Princess Carl
Member
Edit: nvm you got it for me ^
Schmitty said:Seeing some sort of combination of Headlong, Coagulation, and Waterworks make its way back into Reach MP would be a dream come true. BTB never really felt right in Halo 3.
Dedicated servers, dedicated servers, dedicated servers.
This is the one thing that Halo:Reach needs. Bungie keeps hammering us with "we listen to the fans, and this will be the definitive Halo experience"... yeah well if they are too lazy to give us dedicated servers in 2010, then I'm sort of at a loss for words. Bungie has made millions of dollars and they are labeled as a AAA developer. Why is it then that they haven't given us this crucial necessity of the modern gaming age for online shooters?
I'm still baffled that multi million dollar companies like EPIC with Gears of War, Infinity Ward with Call of Duty, and even DICE with Battlefield won't give console players dedicated servers. They've got the dough and forking it over should be pocket change for the most crisp and enjoyable online experience possible.
I almost feel the discussion of dedicated servers needs to be its very own topic here on Gaf to let developers know this is a MUST from 2010 and out to ensure your online isn't going to become a mess and a joke.
are you taking the piss? or is it your first day here?zlatko said:I almost feel the discussion of dedicated servers needs to be its very own topic here on Gaf
bishoptl said:are you taking the piss? or is it your first day here?
xDangerboy said:Maybe he didn't lurk enough before he started posting
zlatko said:Lol I feel red in the face. I didn't lurk like you said, but I should've done my homework lol.
Minus my super ignorant statement there... I do think Halo: Reach NEEDS dedicated servers.
:lol :lol :lol-Yeti said:"My deciples, the 3rd Messiah reigns supreme. Halo Reach is just a better looking Halo 3."
This guy make my head hurt.
xDangerboy said:Its all good.
I mean of course, dedicated servers would be amazing; unfortunately, its just not feasible and more than likely won't happen.
Its fun to want nice things though![]()
Do you think people in a Halo thread are going to tell you to not get it?Foxy Fox 39 said:Question. I haven't played ODST but I've been hearing good things (in this thread) about it. Should I give it a go? I plan to gamefly it for the Reach beta but I might buy it if its that good.
Unless they had servers in other continents, which is what most games with dedicated servers do.Kapura said:Didn't froman adress this in the podcast?
Dedicated servers are a bad solution to a problem that doesn't exist. The only benefit is consistency, but it would be consistently bad if you're far away from the servers. That also makes it nigh impossible for somebody in another continent to ever get a good match.
Hell, they ought to snatch a few of the Halo: CE and Halo 2 vista map editors sitting in their rooms and take em to the Studio to work their magic. Or maybe grab a couple dudes from Forge Hub. They could market it as the Community Map Pack.xDangerboy said:So more or less, I hope that the reason there hasn't been any outside developers making maps for the Halo franchise wasn't because Bungie thought that they did a bad job making them. More importantly, I hope in the future that maybe we will see some new maps.
-Yeti said:"My deciples, the 3rd Messiah reigns supreme. Halo Reach is just a better looking Halo 3."
This guy make my head hurt.
Foxy Fox 39 said:Question. I haven't played ODST but I've been hearing good things (in this thread) about it. Should I give it a go? I plan to gamefly it for the Reach beta but I might buy it if its that good.
-Yeti said:"My deciples, the 3rd Messiah reigns supreme. Halo Reach is just a better looking Halo 3."
This guy make my head hurt.
Dude, I got an exterm in Gaf customs once with that thing. Hardcore 4 Lif3!big ander said:REAL 50s use Sentinel Beams and Needlers
posted by a player stuck in the high 30s
The last time I tried to have a serious discussion people skipped right over it. If you could link me to some reasoned arguments in this thread that I haven't replied to please let me know
Nutter said:Dude, I got an exterm in Gaf customs once with that thing. Hardcore 4 Lif3!
CrazedArabMan said:I turned it off when he said "my disciples", guy needs some serious help.
