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Everything posted by Twinreaper
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The host is not chosen after the game has started. I do not know where you read or heard that this happens, but it does not. The only time a new host is chosen, is if the host that is selected prior to game start either quits, or has his/her connection reach too high of a ping, or gets disconnected. Yuour connection and the connection of others is not 343i or Bungie's fault due to the fact that the entire system relies on the players connections and their ISP's. Your issue with power weapons and their respawn timing is purely your view on it, and is not in any way from a layout design perspective, inhibiting gameplay or control. Everyone has loadouts, and can choose what weapon to go to, or what weapon to gain control over. Every weapon has a disadvantage, it's your job as player to combat them, not the developers. Lastly this game is not flawed half as much as everyone wants to say it is. Because the community is the way it is, anything that doesn not operate as it did in previous Halo titles, gets deemed flawed or broken. Players need to evolve with the franchise and titles, not constantly regress steps forward in gameplay. Your supposed expertise in map control means nothing in terms of development with the game and it's flaws. Just because your personal perspective on map control works for you or a select few of people you game with, does not automatically carry over to every player or specific situations. Please refrain from trying to say it does..... And for the record, Bungie did not screw over anyone. From the very beginning they informed everyone various times that the game was going to be for THEM! They were making a Halo game that would contain everything they ever wanted to throw into one. From what I saw early on, everyone thought it was a great idea and loved what they played in the beta. When the game was released to the masses, there was very little done to make it operate differently from the Beta. You can try to argue that it was changed drastically, but I can pull all the tag data from both the beta and retail maps to prove otherwise. It wasn't until release and a few months later, that everyone and their mother started to complain. Where were these huge flaming posts of complaints during the beta? Cause I didn't see any. Point is, get over it, evolve, or find like minded people to game with in custom matches, where you can tweak basic settings so it plays more like you want it too. That's the whole reason they gave us custom options.
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Will Halo 3 be removed from Xbox Live once Halo 4 Launches?
Twinreaper replied to Konshens's topic in Halo 3 + ODST
Why do people keep insisting that Halo 3 is on the Reach servers? Their are no dedicated game servers for Reach. The servers for Reach are simply to be thought of as HUBS, as Reach passess game hosting off to clients in the match. The Reach servers are basically there for authentication and statistic collection only. Secondly, Halo 3 has it's own set of servers. i thought I had explained all this in very deep detail, how it all works and what the setup is like. I'm too lazy right now to find the exact marathon post I put up, but if someone would be kind enough to find it and link here, that would be great. i really dont have the energy right now to get into this topic again atm. -
Well i have mixed feelings on bots. For starters while they may be a great addition, AI has evolved a long way, and with Halo in particular and the BSP (binary-Space-Partition) format, working good AI requires a lot more than just simple pick and place style creating, like with other titles. For starters, each biped AI requires a base "group" to be placed with, even if it a standalone AI, it has to be assigned a group name. This group name also needs to be included in the script that spawns it. Also, the groups require individual orders. Orders range from assaulting, defending, etc. These are also known as "styles". After that, the AI then requires another section of data called "zones". these zones are defined by creating trigger volumes, that correspond to the AI script name and groups. Beyond that, you need what we call "pathfinding". Meaning that to have the AI function good, and not walk into walls or other objects like dummies, you have to give the AI a data set that includes the collision of the map and all spawnable objects for it. All or some of these things are able to be edited in Forge as it is, because they are all defined in the scenario file of the map. What we cannot due in the scenario file, is create scripts, new group names, new pathfinding data, etc... In short, short of having a full fledged stadalone mode in which users can create new tags...there is no current way I can see them including them. The only possible way, would be to include these data sets in the stock maps by default, but then again, it wouldn't be much fun using them on stock maps. The whole point of having this type of feature...is to be able to use it in forged maps, where things have been moved and placed outside the original design of the stock maps.
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who all has experienced more lag since 343 took over?
