ncsuDuncan said:"Increased DLC Weighting"
If only that meant disabling the low-G effect on Anchor 9 and Condemned.
Would have been nice if Forge World or Tempest had a placeable low-g area.
ncsuDuncan said:"Increased DLC Weighting"
If only that meant disabling the low-G effect on Anchor 9 and Condemned.
Barrow Roll said:Was this a problem in previous games?
Get rid of bullet damage bleedthrough and I'm a happy camper.
minasodaboy said:great work on the FUD podcast dani, ghaleon et al! it made for a good listen at the office today!
I honestly have no idea what you mean by that. :lolHypertrooper said:Why are you still here?
I've explained this before; the audio-visual damage feedback when getting shot in Reach is fantastic at communicating to the player when you or an enemy is almost dead. When to fight or flee. The way the shields flare and pop, it's great. Bullet bleedthrough bypasses this and you just drop dead most of the time. It's jarring.The Real Napsta said:Why?
is the easiest part of the mission if you know the tricks.Judderman said:Finished Alexandria: LASO. That hospital...
Tashi0106 said:All this review shit that's been happening on GAF just gave me a thought. About Halo 4, do you think people will go easy on 343 (reviewers but mostly us) because it's their "first" Halo game? It's easy to say, oh it's their first full, new Halo game, give em a chance. Or, Bungie's shoes are hard to fill, give them a break.
Or will we judge harshly because they have such a high standard to live up to? I expect a lot from Halo 4, more than I expect from any other game ever. It pretty much has to be better than Reach in every aspect or just as great. Just because it's a new developer, that doesn't mean we treat it like a new IP. Or will we be harsh because, "How can you fuck this up?" Halo has been out for 10 years now, we know what makes Halo great. As far as gameplay is concerned, they just need to play it safe basically. Take what works from each Halo game, mix and match, give us some classic maps, a bunch of new ones and don't do anything too crazy.
Idk, just a thought. Lol I make it sound like making Halo 4 is so easy. Meanwhile, it couldn't be more difficult lol.
Was SD gaming a problem? Then why make games in HD? In the end, one plays better than the other. Knowing more precisely where you and your opponents stand in an encounter because the game clearly informs you is better. Could you devise an alternative system? Sure. Like Ramirez has pointed out, Halo 3 had one (although I don't think it was as clear). I'm not saying that the Reach approach is flawless, what I'm saying is that the TU Beta approach is worse.Barrow Roll said:Was this a problem in previous games?
PsychoRaven said:Oh they're going to be judged hard. No doubt. Hell even I of all people am going to be hard on them. I loved every single other Halo game. Even Halo 2. Sure it's 343's first real game but it isn't like they're starting from scratch. They have the old tech which they can study and learn from. They have the Story Bible now. This means they have a lot from which they can work story wise. So as I said they're damn well not starting from scratch like Bungie is with their new franchise for example.
Slightly Live said:They can't afford to screw around.
-Does the Warthog feel like a Warthog?
-Does the AR feel like an AR?
-Does the speed and jump height feel right?
-Do the new weapons gel with the old ones?
-Do the enemies challenges and push the player?
-Can I replay any level over and over again and have a different experience each time?
-Does it feel like Halo? Sound like Halo?
Think about all the expectations. Campaign. Multiplayer. Firefight. Forge. And that's before any newer additions which will be expected to be up to the same dizzyingly high standards.
343 may have some of the best talent in the industry. Everyone working there might real love Halo and want to it succeed. In the end though, we're going to rip it apart. The public is going to rip it apart. Critics will rip it apart. Every single feature is going to played, abused, analysed and broken. And we have ten years worth of comparisons to make. And these expectations are currently placed on a developer that has not shipped a single game.
Whilst I have high hopes and expectations, I think 343 are in the most unenviable position in the industry. I would be severely disappointed if Halo 4 did not meet my lofty expectations but I couldn't be bitter about it. They will have tried their best either way.
PsychoRaven said:Oh no doubt. I sure as hell don't envy them one bit. They're going to be damned if they do and damned if they don't. Hell look at what scorn including from me some of the minor design changes have gotten like the space diaper or Master chief's armor or hell Cortana. All that from an early trailer that was entirely not done in engine. Imagine when it comes to gameplay and changing the sandbox weapon and vehicle wise and just gameplay wise. They're going to get torn to shreds.
Tashi0106 said:Yeaa but that tiny stuff doesn't matter. All of that can be forgiven if the gameplay and experience is there. However, if something like super bouncing or other nasty glitches come back in matchmaking, that's major damage. That type of stuff, glitches and over polish is another reason why I love the 3 year dev cycle over the 2 year. Halo is a big game that gets bigger, it needs the 3 years. Unless you're just iterating.
PsychoRaven said:That's what I'm saying. They get torn up for little shit as is. Imagine something big like you mentioned. There would be people with pitchforks.