No competition. We have the DMR on our side.OuterWorldVoice said:OH MY GOD THE CONSOLE WAR MAY RESUME
OuterWorldVoice said:OH MY GOD THE CONSOLE WAR MAY RESUME
Schmitty said:Seeing some sort of combination of Headlong, Coagulation, and Waterworks make its way back into Reach MP would be a dream come true. BTB never really felt right in Halo 3.
Needs more teleporters, IMO. Chiron also needs more rooms, and therefore more complexity. It creates a bigger skill gap, so the better players win.ToyMachine228 said:If we're talking about maps we want back...I have two words. Boarding Action.
-Yeti said:"My deciples, the 3rd Messiah reigns supreme. Halo Reach is just a better looking Halo 3."
This guy make my head hurt.
OuterWorldVoice said:OH MY GOD THE CONSOLE WAR MAY RESUME
Dedicated servers + region servers + server filtering.xDangerboy said:Maybe he didn't lurk enough before he started posting
I agree with this post in every way. My feelings summed up exactly.GhaleonEB said:I was out all day so I missed this topic, but my thoughts briefly:
I appreciate that Bungie builds out more of their game world in geometry than they have to. It creates a more much more convincing environment that other techniques I've seen, and makes the game more immersive. It's consistent with Bungie's overall design philosophy, which carries through to other aspects of the game. It also means when people break out of the invisible barriers, they have actual places to go, which is neat. Which leads me to...
...invisible barriers. Bungie has used, to varying degrees in each game, cliffs, pits, canyons, fall damage, kill zones and invisible barriers to keep players within the game world. Invisible walls are just one tool in the tool box, and I don't find them offensive. But I'd like to see them deployed less generously than they were in Halo 2 and to an extent Halo 3. It's largely a design issue: if the geometry looks explorable, it should be. Too many places in Tsavo Highway - for example - let players climb up a hill, but a barrier keeps you from the top, which otherwise looks perfectly climbable. This breaks the immersion and makes restrictions on player movement feel arbitrary. I'd rather see the grade become too steep to climb for all but the most devoted grenade jumpers. If people can get through after that - and someone will regardless - more power to them. They're obviously not doing it accidentally. So the barrier isn't needed.
The larger the core gameplay space, the harder it is to restrict players and have it feel natural. And designing confined spaces that feel open - a Halo hallmark - is hard. But stuff like canyons/cliffs breaks the immersion much less than an invisible wall blocking me from where I think I should otherwise be able to wander. If people are able, with great effort, to find ways over them, they're just going to find what they're looking for anyways: the edge of the game world.
-Yeti said:"My deciples, the 3rd Messiah reigns supreme. Halo Reach is just a better looking Halo 3."
This guy make my head hurt.
Syracuse022 said:...my suspension of disbelief takes even more of a hit when I encounter an invisible wall as the only obstacle to an area that should otherwise be open for exploration.
-Yeti said:"My deciples, the 3rd Messiah reigns supreme. Halo Reach is just a better looking Halo 3."
This guy make my head hurt.
DragoNZ DZ said:IMO, absolutely. I'd strongly recommend gameflying it now. Whether you like it or not, you'll gamefly it for the Reach beta anyhow and most certainly won't play ODST during that time, so it might as well be now.
Hunters haven't been as interesting to fight since Halo: CE.
(Make absolutely certain that you don't need to go into a building as they come into the area on Legendary. You... might regret it. I had to rush as fast as possible up the building to get a good weapon, then back down to beat the Hunters to the doorway. The times when I failed that, things ended... poorly :lol )
Jonsoncao said::lol :lol :lol
"killzone 2 is the new halo, it is the next generation of halo"
I plainly wonder if most Killzone fans out there are like him :lol :lol
Tis a good one. I personally love Peril. One of my faves for sure.Sai-kun said:Man, Impend is one of the greatest songs.
Trasher said:Tis a good one. I personally love Peril. One of my faves for sure.
