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Found 29 results

  1. This is a summary of what features I think Halo Wars 2 should incorporate prior to launch. All other ideas and opinions are welcome. 1. Option to lock your troops up inside your base while being trained. This is an important feature if you are trying to protect your new units. 2. Keep the veteran feature. When a unit has been in battle and survived he can accumulate a set amount of stars making it progressively stronger. These are the only two I can think of right now... If I come up with more if possible I will update.
  2. So the new update featured some new skins and armors and all that jazz, so I just wanted to put out there the idea of adding new assassinations. I don't know about everyone else but I love the idea of being able to pick your own custom assassination. Mainly, I just want to create a topic to suggest some new ones. For example: I would personally love to see an RKO assassination in the game. It'd be hilarious and awesome.
  3. Hey guys; I've been a competitive Halo 3 die hard fan ever since I was a jit and now I'm 20. I haven't played halo since Reach. The game was okay, I stopped playing when I became a general or something. I lost the eagerness of trying to rank up because it didn't matter wether or won or lost I still rose in EXP. I saw halo 4 over some gameplay and thought it looked horrible. A lot of the aspects of the multiplayer didn't make sense to me from the variety of weapons on the map and random weapon drops to how the maps were constructed. But that's my personal opinion and a lot of people I know agreed with me as well as some people I read reviews over online. The online multiplayer was almost entirely unbalanced and just watching the gameplay hurted my eyes. Halo 4 isn't Halo, it's a completely different game. More or less a bad reboot of a Halo title. What keeps real Halo players playing after finishing the campaign is the multiplayer, everyone knows this. If the multiplayer is phenomanol for example: Halo 3 and Halo 2 then you'll gain a tremendous loyal customer fan base playing for years on end, waiting for the next sequel of the game to be mentioned. I sometimes have the urge to play Halo 3 but I'm busy studying most of the time for my next exam. I truly for the love of God don't want to see another grand disappointment from Industry 343 again in another Halo game; So here I am trying to make an attempt to reach out to the developers of Halo 5 in maybe making a difference in how the developers might change a few things. And I'm a point out some suggestions for you guys First off : 1. I don't need a 'guy' shouting in my ear piece about kill streaks and wether or not I get a double kill or a triple kill. Take the kill streak guy talking down a notch, it'll quickly get annoying for me and as well as other players. On top of that the 'Guy' doesn't have to narrate about the gameplay, "4 against 1", "3 against 1", like shut up lol I wish there was an option to shut him up. And the 'Guy' doesn't have to narrate of which game mode I'm about to play, I'm pretty sure I know what game mode I'm about to play when I choose from the option menu in multiplayer. Another thing too the 'Guy' mentions when and where the power weapons respawn again for Ex: Sniper, Sword, Rocket Launcher. I remember back in my day we had to memorize how long it took the power weapons to respawn. From my perspective the 'Guy' talking sucks the seriousness out of the game and brings the difficulty level down a lot. He talks a lot during gameplay it feels like he's always saying something It doesn't feel like I'm playing halo, you guys are trying too hard to make the game "cool", yeah it'll probably appeal to younger gamers but for older gamers that have played the previous games from Bungie, we don't like that. Haha. Make it an option wether or not we want more voice interaction from the game. 2. Did I see a deathcam in the beta? That has to go. This is not COD. This will ruin an old strategy everyone knows called "camping". Trust me, when I got a good camping spot with my sniper I don't want any enemy player knowing where I am. 3. The animations are cool and all but can they be a little quicker or can you just vanquish them all. I remember when I was playing Reach in a competitive game it'd take a whole millennium assassinating someone. When in Halo 3 it just took a little tap in the back to kill someone, and that kept the competitive flow of my game undisrupted and didn't leave me exposed to another enemy player since I can't do anything during the animation. 4. The game looks too easy with the jet-packs. You don't have to break a sweat trying to jump on a ledge, the jet packs do all the work for you. I remember in halo 3 that you'd have to find ways to get to those sweet secret spots and it took a skill to jump onto far away platforms not everyone could accomplish so easily. You built up that skill and make it into one of your tricks and that inhanced your competitive edge against other players who don't know the move. To be honest, that factor was one of the best things about playing halo 3 online. Maneuverability looks far too easy and can make the game sort of boring. Make the jet pack an option in one of the game modes. Like lets say Hardcore mode or Classic mode. 5. I didn't play the game my self so I can't say much else. I saw one other thing too; the stomping ability when you're in mid air and you can kill your foes underneath you is obviously taken from COD advance warfare. That has to be taken out or put as an option for a multiplayer match. You can easily just fly around stomping everyone you see in sight and them not knowing you're there. ________And that's it guys thanks for investing your time to read this I know it's kinda long but I had to say what was on my mind and I would like to see a difference in the new installment of the game. I care and I know a lot of my suggestions where opinionated remarks so don't critise me for speaking out I apprecaite it. I just signed up but I'm sure there's a lot of Bungie forum individuals here. The new Halo community shows promise trust me. You're company has great potential, hear us out and maybe we can make a great game together soon.
