Jump to content

Search the Community

Showing results for tags 'Halo 5'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Halo Forum
    • Halo Infinite
    • Halo 5: Guardians
    • Halo: The Master Chief Collection
    • Halo 4
    • Halo 3 + ODST
    • Halo Reach
    • Halo 2 + Anniversary
    • Halo CE + Anniversary
    • Halo Wars
    • Halo: Mobile Games
  • The Halo Universe
    • Halo Lore
    • Forge Discussion
    • Game Invitations
    • Clan Recruiting / Advertising
  • 343iCommunity
    • Announcements
    • Introductions
    • General Discussion
    • Member Created Work
  • Archive

Categories

  • The Original Series
  • Gray Team series
  • The Forerunner Saga
  • Kilo-Five Trilogy
  • Alpha-Nine series
  • The Ferrets series
  • Rion Forge & Ace Of Spades series
  • A Master Chief Story
  • Battle Born: A Halo Young Adult Novel Series
  • A Halo Infinite Story
  • Individual novels
  • Individual novellas
  • Anthologies

Bookshelves

There are no results to display.

Categories

  • Halo (TV Series)
  • Halo 4: Forward Unto Dawn
  • Halo: The Fall of Reach
  • Halo: Nightfall
  • Halo Legends
  • Halo: Landfall

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Gamertag


Discord


Twitter


YouTube


Location


Interests

  1. The new Spartan introduced in the Halo trailer should be customizable, like Noble Six in Reach. Does anybody else agree?
  2. For Halo 5 Forge, I think they should let you spawn more vehicles, especially aircrafts. As of Halo 4, the only flying vehicle in forge is the banshee. they should have drivable Lynches, Phantoms, Pelicans, and a return of the Falcon, this time the one with the guns. So what do you think? What vehicles should they add? Are there some that you think they should take out? Leave any comments below.
  3. The introduction of sprint into Halo has been one of the most controversial changes to the franchise. Many are in favor of removing it, while others think it is/can be beneficial to gameplay. Personally, I'm not a fan of sprint in Halo, but I do see potential for a somewhat similar mechanic. Those of you who have played Counter Strike probably know that some weapons (the knife, for instance) allow faster movement speed. This mechanic works well for the game, giving players the option to sacrifice superior firepower for speed to get to locations more quickly, but without rendering them completely vulnerable when doing so. My idea is that, similarly to CS's mechanic, players gain a small speed boost (maybe 5-10%, but would require play-testing) when wielding the Magnum (and maybe similar weapons like the SMG). This would give these sidearms more purpose without making their kill-times "unrealistically" competitive with those of "primary" rifles like the BR and AR, respectively. With the Magnum rebalanced to have a similar kill-time to the BR and allow faster movement, offset by the smaller magazine size and less effectiveness/ease-of-use at longer ranges (perhaps through a shorter red reticle range), it could have a greater purpose than merely a "secondary" or "backup" weapon that players wouldn't give a second thought about trading out. What do you think? Could this mechanic be beneficial for Halo? Are there aspects of it you would change? If you don't like the idea, leave a comment discussing why.
  4. hello there everyone and 343 industries and microsoft we want the elites back into halo multiplayer again and halo 5 guardians everyone would love to have the elites back into halo multiplayer if you are listening please bring the elites back hey community please spread the word about the elites in halo multiplayer we must get our voices heard and you are the future of halo you are our last hope 343 industries and microsoft please bring the elite back in halo multiplayer thank you so much for listening....
  5. I_Make_Big_Boom

    Guardian

    From the album: Tacos and what not

    Finished up Agent Locke drawing of mine. Here's my art page over on Instagram: http://instagram.com/joe_winfree

