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Remember R E A C H |OT2|

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Well played 17 games, eyes bloodshot as hell.

I was expecting a big 3000 credit game...no challenge bonus after the game, goto mm screen challenge complete...check the credits...

yea I didn't get my 2500. Nice!

Anyone else have that? Broken?
 

Wizpig

Member
Letters said:
Someone on your group must be screwing things up for everyone. Are you asking for everyone to shutdown their porn torrents before initiating the games??
I live in Venezuela, in my local group we all have about 1.5 down and 0.5 up, and we play lagless Firefight customs. We always felt lag on ODST, the FF netcode has definitely improved here. We're all on the same ISP though.
This doesn't sound right.

Yeah, i always ask them to check their friggin connections, and after your post i'll definitely ask them later today.

Unfortunately, we are not all on the same ISP.

I want a Japanese-like connection speed, upload and ping. :|
 
xxjuicesxx said:
Well played 17 games, eyes bloodshot as hell.

I was expecting a big 3000 credit game...no challenge bonus after the game, goto mm screen challenge complete...check the credits...

yea I didn't get my 2500. Nice!

Anyone else have that? Broken?
Fuck that noise, when I saw today's challenges I decided I'm just going to work on the campaign tonight. That seals the deal.
 
xxjuicesxx said:
Well played 17 games, eyes bloodshot as hell.

I was expecting a big 3000 credit game...no challenge bonus after the game, goto mm screen challenge complete...check the credits...

yea I didn't get my 2500. Nice!

Anyone else have that? Broken?

Yeah people are complaining about that on the bungie forum too it seems. 2 bugs in 1 challenge!

On a side note, this guy is pretty good at staying alive http://www.bungie.net/Stats/Reach/Default.aspx?player=Stra7
 

feel

Member
The last rank names (and icons) are badass. :D

Hero - Awarded at 3,700,000 cR
Legend - Awarded at 4,600,000 cR
Mythic - Awarded at 5,650,000 cR
Noble - Awarded at 7,000,000 cR
Eclipse - Awarded at 8,500,000 cR
Nova - Awarded at 11,000,000 cR
Forerunner - Awarded at 13,000,000 cR
Reclaimer - Awarded at 16,500,000 cR
Inheritor - Awarded at 20,000,000 cR
 

Trickster

Member
20 million credits to earn top rank? I think that will take a while even for the people that reached Lt. Colonel grade 3 quite quickly :lol
 

remz

Member
xxjuicesxx said:
Well played 17 games, eyes bloodshot as hell.

I was expecting a big 3000 credit game...no challenge bonus after the game, goto mm screen challenge complete...check the credits...

yea I didn't get my 2500. Nice!

Anyone else have that? Broken?
Ooooh fuck. I hope not. I've been up till now (2:30 am) to get my 17 and am two games away from it
 

Conquistador

Neo Member
Wizpig said:
1-set only? wtf?

I like the system right now because the occasions where I would really want to put aside the time for a full-length firefight match are rare. I think adding a playlist for longer firefight matches would be good, though I can see quiting being a huge issue; they would need some sort of system where another person can join mid-game if someone quits.
 

Hey You

Member
DJ Lushious said:
This is ridiculous. I played Reach all night after I got off work (5+ hours) and I'm pretty certain I didn't play 17 matches. :lol

Seriously, though. I played 19 matches in that amount of time.
It shows you were playing at 8pm PST. A new day starts at 3am PST
 

Wizpig

Member
Trickster said:
20 million credits to earn top rank? I think that will take a while even for the people that reached Lt. Colonel grade 3 quite quickly :lol
If there's really people that can farm 100.000 credits in a single day or 2... then well...

What I KNOW is that i'll never reach that top rank. ever.
 

Hey You

Member
TommyT said:
If all the zombies know not to go up there and just let the time run out it makes it worthless for them to be up there...
I've suggested on BNet's Optimatch forum that a Soft Kill boundary be placed up there for Infection.
 
Letters said:
It's reasonable, you're not supposed to be unlocking everything on month one. Where's the satisfaction on finally buying some amazing stuff if you only had to walk around with inferior items for a few days or weeks?

Just because it's an insane grind and time-sink by design, that doesn't make it reasonable.