  4. imthinkinarby's Suggestions for 343 Industries to Improve into Halo 5: Guardians. Hello Halo community! It is a pleasure to be writing for you all who enjoy the Halo franchise as much as I do. Please, 343i, take this into consideration if you are reading. Let's cut to the chase here, guys. As you know, the majority of this fanbase has agreed Halo 4 wasn't as good as previous games in the series; notably Halo 3 (My personal favourite). So I'm here to at least let 343i know of some issues that we as a body have not enjoyed in Halo 4 and long to see tweaked in Halo 5: Guardians. Today is the day before the Halo 5 beta, and I will keep this post updated on things I see that need to be improved. I need a weapon, and said weapon is not a weapon, but a lamp. And said lamp is a keyboard. Here we begin. First of all, one of the most obvious things bothering a few of us is no Elite customization character. Some players prefer the Elite model over the Spartan one, so that can be proves as a letdown to that section of the fanbase. Also, aspiring Machinima directors may want to use Elites in some of their films as they would want to make them the antagonists of said films. Some would call this sloppiness or even downright laziness. Another problem biting me in the *** right now (And arguably the most) is that the originally fun, arena based matchmaking maps have been degraded slightly to those of Call of Duty somewhat. This can be fixed by playing both Halo 3 and Halo 4. A vast majority (I would go as far to say 89%) of the fans prefer Halo 3's multiplayer. Try basing the multiplayer maps off of Halo 3 and give a slight 343i twist to it. Something else is story. Story in Halo 4 was satisfactory for me. But for many others it was a "catastrophe". I wouldn't go that far, but it could have been improved on. Maybe make the Chief go into hiding to be found by UNSC and ONI forces and use him to fight a Storm Covenant invasion force poised on Earth or take down a Promethean asset that is ready to strike Humans and Covenant alike. Or, possibly, make a return of the Flood and another Halo or something. Just random suggestions. And maybe a bit closer to the campaign of Halo Reach, yeah? Goodbye for now, all. I'll edit this post when I have played Halo 5: Guardians. Feel free to comment your suggestions on the topic. I am happy to hear any ideas. Cheers, imthinkingarby
  5. Just joined the forum to make this post! I'm loving this game, but I'm cycling through controls schemes to find the one that is most optimal for my aggressive style of play. I'm currently using on the Halo 4 control layout, and decided to create this quick mock-up of what I feel would be an ideal setup for people not looking to mod the control itself. I do not care to own it so long as I can use it. I thought I'd name it as well...because like, the others have names too
  6. 1.Infection playlist. I know I am not the only one that likes to play a simple game of infection every now and then. Halo 4 had infection playlists so why not MCC. It would be a nice add on. 2.A Halo:CE playlist for multi-player. If you're anything like me you like the old stuff and all the old original Halo:CE maps are amazing! And I would love to see a playlist with only the Halo:CE maps in the roster. 3.Ability to promote other players to leader of group. This is a big one. All other halos have had this ability, but it seems to be missing here which sucks, because I like to give everyone a chance to host and be in control. 4.Ability to search for community maps and game types. I love custom games, and the halo community is the best when it comes to making them, but you can't get those maps or play them unless you know the person who made it or the person who has it on their console. Give us the ability to search for different game types and games for custom matches. THIS IS IMPORTANT. 5.Make forge in halo 3 just like forge in halo 4! This is another biggie. The forge in halo 4 is a lot easier to work with than the 2007 halo 3 forge. It is gonna turn people off from remaking amazing maps that were made in 2007-2009 in the MCC, which would suck because I remember spending hours just playing those said maps. 6. Add a playlist for action sack. These are community made games and game modes that are put for the pubic to enjoy and swapped every so often. This was in halo 3 and 4 so it would be a nice addition in MCC! 7.Add an on screen icon when a player is talking so we know who is talking at a given time. This is something that needs to happen! Like put a icon next to the players name when they talk! Please!!!! I know I am most likely missing some additions so if you have any ideas on how to make the game better then feel free to comment and I will add it to this list! Thanks!