    © @joe_winfree on Instagram, Self Destruct the mashed tater flinger

  6. As a true halo fan aside from already destroying kids with its perfectly balanced multiplayer the way it WAS,The armor was some thing truly special to me,it made you feel like a bad -snip- and made you want to flock it to anyone you killed, In H4 the armor style was just wack,everyone looked the same since it was so fast,and i felt no urge to really want to play the game to unlock more of its armor unlike the previous Halos,Halo 3 and reach had fantastic armor,and after Bungie left they took that great armor styled talent and put it in Destiny now,The titan class?? Man i could only imagine how they wouldve made the spartans look in halo 4 with that talent,but im not here gonna praise Bungie now,cause 343 can do it too,If they just spend a good amount of time putting the effort into every single piece of armor instead of just using an easy template for all the spartans,I mean if you need help just look at the Destinys Titan class xD (sorry again) but no really, I love what 343 is doing by going back to Halos roots and everything but the Armor was Definitely apart of that, Each spartan looked truly different from buff spartans with that huge knife as a shoulder piece in Halo Reach to slim spartans like in Halo 3,and then people would just make crazy combinations and it was great to even then see their spartans in Halo reach on the side with the vertical list view (As in all halo games) unlike H4 with its horizontal card style which made me feel like i was playing a game that was not Halo sadly,So yes Im hoping 343 would really hear me out on this cause im sure every halo player is hoping of a much better armor customization style for Halo 5,cause after they nail the multiplayer and make H5 go back to how Halo was, Im going to get bored if theres not that super impossible god like piece of armor that ill have to put in mad hours to get,like how halo reach did it ,if anything you can implement credits again and just use them to buy pieces of armor,make them at ridiculous prices and thatll get players to put a lot of hours in the game and especially if you can unlock armor from playing the campaign,and unlocking achievements,thats how you get them hooked,but once again MAKE THE ARMOR LOOK BEAST like a true war fighter spartan,just think Tactical,Military,and Warrior with sharp edges,and even in halo reach you could see some of the dirt and damage on some armor too. but if you listen I bet youll be in the right path to make some fine Armor for H5,Not super power rangers from space with retarted bright colors that made the red in matchmaking look salmon and the blue was like sky blue?? DO NOT REPEAT H4 with that armor style ever,again.but thank you for reading i know it was a lot to -snip- read but i felt i had to get this point across ASAP,cause this will be the decision for me if i actually want to keep playing H5 after you guys make the game "Go back to its roots" Side note: Whats up with all the Blue in Halo 4's UI? Make it a nice Dark mysterious atmosphere, sadly look how Bungie did it with Destiny? Lol sorry again
  7. I'll start off by saying, from what I've seen of Halo 5: Guardians so far, it looks like 343 are heading in the right direction, and are listening to the fans. I am hoping this post will be noticed by 343 and aid them in the game design. For me, the reasons for people disliking Halo 4's multiplayer had been a complete mystery, until I invited an old friend to play matchmaking with me. As we played he pointed all of the little things he didn't like, and I wrote them down on a list... no, really. His exact words were: "It's a good game, but it's not a good HALO game". I'll try to keep this as short as possible, and will add some suggestions of my own. If anyone reading this also has any ideas, feel free to leave them as a reply. - Halo 4's multiplayer is too competitive oriented. This makes it difficult for newcomers to get into the multiplayer and they may become frustrated at their lacking experience and leave before they hone their skills. There were no playlists for people to just relax, where you just played the game, and your stats and game results didn't matter. Solution: Social playlists. Playlists where your rank and other stats are unaffected with nothing recorded. This will make it more light-hearted and provide practice for inexperienced players. - In Halo 4's matchmaking, the game "starts", then there's a UNSC logo, then loadouts, then a countdown. In Halo 3 the game started as soon as it was loaded which I think everyone would prefer. - On smaller Halo 4 maps, there are a lot of enclosed spaces (e.g. Adrift and Solace) where if you get double teamed... well, you're dead. The maps need to be more open with more paths in and out of different areas. This will give players more options for a "counter offensive". More cover would also help counter this. - "Say, you remember Halo 3's Bungie favourites?", "Yeah man, that's where I found Fat kid, Ice cream man, Duck hunt, Jenga, Predator, Halo, Cops 'n' robbers, Sky fortress, and a whole load of cool maps". Halo 5: Guardians and the community would definitely benefit from an easily accessible in game-feature where players can find the latest and best creations. It doesn't have to be "343 favourites" it could be a community features matchmaking playlist. If a playlist or feature like this was updated regularly, there would always be something new and fresh to draw people back in. - In previous Halos, you needed to go out of your way to get power weapons on the map. In Halo 4, you just pressed a button and they were given to you. Giving power-ups to players who are doing well? Really? If the power-ups are on the map, anyone could get them, a newbe could pick up a rocket launcher. This would make the games more balanced and fairer. - Let's be honest some of the armor in Halo 4 was ugly and ridiculous, all they did was take up disc space. If the armor doesn't look good, you don't HAVE to put it in the game. An idea that I had was to unlock decals for your armor, or even make your own and place them wherever you wanted on the character model; maybe put them on file share. Forza's decal editor has produced some excellent results, so give Dan Greenwalt a call if you're reading this 343. - Don't just take features from C.O.D. and bolt them into a Halo game. Halo needs to be unique or people simply won't have any reason to play it, it will just become "Call of Duty: Future Warfare". My friend said that he found the in game scores that pop up distracting from the gameplay. I personally don't have a problem with these, so maybe have the option to turn them off. I also find when it takes more time and effort get a kill it's more satisfying. - Finally, Halo 4's new music is good, but you can't beat the classic theme. Perhaps Marty could better his previous work, wink wink, nudge nudge. Thanks for taking the time to read this, it was hard work for me too
  8. From the album: Tacos and what not

    Here's a picture of the original post of my Locke drawing on Instagram. I've had some people attempt to steal my art, so I have to make sure I'm protecting my art the best way I can. Original post: http://instagram.com/p/r5FEBOSMrZ/?modal=true

