Louis Wu said:
Please - stop that.
I love Halo as much as you do. More, maybe.
I held on to equipment LONG past its optimal sell-by date (or, sometimes, used it way to damned early). I never talked to anyone at Bungie about it - but I can GUARANTEE you they saw other people doing exactly the same thing.
I wish you'd stop suggesting that your skill at the game somehow makes your 'love' more important than mine.
Aren't you guys capable of debating things without denigrating those that disagree with you?
(I'm catching up on the last couple of hundred posts, so I just saw the whole jetpack on (un)caged argument... I know for a fact that I'm not the only jetpacker who regularly falls to their death on that level by misjudging a distance or how much juice is left.
)
I feel pretty bad posting this, because I'm headed out of town for a couple of days and won't be able to see replies before Sunday night - but I'll forget to come back to if I don't, and this has been bugging me for a while.
I'm not suggesting anyone is more of a fan than anyone else. What pissed me off about that comment is that he said, "They made the changes for brand new players and players that aren't so Halo savvy."
How do you, as a long time Halo fan, not get a little sickened by this line of thinking? I'm not saying that's what they did, but the above statement is a very disgusting one.
Worst case scenario is people are sick of Halo's "outdated" gameplay. They want sprint mandatory. Customized Loadouts. Drop in Drop out. Aim Down Sights because its realistic, automatic guns are beat by single shot thats unrealistic, the game is too hard to kill people, unlock guns, ect ect. New Players expect modern shooter trends.
I want Halo to be made with Halo fans in mind. I want it to be accessible to new players. That's important. But I want new players to learn to love Halo for what makes it different from the competition. Not love it because it's a fresh version of what they are already used to.
If they were to make Halo 4 for people who aren't Halo-savvy then at what point does it start becoming NOT Halo.
I don't like their reasoning for getting rid of equipment. People wouldn't used it when they needed to, they forgot, ect. ect. To me it sounds like they're trying to take the aspect of the "mistake" out of the formula. If you accidentally use it, if you don't use it when you're supposed to, if you forget about it that is a mistake on your part. Learn from your mistakes. Don't make them again.
Equipment had its problems. It respawned too fast. Regen's were too powerful. Powerdrain could have been nerfed a bit. Tripmine could have been more powerful. But I liked where it was going and I thought they would have continued for Reach. It created a risk-reward scenario. Use equipement now, it's gone. Save it for later and you might end up doing something big for it. I like those design choices.
I'm sure you would agree that Halo games should be accesible to all levels of players. If they are willing to learn the mechanics. But Halo games should also reward players who master the mechanics to shine. This is what scares me. The game is turning more into accessible and giving the better players less of a chance to be better by allowing things like an instant save me button, sprint rushing + Melee system, spamming the bloom and hoping for the best.
"We love the game more than the scrubs do" was not my point. My point was "we love the game more than the new players, the casual Halo players (meaning its not their main, favorite game and they don't care too much about it)"
Wouldn't you agree with that? Halo should be made for Halo players. I mean all of them. But treat them equally and don't screw one subset to help another.