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Halo Reach Reveal Thread - Matchmaking/Multiplayer Details Revealed

Silly.Mikey said:
Anyone else hoping that 'running' isnt a perk, but available all the time?

Well, from the moment you pick it up/get it, if you don't change armor ability, it's permanent.

And please, could we stop calling them perks? xD
 

NJ Shlice

Member
Sorry to hear that Ram, I'll keep you in prayer.

I thoroughly enjoyed the trailer. I like that bungie is taking risks with all these new features and I have the utmost confidence that everything is gonna be balanced and fit right in the haloverse.

About that Bubble Thing. It is pretty clear to me that the ghost is coming, dude throws down bubble (a la halo 3 cgi commercial) the ghost hits the bubble, dude is saved. Bubble goes away.

In halo 3 the bubble shield turned into a little ball everyone rushed to or if you had a brain you would just stay back until the bubble went down. A quick, life saving bubble would not slow down gameplay and would be more helpful.
 
Lots of positive energy your way, Ramirez. Congrats on being a father, too!

Speaking of that (awesome) gif, a couple of things are piqued my interest (apologies if this was already touched on; this thread moves too fast for me to keep up with sometimes):


click to make bigger

  • No gametype is displayed. Is that just an Alpha glitch or is there a reason that it's hidden?
  • There's a health meter on the generators. So you can't just blow them up, you've got to work at damaging them. Awesome. Another question is, can the health of the generator be restored (like reclaiming a territory), or is it only able to sustain damage? The two Spartans defending it don't really do much to sway my thinking one way or another.
  • That gold honeycomb effect in the upper right (easier to see in the larger pic) is what your shields look like as they're getting damaged. Looks neat, but I hope it doesn't become a nuisance when I'm getting shot in da face. Regardless, it's so much better than that horrid red tinge from ODST.
 

Mohonky

Member
Hydranockz said:
What stage of development was the video taken from?

The final release? No.

The Delta? No.

The internal Beta? No.

The Alpha. Enough said.

What, like the last Halo 3 beta was? I played that and thought "eh no problem it's an early build the final game will look way better!"

It looked exactly the same.....
 

fin

Member
UltimaPooh said:
Amazing Battlefield Bad Company 2 games tonight Halo GAF!!!

This is Josef Redbeard BTW.

That last desert map on Rush mode was so long!

I was pissed that we got to the last base and couldn't arm it, like fuck! But happy that the other team never got even close to the last base when we were on defense.

But ya good games. I'll be playing all night tonight too!
 

Gui_PT

Member
Ramirez said:
Hey guys, sorry to detract from the awesome Halo news (hopefully I can enjoy it myself soon). My son was born on the first and has been in the NICU at UK ever since the 2nd with digestive problems. The scary part is the fact that the docs are telling me it might be Cystic Fibrosis, we can't rule it out until the test results get back, which will probably be Monday. My family doesn't have a history of it, so I'm hopeful this isn't the case.

Just ask that you guys keep my family in your thoughts and prayers, being away from home for so long on top of financial struggles plus the worry of seeing all kinds of wires coming out of your new baby is troubling to say the least. I'm really thankful for this Ronald McDonald House, not sure what we would be doing without the ability to stay here.

But anyways, just keep us in your thoughts.


Hope everything turns out fine.

Congratulations on being a father!
 

feel

Member
Best of luck ramirez, I'm sure everything will work out just fine. Keep us posted.

And I love that rocket explosion so much, the effects look spot on, and how the player gets kicked back by it, you can even see his legs come up. I will be one of the guys not playing the game objective at all during the first day of the beta. Will just be running around looking at every detail and experimenting with everything, sorry in advance about that.
 
Mohonky said:
What, like the last Halo 3 beta was? I played that and thought "eh no problem it's an early build the final game will look way better!"

It looked exactly the same.....