  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. Halo 5 Armour: Suggestions Hey everyone, i'd like to take a moment to propose some ideas and concepts for some halo 5 armour. Firstly i'd like to show everyone some concepts i have designed myself. (More may be added to the post) I am hoping to one day make it in the gaming industry and a pitcher and designer, what this armour originally was was armour that i am making for my own FPS game Pitch. Seeing as i am still in collage and maybe quite far from pitching a game, i may as well see if these armour are good enough for Halo. Interceptor: I drew this helmet freehand, The fashion i was trying to project with this helmet is Brutal, Heavily Armoured, Sleek and Technical. The purpose of wearers of this helmet would be to intercept enemies from primary objectives. This would be done in an all risk full brutality firefight. The heavy design and lack of a visor suggests a very technical nature of this gear. Ranger (Original name) Fine Liner Free Drawing: Fully Rendered: This helmet is by far one of my favorite concepts, sadly currently sharing the name of a current halo 4 helmet measures will have to be ensured to change this. This helmet is designed for rogue scouts that patrol of recon an area. The visor clearly shown wraps around the front and side of the helmet, giving well over 180 degrees puerperal vision. Another matter i would like to address is how th armour affects us. Halo armour has always just made our Spartans look pretty, i think it is time they got giving a use. Armour pieces should now be given designated statistics. My suggestion to these are as follows: Mobility / Weight: Damage Resistance: (Maybe more) These statistics show that armour should affect the player in terms of battle and mobility. It would create interesting ways in which players can play the game. Players should also have the ability to have a transparent visor, removed helmet, or removed armour pieces. Upon shooting places that armour was removed the player will take much more damage. Another suggestion i would like to make is to make sure that all armour is achievable. I loved the armour in Halo 4, but some armours are just too hard to get or completely unachievable. Examples: Stances: (Breach, Believe and Standoff) are all far too hard to get! They should be made much easier and should suit a play style instead of getting kills with a bunch of weapons. I have seen one person with Breach and one with believe. Standoff is just ridiculous, No gametypes have fuel rod cannons, beam rifles or gravity hammers even spawn! Sorry 343, but thats Crazy! Assault stance is achievable, but still far to hard. Armour: Vanguard, Protector (Skin), Commando, are just out of the question ridiculous. I have never seen anyone with these armours. And disappointingly there are my favorites. They would take bare months to achieve. A set of armour that requires a designated goal should only take a bare maximum of 8 Solid gameplay hours to achieve. (If i could make a suggestion, It shouldn't require the "Master" level on a commendation. I feel that the level master is very fair, but you shouldn't be required to reach it for all armours. Visors: Verdant was very hard to get and far too enduring. I feel if it was lowed by at least half it would be fair. I forget the name of it but the red visor requiring avenger medals is very hard. The message i am trying to get across here (And i definitely don't blame 343, it was their first game and they wouldn't have known how it would go down) but now they know (: so c'mon 343! One last thing that isn't entirely relevant. I Don't think all specializations should be available for unlock straight away, some should be restricted until you have done more, per say, completed a number of specializations. I hope you enjoyed my ideas. Thank you for reading! (:
  9. The following are some feature changes that I would like to see in Halo 5. None of them have any bearing on the base gameplay, but instead adjust how we look at, and feel about, the game while we're playing it. Please don't reply without reading, especially to point number 1. I think once you've read what I've suggested there, you'll find that it adds to the experience, without detracting from it in any way. 1. Some form of additional ranking system that doesn't amount to raw EXP. (Don't get me wrong, I like the EXP rating too, check below for an awesome solution) For the exp ranking, you are a private, sergeant, colonel, whatever. But you are NOT a number. (Rank 120, anyone? This needs to go away.) For the skill ranking, or class, your insignia (the arrows of a sergeant, or the stars of a colonel) will be colored, or look to be made of a different material. For example. -Player A has a very low skill ranking. They have a .68 KD in slayer gamemodes, and they lose a lot of objective too. They have only played 12 matches though. -Player B has a relatively low skill ranking. They have a .88 KD in slayer, and they lose nearly every objective game they play. They have played about a month. 110 matches -Player C has a moderate skill ranking. They have a 1.02 KD in slayer, and a .96 win:loss in objective. They have played for a while, 318 matches. -Player D is a veteran, and a very skilled player. They have a KD of 4.15 and an objective win:loss of 3. They have played for months, 2200 matches. Player A might be a Private (class II), their rank symbol will be the arrow of a private, but the symbol's color would be a standard white, because they have not played enough matches to get an accurate skill ranking. Player B is likely a Lieutenant (class III), their rank symbol is the bar of the lieutenant, and is made of a rough, gritty metal granted to all the class III players who stick it out. Player C might be a Colonel (class V), their rank symbol will be the stars of a colonel, and will be the shining gold standard of a rank V player. Player D is probably a "Max Rank" (class X), their rank symbol will be the vibrant shape of a max rank adornment, and will have the fiery orange hue of a sunlit topaz. 2. Lobby style should revert from tabbed playercards to a list of names with a preview pane, like Reach had. (Halo 4 feels so impersonal, seriously. It makes you feel like a number. I feel more individualized at the DMV.) Remember the lobby for Halo Reach? Yeah. It was good, wasn't it? To the right there is a list of players and the teams they're on, with their name and ranking symbol. As you scroll through the list, the spartan preview on the edge of the screen changes to show their spartan and their stats. Simple, elegant, integrated, informative, personal. Well done. Halo 4's lobby looks and feels like Windows 8. Enough said, seriously, I don't even want to explain further than that. 3. When voting on maps and gametypes, the number of votes should be invisible until after voting has taken place. (Peer pressure voting is a real thing, most people don't even realize they do it.) -Add a voting option for "Impartial". The cursor should default to this position when voting, so the button mash voters don't screw the roll by voting for whatever ended up on top. -In the event of a tie, the map is randomly chosen from the tied maps. Players are never shown the vote tally, but may still have communicated with their team while voting. -Gametype should be an independent vote from the map vote when relevant, and voting should follow the same principles therein. 4. Post match data should go back to the way it was in Halo 3, including top medals (MVP should be pictured. Top medals should return to being accurate.) -The post-match screen from Halo 3 was ideal. Honestly, just return to that format, it was nearly flawless. As for top medals: I like top medals, it's a cool addition to the game, like a competition of its own. However, when I see "first blood" as the top medal every match, I want to throw something at my television. Rules for top medals: a. First Blood should ONLY be a top 3 medal when NO OTHER 3 medals have been earned. First blood is earned EVERY GAME. It is not "top" in fact, it is not even relatively impressive. b. Medal count should not supersede medal quality (3 double kills are not as impressive as an overkill, 4 killing sprees are VASTLY easier to achieve than 1 riot) c. Bull-trues are not inherently impressive. Most are either pure luck, or just outright bull-CRAP in the form of someone who pulled a shotgun from their own buttcrack. d. Stickies are underrated (in large quantities). They're impressive, and usually worthy of screaming into your mic. 5. Speaking of medals.... What happened? Where's my sharpshooter medal!? -The lifetime "medal chest" should be view-able in game by yourself and other players -The following medals need to be in / return to the game: *20 streaks were never ingame, but should have been. Weapon Sprees (5/10/15/20*) -Sniper Weapons (sniper spree, sharpshooter, be the bullet, 20*) -Hammer (hammer spree, dreamcrusher, wrecking crew, 20*) -Shotgun (shotgun spree, open season, buck wild, 20*) -Sword (sword spree, slice and dice, cutting crew, 20*) -Headshots (headshot spree, trigger happy, marksman, 20*) -Stickies (Sticky spree, Sticky Fingers, Grenadier, 20*) -Wheelmans (wheelman spree, roadhog, road rage, 20*) -Splatters (splatter spree, vehicular manslaughter, sunday driver, 20*) -Assists (assist spree, sidekick, second gunman, 20*) <---- currently, the "assist spree" exists as "wingman" Other -Sniper weapon headshot medal (WHY would you remove this. GIVE ME ONE REASON. Honestly!) -The following medals just need to be worth more points Headshot (Currently equal to kill. Just...what even...) Snapshot (also currently equal to a regular kill. Again..what on earth was going through the decision-maker's mind here? I am INCAPABLE of understanding this.) -The following medals simply need to go away Distraction (these are pretty much universally given to terrible players who can't land shots, and/or have no map awareness, I'd be willing to bet less than 1/1000 are intentional) Fortification Assist (See also: Camper (noun) - obnoxious, selfish individual who can't aim and thus resorts to 'surprise attacks' on his betters, often ruining the pace of a game.) Vehicle Hill (there is no reason to differentiate this from otherwise just being in the hill) Weapon-specific "kill" medals (they are all worth the same number of points, just use a generic kill medal and free up resources for medals that are actually accolades) And that's it. Comment, like, dislike...whatever. I just think that if these changes were made to the Halo matchmaking environment, it would feel better overall, and therefore make the game more enjoyable.
  10. Hey there everyone, first and foremost I'd just like to say THANK YOU 343industries, for (clearly) spending alot of time, resources and talent on making Halo 4 such a wonderful game. This is the first time I've used these forums but I am a long time Halo fan, I've been playing Halo since Halo: CE came out in 2001, when I was 10years old. I'm a bit of a fanboy but was pretty dissapointed in Halo Reach and I am utterly thrilled to see the direction that 343i and Halo 4 is and should be taking. And I really hope you guys get a lot of awards and praise from old fans and new, you guys deserve it. Because the game is so polished I don't really have any complaints, but here are a few suggestions I'd like to see implemented into Halo 4 and/or Halo 5. (I hope you guys check your forums like Bungie did). *Story length: I found the campaign to be a bit on the short side, I'm not too dissapointed because the story was exellent and very well paced and I know Spartan Ops continues the story somewhat. But I hope you guys make Halo 5 a little longer. *Emblems: There is not enough. *Spike Grenades: If/when Brutes make a return in Halo 5 or 6, please bring Spike Grenades back, they're unique and you can setup traps around corners with them. *Meta Game and Leaderboards for it: It would add alot of replayability if you guys added the ability to turn on the Meta Game in Spartan Ops and Campaign and maybe you could implement a friends leaderboards along with it. *Ranking System: I feel that currently, there is no ranking system, because it is only based on how much EXP you have, this is also not unique, as pretty much every modern shooter has this style. You guys should implement a secondary ranking system like Halo 3's 1 - 50. *Skulls: I was dissapointed to see that all of the Skulls are unlocked by default, it's much more fun if you have to unlock them and find them in the campaign first. *Please add clan support. *Please add theatre for Campaign and Spartan Ops. *Hunters should be twice the size and much more powerful, once you kill the first one and break the spirit bond the other should fly into an overwhelming rage. *Pre-order bonuses/Collector's edition: I don't like when companies have pre-order bonuses because it just means everyone misses out on something. Please don't do pre-order bonuses again, or atleast include all of them in the Collector's Edition. *Legendary Edition: I was dissapointed you guys didn't have one, please make one for Halo 5 and if you do you shouldn't just throw in a statue, do something like a suicidal grunt holding a bomb which is an alarm clock. Cheers.
