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The Official Halo 3 Thread

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GhaleonEB said:
Halo 3 was #1 again last week on the Live charts. Neato.
Nice, I really thought it would be bumped back down after everyone got over Cold Storage but it looks like it won some folks over for a longer period.


Those TF2 games were a blast, sorry my internet went down. We should crash other games more often :P
 
EazyB said:
Nice, I really thought it would be bumped back down after everyone got over Cold Storage but it looks like it won some folks over for a longer period.


Those TF2 games were a blast, sorry my internet went down. We should crash other games more often :P

Seriously, those games were so fucking epic.

Especially when we were all Engineers and had like.. 15 Sentries and Dispenser up with 20 Teleporters scattered in one area. :lol
 
LAUGHTREY said:
Are you guys playing TF2?


Without me?


What am I?
Dax?

Seriously I'm MLG TF2.

[j/k. I don't even have a mic :P]

But for real, I <3 TF2. That's pretty much one of the only other games I play :D
 
SailorDaravon said:
Has anyone else been noticing really bad lag problems lately?

I thought it was because we've been playing with Wedge. All Transatlantic traffic gets sent by way of Chunnel, so there's a pretty good delay. An echo too.

Did you stick around long enough to get the death threat?
 
Never did get into TF2. The Orange Box was Portal and some of HL2 then I ran out of steam. If you guys are online again I'll throw it in and see I can distract the other team with my noobyness.
 
fin said:
Never did get into TF2. The Orange Box was Portal and some of HL2 then I ran out of steam. If you guys are online again I'll throw it in and see I can distract the other team with my noobyness.

I see what you did there!
 
Striker said:
Good.

I'm now awaiting their possible AU2 information.

I also would like to repeat that Default Foundry for Team Slayer is awful. We were down a few kills, but came back to tie, and next thing we know there team has positioned themselves in the "base" rooms in Foundry. They did it for the rest of the match. Conveniently a Bubble Shield is also back there.

I would like them to change that map layout up a bit. Right now the map is not fun to play.

I think they should put a bubble where the drainer now spawns and drainers where the bubbles spawn. That would help out a bit.
 
Striker said:
Good.

I'm now awaiting their possible AU2 information.

I also would like to repeat that Default Foundry for Team Slayer is awful. We were down a few kills, but came back to tie, and next thing we know there team has positioned themselves in the "base" rooms in Foundry. They did it for the rest of the match. Conveniently a Bubble Shield is also back there.

I would like them to change that map layout up a bit. Right now the map is not fun to play.
I've never seen a team camp that area but I've always been confused as to why that extra room is not blocked off. It serves no purpose at all. That said, I really enjoy default Foundry, you gotta be aware of where the other team may spawn (hint: don't stay back at either base) but other then that it's a really smart setup. I definitely wouldn't mind some additional map configurations but until they can get the spawns ironed out, I won't be upset if the weighting is low.
 
Striker said:
Good.

I'm now awaiting their possible AU2 information.

I also would like to repeat that Default Foundry for Team Slayer is awful. We were down a few kills, but came back to tie, and next thing we know there team has positioned themselves in the "base" rooms in Foundry. They did it for the rest of the match. Conveniently a Bubble Shield is also back there.

I would like them to change that map layout up a bit. Right now the map is not fun to play.

I think the Foundry only really works when the bases are blocked off. Like all the MLG variants of the map.
 
Cap7ain Blood said:
Edit: come get a taste of my King score :P
You're lucky I'm at work. I did what I could last night on the brink of exhaustion but tonight I'm gunna bring it.

Maybe I should bring the 360 to work each day?
 
spermatic cord said:
Default Foundry is ugly and terrible and should be taken out of Ranked Team Slayer. Same for Last Resort because it's not even a slayer map.

This man from the east is wise in the ways of matchmaking...
 
spermatic cord said:
Default Foundry is ugly and terrible and should be taken out of Ranked Team Slayer. Same for Last Resort because it's not even a slayer map.

Last Resort is a great Team Slayer map.

Foundry just needs fixed spawn points. As do many of the Halo 3 maps.
 