Twinreaper replied to DREGGSTA's topic in Halo Reach
I will referr you and other over to the other thread exactly like this, found here... http://www.343industries.org/forum/topic/5834-slayer-matchmaking-since-343-takeover/page__pid__54516?do=findComment&comment=54516 -
Theatre mode is not a reliable source for pointing things out in terms of lag. Even though theatre mode merely records player positions as well as markers and nodes, if the match is laggy, the same data will be translated to the theatre data buffer. Theatre for reviewing of bs shots and other trickery, can only be deemed reliable if it is done on a LAN connection, where the lag or ping of players is 1 or lower. As for the server thing, no servers on either side, MS or 343i are to blame for your poor matchmaking experience. The current system employed, delegates all matchmaking data connections and sorting to the host's Xbox console. The only time the servers get involved is during the initial matchmaking lobby where players are selected and all map data is double checked to ensure it is properly encrypted and legit. Besides that, the post game leaderboard is again the only time the developers servers are called in. If you have been experiencing issues with matchmaking, it may be due to changes in your ISP's practices or other players not having a decent amount of bandwidth or connections avaialble. The US is actually low in the top 10 list for countires that ahve good connections. many internet service provioders up front offer great speeds, but as their disclaimers always state...... "All speeds are not guaranteed and may differ due to limitations in hardware, software or geological location." Another thing that has happened recently, is that many providers are legally able to throttle your connection, if they deem your conduct to use too much during certain peek hours, if your traffic inbound is higher than average (home server hosting), and many other factors. In short, no internet tunneled gaming experience will ever bee lag free. As long as there is distance and data to be sorted and interpreted between point a and point b, lag will always be there.
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NAT is Open but cannot connect to friend
Twinreaper replied to xxvassillixx's topic in General Discussion
I will be glad to help you out vass. First thing though, I require a little more information on exactly how each of your netwoorks are setup. For instance, you say that your friend has a dual band setup. This alone can mean many different things. I can only assume though, you mean his router is hosting a B/G/N or B/G or G/N type of signal. In any case, I need to know where you are located now, where your friend is, and very detailed information on how the networks are setup....and also if or any of you have ports forwarded, 3rd party firewall software etc. -
Hackerz plague the xbox version of Halo titles just as much as the pc counterparts. Using hackers and modders as examples of why PC platform ports should not be made is weak and very thin in terms of good debatable points. Show me one major title for a console tbat has never suffered from aim bots or modded cheats. A pc version of newer titles needs to happen if MS seriously wants to get the fps king title back. otherwise pc gamers will constantly throw their money at activision and treyarc.
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The BR is Halo 2 was not hitscan. Hitscan, is a weapon that has infinite velocity, meaning as soon as the trigger is pulled, it instantanioously reaches it's target and can not be dodged or evaded. The projectile settings on the BR state that the velocity of the prjectile is 400 world units per second. The sniper Rifle is 1200. if you were to fire both weapons at the same exact time, the sniper rifle would hit and kill the opponent before the battle rifle shot reached the opponent. Hitscan would dictate and force both wepaons to reach the target at the exact same time they are fired, and both register a hit on the opponent....resulting in either an assist for the BR weilder, or an assist for the sniper. Hitscan is only simulated....very poorly I might add.
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While normally I would frown upon spam topics....I see nothing wrong with members posting a single post like this. It's great to see our members approach a newer rank. Not everyone posts anything relevant in every post, so it is not our place to judge someones rank based on content alone. i for one am glad to see Shadow is very active and has high enthusiasm. it's a welcome morale boost here.
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Halo games in 3rd person suck. I have played both halo 1 and halo 2 from a 3rd person perspective...and the game just doesnt play right when doing so...
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Born For This - Paramore.
