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Halo: Reach |OT7| What are They to Say Now?

wwm0nkey

Member
This is why I like WP7, no matter what phone I have I dont need to worry about an app not working like I did with Android and iOS.

Also ATLAS isnt all that great, would be if it updated just a tad faster.
 

daedalius

Member
Atlas seems fine to me for what it does.

Although I think if they could somehow get a small image of the weapon onto the tab things instead of a crosshair, that would be really helpful. Would be easier to tell at a glance what weapons were on the ground.

I don't really have a good way to place it to see it downstairs on my coffee-table, oh wait, my phone has a kick-stand... maybe I should try that!
 

wwm0nkey

Member
Atlas seems fine to me for what it does.

Although I think if they could somehow get a small image of the weapon onto the tab things instead of a crosshair, that would be really helpful. Would be easier to tell at a glance what weapons were on the ground.

I don't really have a good way to place it to see it downstairs on my coffee-table, oh wait, my phone has a kick-stand... maybe I should try that!

Hopefully the next Xbox (which is looking like a lock for Fall 2013) copies off the WiiU so we dont have to use our phones for this stuff lol

(WiiU controller is still one of the most comfortable controllers I have ever used)
 
Sure, but AL isn't in most playlists. I don't think it's as big of an issue since Bungie went about and removed it in a lot of stuff. Camo's change is for the better (is the bug still around where your radar is still scrambled by another teammate's AA?), mainly since it is more frequent in playlists. Evade still lives and ruins lives everywhere.

It was Bungie's last big 'fuck you' to objective gametypes. I think they were deliberately trying to sabotage it from the beginning. Just how big was Jeremiahs troll face when he replaced drop shield with evade?

The removal of evade is the top priority for 343 in the January update.
 
It was Bungie's last big 'fuck you' to objective gametypes. I think they were deliberately trying to sabotage it from the beginning. Just how big was Jeremiahs troll face when he replaced drop shield with evade?

It's the top priority for 343 in the January update.

I agree that evade was a bad choice, but it took me a long time to come to that conclusion. I don't think it was added to sabotage. I think it's definitely better than having drop shield. Fuck that.

GTA III runs better than ATLAS.
 
I hope you fuckers are ready and willing to play this weekend.
I been ready to fuck.

I don't really have a good way to place it to see it downstairs on my coffee-table, oh wait, my phone has a kick-stand... maybe I should try that!
It would be a lot nicer if it would run in landscape orientation. I could use the kickstand on my phone and place it in front of my monitor. Using it in portrait orientation causes my phone to obstruct my monitor.
 
It was Bungie's last big 'fuck you' to objective gametypes. I think they were deliberately trying to sabotage it from the beginning. Just how big was Jeremiahs troll face when he replaced drop shield with evade?

The removal of evade is the top priority for 343 in the January update.

BOOM! Ball is so good that evade doesn't ruin it. It doesn't even phase the gametype.

Truly another sign that it is the Greatest Gametype.
 

daedalius

Member
Evade is horrible; bleedthrough is actually good vs the assholes that exploit it, good luck killing them after their shield pops and they instantly roll away twice (if they are halfway decent).
 

Tashi

343i Lead Esports Producer
I been ready to fuck.


It would be a lot nicer if it would run in landscape orientation. I could use the kickstand on my phone and place it in front of my monitor. Using it in portrait orientation causes my phone to obstruct my monitor.
Lolol what
 

FyreWulff

Member
Possibly would've bumped costs up to no longer make it feasible as a $40 title? Didn't the Halo 3 MP package on ODST only happen because Microsoft wanted it to be a $60 title? Just throwing out a guess there.

We'll never know, but:

* Halo 3 Mythic existed at PAX 2008, it was the title used for the Bungie booth Assembly sessions

* Halo 3 1.0 knows about Halo 3: Mythic. If you try to play campaign with a Mythic user on Halo 3 1.0, it will tell you "Users in this party are using HALO 3: MYTHIC and cannot play campaign".

* Before Mythic was even a known thing, people glitched the campaign lobby into complaining about a person in the party being on Mythic when their level didn't load about a couple months after Halo 3 came out

So clearly Bungie or -someone- planned Mythic from the get go. I imagine after the Halo 2 disc Bungie wanted minimal patches and rigged up 3 to know about a map pack disc in advance.



* 343 would have had to admit and deal with the fact that a Reach: Mythic would not work with Halo Reach discs on LAN unless the Reach discs were patched up.

Still don't know why they just didn't put the M6D on the .maps of the anniversary maps and then have the 3SK gametype spawn you with that weapon. Especially after we now know that the Halo: Reach disc maps cannot be made optional for the Anniversary lists, so even though they've patched the M6D mode into every single map, you're never going to see them in Anniversary modes. LOL.
 