Cap7ain Blood said:
lol at the Geowars2 leaderboards race going on between all the halo kids :P

Edit: come get a taste of my King score :P
Was playing Soul Calibur 4 during my lunch break but enjoyed a game of GW2. Its sweet. :D
 
GW2 is awesome. Sadly, it's also reminded me that I'm really bad at GW.
spermatic cord said:
Default Foundry is ugly and terrible and should be taken out of Ranked Team Slayer. Same for Last Resort because it's not even a slayer map.
Part one: hell no. Part two: Hell yes.
 
kylej said:
Most of the actual spawn points are fine. It's the underlying system of spawn point selection that needs changing. IIRC, Bungie has said in the past they are looking into it. Would be neat to see if they could make changes in AU2.
 
GhaleonEB said:
Most of the actual spawn points are fine. It's the underlying system of spawn point selection that needs changing. IIRC, Bungie has said in the past they are looking into it. Would be neat to see if they could make changes in AU2.
The spawn point system does not take into account Effective Area. According to the US manual of field combat, effective area is the area which is susceptible to agent (a player) attacks. The spawn system only checks to see if nobody is around, and if the weight ("safe value" determined by an algorithm) of the area is high enough, then you will spawn there. Sadly, this safe value is pointless when you have a sniper that can spot you from far away. Or when your team-mates need help in the other side of the map. Another problem I have found is that you might spawn right next to a person with a low shield and get a free kill. There are too many problems with the spawning algorithm of Bungie. It just doesn't feel right. However to check for all the details that would give you the perfect spawn point it would require about the power of a dedicated console to host the game. So yeah, a way to get around bad spawns is by implementing a better more complicated spawning algorithm that is run by a dedicated server. This won't happen with the limitations of Halo. :(

BTW, Bungie has mentioned before that they calculate the weights by adding a unit every time someone from your team dies in that area, and that these units are erased over time. I personally don't agree with this system, but I bet there is more to it.
 
backflip10019 said:
Dedicated server? What does that have to do with anything?
It runs a complex spawning algorithm that refreshes itself constantly and is smarter when assigning spawns. To put this processing load in one console which is also running the game would set a common denominator of processing power that is too low for all the other users. AKA, processing power in the other consoles would be wasted, while the host is the only one using with the heavy load. This is why its better to run this side tasks in a dedicated host.
 
godhandiscen said:
BTW, Bungie has mentioned before that they calculate the weights by adding a unit every time someone from your team dies in that area, and that these units are erased over time. I personally don't agree with this system, but I bet there is more to it.

I'm sure there's a lot more to it.

There are definitely some holes in the spawning logic. There's never going to be a perfect system. A speeding Warthog on Rat's Nest is difficult to account for. When the player is incarnated, the area might be "safe" for a few seconds. But even if that player is well away from a Warthog that's just turned the corner of a long hallway, he's still going to be placed in the line of fire. There aren't too many ways to avoid that situation.

But to me it feels like the spawning logic just breaks down from time to time and randomly dumps players into dangerous or advantageous situations, as if no logic whatsoever has been applied. A few of us played a VIP match on Rat's Nest last night, and both VIP's were killed near the same time and both were spawned within steps of each other with full complements of defenders popping into existence. For a second, you could almost read the confusion through everyone's visors.

I can't say why those spawns happen. Maybe packets are being dropped. Maybe the code that drives the spawn logic is breaking down and players are simply being dumped into random spawn points. Whatever it is, I sure hope it gets fixed because it can be downright irritating.
 
godhandiscen said:
It runs a complex spawning algorithm that refreshes itself constantly and is smarter when assigning spawns. To put this processing load in one console which is also running the game would set a common denominator of processing power that is too low for all the other users. AKA, processing power in the other consoles would be wasted, while the host is the only one using with the heavy load. This is why its better to run this side tasks in a dedicated host.

Haha, and you know this because... you've benchmarked such an algorithm against the processing power of a console?

I'm sorry, but the heuristics involved in calculating spawn points are nothing in comparison to the amount of computation required to calculate the physics simulation for a single crate in the game.
 
LunaticPuma said:
Where are my AU2 details? The week is over half over.
Oh shit, I just realized that I'm going to be in a hotel room in the middle of nowhere Friday night.

:sadface

Who knows, depending on the time I might still catch the update. Provided my hole-in-the-wall hotel has internet access.
 