The system is fundamentally a bad design:

  • It locks out a single game mode (Firefight) entirely, unless you deal with the very limited version in matchmaking.
  • The items are completely cosmetic, and in most cases can only be seen for minutes for each hour of gameplay.
  • Player performance has a negligible impact on credits gained. In short, how well you do is almost completely irrelevant
  • The reward/difficulty weighting is completely skewed, and encourages certain modes over others.
  • The reward for grinding is completely disproportionate to the size of the time sink. We're talking hours and hours for changing something like the knee guards
  • The size of the time sink only encourages a uniform look to your player character, at complete odds with the attempt to make the player feel invested in their avatar by allowing personalization. Hiding options away from the player does not help in this regard.
  • The reward for completing commendations is negligible. Some are unbelievably unbalanced yet offer relatively no reward. 50 rounds of Firefight survived to get 500 Cr? What?! If that takes 250 games, that's 2Cr a game for a very hard challenge. Terrible design.
    The harder challenges actually offer a smaller reward compared to the time invested.

Look at MW2. Look at WoW. Look at successful player investment systems out there. They share almost none of the characteristics with Reach's. Why is this? Because the characteristics that Reach's system has are bad! For games that seriously depend on this, it would be bad for business.

The Reach design simply appears as an attempt to copy off more successful products in this regard with no understanding of why they were successful. In the end, all it does is come across as an arbitrary time sink that offers trivial rewards.


Let's compare this to MW2. I'm not saying such a system is right for Halo, but why the system works quite well:

1. There's constantly something new. New guns, new attachments, new challenges, new camo. New new new. New.
2. Player performance has a large impact on the amount of XP you gain.
3. The XP given out for challenges gets more generous the harder they are, yet the cap encourages trying out new weapons. Completing challenges is actually the most efficient way of ranking up.
4. Challenges are completed fairly often, and many are given out in the course of normal game play. It's much less of a grind.
 

oatmeal

Banned
Beat it on Legendary...

Such a great experience. Never beat any Halo on legendary (just random levels), especially by myself.

For some reason, I found the playthrough (other than some parts) easier on Legendary. Like the whole end sequence with the dropships and the elite zealots....I died maybe once...while on Heroic it took me hours.
 

Hugbot

Member
Hey You said:
I've suggested on BNet's Optimatch forum that a Soft Kill boundary be placed up there for Infection.
Make it hard kill and block off the lifts and now we're talking.

Wizpig said:
What I KNOW is that i'll never reach that top rank. ever.
I am right at 1% of the top rank. So if I play for like 90 months at my current rate maybe I'll make it. With double XP weekends maybe even less~
 

Trickster

Member
Wizpig said:
If there's really people that can farm 100.000 credits in a single day or 2... then well...

What I KNOW is that i'll never reach that top rank. ever.

Isn't the credit cap per day around 60k though? And even if there is someone that manages to reach that cap every day until he/she has 20 million, that is still gonna take 333 days.
 

Wizpig

Member
DoctorWho said:
How? I don't even know...
Two options.

- Gruntpocalypse/Campaign kills count towards the kills/deaths ratio, but i highly doubt this.

- He's one of those guys with a modded 360 and he will get banned

The third option is he's the best Halo player ever, but damn :p
Trickster said:
Isn't the credit cap per day around 60k though? And even if there is someone that manages to reach that cap every day until he/she has 20 million, that is still gonna take 333 days.
Oh, i thought it was 100k.

(It should be like 20k if you ask me :D)
 
DoctorWho said:
How? I don't even know...


Its all Team Objective stat whoring, and its boosting off of guest accounts. Goto Game History and competitive and just look at a few.

He is Lt Colonel Grade 3 because hes freaking nailed Gruntapacolypse on Corvette to a science.



Nothin impressive.
 

remz

Member
xxjuicesxx said:
Its all Team Objective stat whoring, and its boosting off of guest accounts. Goto Game History and competitive and just look at a few.

He is Lt Colonel Grade 3 because hes freaking nailed Gruntapacolypse on Corvette to a science.



Nothin impressive.
why would he even bother? that'd be such a friggin bore
 
xxjuicesxx said:
Its all Team Objective stat whoring, and its boosting off of guest accounts. Goto Game History and competitive and just look at a few.