  11. ok plzplzplz make a new custom edition for halo old ones donot have the glamour the engine doesnt support anything new tags suck we cnt add bot to a map then play with other people cause the bots dont sync we cant coop new single player maps we have no tags for skull assassination etc so this is not just me this is from the whole group of people who own pc but not the xbox see the videos of other people playing while they dont even have the option to connect the xbox controller to the pc because halo 2 doesnt work on os windows 7 and above so plz plz plz make new maps, tags ,engines, moves ,display and give us smthing cause it matters to the people who have only pc and belive in 343 to give them a dream from their hope people rate it i know a freaking custom edition wont ruin the xbox market make to halo universe spread like never before . dont lose it people make fun of halo saying its a very kidy game i dont agree but then again only people with xbox know how bots act and react
  12. Halo 5 Wishlist They changed so many things in halo 3 that shouldn't have been changed. To me Halo 3 multiplayer was perfect. -No loadouts -No Ordinance -Back to halo 3 ODST firefight where you don't spawn with a rocket launcher.... -More customizable armour -longer campaign -Add elites in multiplayer -More weapons including promeathean weapons -Dual wielding -More vehicles -More smaller maps and less vehicle friendly maps. It feels like I have to run forever to get across maps like complex -change lobby format back to previous halo games so the playercards are at the right instead of bottom -Keep up with awesome campaign -Bring back timed weapon spawns in multiplayer. -Add skulls that have to be found in campaign. -Add 1 or more forge worlds -Explain why elites have turned against the humans which should have been explained in halo 4 -Add Covenant, Promeathean, and flood to firefight. -Take out join mid game matched. After a game ends and another one starts, it's always 2v1 or 2v0 because everyone leaves. This wishlist is mostly all the things they changed from halo 3 but it's like this. Why fix something when it's not broken. Again Halo 3 was perfect and nothing major should have changed
  13. Here are a few quick suggestions I believe are vital for better online/MM game play... 1) Allow parties to be visible in the pregame lobby. There is currently no way to tell if your opponents/teammates are partied up or not. HUGE DISADVANTAGE 2) Weapon spawns on Slayer, BTB & both regicide game types needs to be increased (especially heavy & mid grade weapons). Many times your ordnance is of no help, and weapons don't spawn often enough for the game to have that competitive nature you want. 3) The Flood are too strong in the Flood game type. The thruster pack is too powerful and allows the Flood way to much control of the game. Decrease health as well as thruster pack ability to even the odds. 4) This might be a long shot but I really think they should bring back Campaign scoring, medals and XP. I know there was issues with farming in Reach, but if you did it right you should be able to prevent this. With the way it stands now, once the campaign is completed there is no real incentive to go back and re-play.
  14. I have always thought of gameplay mechanics for games, and things to break particular problems to make games better, and because I love halo so much... I have decided to write out a LONG suggestion paper on all the things that I THINK would improve halo in future generations. note: sorry for my horrid spelling/grammar.. try as hard as you can to read this please ===================================================================================== SPARTAN IV ARMOR SYSTEMS ===================================================================================== one of the most frustrating things to me about multiplayer in any halo game is loosing battles purely because of being outnumbered, this made me think about something that could solve this problem. as some of you might know, in the real world there are materials and liquids that resist more and harden more when more force is applied. My thought is, if more then 1 player is shooting at you at once, your armor should harden causing more resistance when multiple players are shooting you at once. also players should slow down more by the amount of players shooting at them. It would not be a significant resistance, obviously players should die faster when they are shot at by multiple players at once, but still as an example: a player would normally take x1 damage by 1 player shooting at them, and move 80% normal speed a player would resist x1.5 damage when being shot at by 2 players, and move 60% normal speed a player would resist x2 damage when being shot at by 3 players, and move 40% normal speed a player would resist x2.5 damage when being shot at by 4 players or more players, and move 20% normal speed. also maybe have a perk or specialization to make it so you move less slowly when being shot by multiple players at once. this could also maybe tie into the story sense Dr.Halsey is back, maybe she helped with the improvement of the UNSC SPARTAN IV project ===================================================================================== NEW WEAPON IDEAS: ===================================================================================== I also had a few other ideas for weapons that could be added to give more options. - Scoped SMG: would take the place of a secondary and would be similar to the scoped