GhaleonEB said:
Most of the actual spawn points are fine. It's the underlying system of spawn point selection that needs changing. IIRC, Bungie has said in the past they are looking into it. Would be neat to see if they could make changes in AU2.

Do want.

Anyone else have any predictions for AU2?

Forged map hopper? It would be cool if we could recommend maps and variants for a "community hopper". Then the most played maps get into matchmaking. Kinda like Bungie favorates but for matchmaking.

I guessing map glitches are all going to be fixed. I had a game of VIP on Rats Nest this week and the VIP got behind the fence by the Rockets, rendering him unslayable.

Hopefully some networking code gets redone to make it a little more stable.
 
spermatic cord said:
Default Foundry is ugly and terrible and should be taken out of Ranked Team Slayer. Same for Last Resort because it's not even a slayer map.
I'll agree that Default Foundry, like all Foundry maps, is ugly as sin. But it is a great slayer map, it's really fun and the battles are fluid and move all around the map. Then again the spawns can be really ball breaking at times and getting trapped in one of the bases can be a real hassle (for this I think they should open the doors in the hallway so the team can attack from both sides).

Domino Theory said:
Beat your Waves and Evolved score. :D
dun wry i'll b back were i blong
 
Falagard said:
Haha, and you know this because... you've benchmarked such an algorithm against the processing power of a console?

I'm sorry, but the heuristics involved in calculating spawn points are nothing in comparison to the amount of computation required to calculate the physics simulation for a single crate in the game.
I don't know, its not like the refresh rate of the physics in the game is that fast. Also, once you get into Area of Effect you have to trace every possible ray coming from an agent.
 
I think a good chunk of the AU2 will be consisting of the "Major changes to Halo 3 online" which can range from a lot of hefty things.

Other than that, I see mostly back-end stuff going in that they won't discuss (like they did with AU1) and a possible host history reset.
 
I know that this has a tiny chance of happening, but I really wish Bungie would use Juices' request for a weekend hopper that he came up with a few pages back.

And as for AU2, a community-voted upon hopper would be awesome -- one that would allow you to play in various custom maps with randoms.
 
fin said:
Do want.

Anyone else have any predictions for AU2?
I think there may be changes to the community content aspect of things, both in Halo 3 and on bungie.net. Bungie said they were going to work on such at the end of last year, and Luke and Sketch said they were taking input during that time from the community. I'd love to that bear fruit, assuming they didn't ZBB it in favor of other, higher-priority issues.
 
godhandiscen said:
I don't know, its not like the refresh rate of the physics in the game is that fast. Also, once you get into Area of Effect you have to trace every possible ray coming from an agent.

You speak in such strange tongues...
 
EazyB said:
I'll agree that Default Foundry, like all Foundry maps, is ugly as sin. But it is a great slayer map, it's really fun and the battles are fluid and move all around the map. Then again the spawns can be really ball breaking at times and getting trapped in one of the bases can be a real hassle (for this I think they should open the doors in the hallway so the team can attack from both sides).


dun wry i'll b back were i blong

I think Foundry is decent for Slayer. I originally hated it, but it has an interesting dynamic. The spawn points are on either side of a wall and you can decide to try to meet the enemy at the wall, or go around wide to get to the back where the power weapons are.

I think players have created much better maps, and it flabbergasts me whey Bungie hasn't taken some of the community variations of Foundry and maybe other maps done in Forge and put them in a hopper to play.
 
urk said:
I'm sure there's a lot more to it.

There are definitely some holes in the spawning logic. There's never going to be a perfect system. A speeding Warthog on Rat's Nest is difficult to account for. When the player is incarnated, the area might be "safe" for a few seconds. But even if that player is well away from a Warthog that's just turned the corner of a long hallway, he's still going to be placed in the line of fire. There aren't too many ways to avoid that situation.

But to me it feels like the spawning logic just breaks down from time to time and randomly dumps players into dangerous or advantageous situations, as if no logic whatsoever has been applied. A few of us played a VIP match on Rat's Nest last night, and both VIP's were killed near the same time and both were spawned within steps of each other with full complements of defenders popping into existence. For a second, you could almost read the confusion through everyone's visors.