He is Lt Colonel Grade 3 because hes freaking nailed Gruntapacolypse on Corvette to a science.



Nothin impressive.

I noticed that he has no achievements. That's a little odd.
 

GDJustin

stuck my tongue deep inside Atlus' cookies
One of the Bungie.net stats screens I'm most fascinated by is the leaderboards:

http://www.bungie.net/Stats/Reach/Leaderboards.aspx

- 54 of my 100 friends have played reach.
- 31 of those 54 people have completed the campaign.
- 1 dude completed legendary co-op campaign in eight days, played ONE game of MP, and hasn't touched Reach since. o.0
- The highest ranked person on my list that HASN'T cleared campaign is W.O. Grade 1 and is halfway to Grade 2.
- Only two have qualified for Arena placements.
 

cwmartin

Member
Photolysis said:
Just because it's an insane grind and time-sink by design, that doesn't make it reasonable.


The system is fundamentally a bad design:

  • It locks out a single game mode (Firefight) entirely, unless you deal with the very limited version in matchmaking.
  • The items are completely cosmetic, and in most cases can only be seen for minutes for each hour of gameplay.
  • Player performance has a negligible impact on credits gained. In short, how well you do is almost completely irrelevant
  • The reward/difficulty weighting is completely skewed, and encourages certain modes over others.
  • The reward for grinding is completely disproportionate to the size of the time sink. We're talking hours and hours for changing something like the knee guards
  • The size of the time sink only encourages a uniform look to your player character, at complete odds with the attempt to make the player feel invested in their avatar by allowing personalization. Hiding options away from the player does not help in this regard.
  • The reward for completing commendations is negligible. Some are unbelievably unbalanced yet offer relatively no reward. 50 rounds of Firefight survived to get 500 Cr? What?! If that takes 250 games, that's 2Cr a game for a very hard challenge. Terrible design.
    The harder challenges actually offer a smaller reward compared to the time invested.

Look at MW2. Look at WoW. Look at successful player investment systems out there. They share almost none of the characteristics with Reach's. Why is this? Because the characteristics that Reach's system has are bad! For games that seriously depend on this, it would be bad for business.

The Reach design simply appears as an attempt to copy off more successful products in this regard with no understanding of why they were successful. In the end, all it does is come across as an arbitrary time sink that offers trivial rewards.


Let's compare this to MW2. I'm not saying such a system is right for Halo, but why the system works quite well:

1. There's constantly something new. New guns, new attachments, new challenges, new camo. New new new. New.
2. Player performance has a large impact on the amount of XP you gain.
3. The XP given out for challenges gets more generous the harder they are, yet the cap encourages trying out new weapons. Completing challenges is actually the most efficient way of ranking up.
4. Challenges are completed fairly often, and many are given out in the course of normal game play. It's much less of a grind.

Many of the changes you would like to see create a skewed playing field in favor of those who have time over others. Play more and get better guns! Frankly that doesn't sit well with a lot of people, and intimidates new players and players with less time to "sink", and creates a smaller and smaller more hardcore crowd.
 
xxjuicesxx said:
Its all Team Objective stat whoring, and its boosting off of guest accounts. Goto Game History and competitive and just look at a few.

He is Lt Colonel Grade 3 because hes freaking nailed Gruntapacolypse on Corvette to a science.



Nothin impressive.
I finally figured out the 'trick' (not really a trick) Gruntpocalypse on Corvette to stay alive throughout last night, and I felt completely stupid for never being able to do it earlier. Always go for the FRGrunts first; it's a breeze.
 
Photolysis said:
Just because it's an insane grind and time-sink by design, that doesn't make it reasonable.


The system is fundamentally a bad design:

  • It locks out a single game mode (Firefight) entirely, unless you deal with the very limited version in matchmaking.
  • The items are completely cosmetic, and in most cases can only be seen for minutes for each hour of gameplay.
  • Player performance has a negligible impact on credits gained. In short, how well you do is almost completely irrelevant
  • The reward/difficulty weighting is completely skewed, and encourages certain modes over others.
  • The reward for grinding is completely disproportionate to the size of the time sink. We're talking hours and hours for changing something like the knee guards
  • The size of the time sink only encourages a uniform look to your player character, at complete odds with the attempt to make the player feel invested in their avatar by allowing personalization. Hiding options away from the player does not help in this regard.
  • The reward for completing commendations is negligible. Some are unbelievably unbalanced yet offer relatively no reward. 50 rounds of Firefight survived to get 500 Cr? What?! If that takes 250 games, that's 2Cr a game for a very hard challenge. Terrible design.
    The harder challenges actually offer a smaller reward compared to the time invested.