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Enough about Forge improvements. The only we are ever going to get a true Forge sandbox is in the form of an HEK. Forge only allows you to change the .scenario file of a map. Scenario files are limited to everything we can do in Forge now. Placing things like weather require you to define media event items in the bsp structure during level export before being passed off to the compiler. Same goes for the editing of any object outside shaders, placement, and physics interaction. Having too many objects in the "Crate Palette", would cause either a memory exception in game, or failure to laod a map using the resources available to the xbox. People always forget that the limits placed on Forge maps, are a general average given out, to ensure smooth, laggless and non-problematic loading and playing of maps. Budgets are a GOOD thing. Super bounces are glitches that need to return? Do you even know what the super-bounce glitch was or how it was created? The super bounce was a bug in the collision detection in the Havok Physics model 5.6 I believe. What happens is, the player collides with a surface with a number of intersecting faces. When the player hit it, the game would incorrectly place the player and detect the said player in the face or map, and expell the player outward.....hence superbouncing. it was unintentional and unpatchable. team captains are completely rediculous. just because you are higher ranked, does not mean that you excell over everyone else at a particular gametype or objective. I have played with various ranks of people in Halo 2 and 3...and let me tell you, having a team captain picking teams unfairly, or better yet, leading the charge in a CTF match, that I excell at over him is not only ridiculous but also shows an even more importance on "the number"...which in reality means jack ****. The reason 1v1 was pulled was because in the end it had the lowest activity. They dont just go in a pull a popular playlist or any other random one just for the hell of it. 1v1 has no place anymore as we now have custom games. You wanna play a 1v1 or trashtalk someone into playing one, fine. Do it on your time, dont clog up the playlists for it. As for your view on loadouts...you obviously have never adjusted to it's inception into the franchise. sad..... Playlists will never be created by players and put up on servers directly. Doing so would clog the playlists extremely. I dont want to have to go thru a list of 1,000,000 just to find the 1 or 2 I came to play. The only thing I see in your post that holds any water at all is the one regarding host. yes host is plain out stupid. Allowing the Live aservice to pass off hosting to players is truly one of the worst things that has ever been done. A console solo, cannot and never will ever be able to compete with the horse power and bandwidth the server can handle and deligate out to clients. That alone is one standard change that needs to happen. But now at this point, the netcode is already done...it is part of the compiled engine. For that, we have to wait and see what happens. If I hurt anyone feelings here tonight, get over it. Personally I get sick of seeing outlandish and down right stupid comments regarding a games functions or elements without any hint of technical knowledge about how to go about doing them. Now I am not speaking as if I am a deciding authority or anything, but seriously guys....do you ever proof read anything you post?
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- Halo: Reach
- Halo 3
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Ok since you have shown an interest, I will explain. When it comes to anything bloom at all, the only people who have a complaint or complain about it in general are doing so simply becasue they do not have a BR style weapon to use in-game. I understand that many people loved their BR and presicion weapon using...but just as the jump from Halo 1 to halo 2 with the pistol...it's all about adapting. When I say that Reach got the "error" right is that for the first time in a Halo game, the amount of bloom happening was flatly dictated out as a steady value, rather than a random increase due to only having a basic "min" and "max" value. In Reach they define the base min error as such...but the real trick comes in during the "accuracy field". In the accuracy field it dictates that a shot every (this is an avaergae defined number across all weapons) .8 seconds, the bloom or "error" increases the number defined in the "accuracy field". So rather than a shot from the DMR randonly going such and such an angle...it actually goes a set amount every time. Now the angle in which the error is thrown, also uses an "uncalculated constarint" to properly derive the vector in which the projectile will travel. The reason it is an "Uncalculated Constraint", is because they do not differ from weapon to weapon. hence why it is uncalculated; because it is a pre-defined constant and requires no processor calculation to give it a vector. Now this is confusing yes, but the also the player movement is used to give vector as well. Like in many Halo games before crouching will give a weapon more accuracy. This is another value being used to determine vector and error angle. This number however is still not visible in the map structure, and more than likely is contained within the xex portion of the game. For those scratching your heads, the XEX is the game executablw which also houses the game engine. Further more, Reach in general was designed at it's core, to reward players with better accuracy via pacing, a better chance at winning out in battles. Using the whole "the guy spammed my body then got a lucky headshot" defense as a reason why bloom fails, is also the very statement that seperates the truly skille dplayer form the rest. A skilled player makes no excuses as to why he or she failed to come out victorous. A true skill player can sit back watch the replay and see where he/she went wrong and admit defeat...which in Halo is about as abundant as pigs that fly. Everyone states lucky shots and this and that. ANYONE CAN WIN ON ANY GIVEN DAY is the motto that must be remembered. If someone is spamming your body then headshotting you, why arent you doing the same.?