Stinkles

Clothed, sober, cooperative
We'll never know, but:

* Halo 3 Mythic existed at PAX 2008, it was the title used for the Bungie booth Assembly sessions

* Halo 3 1.0 knows about Halo 3: Mythic. If you try to play campaign with a Mythic user on Halo 3 1.0, it will tell you "Users in this party are using HALO 3: MYTHIC and cannot play campaign".

* Before Mythic was even a known thing, people glitched the campaign lobby into complaining about a person in the party being on Mythic when their level didn't load about a couple months after Halo 3 came out

So clearly Bungie or -someone- planned Mythic from the get go. I imagine after the Halo 2 disc Bungie wanted minimal patches and rigged up 3 to know about a map pack disc in advance.



* 343 would have had to admit and deal with the fact that a Reach: Mythic would not work with Halo Reach discs on LAN unless the Reach discs were patched up.

Still don't know why they just didn't put the M6D on the .maps of the anniversary maps and then have the 3SK gametype spawn you with that weapon. Especially after we now know that the Halo: Reach disc maps cannot be made optional for the Anniversary lists, so even though they've patched the M6D mode into every single map, you're never going to see them in Anniversary modes. LOL.

gfhp3.jpg
 

FyreWulff

Member
Some people here might be interested in this:

http://idleduck.com/?p=74

Announcement trailer


LastForgerStanding.png


Last Forger Standing is a 7 week Forge Competition starting this January for Halo: Reach. 7 contestants will be selected from the Halo community. Each week, I will give them a Forge Challenge–something they will have to build. At the end of the week, their creations will be judged and one contestant will be eliminated. The process will repeat until only one remains: the Last Forger Standing.

The one contestant that claims the title of Last Forger Standing will win a grand prize of 4000 Microsoft Points*. Nice! In addition to that, the entire competition will be presented in the Last Forger Standing Machinima Reality Show, giving all 7 contestants an opportunity to show the world what they’re capable of.

Now I just need those 7 contestants.

I’m looking for jack-of-all-trades Forgers who can build anything from Rube Goldberg machines and Forge Art to Invasion and Slayer maps. This competition will highlight some of the breadth of what is possible with Forge, with a heavy emphasis on creativity and resourcefulness. The competition will be in Halo: Reach and will not require any DLC.

Here’s how to audition:
1. Send an email to petetheduck@idleduck.com from your preferred email address.

2. In that email, you MUST include: your gamertag and a link to a specific file on your Halo: Reach fileshare that you consider to be your best Forge work. Make sure that file’s details show that it was created by your gamertag.

3. You are welcome to include anything else–anything at all. If you have an idea that will make you stand out when I’m sifting through auditions, please include it. Text, links, images, videos, whatever–show me why I need YOU in this competition.

The last day to submit your audition is December 26th. The competition starts early January.

*To be eligible to recieve a prize, you must either be a resident of the United States of America or have a Paypal account. More details on prize delivery will be provided to the 7 contestants when they are selected.
 
I know its hard from a technical standpoint but DAMN i want to be able to forge firefight maps.

Id love more reason to play firefight aswell.

A tiered Armoury for Halo 4 would be great, lock certain helmets behind things like 5 hours firefight game time, 10 Hours matchmaking game time. 6000 Headshot's across all game modes ect.

Basically expand the commendation system and tie some armour unlocks to it. Obviously still have purchasable armour.

I want a huge increase in the Armoury in halo 4, just throw everything in. SPI armour, Halo Wars spartan armour, hayabusa.
 

FyreWulff

Member
I know its hard from a technical standpoint but DAMN i want to be able to forge firefight maps.

Id love more reason to play firefight aswell.

A tiered Armoury for Halo 4 would be great, lock certain helmets behind things like 5 hours firefight game time, 10 Hours matchmaking game time. 6000 Headshot's across all game modes ect.

Basically expand the commendation system and tie some armour unlocks to it. Obviously still have purchasable armour.

I want a huge increase in the Armoury in halo 4, just throw everything in. SPI armour, Halo Wars spartan armour, hayabusa.

We should be able to at least forge stuff like the generator locations and ship drop points.

However, Halo 4 needs to adopt the Gears method, and maps need to work across both multiplayer and Firefight.
 
We should be able to at least forge stuff like the generator locations and ship drop points.

However, Halo 4 needs to adopt the Gears method, and maps need to work across both multiplayer and Firefight.

Something iv wanted for along time.

If halo 4 has some kind of forge 3.0 terrain edition and i could play firefight on those maps id be in heaven, Halo Reach was the first game i bought which i felt pushed the limits in terms of content "the full package" if you will. If Halo 4 builds upon those features its going to be a great game

Iv been thinking about how well halo would work with some kind of fortification system similar to gears. Turrets, Barriers, Sentries, Vehicles, Ammo Drops, Friend AI support. Halo already has all these things and it could add a whole new element firefight.
 

wwm0nkey

Member
I know its hard from a technical standpoint but DAMN i want to be able to forge firefight maps.