    © @joe_winfree on Instagram, Self Destruct

  9. First of all I just want to say that if you disagree with anything I'm about to say, I'm totally fine with that. Please don't get offended by it, but try to take into mind what I'm saying here. I don't think you'll regret it. A lot of people (whom I consider to be scared of chance, personally) claim that Halo multiplayer was ruined with Halo Reach and even further with Halo 4. They say that Halo needs to go back (devolve, basically) to the way it played originally. I've always sat back and watched as so many people have made these ridiculous claims, but today I'm taking it upon myself to explain why these claims are in fact, wrong. Halo's gameplay for the first 3 games was broken, and Halo Reach (and especially Halo 4) took the right steps to fix the many glaring problems with the franchise. For the sake of keeping things fact-based, I'm going to leave out those things from the original trilgoy which were only bad in my opinion, and stick to disussing those things which were in fact, bad. One of the biggest faults with the way Halo originally played was that you couldn't start with the weapon you wanted. The reason this is never a good thing, without fail, is because when you're playing a game, you need to be able to play to your own play-style. I can't even begin to fathom what benefits are gained when players all have to start out with the same abilities. Let's take perks, for example. If there's something I'm not particularly good at, such as throwing and timing grenades accurately, then I should be given an opportunity from the game to compensate for that inability, because I bought the game like everyone else and therefore I've purchased the right to having fun (if you will). So in this example, I would use the perk that lets me carry an extra grenade. This way, I'm more likely to achieve success with my grenade throwing, which is only fair. Like I said, all players payed the same money for the game, so it's only fair that the game ensures that all players are given the same opportunity for success. But when there were no perks, the game was broken in this sense because it meant that lesser skilled players had to suffer for merely lacking in a particular skill. Should people really have to suffer due to only being human and having weaknesses? Of course not. So luckily, Halo Reach and Halo 4 began to fix this fault with loadouts, which is great. Now Halo can finally begin to have legs of its own, and I find it quite saddening that so many people start to hate on the franchise when it finally gets to be an experience that works. Another fault with the way the original Halo games played was that they were too predictable, meaning that the game didn't create enough random elements for the experience. Do I really need to go into why this is blatantly a bad thing? I guess so. Not having randomness means: 1) There is less variety in gameplay. If I know what power weapon is going to be in the hallway on a map, and I know when it's going to be there, where's the fun in that? Fun comes in to play when we don't know what it is we might get or when we might get it. 2) It gives too much power to skilled players. All players should have equal opportunity to achieve success in the game, because as I pointed out earlier, all players payed the same money for the game. This means that it is objectively bad game design to provide players with opportunities which can require large amounts of skill to take advantage of. When you put a power weapon in a certain spot on a map, then the skilled players will more often than not get it because they can target their skills to attain that weapon. Whereas when the power weapons spawn in random places and at random times, it takes most of the control away from the players themselves, and therefore ALL players are given equal opportunity over time. Random ordnance and personal ordnance fixed this particular problem, which is why they were such great additions. The next fault with the original Halo trilogy was that they didn't have sprint. I'm always hearing the most ridiculous reasons for why sprint is bad for Halo, and all I can really hear is "I'm scared of change", "I can't adapt", "I can't help but whine at everything new", and "it's not Bungie so it's bad". A lack of sprint was a fault that needed to be fixed. Period. Why shouldn't I be able to run away from encounters I'm losing? Why should my enemy be able to chase and shoot me at the same speed? These things are claimed to be "good" for Halo by many, believe it or not. The obvious reason that being able to move at full speed and shoot at the same time is a bad thing is because FPS games should revolve around choosing whether to shoot or to sprint. It should never be about doing both at the same time. Having to know when to sprint and when to stop so you can shoot makes it more like real life, and it also adds another skill you have to think about, and that's why it's nothing short of one of the best additions to the franchise that has happened. So as we can see, Halo 4 has in fact done many things to make the franchise actually worthy of being played. But unfortunately, we still have a way to go. Here are some things that absolutely need to happen in order for Halo to really become a great experience: 1) Aim-down-sights MUST be included. What happens when a person aims in real life? That's it! They have to slow their movement down to gain that accuracy. They have to know when to use the advantage of one and when to use the advantage of the other. Halo is doing this wrong, even to this day, and it simply can't go unfixed as we move forward. 2) Going prone needs to be included. Which was the last Halo book you read which stated that Spartans can't go prone? Oh, you didn't? Then think twice before you start talking some nonsense about how it shouldn't be in Halo. We need to progress, people. Change is good. 3) Grenade cooking. I'm sorry, but saying that a Spartan can't go prone is one thing, but to claim that they wouldn't be able to hold a grenade for a few seconds if they wanted to? That's ridiculous. This feature absolutely must be put in Halo if it's going to be taken seriously. No game should ever not have grenade cooking, or any of these features for that matter. I must be honest, I wasn't even interested in Halo multiplayer in the slightest until Halo Reach just started to grab my attention with its improvements. What does that tell you about the franchise? Then when Halo 4 came along, I knew that something really good was finally happening with the game. I really don't care how much it resembles Call of Duty or any other shooter, as long as it starts to become a playable experience, then that's what matters. Let's keep this forward progression going with Halo 5, 343i. Only good can come of it. I beg of you, don't listen to all these people who are stuck in the past.
