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DeadlySniper19

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    Comp Science, gaming, making videos, skiing & snowboarding.

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    BIocKade

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  1. I strongly disliked them in reach because most of them just didn't seem to feel right. Armor lock could be abused, camo really wasn't very good nor was hologram, the jetpack was fun but changed map control drastically/ made it easier to lose secured positions. That being said, I'm being open minded for what's to come in Halo 4, and from the gameplay I've seen the armor abilities seem to fit in really well and contribute to the gameplay, so no complaints here. I'm sure I will always prefer the classic Halo experience with no armor abilities because it's simple, works well, everything is equal and balanced, and it's what I've known for all Halo's prior to Reach. Everyone has individual preferences though, and despite me preferring classic Halo, I can acknowledge that it's important to change things up so it isn't the exact same game every time, so I would definitely choose to keep armor abilities.
  2. Initially I thought the points scoring system was interesting, but having put some thought into it, I quickly discovered a way it could be problematic. You can earn more points for style/the way you kill people. So lets say in an infinity slayer game, your team is ahead 50 kills to 45. It is possible to lose despite being ahead 5 kills in the match because of this points scoring system, because if the enemy team got more stick kills or more doubles, they will have accumulated more points despite having a lower kill count. I think we will see this a lot in fairly close games, where a team that is ahead in kills will wind up losing. My question is, do you think a team that is ahead in kills in an infinity slayer gametype deserve to lose?
  3. While it doesn't change the actual game, it has a big influence on gameplay/ the way people play, which makes it competitive. In reach I have nothing to lose if I go negative and don't win, because I'm rewarded with credits and rank advancement either way. However, with a ranking system (lets says it's number based) If I know my level 45 is at stake and can go down if i perform poorly and lose, that will cause me to try my best and play competitively, as opposed to goofing around in a system that doesn't care if you lose. Get what I'm saying? It influences gameplay because with a ranking system like we've seen in the past, you have something to lose if you do poorly. Without a ranking system, who gives a **** if you lose, you progress either way.
  4. http://www.gameranx.com/updates/id/7524/article/halo-4-forerunner-mystery-weapons/
  5. http://halocouncil.com/content.php?r=449-The-Halo-Bulletin-6.13.12 Discuss. Competitive gamers will likely be pleased with the inclusion of a classic stripped down halo playlist
  6. I think the casual fun style gametypes they displayed at e3 will appeal to a lot of people. The problem is that there are still a lot of people who want the classic halo experience. Creating a classic Halo playlist would have a lot of benefits such as support from MLG (343 would gain money and publicity), and an increased fanbase because the competitive gamers would be satisfied. I'm all for appealing to the largest portion of gamers by including these fun cod style playlists, but include a playlist for the competitive fanbase to keep that experience and community alive. I find it offensive that people would be against the inclusion of a simple playlist to keep competitive gamers wanting to play halo. I've been deprived of the competitive Halo experience since Reach came out (halo 1 & 2 xbl support gone, and the only people who stuck it out this long on h3 are boosters and derankers, so ranked playlists aren't viable). I feel like people think selfishly in their wants for a game; if their needs are met, they don't want the game any other way. When in reality there needs to be a compromise so the largest amount of gamers possible are happy (something to appeal to both casual and competitive players). Adding an additional stripped down high skill-cap playlist really isn't much to ask for at all, especially considering competitive gamers have already had to give up expecting to enjoy vanilla halo which used to be possible. On the bright side, the lead multiplayer designer for Halo 4, Kevin Franklin, recently tweeted that he saw the mlg pro's halo 4 discussion video and appreciates their feedback on Halo 4. So hopefully this means some changes will be made or playlists added so Halo 4 has something for every type of gamer. For those who are unaware. 343 invited the mlg pro's out to e3 for them to get the opportunity to try out Halo 4 and get feedback from them. This is a discussion about Halo 4 by pro's neighbor, bravo, and elamite - this video having been acknowledged by Kevin Franklin, multiplayer designer for Halo 4 [media=]http://www.youtube.com/watch?v=otdeZhfiNOs&feature=my_liked_videos&list=LLwec-iU-Ngh1Cd8y84U33sw[/media]
  7. It's easy to put up a high kd if you camp with, for example, invis and shotty. But I don't think a person like that deserves to rank up for putting up those stats in a manner that doesn't deserve rewarding. Someone who's just crouching around the map isn't being helpful to the team (instead of team shotting with the br, he would be crouching around the map looking for an easy opportunity to pick one person off). Needless to say this drastically slows down gameplay and decreases the rewards of being a team player. I know that if I was being rewarded individually and not as a team - screw winning and helping my team, I'm gonna do what it takes to put up good stats so I can rank up (and I know a lot if not the majority would do the same). If it's a team game why should rewards only be individual? I can understand why good players would want such a system, believe me, as a competitive player, when i initially heard of such a system I was all for it - but you have to realize and understand the implications of it. Most developers are against this type of system for the reasons detailed in my previous post about system abuse, negatively impacted playstyle and gameplay, etc.