Well, we aren't exactly at Beta yet, this is still two milestones away. If you go back to the H3 vidoc that showed alpha MP footage some of that stuff was really, really fugly. But let's just say that's irrevelant for now, as we already have lots of footage of Reach looking really really good. There's a whole single player Vidoc of awesomeness, and there's the VGA trailer which shows how good the lighting and story assets are.

MP in Halo has always been really clean visually, your enemies should pop out of the scenery as big heavily armored gumdrops. A set up like that isn't going show visual changes and upgrades well. Sure you can see some major visual leaps, the explosion effects are great, the up closes on the spartans are fantastic, the animation and effects are great etc etc, but don't expect to see really dramatic lighting or enviroments filled to the brim with decoration and complex geometry, as those things would get in the way with a lot of core Halo mechanics.
 

kylej

Banned
Striker said:
Atlas does not take members now if I'm not mistaken. He shut off registration after a spammer came in. Really ever since last year around May/June it has been absolute dog shit. Really disappointing, but perhaps given the circumstances (i.e. past occurrences throughout MM's playlist management) we should've expected as much.

Nobody posts in the forum really, and maps are hardly touched/modified anyway after being accepted, despite the author sending in the new changes.

It's sad because regardless of how you feel about AR or BR starts, getting good maps into matchmaking is important. These people work their ass off to make these maps as good as they are and when they finally create something great they're ignored by the man in charge. You can't follow the rules any more than these people have and even they don't have any success. Bungie is spitting on the most loyal people in its fanbase when they ignore the forge community. The quality of maps that I played last night compared to some of the trash in matchmaking right is astonishing.

Then you come here and see Shishka is spending his days banning people from Bnet for random bullshit that urk has to overturn. It's nonsense.
 

GhaleonEB

Member
Louis Wu said:
http://www.youtube.com/watch?v=xJKvdYB1t1w&hd=1

I'd say that's the best overall analysis of the MP trailer I've seen.

Comes from Hoovaloov, from Tied the Leader.

Made me think a lot about the giant words. :lol
Brilliant - clustering the trailer into logical sections made for a much more coherent analysis. He picked up on a couple things I hadn't noticed, such as the Headhunter way points and the similarity of the Pull! medal to the jetpack icon. Great stuff.
 
Mohonky said:
What, like the last Halo 3 beta was? I played that and thought "eh no problem it's an early build the final game will look way better!"

It looked exactly the same.....
Do you remember the alpha footage of Halo 3 in the Halo 3 vidocs? They're nowhere near as good as the final product. All we've seen of Reach is Alpha so far.

Louis Wu said:
http://www.youtube.com/watch?v=xJKvdYB1t1w&hd=1

I'd say that's the best overall analysis of the MP trailer I've seen.

Comes from Hoovaloov, from Tied the Leader.

Made me think a lot about the giant words. :lol
Really good video.
 

NOKYARD

Member
EazyB said:
Bungie's priority shouldn't be to create a system that every single person can wrap their little minds around. Their goal should be giving their community the tools that will allow for the best maps possible, not a million shitty maps made by people that don't have any business making maps in the first place. Hide advanced options under a menu or something but I want 11 year old kids' heads to blow up when they see how deep the tools for the level editor are. Forge 2.0 would absolutely be the biggest letdown for me in Reach. Halo Level Editor 1.0 or bust, the least they could do is catch up to a 3 year old Ubisoft game.
I kind of agree. A two-teir editor would be great. Have a basic editor for weapons, vehicles, barriers so players can modify existing maps, much like Assembly and Hericic are handled now. Then go all out with complete blank canvases for user created maps. Have all the same construction items, but let us chose from a variety of locations (Warehouse, City Streets, Sky, Riverbed, Box Canyon!!!, Hillside, Forest, Desert, or locations from the Campaign).

It's likely much too late for a wish list, but i have to get this out of my system.