RSB said:Invisible barriers are evil, and I hope Bungie gets back to the roots with Reach. The philosophy behind the level design in Halo: CE was perfect. I'll explain:
The levels in Halo: CE had plenty of barriers, but they were always natural barriers, like cliffs, mountains, etc. That method is perfect because it keeps "normal" players from going somewhere they aren't supposed to, but allows dedicated players (High Impact Halo FTW!!!) to find ways (usually involving lots and lots of grenades) to reach and explore those "secret" places. That way, everybody's happy
Bye![]()
electricpirate said:I was in that section today. My god those things were hard.I ended up having to flit from building to building taking shots at their soft candy core with beam rifles till I went through 3 rifles. After that i managed to stick and shotgun my way to victory. Goddamn that was satisfying.
Trasher said:Tis a good one. I personally love Peril. One of my faves for sure.
Justinian said:Yea Heretic, Hero was a pretty cool twist on A Walk in the Woods, which is also one of my favs.
The thing that's always bothered me most about the invisible walls isn't so much that I find a grenade jump or some other obscure way of getting somewhere I'm not supposed to. It's the fact that they say "Ok guys, there are these skull things for you to find! They're in really weird places that you'll have to use grenade jumps and other obscure ways of getting somewhere you normally wouldn't think you could go!" Then you get up on some tower or something and you're thinking "Surely there must be one up here!" but no, you're met with the cold hard truth that there is some sort of invisible wall not allowing you to go any further.GhaleonEB said:I was out all day so I missed this topic, but my thoughts briefly:
I appreciate that Bungie builds out more of their game world in geometry than they have to. It creates a more much more convincing environment that other techniques I've seen, and makes the game more immersive. It's consistent with Bungie's overall design philosophy, which carries through to other aspects of the game. It also means when people break out of the invisible barriers, they have actual places to go, which is neat. Which leads me to...
...invisible barriers. Bungie has used, to varying degrees in each game, cliffs, pits, canyons, fall damage, kill zones and invisible barriers to keep players within the game world. Invisible walls are just one tool in the tool box, and I don't find them offensive. But I'd like to see them deployed less generously than they were in Halo 2 and to an extent Halo 3. It's largely a design issue: if the geometry looks explorable, it should be. Too many places in Tsavo Highway - for example - let players climb up a hill, but a barrier keeps you from the top, which otherwise looks perfectly climbable. This breaks the immersion and makes restrictions on player movement feel arbitrary. I'd rather see the grade become too steep to climb for all but the most devoted grenade jumpers. If people can get through after that - and someone will regardless - more power to them. They're obviously not doing it accidentally. So the barrier isn't needed.
The larger the core gameplay space, the harder it is to restrict players and have it feel natural. And designing confined spaces that feel open - a Halo hallmark - is hard. But stuff like canyons/cliffs breaks the immersion much less than an invisible wall blocking me from where I think I should otherwise be able to wander. If people are able, with great effort, to find ways over them, they're just going to find what they're looking for anyways: the edge of the game world.
Sai-kun said:Fixed![]()
Justinian said:Lol it's my nostalgia playing tricks on me. I meant Perilous Journey. :lol
And a back door in the alley.DragoNZ DZ said:the one with exactly one entrance
The ODST campaign really peaked early; that first mission is a masterpiece of pacing and encounter design. That last fight with the Hunters is just relentlessly intense, and is the first time they've really lived up to their name. Personal highlight: hiding behind a bus to recharge, and then getting plastered against the wall by said bus. The Hunters weren't fooled.NOKYARD said:And a back door in the alley.
Loved that area on Legendary. Playing hide and seek with the Hunters in the narrow corridors and stairways was a blast. Played it at least a dozen of times before proceeding.
Sweet.big ander said:
GhaleonEB said:RIP, Brian. Never knew him, but I was moved to tears years ago reading the HBO pages on him, and smile every time I hear his voice in the first Halo.