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Timbo you obviously failed tk read my post and the extracted weapon values correctly. As you can see from the values there is not much difference in most of the weapons. actually in Reach you are able to.control the bloom better than in previous titles. This is because there was a predefined max and min setting for them and each time you pulled the trigger it increased based on the time that elapsed. in reach each trigger pull increases the innaccuracy at a set amount each time with a nice low.cool.down period.
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Good god. We really need to.distribute the registered email addresses of people like this so.we spam the hell out of them for coming in here and wasting everyones time with bs comments and posts like this. Good call on everything Mystic....I honestly dont see anything I could possibly add on to. kudos!
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You'r all forgetting the real reason it was implimented in both Halo 3 and Reach and it has been stated already in here. Multiplayer connection/Lag. The biggest game changer or destroyer is lag during a battle. because of the energy swords lunge and the lag that can occur in the game, it was a given, that some sort of balance had to be added. How fair is it, to have a general medium connection thru a server or host, and have one player with like a 32 ping, using a sword during the whole battle. Chances are even before you spot him on radar, your seeing his backside as he runs past your dead body. Some of the balances or dissadvantages to a weapon are given out to compensate for things like lag or connection issues. Not everyone can afford or get a good solid connection no matter what they pay. All addig these thinigs in did was try to gve the mass population a good level fround to play on. I agree at times when matches seem pretty fluid without connection issues, that sword block can be annoying and unfair, but most matches I have experienced in the past year and from the start, have come down to final kills or shots not even registering because of connection issues. These kinds of issues can best be viewed when playing a game like Halo 2 Vista. Just about a half hour ago I was in a SMG server and sword lunged a guy from his side while he was running. The melee registered on my screen and showed a shield pop,, and all the sudden I was dad and he got an assassination on me. He didnt even notice I was there and he killed me cause of some server lag. Now how was that fair? I had him dead to rights and because of a few data packet drops, he was able to assassin me. had sword block been in that match...I would have had a chance to get him to compensate for the lag. Interestingly enough, there is actually a "lead" tag value in most weapons. This is specifically given to force a player to have to slightly lead shots..just another hidden gem that helps balance connection issues.
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Possible halo4 hud? Sorry if its been posted
Twinreaper replied to GODSABOMINATION's topic in Halo 4
If it's a HUD, it has to be forerunner. Changing the HUD in such a drastic way could not even begin to be UNSC...at least not from the vid. great find. I completely missed it when watching that terminal. -
Everything can be explouted when used the right or wrong way. Arguing that something being exploitable makes it usless or non-halo esq, or other...is like saying that the BR is not Halo because of the BXR or quad shooting you can do. AA's have their place, it's worth and halo value can only be derived by the individual player using it. it's all a matter of preference and perspective. Nothing wrong with hating or loving them, but the issue comes down to people trying to justify it on a mechanic or engine level, in which they can provide no real argument.
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Well error angles are both for campaign and multiplayer...players need to remember that. Imagine if Zero Bloom was used by all the AI in the campaign....you would get slaughtered and it would literally take you a year or more to successfully complete a level on Legendary. The AI as it is now, is very accurate and efficient enough to provide you a challenegr no matter your campaign experience. Keeping that in mind, there has to be a middle ground when it comes to the errors weapons throw when firing. creating solid secondary resources for multiplayer maps to use standalone is not a feesable development angle to go towards also. What I forgot to add to my post, and may anger soem players, is the fact that now..almost 2 years after playing...you still cannot adjust or change your ways. What I mean by that, is that after talking to many players about bloom and how they hate it, I surmize that on a mental level, players who hate bloom simply have this underlying subconsious reaction to overfocus or turn their attention towards the expanding reticule. It is not on purpose, but because this is new and more focused on in the HUD as compared to it's rare use in halo 3, it is simply an uncontrollable reaction that I believe many gamers may not even realize. I am not a psychiatric practitioner, so it would be up to an actual psychiatrist to determine, but the research suggests it on my part. For those who hate bloom, and simply cant seem to get their minds off it, here is a short excersice. Play Halo CEA thru Reach...every single title.....on campaign and multi player and use the "blind" skull. Get used to a few weeks of playing without using any reticule at all, then go back and play standard Reach. I am willing to bet by then after training yourself to look past the reticule and HUD in general, you will see much more accuracy and no underlaying nagging feeling that you are focused too much on pacing or the accuracy...at least that what has happened to me. I still can't outhink my opponents for jack ****, but at least bloom has never once been any type of issue for me.