Look at MW2. Look at WoW. Look at successful player investment systems out there. They share almost none of the characteristics with Reach's. Why is this? Because the characteristics that Reach's system has are bad! For games that seriously depend on this, it would be bad for business.

The Reach design simply appears as an attempt to copy off more successful products in this regard with no understanding of why they were successful. In the end, all it does is come across as an arbitrary time sink that offers trivial rewards.


Let's compare this to MW2. I'm not saying such a system is right for Halo, but why the system works quite well:

1. There's constantly something new. New guns, new attachments, new challenges, new camo. New new new. New.
2. Player performance has a large impact on the amount of XP you gain.
3. The XP given out for challenges gets more generous the harder they are, yet the cap encourages trying out new weapons. Completing challenges is actually the most efficient way of ranking up.
4. Challenges are completed fairly often, and many are given out in the course of normal game play. It's much less of a grind.
Great post! You hit the nail on the head, especially the part I bloded!

If we can't even SEE all the armor, then how do we know if we should really dump thousands of hard-earned credits into one piece of armor, when another cooler piece could show up later??
 
cwmartin said:
Many of the changes you would like to see create a skewed playing field in favor of those who have time over others. Play more and get better guns! Frankly that doesn't sit well with a lot of people, and intimidates new players, players will less time to "sink", and creates a smaller and smaller more hardcore crowd.

Yeah, because that's exactly what happened to MW2?
 

Mr. Sam

Member
squidhands said:
I finally figured out the 'trick' (not really a trick) Gruntpocalypse on Corvette to stay alive throughout last night, and I felt completely stupid for never being able to do it earlier. Always go for the FRGrunts first; it's a breeze.
I thought that much was obvious.
 

Metalic Sand

who is Emo-Beas?
Letters said:
The last rank names (and icons) are badass. :D

Hero - Awarded at 3,700,000 cR
Legend - Awarded at 4,600,000 cR
Mythic - Awarded at 5,650,000 cR
Noble - Awarded at 7,000,000 cR
Eclipse - Awarded at 8,500,000 cR
Nova - Awarded at 11,000,000 cR
Forerunner - Awarded at 13,000,000 cR
Reclaimer - Awarded at 16,500,000 cR
Inheritor - Awarded at 20,000,000 cR


Seems like the only way to hit these is to abuse the credit system in some form like most LT. colonels
 

Wizpig

Member
GDJustin said:
One of the Bungie.net stats screens I'm most fascinated by is the leaderboards:

http://www.bungie.net/Stats/Reach/Leaderboards.aspx

- 54 of my 100 friends have played reach.
- 31 of those 54 people have completed the campaign.
- 1 dude completed legendary co-op campaign in eight days, played ONE game of MP, and hasn't touched Reach since. o.0
- The highest ranked person on my list that HASN'T cleared campaign is W.O. Grade 1 and is halfway to Grade 2.
- Only two have qualified for Arena placements.
Nice.

50 of my 98 friends played Reach. (well, 2 of those friends are GAF Meta-Tags)

I'm ranked 5, i'm Captain.
My friend with the best rank is Major rank 2.

I know a guy who is top rank, but i don't have him in my friend list... i have no "pros" in my friend list, and i don't care :D
 

ElRenoRaven

Member
Based on what I've read I say good riddence dslgunstar. You won't be missed.

Photolysis said:
A lot of people seem to be reporting this as a glitch, when it's actually due to a change in the networking...............

Sounds fair to me and I honestly never thought about the double deaths.

Raide said:
1000cR Double Nickels
Earn 2 Killing Sprees in a multiplayer Matchmaking game.

You know I hate challenges like this. It's annoying to have to try and do a certain number of something in one matchmaking game.

Gui_PT said:
They really need to stop with the assist challenges while they're not fixed =\

Meh they don't bother me. Just lay into people with the AR while your teammate kills them. I rack up assists that way.