  10. So I have an idea. What if there was this new game type for Halo 5. Or Halo 6 if the isn't enough time to implement it. But here is the idea. First team to 3 points win. Normal team slayer, but with a twist. You start on one of the multiplayer maps, could do a big map for 6v6 or 8v8 or a small map for 4v4 or 2v2. First to 10 kills gains a point for their team. Then here is the crazy part. Once that point is scored, the map starts exploding. You have 15 seconds to get to the extraction point. If you die from the map exploding, then you have to sit out of the next round for the first 30 seconds, maybe 15 seconds, or however long makes it well balanced. Now the 2nd round isn't on your previous map. It's on a whole NEW map. But you are still in the same game, So now you must switch up your team strategy on the fly! This round goes the same. 10 kills, scores point for your team. Map explodes, next round starts off on another new map. This goes on until a team gains 3 points. So if you are perfect the whole way, you only play 3 maps. But if the opponent is as good as your team, you could be playing up to 5 maps. Maybe even make the tie-breaking fifth map something special. Like Over-shields for the first minute or bottomless clips or double damage or infinite ammo. These maps could be randomized or have set playlists that you can vote on. Maybe having each map have its own game type as well. Like your first map was team slayer, then the next one is oddball, and the one after that is capture the flag. But shorter versions of each one. This could possibly even work for the MC Collection, since it has a ton of maps. So what do you think, guys?
  11. Hey guys! I'm the owner of TL Gaming, an exclusive Xbox One gaming community. We are trying to build our player base for Halo MCC (and ultimately Halo 5) before it releases. We are also recruiting for a couple of Leadership positions to help us start up this "division." We currently have a Battlefield, Destiny, and Minecraft Division, but are hoping to expand to Halo with you guys help! Our community offers a unique award systems which will allow you to grow and earn ranks, ribbons, and medals. We promise to better your online gaming experience and develop friendships during your stay To join us, or find out more about us, check us out at www.tlgaming.com //bigkabe
  12. Please, with all of my heart and nostalgia. I am begging for a way to join user-created Custom Game lobbies in Halo: TMCC and Halo 5. A list of open and available lobbies for user-created game types would be at the top of my list of wishes. Please 343i, say it will be so! I want to join private super bouncing lobbies, hide n seek, cat n mouse, Trash Compactor & other creative user-created game types! I don't want matchmaking to be the only way to join a public game. And trying to find friends/friends of friends to invite to a private custom game is a huge pain when all it takes is a custom game 'server list' of available user created lobbies. There are so many fun game variants created by users! Please give us a way to host custom games and have them available to the public for people to join. It would be an identical feeling of a big LAN party... Well, one with voice chat only xD - Lou This is what someone said in the Halo Waypoint forums. I couldn't have said it better so I copied and pasted it. Here's the original forum post: https://forums.halowaypoint.com/yaf_postst249152_Suggestion--Halo2-MCC-NEEDS-custom-lobby-list.aspx
  13. So since our Halo 5 topic does not include a spartan ops bit yet, I put it here (any mod feel free to move it.) So some people hated Spartan Ops some loved it, I generally enjoyed it and in my opinion it became fun when the maps weren't MP maps but genuine SP and Spartan Ops unique maps. Now I like dislike Firefight, it always had a "This could be story driven why isn't it" - feeling to me. Now in my opinion SpOps is a natural evolution of Firefight. I mean the story turned out to be actually good and it left us with a cliffhanger (Halsey betraying the UNSC) The form it has to evolve into has to be more story driven, a co-op campaign to interest the story lovers and of course more immersion due to ingame cutscenes (love the part where your spartan is captured and of your own breaks free and assasinates the elite.) Also the addition to make missions in forge would be great, it can't lose it's value there and people can craft their own missions and get them rated, which could boost spartan ops popularity. share your thoughts here. 2 rules: 1. Have fun! 2. Stay civil!
  14. My name is Michael but my gamer tag is BlueDroid SWAT you can just call me Blue. I'm excited for forge in Halo 5: Guardians and H2A in master chief collection. I have ideas for tools used for halo 5's forge and they would be so helpful to forgers! Anyway my favorite armor varient is Gungnir and I'm always looking for new pals to enjoy halo with. So if you want to be my friend inbox me first or leave a reply then send me a friend request on Xbox live. I own an Xbox one and Xbox 360 I'm also hoping to gain some new friends that will forge for H5G and H2A for master cheif collection. Thank you for reading and have a nice day.
  15. I think 343 should include a RTS/FPS hybrid game mode. When I play Halo wars I always look at my three Spartans in the field and think "Wow, I really wish I could choose to play that character in first person." Imagine playing Halo wars and having a team of six spartans on the field which are all human players and when you select them and give them a command, it appears as a waypoint or an objective marker on their screen, giving them the distance to their objective and the details of the objective JUST LIKE IN A CAMPAIGN MISSION! If done properly, this game mode would seem like an entire unique campaign each match. I think the best way to do this would be to treat the firebase as a vehicle that the commander can operate from within or exit and fight as a spartan in first-person view; this allows even the person commanding armies to still have their personalized character in the match. If you want to get carried away allow players to be the captains of ships and make the map the size of whole galaxy with landmarks such as planets Earth, Harvest, Reach as well as High charity and all of the locations visited in all of the Halo Games prior.