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Not to mention, Kat is the only one who doesnt properly signal when changing lanes....lmao I'm sure I'm the only one here that saw the video image of the chinese lady switching lanes in Family Guy playing in my head..."Good luck everybody else!"
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Good find Adam but, as much as I would like to buy into this...leaking a resume is highly unlikely and a great way to spoof info and report it as actual news. The things that stand out that scream fake, are "Wrote automation in C# that used in-game C++ hooks to create bots that fought each other to stress multiplayer". Any developer or programmer knows damn well you cannot compile a script or executable that runs in a different language. Whatever the base language you are programming for, is the language it is compiled in....unless after writing, you change the file format rules...in which case using C# then switching to C++ is quite pointless...as many syntaxes are out of readability or incorrect. Unless he is referring to the use of macros, used by many player bots today in halo 2 PC and h1. Second thing I noticed that is ridiculous, is that the information states that bots were created and monitored using out-of-game tools.....no out of game tools are used in production besides the standard tool set created for the engine and support. Tools of this nature would be things like Tool.exe, Guerilla and Sapien or a variation of them. Lastly notice that this resume is something that was sent from this guy to another company. First off, if you did what you say you did for Halo 4 and was hired on by them...WHY WOULD YOU BE LOOKING FO R ANOTHER JOB?!? Second...an NDA (non-disclosure agreement) would have been signed, as to prevent anyone working on the project from disclosing what you have done for the game prior to release. Unless that type of information is specifically released by Microsoft. And I highly doubt MS allowed this guy to post up his resume for another job application, so people in the community could see some H4 news. The whole thing just screams fake..sorry, but thats how i see it anyway...
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Another problem yet faced with a community such as Halo's.....noone can ever admit fault or flaws with the product and say something positive about it's rival. Noone here knows more about loyalty...I have been there and seen that around these forums in the nearly year I have been here. But you have to take your head out of ass at some point and just come clean with the fact that some things are better implemented and supported on another game or platform. Yes this a Halo fansite...but that does not meant hat your honest opinion or game industry fact is any less valid or meaningful. Do you really think I care who has anything to say about what I post? hellz no! I speak whats on my mind and post facts to back it. I'm just gonna go on record to say that Halo in general is the superior title, but only in terms of multiplayer play. CoD has the campaign bragging rights and anyone would be a fool to deny it. CoD is not a milked game. I have played enough Halo in my life, and to some people that should make me a total powerhouse in a simplt "milked" or "Point, Shoot, Dead" game. That could not be further from the truth. I couldnt play CoD to save my life....and thats because CoD is a COMPLETELY DIFFERENT ENGINE AND GAME METRIC THAN HALO In no way shape or form can you properly compare the two. There is no level ground to do it on. Besides....CoD didn't just outsell halo last year for no good reason. Obviously Activision got something right in order to do that.
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Guess who is back? Drat...the status update thingy gave it away...lmao!
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Leaving for a bit...not that I'll be missed.
Twinreaper replied to Twinreaper's topic in Introductions
Everyone can come out of hiding and dry those reddened eyes...I am back in some form or another. I am not sure which form just yet, but it is at least partial. Hate me or love me, you've got me back to deal with! You have been warned and or alerted. Thanks! -
Stupid Jetpacks, Sprint, armor lock???? Halo 2 had those items for the enemy AI. Do these things ring a bell??? - Elites on High Charity/Delta halo with jetpacks - Enraged Elites/Brutes charging you at 1.5 x speed - Tartarus' Armor Lock/Bubble Shield style armor ability at the end battle - Elites Camo armor ability...best experienced playing as the Arbiter. All those things were in halo well before reach. Reach was just the first title to actually give them to you as playable items as armor abilities. The same can be said about the equipment in Halo 3.