  8. I wouldn't worry about Halo 4 being a bust. In fact, I think it could be the most successful Halo yet. This is because they're adding elements into the game that appeal to other gaming communities such as cod. It's good to grow the Halo franchise and take people away from cod and similar games. But at the same time, 343 needs to ensure there's still competitive playlists which offer the pure Halo feel which competitive gamers want. It can't be 100% casual, there needs to be a balance.
  9. Example: You're playing on standoff and there's a guy willing to sacrafise his k/d and put out poor stats to help the team overall, by being the warthog driver every time. Sure he goes negative.... but he also enabled his team to win. I can list more examples but overall saying that people that go negative didn't help their team just really isn't true. As for how the system could and would be abused. Since it's based on kd, people would play much more passively, not wanting to ever die knowing it would effect their rating. So you have these camping scrubs putting up high k/d's and beating the system to achieve a good rating, whereas what would be more representative of skill is if they played as a team and won games because of it. We've already seen this happen in Arena and by causing people to obsess over their stats means that the gameplay is much more slow because as I said, no one wants to die and lower their rating. I've seen this request in many other games such as league of legends for example, and the developers always come to the conclusion that abuse and system manipulation will become an issue and it will negatively impact gameplay and the flow of the game.
  10. They can't base it on k/d because it will cause more abuse and exploitation than the typical 1-50 system ever would. There are a lot of factors that go into a game which effect the outcome. A quick example, I could be having a rough game but I got control of rockets hall for my team, picked them up, and that play got us slightly ahead and won us the game. I think that person derserves the win and rank up..... sure they had a rough start but they wound up winning their team the game. A ranking system based on win/loss encompases all the factors that go into the end outcome of the game which is why, while simple, it's probably one of the most accurate systems they could impliment.
  11. Wouldn't giving the people who are doing poorly overshields/power weapons be unfair, as it gives them a good chance at winning against a team that is better than them? The better team should win, and not have to risk losing to people they're better than because the team doing poorly is being given all these advantages. I do think it's unfair as well though that players who are already dominating the other team get further rewarded by getting powerups/ power weapons delivered to them in killstreaks. That's why I liked the original system of spawning powerups and power weapons in set locations. The better team who strategically secured map control would gain access to the power weapons, in my opinion a much more fair method of distributing such items.
  12. ? Elamite: "They threw so many attributes of call of duty in it that it's really losing a lot of the Halo feel". "Overall fun, but competitive aspect-wise which is my forte as well as neighbors, it's gonna be tough to see..." "One of the things I've been noticing, especially with map packs, is that none of the maps are designed for competitive play"........ "completely diminishes the competitive aspect of the game" Neighbor: "Adrift reminded me a little of rats nest from Halo 3, I definitely do not see it being a competitive map at all". "i had the same problem as kyle, where it's so much like call of duty, where there's these killstreaks that give you a sniper rifle and overshield, it takes out the whole trying to gain control over a certain part of the map." I think the issue was that I focused on the negatives and overlooked the positives, and you focused on the positives and overlooked the negatives lol.
  13. Eh I'm fine with the chaotic/somewhat ridiculous gameplay offered by the gametypes we saw, should be pretty fun. But they must have a hardcore playlist which strips it down a bit so it actually feels like a halo game and there aren't killstreaks/perks. I want to actually be able to enjoy this game from a competitive standpoint, and with the current playlists they displayed at e3 that simply isn't possible. I'm definitely a fan of a matchmaking system which both rewards you for time played but also gives you an actual skilled rating based on win/loss. If they listen to the mlg pro's reactions to the game then I have a feeling they will create playlists which more accurately represent the feel of Halo for those competitive gamers who want it. To be honest, being able to enjoy vanilla halo has pretty much been gone since reach came out so it's an unrealistic expectation of competitive gamers at this point. We just have to hope they add in elements that will appeal to everyone, which I'm confident 343 is at least trying to do as it will help guarantee the success of Halo 4. In case you haven't heard what the pro's have to say about Halo 4 - www.youtube.com/watch?v=otdeZhfiNOs&feature=g-all-u there's a topic about it lingering around somewhere
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