  16. Every Argument for Sprint, Countered The purpose of this thread is not to explain why sprint is bad in Halo, but to counter all of the arguments that are put forward in favour of sprint. I understand this is a long read, but I don't expect anyone to read it all. Instead, treat this like a list of arguments and counters that you can visit at any time if for any reason you struggle to put them into your own words... Argument 1: "it speeds up gameplay" Counter: no, it doesn't. Gameplay is as fast as developers intend for it to be, and the average map size in Halo 4 is increased to accommodate sprint. It doesn't take any longer to traverse the average map in Halos 1, 2 or 3 than it does in Halo 4. Also, with regard to the amount of time it takes to travel across maps in Halo, there is nothing that needs to be fixed. If you don't like taking the time to move across maps in Halo, to the point that you think a fundamental part of the way Halo plays needs to be changed just so you can travel a bit faster, then Halo might simply not be the game for you. Inevitable response: "Um, no. I'm pretty sure that sprinting across Haven is faster than walking across Haven" Counter: ah, but you've already misunderstood the argument. The argument is not that sprinting across Haven is no faster than walking across Haven, the argument is that sprinting across the average map on Halo 4 is no faster than moving (at top speed) across the average map in Halo 1, 2 and 3 where the maps are smaller to accommodate a lack of sprint. Argument 2: "but Halo feels slow without it" Counter: firstly, as pointed out above, if you don't like the way Halo feels without sprint, then Halo simply wasn't the game for you. Other people were absolutely fine with it, and not only were they fine with it, they actually appreciated it. Secondly, the only reason you think Halo feels slow without sprint is because there is an illusion of speed that is created when running in bursts, even though you aren't necessarily getting anywhere faster. A person who sprints at 20 miles an hour from one side to the other in a 30 meter room will almost certainly feel like they're going faster than if they were to run at 10 miles an hour from one side to the other in a room that is half the size. There is no decrease in travel time, yet an illusion of speed is created because you are moving past your sorroundings faster. The human brain is more sensitive to immediate differences in speed than it is to differences in time that happen over longer periods; periods of time such as those experienced when traversing maps in Halo. Putting aside for a moment that it isn't actually necessary to make traversing maps faster in future titles, as that is not something that ever needed "fixing", I should mention that there is a much more appropriate way to increase the feeling of speed that you experience when moving around, and that is by doing any combination of these 4 things: 1) Decrease the average map size. This would mean less travel time, which is the effect that most sprint fans claim is a desirable impact of sprint on the game. 2) Increase base speed. This would mean less travel time AND it would mean that you were moving faster relative to your sorroundings - one of the main reasons sprint gives an illusion of speed. 3) Increase field of view. An increased field of view gives the illusion of speed as it gives the impression that you are moving past your sorroundings faster than if you had a lower field of view. Keeping in mind that these demonstrations often show both sides of the extreme in order to magnify the effect, see any one of these videos for demonstration: 4) Through the use of vehicles, teleporters and man cannons on larger maps. By giving players more vehicles that are only effective for travelling, such as the Mongoose, you give them the means to travel across larger maps if they don't feel like travelling on foot. Inevitable response: "but I can't shoot while I'm on a Mongoose. I want to be able to move and shoot at the same time!" Counter: isn't it funny then that you are arguing for sprint - a feature that completely takes away from your ability to shoot while moving at top speed - by saying that vehicles aren't good enough because you can't shoot while using them? Inevitable response: "but I can't stop and shoot right away if I'm in a Mongoose. I would have to stop and get out of it" Counter: that's the trade-off that you experience when using vehicles. If you could simply drive a vehicle and then instantly get out and start shooting with only a slight delay, then you would not really be experiencing any draw-backs to using something that puts you at such an easy advantage. The Mongoose gets you across the maps in much less time than if you were simply to travel on foot, which means possibly (and likely) getting to advantageous spots/weapons/power-ups than those who didn't travel by vehicle. Not being able to shoot straight away after getting out is a tiny price to pay for having such a decrease in travel time. Argument 3: "I'm a super soldier in a sci-fi future - I should be able to sprint" Counter: firstly, as far as gameplay goes, gameplay is more important than canon. I mean, it sounds real obvious when I say it like that, but there are still many who use the 'I'm supposed to be a super soldier' argument. Why are we not able to go prone? Why are we not able to aim down sights (yes, it would be possible even though there is a smart link system)? Why are we not able to put our enemies in a rear naked choke? Why are we not able to cook grenades? Why are we not able to throw our knives? Why are we not able to kick? Why are we not able to wrestle? There are any number of things that spartans "should" be able to do as far as canon goes, but we can't do them as far as gameplay goes because many of them just simply wouldn't fit with what Halo is about. Sprint is no different. If people were genuinely concerned about gameplay not completely reflecting canon, then they would all be complaining about all of the things that we can't do in-game, but they simply don't. Secondly, if we were actually to go by canon, then we would be able to sprint at much faster speeds without having to stop after 5 seconds. Also, we would be able to do this while aiming and shooting accurately. The smart-link system doesn't simply shut down once a spartan decides to sprint, nor do a spartans arms decide to suddenly lose the ability to raise. For examples of spartans sprinting and shooting, see Forward unto Dawn, Halo Legends: The Package, The Thursday War (Naomi), and any other examples that may I have forgotten. Argument 4: "every game has sprint these days" Counter: this doesn't come close to being a valid argument. There is no requirement that every game needs to be the same. Variety and uniqueness are far more valuable than monotony and lack of variety. If you simply can't stand the idea of ever playing a game that doesn't include sprint, then the answer is simply to only play those games that do. It certainly doesn't mean that every game should sacrifice its own way of doing things simply so that you don't personally have to worry about there being games that don't cater 100% to your tastes. Also, the 'every game has sprint these days' argument falls into two categories. One is the 'appeal to novelty', which is the false assertion that when something is new or modern, it is automatically good. This of course is untrue. The other is the 'argument by consensus', which is the false assertion that when something is popular or common, therefore it is good. This of course is also