Snap-to is fine but what about other standard editing features like selecting groups of objects and doing a copy 'n paste on them. It would be fantastic to build a complete base, select the entire base, copy it, spin 180 degrees, and place an exact duplicate of the base on the opposite side of the map.

I can't begin to tell you how many hours could be saved if you had the ability to switch an objects properties on and off. When you select an object, or group of objects, press up on the D-pad to make the objects appear with 50% transparency. Like ghost-merging, you could then place the object within other objects or map geometry. Press down on the D-pad to return the objects to their normal state.

Energy Barriers. I could go on about this all day so i will try to be brief.

Programmable Energy Barriers could be Sphere, Cylinder (open ended), Box (4 sided, open ended) or Cube (6 sided), and allow for passage or blocking of any combination of Personnel, Vehicle or Weapon fire. A bridge would be a combination of the Block Personnel and Block Vehicles barriers, while allowing weapon fire and grenades to pass through.

The animation, and combination of animations, of the Energy Barrier would indicate allowable passage. The Block Personnel barrier could resemble the present Energy Door, Block Vehicles (Not bouncy) could be a Diamond Plate pattern, Block Weapons could be similar to the present Bubble Shield. Once again, the bridge would be a combination of the Energy Door, and Diamond Plate animations. With adjustable transparency set to 0 the barrier could also be used as a ceiling on an open-topped map to keep players in (Ber Ber Creek).

The Energy Barriers would normally be used in fixed positions (think of Hill Markers), but could also be brought to life through the use of optional Energy Barrier Switches.

Energy Barrier Switches would make the Barrier come alive. Attached to Barriers using Channels (exactly like Teleporters) they could control the Barrier's attributes and allow for several types of switching. The Switch can have Button Press feature, or a Proximity sensor when a player enters a specified location. The Switch can also feature a Timer which turns the Barrier on or off at a specified time, or Cycle mode which sees the Barrier alternate between maximum and minimum specified sizes.

Energy Barriers could now be used as doors, windows, bridges, mazes, traps, security doors, safe zones, trap doors, a catapult, locked garages, storage containers, fully functioning elevators, switchable jumping platforms, booby traps, proper cops 'n robbers jail cells, trash compactors, referee platform, gerbil tubes, a sinking ship, slow release systems (a barrier can be placed above a battle area and slowly retract to drop weapons or vehicles). This could greatly increase the possibilities for objective and mini-games and just think of some of the 'creative' types of games people would come up with. You could turn a Map into a Spartan pinball machine or re-create the famous energy blast door scene from Star Wars Episode I: The Phantom Menace (where Qui-Gon and Obi-Wan engage Darth Maul). I even figured out the possible menus for both items and they are not nearly as complicated as you might think.

Just a small sample of my ideas.
 

big ander

Member
NOKYARD said:
Just a small sample of my ideas.
All awesome ideas. Let's hope some of them make it in, especially that merging one.

Ram: congratulations on becoming a father. Your child is in my thoughts. Best of luck.
 
Louis Wu said:
http://www.youtube.com/watch?v=xJKvdYB1t1w&hd=1

I'd say that's the best overall analysis of the MP trailer I've seen.

Comes from Hoovaloov, from Tied the Leader.

Made me think a lot about the giant words. :lol
Great analysis. I love the subliminal messages in the Active Roster section. He skipped over a few vehicles we know about (Falcon, Mongoose), and didn't touch on the (4, if I'm right) maps that have now been confirmed. Other than that, awesome. What was up with that "Noble 6" text in the sniper display?!?

Did he or any other TTL guys do an analysis of the first ViDoc? If so, I'd love to see it.
 

Sanic

Member
Merguson said:
Since when did YouTube offer automated audio-to-caption translation? Pretty cool.

I'm not sure, but the translation for this MP analysis video was just short of terrible :lol.
 

