whose opinions count most when making them.
I think new additions are NECESSARY if you're going to get people to buy your game - otherwise, why wouldn't they just keep playing the old one? I don't know if they're good or bad - I think some are good and some are bad, but that's irrelevant, really, to the point that they NEED to be included.
Fair enough all around. I was looking at the game at how it ended up (i.e., around 2006 and onward). I have no experience with the game prior to the 1.1 update. It may have been true that you could go on with multi-kills while dual wielding when the game first came out, but that's now how it was at the end of its life.Havok said:An SMG/Plasma Rifle combo was really very powerful, especially before the 1.1 update. Three players would be pushing it, but two was absolutely doable without reloading. I don't think that the SMG was a perfect starting weapon, and it caused a bunch of issues, but neither was the AR. In a nutshell, forcing spawning players to use grenades and melee doesn't work well in practice, because those guys pinging them with BRs have those same grenades and melee at their disposal along with a vastly superior weapon. It's a kind of busted system with no easy solution.