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Ryshu

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  1. The best enemy is Yayap (hope I spelled it right, haven't read it in forever).
  2. I get the same feeling as I did when Bungie got all excited over Reach's ranking system: "why fix what isn't broken?" H3's system worked just fine as it was. The only issue was deranking/boosting, the first of which can be fixed with Reach's ban system and the second of which can be fixed by limiting the number of games which trueskill counts towards (for example, last 500 or so). But in any case, my point isn't to argue about the old system, but rather to point out that if you actually want people to care about your idea, you first have to tell them why it's necessary. Probably more than 80% of people will read the first sentence and think, "waste of time, just use H3 or H2 system. Keep it simple." If you expect a serious response, you should give a reason for people to want to read it in the first place. Large reports generally start out with a problem statement for a reason. Just some constructive feedback which I hope you consider, rather than simply get offended that someone doesn't agree. Secondly, I completely disagree with ranks being global. Why should I be matched up with a SWAT 50 when I'm playing TS or MLG? It's a very different skillset and SWAT-only generals are 99% garbage. Likewise, even though I have a LW50/TS48, I have absolutely NO illusions that I would be able to keep up in snipers. Hell, it wouldn't even be fun because I know the snipers kids would wreck me. I'd be more like a colonel in there...
  3. It has nothing to do with adjusting, it's the fact that they SHOULD have ALREADY died. They will die regardless but it's ******* annoying having to wait every time. I want to play an FPS, not sit around and wait. It makes the game boring and noncompetitive. Picture this: you play against someone who has never played Halo before. He chooses AL every time and survives for an extra 5 seconds for every death. WOOOO, let's reward people for knowing how to hold down a button. Next week, we learn how to use the potty! How is his lifespan in any way deserved? If I'm unequivocally better than someone and wreck them, they should die. Not use the "second chance" button, hope that there happened to be teammates in the area, and then somehow have the audacity to call that teamwork. It takes literally no skill. If you want an upgrade of some sort then you should go out and earn it, not just spawn with a multiplayer pause button. If AL was a pickup then I would have no problem with it because at least they DID something to get it.
  4. Yes, the "story, ideas etc." is all pre-production, done with a much smaller team. When he says 2 years work, he's referring to actual production, excluding the earlier-stage planning. Extra Credits finally got around to going over it http://www.escapistmagazine.com/videos/view/extra-credits/3786-The-Pre-Production-Problem @OP No clue tbh... maybe flip-flopping back and forth the whole time, going back to Reach for Beta feedback? Edit: For that matter, they probably even did some work on H4 when they were supposed to be working on Reach. Ex: "wow, this failed... let's NOT do it in H4" or "this would be good but we don't have enough time in Reach... put it on the H4 todo list."
  5. When you line up a shot and pull the trigger, the hit is instant with hitscan... there is no "bullet travel time." What you see is what you get. Non-hitscan has actual bullet travel. The bullets exist in the world and need to actually move across the world to hit your opponent. Now hitscan is fine for LAN or games with a close host in a densely-populated/isolated/central area (ie. kids who think they're good when their team is hosting from New York, Florida, Ohio) but for any time you have a host that is on the other side of the country, the effects of latency become exponentially more noticeable. It's no longer "shoot and the bullets will land 1/4 of a second later," it's now, "shoot and the bullets could take up to a full second to register and your opponent can now be 10 feet away from where you shot. Though it can also take only 1/2 of a second depending on the situation so there's no way of accounting for this and adjusting how much you lead your shots by." This is why H3's hit detection was garbage.
  6. Anybody considered reversing the effect of camo going in/out while running? I read this on bnet once and thought it might be interesting, though I will say right now that I take no credit for the original idea. Let me explain: as it is, the camo really promotes camping... remaining still makes you completely invisible. For example, the sniper becomes very overpowered when combined with invis, as you can sit out in the open while aiming without being spotted. If you were to be invisible while running and visible while standing still, this would promote map movement and discourage camping. This finally speeds up the pace of the game, as AA's tend to slow it down so much compared to previous titles. HOWEVER: In order for this to work, it would also be a good idea to change the radar, as being able to run fully invisible would be too powerful. With the radar normal, it will be much closer in style to previous games (in that the camo actually speeds up game flow, which is really a large intended purpose of powerups in the first place) but still not as powerful as a full pickup, as there is the time limit (which may need to be reduced further, but that would come down to tweaking rather full-on changes).
  7. Frosting. Remove it. How can you consider something which allows you to shoot while invincible to be balanced? And just to note, it's not a glitch: Bungie purposefully chose to let the latency be absorbed by the victim rather than the one using armor lock. They changed this during the beta and you can see it on the development slides down-loadable from bnet.
  8. Ryshu

    BR or DMR

    Hitscan BR +/-= Non-bloom DMR > DMR with bloom > Non-hitscan BR > Non-hitscan DMR with bloom Just my $0.02
  9. I think AA's are fine for Campaign and "silly" games like Action Sack and customs, but for the any matchmaking, I think they should be taken out. If that's "asking too much" than at least have them as on-map pickups like overshield and invis were, and limit the amount to only a couple per map. Personally I really support the OP in the fact that "you don't need to fix what isn't broken" but we should also be a bit realistic: there's tons of noobs out there who give them sales, and taking out AA's entirely would come off as a downgrade to them. You can go ahead and let the noobs have their fun but just don't force it on the rest of us, because we are the ones who will CONTINUE playing and paying for it 4 years down the line. The noobs will move on as soon as a new CoD comes out.
  10. -Hitscan -All powerups placed on map (ie. keep "loadouts" in Action Sack where they belong) -Put 10x as much effort towards making player spawns work properly -Finally fix weapon spawn/time bugs that constantly reoccur in every game -Forge-able maps that don't lag (ie. split up forge world into 5 entirely separate maps, not 1 big one... also fix the lag associated with merging two objects) -Don't mess up the canon, follow the books -Don't be so damn stubborn during the beta.. if players want something taken out, TAKE IT OUT. It doesn't matter if you spent 400 hours on it if it ruins the game -Title update as soon as possible, there WILL be bugs
  11. As long as the primary weapons are hitscan, I could care less what ones are actually in the game... though I don't see why they can't just bring back all of them? Let the BR guys use the BR and DMR ppl use DMR (just add a delay between shots if there's no bloom) and make sure they are balanced appropriately so that DMR is a bit better at long range and BR is a bit better at medium range.
  12. Ryshu

    Ranking system

    Yeah, a lot of people like to say that "there's not enough people to play ranked" but the only reason there's not enough people is because the way ranked was handled in Reach is much worse than Halo 3. H3 was very supportive of the Ranked playlists and the numbers spoke for themselves. As most others have said, I think they can keep cR for buying stuff but make your rank dependant on EXP/level. As for leveling systems, I would agree with Baykem: harder than H3 but easier than H2. H2 was too hard to the point of encouraging cheating but H3 was too easy to the point of encouraging boosters. Also, there should be a cap on how many games count towards your trueskill... maybe like the last 500. This way, we can avoid the case in which: 1. Player starts game and sucks, loses 500 or so games but once he improves, he now has to work 10x as hard to get to his proper level. 2. Booster accounts have a much lesser affect on the game, as you cannot have players with 5k games lost towards their truskill.
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