Gui_PT said:
Apparently, if you turn your xbox off, the 17 mulitplayer games challenge restarts. Don't turn your xbox off =(

You're fucking shitting me. Fuck that shit.

LiK said:
yea, not gonna buy any voices since it's FF only. trying to complete the armors is tough enough. i don't plan on farming credits. just gonna play for fun.

If you play a lot of firefight it's worth it I think. My favorite is the cheapest anyway. Gotta love Sgt Stacker. His lines crack me the hell up.

Scarecrow said:
bungie must have done something to the credit farming. when i first started doing a bunch of Gruntpocalypse, I'd get b/n 1500-2k. That's without the occasional commendations that would come with it. Now I get maybe 150-200 as a mode completion stat with the extra stuff thrown in, barely making to even 1k.

That's because as you get commendations it takes more time to get the next rank of it. As a result you aren't getting as many commendations as you were before. Take my headshots. I now have to get 20,000 headshots in firefight to get my Onyx commendation for that. Hence I won't be getting a headshot commendation for awhile.

Neuromancer said:
Not that many people want to play never-ending Firefight. I know I don't. I thought it got really boring in ODST. I'd much rather have matches that lasted 10-15 minutes personally. You could always do custom games, you know.

Well it was mentioned that there will be some more firefight options coming in one of the playlist updates. I believe it was mentioned a classic firefight option. If so then I think everyone will be able to be happy. I loved classic myself. Just going non stop to see how long you can survive.

Speaking of firefight has anyone else thought that it would be nice to see a couple of ODST's firefight maps brought back for reach? Hell the geometry of one is already in the game in another form. So it wouldn't be that hard.

Glowingmonx said:
Yeah people are complaining about that on the bungie forum too it seems. 2 bugs in 1 challenge!

I've actually noticed this on all the challenges like that which require you to complete games etc. I think it's due to it not giving you said credit for completing the challenge till after out of the credit screens.

Woo. Nothing like catching up on the thread to start my day. Always such a long post to start. lol
 

GDJustin

stuck my tongue deep inside Atlus' cookies
Just saw the leaked Reach list rank list. Nice!

I see there are more anomalies like the Warrant Officer grind, though. I wonder *why* Bungie didn't make it a smooth curve? It isn't for achievements, because bumps in the curve show up after all achievements have been earned.

It takes 110K credits to go from Lt. Colonel 3 to Commander 1. But only 100K to go from Commander 3 to Brigadier, etc.

But then again, the in-between ranks do scale up nicely. 23K for the Captain ranks, 25K for major, 30K for Lt. Colonel, 50K for Commander, 90K for Colonel, 120K for Brigadier, etc.

So, there's nothing as weird as the random W.O. hump. But I still don't see why Bungie made the cR requirements somewhat random instead of each being 1.3x (or whatever) the one that came before it.
 
GDJustin said:
Just saw the leaked Reach list rank list. Nice!

I see there are more anomalies like the Warrant Officer grind, though. I wonder *why* Bungie didn't make it a smooth curve? It isn't for achievements, because bumps in the curve show up after all achievements have been earned.

It takes 110K credits to go from Lt. Colonel 3 to Commander 1. But only 100K to go from Commander 3 to Brigadier, etc.

But then again, the in-between ranks do scale up nicely. 23K for the Captain ranks, 25K for major, 30K for Lt. Colonel, 50K for Commander, 90K for Colonel, 120K for Brigadier, etc.

So, there's nothing as weird as the random W.O. hump. But I still don't see why Bungie made the cR requirements somewhat random instead of each being 1.3x (or whatever) the one that came before it.
Right. It's like they half-assed the entire credit/reward system.
 

Victrix

*beard*
cwmartin said:
Many of the changes you would like to see create a skewed playing field in favor of those who have time over others. Play more and get better guns! Frankly that doesn't sit well with a lot of people, and intimidates new players, players will less time to "sink", and creates a smaller and smaller more hardcore crowd.

You're objectively wrong, simply based on the numbers of MW2

Beyond that, you're subjectively wrong on the specifics of the gameplay. I can comfortably pick up CoD4 or MW2 at level 1 and do just fine against a max level player. In fact I did so regularly, with the prestige system! In both games, they gave you one of the 'best' guns in the game immediately.