Id love more reason to play firefight aswell.

A tiered Armoury for Halo 4 would be great, lock certain helmets behind things like 5 hours firefight game time, 10 Hours matchmaking game time. 6000 Headshot's across all game modes ect.

Basically expand the commendation system and tie some armour unlocks to it. Obviously still have purchasable armour.

I want a huge increase in the Armoury in halo 4, just throw everything in. SPI armour, Halo Wars spartan armour, hayabusa.


I think unlocking armor needs to be split into 4 different groups

Achievements
Milestones
Cr
Loot

Now I know Halo 4 will not have enough armor to be able to do all of those things (hopefully Im wrong) but would really love a TF2 style loot system.
 

GhaleonEB

Member
We should be able to at least forge stuff like the generator locations and ship drop points.

However, Halo 4 needs to adopt the Gears method, and maps need to work across both multiplayer and Firefight.

Aye. For many reasons, not the least of which is updating/fixing map problems. A game type editor ala Megalo for Firefight is important also, so that the developer is not backed into the same set of variables users have.

Beyond all that...the netcode needs to conrinue to improve, and greatly.
 

FyreWulff

Member
Something iv wanted for along time.

If halo 4 has some kind of forge 3.0 terrain edition and i could play firefight on those maps id be in heaven, Halo Reach was the first game i bought which i felt pushed the limits in terms of content "the full package" if you will. If Halo 4 builds upon those features its going to be a great game

Iv been thinking about how well halo would work with some kind of fortification system similar to gears. Turrets, Barriers, Sentries, Vehicles, Ammo Drops, Friend AI support. Halo already has all these things and it could add a whole new element firefight.

It depends on what they'd all expose on the user editing side. It's (in theory) possible to let us handle forging the firing points and all that jazz. The problem is that if it would be worth the time for a feature that only a minority of the userbase would understand to get a map up and running. It'd be like forging Invasion but 5 times harder. The difficulty of those two modes probably plays into why we only have one DLC Invasion map and only one DLC Firefight map that's original.


Aye. For many reasons, not the least of which is updating/fixing map problems. A game type editor ala Megalo for Firefight is important also, so that the developer is not backed into the same set of variables users have.

Beyond all that...the netcode needs to conrinue to improve, and greatly.

The only way to improve the netcode (and I'm assuming you mean the input latency) is to go with asynch networking, which means less enemies to fight at one time since each enemy will then take the bandwidth of a player in normal competitive multi. 4 players in a game playing against 12 enemies would be equivalent to playing BTB.
 
I think unlocking armor needs to be split into 4 different groups

Achievements
Milestones
Cr
Loot

Now I know Halo 4 will not have enough armor to be able to do all of those things but would really love a TF2 style loot system.

Sounds great, id like the Armory to be pushed to its absolute limits with halo 4. Just include everything from the series thus far and add a tonne of new content its a really great feature and something i got a big kick out of.

Speaking of id like to see the colour pallet extended a great deal.
 

GhaleonEB

Member
The only way to improve the netcode (and I'm assuming you mean the input latency) is to go with asynch networking, which means less enemies to fight at one time since each enemy will then take the bandwidth of a player in normal competitive multi. 4 players in a game playing against 12 enemies would be equivalent to playing BTB.

I said improve, not overhaul, for that reason. Even within the current networking model I'm sure there is additional progress to be made, just as we saw improvement from ODST to Reach in Firefight, and just as we see continued improvement in the asynch model. I am aware (and I thought you were aware I was aware) of the different networking models and their implications.

Improve does not mean ditching the entire networking model. II want them to continue to invest in making it better. Right now, it's anacceptable.

On a side note, how does Gears handled Horde mode? I have heard good things about it in Gears 3, but I don't know much about it aside from that. What model do they use, how is it, how many characters are on screen at once, etc.?
 
I said improve, not overhaul, for that reason. Even within the current networking model I'm sure there is additional progress to be made, just as we saw improvement from ODST to Reach in Firefight, and just as we see continued improvement in the asynch model. I am aware (and I thought you were aware I was aware) of the different networking models and their implications.

Improve does not mean ditching the entire networking model. II want them to continue to invest in making it better. Right now, it's anacceptable.

On a side note, how does Gears handled Horde mode? I have heard good things about it in Gears 3, but I don't know much about it aside from that. What model do they use, how is it, how many characters are on screen at once, etc.?

In normal matchmaking Horde, there are 50 waves and 5 players. There is no life pool, when all 5 players die, the game is over. If there are people still alive, the dead players respawn after each round.