untrue. Whether or not every other game today has sprint has no bearing on whether or not sprint works for Halo. It is completely unrelated. Argument 5: "most people like sprint, therefore it should be in the game" Counter: firstly, once you make such a claim, the onus is on you to provide evidence, yet based on the information we have available to us that might give us a clue as to how fans might feel about sprint, there is no logical pathway that would lead to a belief that most Halo fans do like sprint. The information we do have available to us is the fan feedback on various websites such as Halowaypoint, unofficial Halo sites, game websites and YouTube videos and comments. Unless you are going to go through a very large amount of the feedback in all of these different sites, and then put it together in a way which is shown to be non-biased, then you will struggle to find sufficient evidence to suggest that sprint is favoured by most fans. What I will say is that when fans were polled on Halowaypoint about their views on sprint and flinch, more people said that they don't like sprint in Halo. Now this doesn't prove anything as far as whether or not most Halo fans like sprint, but it certainly doesn't sit well with the assertion that most people do like sprint. To see the poll, click this link: https://forums.halowaypoint.com/yaf_postst211131_Should-Sprint-Flinch-stay-in-the-Halo-series.aspx Argument 6: "games can't compete today without sprint" Counter: as with the previous argument, when making such a claim, the onus is on you to provide evidence to support that claim. We haven't had a modern Halo game without sprint in recent years, so therefore we cannot draw any conclusions as to whether or not Halo would survive today without sprint. What we can see is that Halo hasn't done so well with sprint, and one of the most common reasons that is suggested in feedback by fans who dislike Halo 4 is that they don't like sprint in Halo. This would indicate a strong likelihood that Halo 4 would have done better to some degree (perhaps only slightly better) if it did not base itself around default sprint. It certainly doesn't prove such a thing, but it is an indication. Argument 7: "you're just scared of change. You want every Halo game to be exactly the same" Counter: this particular argument finds itself guilty of being a 'straw-man' argument. There is no logical pathway from seeing a person say they dislike sprint (or any other feature) to assuming they are scared of or against all possible change. There is no logical pathway from seeing a person say they dislike sprint (or any other feature) to assuming that they want every Halo game to be exactly the same. The only way you can possibly claim that a person is scared of change is if they literally utter the words: 'I'm scared of change'. For example, if you were to ask me to make you a pizza, but to put some different toppings on from the last time you ate pizza, and then I went and made a pizza with slugs, grass, mouldy apples and hair from the bathroom sink, you would likely reject the pizza. It's highly likely that you would tell me I had done a horrible job of deciding on what kind of pizza to make you. Now, would it make sense for me to then say: "wow, so you hate pizza toppings? I can only assume that you are scared of change. You just can't move on from the days when margherita was your favourite pizza. You'll never be pleased"? Most people would know that such an assumption would be a logical fallacy, however, people are very selective with when they apply every day logic, and if the 'you're scared of change' argument happens to help their own argument, then they'll gladly abandon any semblance of logic. That's where this whole argument stems from, and it is quite simply ineffective when it comes to demonstrating that sprint is a good thing for Halo. Argument 8: "I enjoy sprint, and that's all that matters" Counter: simply untrue. Any possible feature that you can imagine, no matter how terrible, has the potential to be "enjoyed" by someone out there. I think most people would agree that having Rockets and Incineration cannons as loadout options would simply be bad for Halo gameplay, yet those additions would likely be enjoyable to someone somewhere. Following the 'I enjoy it, so it's right' logic, Rockets and Incineration cannons absolutely SHOULD be loadouts options. Why? Because they have the potential to be liked. How about a perk that grants invincibility, and a second perk that allows all your weapons to shoot Rockets that kill anyone within 10 meters? There could be people out there who would enjoy such things, but I don't think many people would disagree that these things shouldn't be added simply on the basis that some might find the additions enjoyable. Sprint is no different. Whether or not we like sprint as individuals is actually incidental and is irrelevant to whether or not it should be in the game. What matters is whether or not it fits with what Halo is fundamentally about when it comes to gameplay - sprint does not. Argument 9: "if someone runs away from you, you have sprint too, so you can just chase them" Counter: there are two things here which you are assuming are part of the problem for people who don't like sprint, which are actually not part of the problem at all. 1) The assumption that non-sprint fans think players running away is bad. This is a false assumption. Players running away from encounters they're losing is completely understandable and completely viable. 2) The assumption that non-sprint fans somehow don't realise that they can chase the player that is running away. This is false; non-sprint fans haven't suddenly forgotten that they have the ability to move in Halo. The real problem is that the game grants an unfair and unearned advantage to players who decide to run away from encounters. This advantage comes in the form of lowered weapons. The objective of a player who runs away is to get to safety and allow their shields to recharge. The objective of a chasing player is to keep up with the escapee and to continue to shoot them so that the escapee's shields don't recharge. In Halos 1, 2 and 3, the chaser could simply run at the same speed as the escapee and continue shooting at the same time. However, this abiltiy is not granted in Halo 4 as the chaser has to sacrifice his/her ability to shoot in order to simply keep up with the escapee. This nullifies the chase to begin with, because the point of chasing a player who you were in the middle of killing is to kill them before their shields recharge, thus finishing the encounter. Inevitable response: "but they aren't going to not run away are they? That would be dumb"Counter: again, >> running away isn't the problem, << the problem is that the person who runs away after performing worse than their enemy is granted a free advantage in the form of lowered weapons. They simply do not need raised weapons to accomplish the goal of