FourDoor

Member
Nice video review there. The one thing I missed before the video was the 3D radar that can now tell you the different elevation that your opponent is in. Now you can tell if the enemy is above you or below or on the same floor. This gives me hope that Reach will indeed have quite a few more maps that have all kinds of elevation changes (
but hopes there are less maps like orbita
l). :lol
 
LAUGHTREY said:
So I guess I'm banned from Halo 2 matchmaking.


That's...weird?
I'd blame the folks at ALT...seems like a likely scapegoat anyway

speaking of Halo 2 I need to download the maps again before i cant
 

Slightly Live

Dirty tag dodger
Hmm, that analysis video covered many of the points I was considering bringing up. Dang.

Well here's some pictures I took for what I was going to do. Hadn't got round to much editing.

medalchest.png


RedHillMarker.jpg
UncontestedHillMarker.jpg
InvasionUnknown.jpg
InvasionUnknown3.jpg
InvasionUnknown2.jpg
InvasionGenerator.jpg
InvasionGenerator2-1.jpg
HeadhunterMarker.jpg
FlagUnknown.jpg
BlueHillMarker.jpg
BlueFlagMarker.jpg


Also, hadn't seen this posted today.

tumblr_kystoxIpbw1qb0uido1_500.jpg


Here we are, working at 11pm. Today was a pain in the ass because the engine was busted. But we got a clean build through at 5 and now we’re back in business!

NobleActual
 

Nelo Ice

Banned
Spasm said:
Nice insights on Invasion. Looks like UT's Assault mode, with intermediate objectives all leading to the final objective. Daddy like.

Also, I never noticed the ability recharges till this video.

headhunter looks like UT3's greed mode :D
 

JaggedSac

Member
Not sure if anyone has posted this, but check out a Bungie session that will take place at GDC:

http://schedule.gdconf.com/

Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
Speaker/s: Jaime Griesemer (Bungie Studios)
Day / Time / Location: Thursday 1:30- 2:30 Room 130, North Hall
Track / Format: Game Design / Lecture
Description: Halo's multiplayer is balanced across over 1000 objects, more than 40 of which are unique weapons including the Sniper Rifle, which has over 200 functional fields including one that determines the minimum time between shots. In Halo 3, that time changed from 0.5 seconds to 0.7 seconds, changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant.

This session will address this design decision in exhaustive detail. Why 0.7 seconds? Why that particular field? What processes and design principles lead to that change? How was it proposed, tested, and evaluated? What were its effects on the game's balance? How were those effects evaluated to the effects of the infinite number of other changes that could have been made? What were the external considerations, such as community reaction or target demographics, that influenced it? And what can be learned from that change to improve our ability to make changes in the future?
Eligible Passes: All Access Pass, Main Conference Pass
 
JaggedSac said:
Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
Track / Format: Game Design / Lecture
Eligible Passes: All Access Pass, Main Conference Pass
What are the chances the public gets to view this.

Are these usually streamed live or available afterward on the web?
 
JaggedSac said:
Not sure if anyone has posted this, but check out a Bungie session that will take place at GDC:

http://schedule.gdconf.com/

Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
Speaker/s: Jaime Griesemer (Bungie Studios)
Day / Time / Location: Thursday 1:30- 2:30 Room 130, North Hall
Track / Format: Game Design / Lecture
Description: Halo's multiplayer is balanced across over 1000 objects, more than 40 of which are unique weapons including the Sniper Rifle, which has over 200 functional fields including one that determines the minimum time between shots. In Halo 3, that time changed from 0.5 seconds to 0.7 seconds, changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant.

This session will address this design decision in exhaustive detail. Why 0.7 seconds? Why that particular field? What processes and design principles lead to that change? How was it proposed, tested, and evaluated? What were its effects on the game's balance? How were those effects evaluated to the effects of the infinite number of other changes that could have been made? What were the external considerations, such as community reaction or target demographics, that influenced it? And what can be learned from that change to improve our ability to make changes in the future?
Eligible Passes: All Access Pass, Main Conference Pass
So, they're giving an hour long lecture based around why the interval between shots was increased by .2 seconds? I can answer that in one word: Balance.
 