There are 10 different waves, with the 10th wave as a boss wave(the bosses differ each boss wave). After the first 10 waves, you start over again with the same enemies, but with a higher difficulty. So in Halo language, there are 5 rounds, consisting out of 10 waves with each round more difficult than the other.

By killing enemies, you get points which you get to spent on weapons, turrets or fortifications like barber wire, lasers etc.

That's basically Horde mode in Gears 3 [if I haven't forget anything[/spoiler]
 

FyreWulff

Member
I said improve, not overhaul, for that reason. Even within the current networking model I'm sure there is additional progress to be made, just as we saw improvement from ODST to Reach in Firefight, and just as we see continued improvement in the asynch model. I am aware (and I thought you were aware I was aware) of the different networking models and their implications.

Improve does not mean ditching the entire networking model. II want them to continue to invest in making it better. Right now, it's anacceptable.

On a side note, how does Gears handled Horde mode? I have heard good things about it in Gears 3, but I don't know much about it aside from that. What model do they use, how is it, how many characters are on screen at once, etc.?

There's an upper limit though. The bare minimum for lockstep is 3 frames from button press to action (1 frame to read input, 1 frame to other boxes, 1 frame back to acknowledge button press and take action). They can make it more friendly to connections, like waiting longer on timeouts and padding inputs to smooth things out slightly.. but it's one of those models where latency is the ultimate deciding factor.

I'm going to guess that Gears uses asynch, because there's no input latency and there's also like. 5-8 enemies actually attacking you at once at any one time, and they nowhere near the complexity of the Halo AI. Epic's had bot networking throughout their engine legacy.
 

FyreWulff

Member
Why wouldn't Bungie want to create their own engine?

Umbra isn't an entire engine. It's like Havok, middleware you can include.

Of note from their "wtf is Umbra" page, for example:

Umbra 3 OB is a stand-alone component that is intended for use in scenes that are extremely dynamic, for instance scenes with destructible enviroments. Umbra 3 uses both the CPU and the GPU to determine the visibility. Umbra 3 OB is supported on PlayStation 3, Windows and Xbox 360 platforms.

They've got a bunch of different components and modules.
 

GhaleonEB

Member
There's an upper limit though. The bare minimum for lockstep is 3 frames from button press to action (1 frame to read input, 1 frame to other boxes, 1 frame back to acknowledge button press and take action). They can make it more friendly to connections, like waiting longer on timeouts and padding inputs to smooth things out slightly.. but it's one of those models where latency is the ultimate deciding factor.

I'm going to guess that Gears uses asynch, because there's no input latency and there's also like. 5-8 enemies actually attacking you at once at any one time, and they nowhere near the complexity of the Halo AI. Epic's had bot networking throughout their engine legacy.

I get this, but I'm not at all sold that we've reached it the upper limit. In a large proportion of the Firefight games I play (assuming I am not host), I can press a button, set the controller on my lap, and then see the action take place. To be blunt, if they can't make the networking model better than that, I'd rather resources for Firefight be directed elewhere, because that is a miserable experience to include. And Firefight was my favorite part of Reach, and possibly the series.

If that's as good as it gets, it's time to walk away.
 

FyreWulff

Member
I get this, but I'm not at all sold that we've reached it the upper limit. In a large proportion of the Firefight games I play (assuming I am not host), I can press a button, set the controller on my lap, and then see the action take place. To be blunt, if they can't make the networking model better than that, I'd rather resources for Firefight be directed elewhere, because that is a miserable experience to include. And Firefight was my favorite part of Reach, and possibly the series.

If that's as good as it gets, it's time to walk away.

Sadly, it's pretty much the upper limit of lockstep networking. Until we go all IPv6 and get global fiber in this country, there's just too many damn hops and NAT that introduces their own extra time to the packet round trips. Add in the minimum 65ms latency on the 360 controller.

They could go asynch and remove the input latency completely, but they run into two issues:

1) Each AI entity now incurs it's own bandwidth cost. Enemy counts would go down, and I know some people feel Reach already doesn't have enough enemies in at one time.

2) Even if the developer went "fuck it, do it anyway", Microsoft (and Sony) have hard limitations on how much bandwidth a game can use at any one time. Know why games like have less players on 360 and PS3? It's because those extra players go over the bandwidth limit. Dedicated servers fall under this limit too, so putting Firefight on dedis wouldn't help. I believe MS's limits are in effect so that you are supposed to be able to play Live on as low as 256kb/256kb broadband.


The upside to lockstep networking is you can basically have infinite amounts of AI with no extra bandwidth cost, since all that's being networked is button presses. You're only limited by RAM. Reach's theoretical 40 max AI and a future Halo title with ~500 enemies in a battle would take the same bandwidth.

The upside to asynch is that you could do drop in/drop out campaign and Firefight.
 
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