running away, whereas the chaser needs raised weapons in order to chase at the same speed AND have the ability to shoot. Inevitable response: "but why should the chaser have the ability to shoot? Who says they deserve it?" Counter: firstly, because that's a large part of what made Halo play the way it did ona fundamental level historically. Secondly, because they put themselves in the situation of being on top by actually playing better than their opponent; they out-played that person, and therefore have earned the position of being in the likely place of winning the encounter. The person who is losing the encounter should now have to put himself back on top in the face of being in a disadvantageous position. This means that while they are fighting to get back on top (whether it's by running or fighting), they should have to do it by putting themselves there through work, as opposed to pressing a button which gives them an automatic advantage. After all, the player who out-played them to begin with didn't get there by being granted an automatic advantage. They got there in the face of equal opportunity through various skills such as good positioning, fast reactions, good strafing, good shooting etc. Argument 10: "sprint makes the game more immersive" Counter: let's first make sure we're clear on the definition of immersive. When something is immersive, that means it provides information or stimulation for a number of senses. In this particular case, the sense we are talking about is sight. The claim is that sprint makes you feel more like you're in the game due to running in bursts (as the average human would do in real life), and therefore should be in the game. Firstly, immersion is not actually a top priority as far as gameplay goes. It is something that should be sought after so long as more important factors, such as balance, are not disrupted in the process. Sprint is an example of "immersion" that does have several harmful effects on the gameplay itself, and therefore is not an appropriate addition simply for the sake of "immersing" the player. Secondly, if immersion means making you, a normal human being, feel more like you're moving around in the world itself in the same way that you would be capable of, then immersion is not appropriate in that sense. You are playing as a spartan who, as pointed out earlier, have been shown in the canon to be able to sprint at speeds far faster than you or I are capable of, while aiming and shooting accurately and without having to stop after 5 seconds. True immersion in the sense of making us feel like spartans from the Halo universe would mean making us move around the world in the way that they would be capable of, and in the process, sprint and lowered weapons would simply be abandoned. As with the canon argument, if you really truly believe that "immersion" is a priority in a game, then you'll actually be against sprint and lowered weapons. Argument 11: "it helps me get into battle faster" Counter: as we discussed earlier, maps have been stretched to accommodate sprint. That means that on the maps in Halo 4, the average time between you and "battle" at spawn is no different than the average time between you and "battle" at spawn in Halo 1, 2 or 3. Also, there was no fault in how fast you were able to get into battle in Halos 1, 2 and 3. The time it took was the time that was intended, and there was nothing broken about that. If you didn't like that, then Halo might not have been for you. Argument 12: "it helps me get to my teammates faster so I can help them out" Counter: as above, maps have been stretched to accommodate sprint. That means that on the maps in Halo 4, the average time you spawn from your teammates is no different than the average time you spawn from your teammates in Halos 1, 2 or 3. Therefore, you simply do not get to your teammates any faster. Argument 13: "it adds an element of excitement and franticness" Counter: First of all, there was no lack of excitement in previous Halo games for the people that liked the gameplay that they were built upon. As mentioned in an earlier part of this post, Halo doesn't need to change fundamentally - alienating many who appreciated the original core gameplay - just to please people who aren't already into the franchise. Secondly, any number of things could add a sense of excitement, adrenaline and franticness; things such as giving all players Rockets and perks that get rid of the need to reload. However, these things come with draw-backs, and therefore are not appropriate gameplay additions. Sprint is no different. Argument 14: "it's annoying to switch from one shooter to another and having to get used to no sprint" Counter: any number of differences in gameplay and button layouts between games could be annoying, but variety and gameplay are far more important than consistency between different game franchises. The slight inconvenience of having to get used to different gameplay for different games is nothing compared to the inconvenience of all games in each genre being the same in every way, and at the expense of quality gameplay, just so that some people don't have to learn to get used to the differences when they switch between games. Many games have the ability to go prone and aim down sights, but we don't say that Halo absolutely has to have those in order to be consistent with other games. Halo playing like Halo and working as a whole from a gameplay perspective is far more important than Halo not being inconvenient to switch to will ever be. ... The Big Question You might be thinking: "so why on Earth do people like sprint?" Well, there are 3 legitimate reasons that people like sprint in Halo: 1) As we discussed earlier on, it gives the illusion of speed. Some people genuinely enjoy the illusion, and it's completely understandable. However, the negative impact on gameplay is far more important than the intangible illusion of traversing maps slower without sprint. 2) It's slightly more convenient to move between shooters that all have the same or similar mechanics. 3) It's another defensive ability which makes the game easier. We've all heard this referred to as the 'get out of jail free card'. And as we discussed earlier, it allows players to run away more easily from encounters they are losing, which means they don't have to stay and fight it out as often. Some people find these types of defensive capabilities - which make playing the game require less skill and thought - to be enjoyable. That's not something I would personally criticize, but it is something that is objectively bad for deciding on how the core gameplay of Halo is built, as those are not the principles Halo's core gameplay was originally built around or known for. Please feel free to let me know if you disagree with anything, and please feel free to share with people the arguments you find in this thread if you can't seem to put them into words. Thanks for reading.
  17. I_Make_Big_Boom