And in my opinion melee bleedthrough plays better. This is why they can't please everyone. Oh wells.HiredN00bs said:Was SD gaming a problem? Then why make games in HD? In the end, one plays better than the other. Knowing more precisely where you and your opponents stand in an encounter because the game clearly informs you is better. Could you devise an alternative system? Sure. Like Ramirez has pointed out, Halo 3 had one (although I don't think it was as clear). I'm not saying that the Reach approach is flawless, what I'm saying is that the TU Beta approach is worse.
Blinding said:Please, please for the love of God please make sure there's decent TrueSkill in Halo 4, so that this doesn't continue to happen.
FyreWulff said:You won by little over 20 points? Don't see the problem here.
Blinding said:+28, +16, +30, +23, pretty sure I see an issue with those numbers.
FyreWulff said:So your team played Slayer in an Objective game and still got 72 ball points scored on you with a win margin that is quite normal. Hmm.
Blinding said:Actually, we didn't "play slayer in an objective game," rather those kids were just completely outclassed and managed to grab some time whenever the ball would reset. I expect to get matched up with people that are somewhat in my skill range, if not above my skill range, and those kids certainly were not, and shouldn't have been matched up with anyone else in that game.
FyreWulff said:So one game out of many was a mismatch. This will happen under any ranking system.
Everything not Arena has much looser skill matching requirements.
All it knows is if you won or lost your last game and the ranks of the people you lost to or beat. If you're a 25 beating 20s with a +45 k/d spread, it will treat that win the same way as if you beat them 50-49 in the last 10 seconds.
They can make the skill matching super strict and hardcore, but this drastically hurts search times and population, like it does to the Arena. The best environment for TS is Ranked FFA, but it still does a better job than ELO did for matching team vs team.
Tashi0106 said:^^ Also, let me bring my team in to watch the film with me.
Blinding said:I never quite understood why they removed that functionality. Yeah, it had it's issues in Halo 3, but none that really seemed to justify removing it.
Kuroyume said:I don't give a shit if the AR doesn't feel like the AR. I don't want any AR. Every weapon you spawn with in Halo 4's default matchmaking should be a precision manual fire weapon.
Blinding said:That's retarded, do you not see the issue with that? If you win a game with a +45 k/d spread it should bump your TrueSkill up higher then if you won a game 50-49, but that would require it to at least work somewhat, which a majority of the time it isn't from my personal experience.
FyreWulff said:All K/D consideration would do is lead to even harder boosting.
All it does is lead to score padding, and what we don't need right now is even more encouragement to hold an objective.
You could attempt to a universal single Trueskill but then you run into an issue where someone really good at Team Snipers would get mauled the first time they tried Team Objective and would never return.
All I know is that each night we have a good run, about a few games in we'll get mauled by the next team that matches us, as TS gets more and more aware of our skill level.
At the level I'm at in math though, I understand:
- Trueskill was designed around FFA matching
- Trueskill only cares about win/loss
- Trueskill works best unconstrained (ie minus Halo 3's method of implementing an artificial hill climb from 1-20)
- Trueskill works better when not used as an RPG rank and is not user-facing (More and more games are no longer making it visible, and Gears 2 even patched visible Trueskill out of the game)
- Trueskill doesn't punish you for beating lower ranked people like ELO does
- Trueskill doesn't suffer from population separation like ELO did in Halo 2
- Microsoft requires you to use Trueskill with your 360 title, unless you're EA or an MMO. You get to decide some parameters but you ultimately have to use their black box.
When most encounters last seconds or less, I'm not buying the argument that knowing when your shield pops is going to allow you to make a decision to run away, and that you are going to have the time to actually run away. When your shield pops, you're dead. And whether you end up dead because you knew you were almost dead or because someone out shot you and you died anyway, what difference does it really make in the grand scheme of things? Are people arguing that that little audio/visual feedback is going to save them during encounters that last mere seconds? Come on now. You guys are good, but you're not that good. Or am I looking at this discussion from a bad angle?Barrow Roll said:I've explained this before; the audio-visual damage feedback when getting shot in Reach is fantastic at communicating to the player when you or an enemy is almost dead. When to fight or flee. The way the shields flare and pop, it's great. Bullet bleedthrough bypasses this and you just drop dead most of the time. It's jarring.
Scenario ATashi0106 said:I think you're way off Deputy. Short answer: It is very important, there is time to do something if you're playing smart.
Blinding said:I understand that, but even in Arena it doesn't work properly.
This is why I didn't like the clear division of shield/health. Shield popping meant ARMOUR LOCK TIME DERP, or rolling away, or sprinting.Hydranockz said:Scenario A
*gets shot*
*shield doesn't pop*
*next shot kills*
dead player: :/
Scenario B
*gets shot*
*shield pops*
ALARM BELLS GO OFF
*Activates AA* <-- Seriously any AA will benefit this situation.
living player: trollface.jpg
PNut said:Please explain. Arena is the only playlist where Trueskill actually works after you've played at least 20-30 games.
This ^Kuroyume said:I like damage bleed through. Anything that speeds up kill times is good... Except when grenades are involved. Hate that shit.