I can't say why those spawns happen. Maybe packets are being dropped. Maybe the code that drives the spawn logic is breaking down and players are simply being dumped into random spawn points. Whatever it is, I sure hope it gets fixed because it can be downright irritating.
Yeah, the spawning system, from what I can tell, is pretty simple on some maps. I played a game on Avalanche, for example, where we were camping the enemy's base. There were players on my team inside the base and I was outside, underneath the man cannon, in a Scorpion tank. For ten minutes, I literally just looked left and waited for someone to spawn and then killed them, and then looked right and did the same thing. Apparently since my team was inside their base, they only had two spawn locations outside - one on the ridge leading up to the middle, and another on the opposite side against the cliff wall. That was it. I got an Invincible or whatever it is that you get after you get 25 kills without dying.

Times like that, you would think after the fifth time that someone spawned and instantly died, something should blink in the system and it would spawn them in the teleporter area or something.

I wish that we had saved films in Halo 2, because I don't ever remember having these types of spawn breakdowns in that game. Maybe we did, though? It just seems like the spawn system in Halo 3 is extremely simplified - if there is no enemy currently in this location, then it's safe to spawn there. In a perfect world, it would keep track of how long it's been since someone was killed in that location, how many people have been killed in that location when they've spawned, are there any vehicles on a trajectory towards that location, are there any enemies facing that direction... and so on.
 
LunaticPuma said:
I think they should put a bubble where the drainer now spawns and drainers where the bubbles spawn. That would help out a bit.
I would love a Radar Jammer to be placed somewhere on that map. It would make campers unaware of where they are being jumped on.

Like Construct, too, because there are two Power Drainers and no Jammer. That irritates me because they're basically the same item in terms of build. Hence that was their reasoning for not using the Flare and Radar Jammer. *rolls eyes*...

fin said:
I think the Foundry only really works when the bases are blocked off. Like all the MLG variants of the map.
That would be great.

I personally think a whole new layout would be better.
 
backflip10019 said:
You speak in such strange tongues...
Sorry, its just that right now I am doing AI research on combat simulations. I am helping these Mechanical Engineering kids to build a robot that can actually do ground combat. I joined the project kinda late and for the first month I had to read pages upon pages of the military field manual.
 
Cocopjojo said:
Yeah, the spawning system, from what I can tell, is pretty simple on some maps. I played a game on Avalanche, for example, where we were camping the enemy's base. There were players on my team inside the base and I was outside, underneath the man cannon, in a Scorpion tank. For ten minutes, I literally just looked left and waited for someone to spawn and then killed them, and then looked right and did the same thing. Apparently since my team was inside their base, they only had two spawn locations outside - one on the ridge leading up to the middle, and another on the opposite side against the cliff wall. That was it. I got an Invincible or whatever it is that you get after you get 25 kills without dying.

Similar thing happened to me on Standoff. It was the Heavies gametype and the other team got control of all of the Warthogs. Instead of being spawned inside one of the bases, it spawned us over and over again out in the open, completely defenseless, and our squad was ground into so much hamburger. Sailor said he stopped counting at 20 consecutive spawn deaths and I don't doubt he wasn't exaggerating because I think I was closing in on 10 myself before I spawned safely in the base.

We had two brand new players and one of them seemed somewhat shocked by it. There was literally nothing you could do but die almost instantly.
 
Striker said:
I would love a Radar Jammer to be placed somewhere on that map. It would make campers unaware of where they are being jumped on.

Like Construct, too, because there are two Power Drainers and no Jammer. That irritates me because they're basically the same item in terms of build. Hence that was their reasoning for not using the Flare and Radar Jammer. *rolls eyes*...


That would be great.

I personally think a whole new layout would be better.

I miss the radar jammer. It was awesome for objective games. Maybe AU2 will put it back in without the extra jump height? Flare was pretty much useless. It's rare to be able to use it without blinding yourself.
 
I wish I could post my "Spawnout" video here at work. Still cracks me up.
Edit:
backflip10019 said:
Thanks :D

Anyways, spawns. They're broken, no doubt about that. Standoff is laughably easy to spawn camp people in the warthog, on Avalanche the team will spawn right in front of my scorpion regardless of whether my team is in their base or not. On almost all of the smaller maps one is guaranteed to be jumped once or twice by a freshly spawned player appearing by their side. There's also many instances where you with spawn in the middle of a hail of grenades and vaporize as quickly as you appeared. But I have faith that their going to try to address it in AU2.
 
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