    Durandal

    From the album: Tacos and what not

    This is the graphic of mine that was Featured on the Fan Art Focus on Waypoint last March.

    © @joe_winfree on Instagram, Self Destruct / SelfDestruct217

  18. Disclaimer these are no gameplay adjustments, only visual adjustments. I love Halo (me joinging this forum is exhibit A) But there are some things which could bring more immersion into the game. As we all know Halo has a really great first person view, you can see your legs, arms, armor etc. But as we all know the FPS perspective is a different model than your third person model. I suggest just one model, even Duke Nukem forever had this and somehow it's really immersive. The other thing is damage, I would love to see the impact my weapons make on enemies and not just on walls. Not huge gory guts and such, but the amoudn of blood in CEA was just right. give them some blood textures on their bodies (marines have this in Halo 3 but the textures are static.) Other things include battledamage, I would love to see my by spartan getting damaged up and still fighting. If anyone else got some Ideas on effects and such. Please comment below. See you on the battlefield.
  19. I don't know if it's a little late to comment on what should be brought to Halo 5 (or Halo 5 Guardian), but I just thought I would say what's on my mind. First off, after forging for over a year on Halo 4, I can honestly say I like it a lot better than halo reach forge (By no means am I saying it is better than Halo reach, that's just my personal preference). With that said, their are a few features that would be great for a high tech game like Halo 5 to be implemented. 1) An undo button would be nice: but I would defiantly like it better if it was a menu option only and not an actual button on the controller because I would hit it all the time! 2) A highlight option! I noticed on the 360 controller (at least I think) is that the bottom and right arrow do nothing in forge. With that said, perhaps they could be set as a new function called Highlight. With the highlight option active, you can move multiple objects anywhere around the canvas without changing the angles of the objects, For instance if you have ever highlighted a sentence at the end of a paragraph in Microsoft Word and moved it to the beginning, everything says the same. With the highlight option, instead of being green when selected it should be yellow to indicate the highlight function is active. And of course if their should also be a menu function to highlight all in-case you want to move the whole thing. 3) This one is not not a huge complaint, but it would be nice if rotation snap worked for more sensitive angles instead of using the common 5, 15, 30, 45, & 90 preset rotations. Also if these could work across different coordinate planes, for instance, if I have a block at a 60 degree yaw, and I want to change it so it slopes 15 degrees down it should be straight and not crooked. This is difficult to explain, It's easier for me to show you then tell you. Anyways, that's all I got, please comment below with what your options are on the matter.
  20. Here is a video i made! please check it out, like and subscribe
  21. 343i has stated that there will be dedicated servers , so look there are larger maps , more players and maybe more vehicles and weapons. Start the Campaign : Only to say that it will be amazing ... I trust 343i multiplayer: As mentioned earlier a variety of weapons , armor abilities , vehicles, larger maps . (but much larger ) Forge : More maps forge, more items to put on, budget and number of objects that you can insert very very large ( very large ), ability to save favorites in a section of a whole structure in edit mode created by ourselves so you do not spend time recreate it. Finally the icing on the cake ... moving parts , for example we operate a computer that allows you to open a door ( 343i I hope I can improve it special because I could not define it well). Here's my wish list. PS: I know that this is not the site of 343i , but I thought it was a good thing to post a wish list .
  22. I think that Halo 5 should be for the Xbox 360. Who agrees with me?
  23. I just wrote an article on how Halo:Initiation ties into the halo 5 story.
  24. Please 343 industries bring back freelancer armor best halo armor out there it was AWESOME in halo 3 when i put it on i feel like a bad ass
  25. I see this posted pretty much everywhere: "Halo needs to go back to its roots. Take out sprint and armor abilities." I don't really want to argue about whether or not sprint should be in the game because I mostly think it's a really dumb argument. It's more realistic to sprint and to some having more realism is more important than having the type of gameplay we did without sprint. There is no right answer once again it's just people's opinion. Armor abilties however...I don't like their current implementation either but I believe they have a place in the game. A core gameplay element of Halo has been racing to weapons/power-ups on the map. I'm not sure if Halo started this kind of gameplay but I know that games even today adapt this mechanic (battlefield 4). It's a really fun and rewarding mechanic. Whether or not Halo started this mechanic I would argue that it is essential to Halo, just like no ADS. Having no ADS may seem stupid and to be honest it kind of is but without it I believe the way Halo plays would just change too much. Besides the spartan's have H.U.D which allows them to hipfire accuratley with the center reticle. I think that armor abilties should be in the game but I think that they should be severley limited compared to their current frequency. I think that 1, 2 at most armor abilities should be pick-up-able objects on the map. This way you can give armor abilties more purpose by making them essential to finding power weapons/items. For example a Banshee may only be accessable by a jet-pack. I think the issue with armor abilties is their frequency. It sucks to have to be constantly shooting desperatley upwards at people who don't know how to use jetpacks stuck miles in the sky spraying their assault rifles down at you while the rest of the team is wreslting you from behind with armor lock or zipping around you with evade. It's just a ******* mess. I don't want multiplayer to be a mess. How do you clean it up? Limit the crazy **** that players can do and give each crazy thing a clearly defined purpose. I admire 343i's effort to take multiplayer to the next level. However, giving players a bunch of crazy abilties that they can spam doesn't help making the game more fun to play. It just makes it a giant mess as I said above. So, we can have armor abilties....just make them infrequent and pick-up-able on the map. Thoughts?
×
×
  • Create New...