When done properly (which CoD4 did almost entirely, and MW2 did mostly), leveling/investing time unlocks more stuff not better stuff. They dropped the ball in a few areas (such as not having serious anti-air in MW2 until level 30, which could suck - but level 30 can be reached in a few evenings).

More critically, the overall leveling is not at all punishing in MW2. Even my more casual friends reached max level in just a few weeks of play. Hardcore poopsockers could hit max level very quickly.

Essentially, you got out what you put in, effort wise. But (and this is the important part), you were not completely screwed if you were progressing more slowly than other players - no more screwed than you would be by playing against a vet as a newbie anyway (just as true in Reach as it is in MW2 at any level)

Black Ops looks to be removing the few issues the system had by allowing you to buy whatever you want whenever you want, so leveling, performing well, playing what you enjoy, etc, will let you unlock whatever you want.

There are absolutely ways to create an incentive system that a) rewards players b) rewards skilled play and c) does not punish players who are new to the system unduly

I find MAG pretty intimidating, because from what I can tell, you are at a marked disadvantage at a low level, irrespective of any skill gap. I don't play BF heavily, so I don't know if that's true in BC2 as well.

Photolysis' critique about Reach's credit system are absolutely spot on.

... with that said, who gives a shit, because in Reach, your credits unlock new parts for your space barbie man, or voices you can only use in Firefight

Note that I'm not advocating "Unlock the DMR at level 30!", that would be absurd in the context of Reach's gameplay, but there are many, many other ways they could incentivize and reward skilled play, objective play, and teamwork, even if the rewards are largely cosmetic.

Players do care about that sort of thing, a massive percentage of the posts in this thread are generated by the daily Challenges, and people gripe about the experience needed to rank up, even though rank does nothing but unlock more shiny spacemenz armor

A more critical application of these types of reward and incentive systems is the way that Arena's rating system is currently structured, where you're playing a 4/8 player 'FFA' with the top 2/4 progressing. Rewarding selfish play over teamplay is pretty clearly an awful idea.

The thought and implementation behind these systems is important, both for the longer term health and popularity of the series (from a strictly business/sales standpoint) and for the enjoyment of the players (from a, you know, having fun with your time standpoint)
 

ElRenoRaven

Member
Roche178 said:
There's a checkpoint you can replay over and over again to boost for air-strike kills, this guy takes it to the extreme.

Yea by this point he can't be getting any credits from it if he were to still do it. Looks like he isn't still doing it though.
 
PsychoRaven said:
Yea by this point he can't be getting any credits from it.
As far as that Splash Damage commendation, what happens after Onyx? I noticed my bar was still starting to fill up once I hit Onyx.
 

Victrix

*beard*
The Lamonster said:
As far as that Splash Damage commendation, what happens after Onyx? I noticed my bar was still starting to fill up once I hit Onyx.

Nothing, you can 'max' Onyx, it's just to show how awesome you are at farming exploits certain aspects of the game
 
Victrix said:
... with that said, who gives a shit, because in Reach, your credits unlock new parts for your space barbie man, or voices you can only use in Firefight

:lol :lol

Off-topic:
Didn't you do a lot of livestreaming a while back, or do I have you confused with someone else? I used to watch those streams all the time at work. Hilarious stuff.
 
cwmartin said:
Many of the changes you would like to see create a skewed playing field in favor of those who have time over others. Play more and get better guns! Frankly that doesn't sit well with a lot of people, and intimidates new players and players with less time to "sink", and creates a smaller and smaller more hardcore crowd.

If you'd read my post in its entirety you'd see that I wasn't advocating this would be right for Halo, I was simply describing some of the characteristics of a successful player investment system. Varied challenges, constant rewards, good incentives.

The funny thing is, by making the Reach system such a grind, it does absolutely nothing to draw new players in to the franchise. You might have some more casual players who find the idea of being able to customise their player interesting, but there's nothing available for such players.

Bungie already know that a sizeable amount of players don't even make it past 10 games. How is a player investment system with this much of a grind supposed to draw them in? It won't. It's such a large barrier, and with such a small reward that they won't bother, they'll go to a product that does a far better job.
 
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