NOKYARD

Member
JaggedSac said:
changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant.
yet, worthy of 3 full pages at HaloGAF :D
 
Any evidence of the radar jammer being brought back for Reach? After watching the multiplayer trailer again, I see that it's never shown. Not that I'd want it back if no changes are made to it from Halo3. I keep thinking to myself that out of all the armor abilities I'd use the most it would be the radar jammer, assuming it worked differently.

One of the things I didn't like about it before was that, while it did put a bunch of red dots on the radar, other players were alerted to my presence and knew that I was coming. So much for surprise. On top of that, if my radar also has a bunch of dots on it, then I can't see what the other team is doing either. So it ends up being kind of pointless, or at least no more of an advantage for me than it is for the other team.

I'd much rather a jammer simply make my dot on the other team's display disappear. Then it really could be useful.

Anyway, it may not even be included in Reach, and my questions will be irrelevant. But figured it was worth asking about.
 
Thanks GhaleonEB, for the tip.

JaggedSac said:
changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant.
Under Normal circumstances i would use Search for this, but it's dead. And because (OMG BURN IM!) I don't know the history that change could possibly have here on GAF, and why.

So I'll just ask if someone could quickly explain it to me (PM or here), as I think the obvious reason being lowering possible # of potential total multiple kills when a sniper has an opportunity in a high-stress 'you blink and you missed it' moment for multiples, would be no sweat off my back.

But I got a feeling that 1) It's more than just that 2) It's not even that and I'm an idiot 3) If it's '1' then I fear shouldn't ask for the sake of not opening old wounds to keep me from the wrath of GAF.

So nevermind that, can someone link to somewhere, if at all, where this is explored so I may "get me some learnin'"? Please don't hurt me. /fetal
 
From the description it sounds less like a presentation on "Ohh why did we do x" and more about "when you've got a game with a thousand pieces, played billions of times, and a super dedicated fanbase here's the results of changing someting 2 one hundredths of a second.
 

Spasm

Member
Deputy Moonman said:
Any evidence of the radar jammer being brought back for Reach?
Either it's back exactly as in H3, or there are 9-11 players per team.

f51vec.jpg


I think it would be pretty sweet if you and a buddy teamed up to sneak into a base with a combo of Active Camo and Radar Jammer.
 
Deputy Moonman said:
Any evidence of the radar jammer being brought back for Reach? After watching the multiplayer trailer again, I see that it's never shown. Not that I'd want it back if no changes are made to it from Halo3. I keep thinking to myself that out of all the armor abilities I'd use the most it would be the radar jammer, assuming it worked differently.

One of the things I didn't like about it before was that, while it did put a bunch of red dots on the radar, other players were alerted to my presence and knew that I was coming. So much for surprise. On top of that, if my radar also has a bunch of dots on it, then I can't see what the other team is doing either. So it ends up being kind of pointless, or at least no more of an advantage for me than it is for the other team.

I'd much rather a jammer simply make my dot on the other team's display disappear. Then it really could be useful.

Anyway, it may not even be included in Reach, and my questions will be irrelevant. But figured it was worth asking about.

From the Edge GI previews it's made to sound like the Radar Jammer has intersected with the Active Camo, so now when you active active camo it also jams your radar, and your enemies radars.

Edit: You can see it here,
Spasm said:
Either it's back exactly as in H3, or there are 9-11 players per team.

f51vec.jpg


I think it would be pretty sweet if you and a buddy teamed up to sneak into a base with a combo of Active Camo and Radar Jammer.

See how his Active Camo is activated and his Radar is all scrambled?
 

GhaleonEB

Member
I'm guessing we'll see more than 16 players, for sure. I hadn't noticed the radar though - that certainly seems to be a clue.

The map the Scorpions appear on just looks massive, in both the horizontal and vertical space.
 
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