SMG from halo:ODST - needle rifle: bring this back from halo reach, could basically be a more long range version of the carbine. - classic plasma rifle: yes, I am aware that there is the storm rifle in halo4, but this would be similar to halo:reach's plasma rifle, and would serve as a secondary weapon. - new forerunner rifle: this would take the place as a weapon that would do less damage then any other primary weapon, but would slightly break through the armor idea I came up with above, making it a great team player weapon. ===================================================================================== NEW AI IDEAS: ===================================================================================== I have far too many ideas for AI, so, Im just going to cram all this together...sorry for my crappy organization skills. the AI have a lack of human intelligence, or adaptability. if one covenant is being singled out, the others should defend that one and that one should move toward cover. all AI should shoot at a MUCH faster pace and be less accurate when the player is closer, and be more accurate and shoot much slower when the player is further away. some AI have been seen walking into walls in place, so they need to detect the environment around them a bit more. grunts are far to accurate and run away to much, jackals should be the most accurate due to the fact that they are covenant snipers. jackals and grunts should also back up when the player gets near them, sense they are much smaller. hunters should shoot players at a much further range, because you can just stand back and shoot at them from afar on halo 4. hunters should also be sensitive about their backs because thats were they are exposed, when the player is behind them they should rotate. they also should go berserk when they see another hunter die, like in halo 3, 2, and 1. watchers should shoot a bit more when they are shot at, knights should move to cover or closer depending on the players range, and should be almost impossible to sneak up on unless they are distracted. knights should also teleport behind cover, and not just teleport in the middle of the field. crawlers should rush from as many angles as possible, and see and hear you very easily. elites need to be much more sneaky when they have a sword, because when they are running in front of all their team with a giant glowing sword they are basically saying "hey look at me!" and then die very quickly. in fact, I have yet to even been killed by a sword elite. I also know the AI has the ability to not only see the enemy, they can hear the enemy as well, they should hear the player less when there is lots of gunfire, and even less when gunfire is closer (for example one player could sneak while the other shoots at them to break hearing.) ===================================================================================== Thanks 343 for halo 4, keep making great games and I will be a guaranteed customer. -PS I am 17 and unemployed, would gladly take a job.
  15. I recently got into making new forge and custom games maps in Halo 4 like I did in Reach and 3. I was saddened to realize Custom Games is missing huge amounts of game settings. I was hoping that after reading this, that someone in 343 could add those game settings that Reach had, and Halo 4 doesn't into the next title update. One big setting improvement would be the setting "Weapons on Map" from Halo 3 and Reach that allows not only ordnance, but also placed weapons to appear on the map. I found that this setting is limiting my progress a lot in the Flood (Infection) game type, because none of the weapons I placed on the map are there when in a custom game. Thanks for your Consideration, Nihenbin ​I just found out this is the wrong place to post this and cant figure out how to delete it. Sorry for the bother.
  16. Does 343 take suggestions from people on other forums? Like do they go to forgehub/halotracker/mlg.com? Just wondering because there is veried typed of people in different online communitities. Do they even take suggestions from people on here? Also, how do you suggest something? I looked for a suggestions thread but didn't find one. I'm also not very awake.
  17. Please turn off the music in the matchmaking lobby! It is like being water-boarded... over and over and over again the same 12 second sound track being drilled into the brain. It's so aggravating I want to tear my headphones off between matches, but then I can't enjoy conversation w/ my friends.
  18. Hello community, I generally do not post on game forums unless there is something that seems to be giving me problems (duh). I want to start by saying that I am exceptionally satisfied with Halo 4. I think 343 did an excellent job in creating an opener for the new Halo Trilogy. Now, please read the following with an open mind, I would prefer people to not rage on this topic / take what you see and completely disagree with the avid-Halo fan attitude (we do not want to create issues that we saw in Halo Reach in the opening months). First, the campaign was brilliant. The story was engaging and I felt like I was in a movie. This is a good thing, and I think more games need to follow suite. Second, the multiplayer is exceptionally good. I am a SR - 42 and I will tell you at times you want to throw the game out the window. The playlists add a degree of competitiveness and innovative (or combined) styles of play, i.e. dominion. Dominion is by far one of the best playlists out. It is so freaking good. Now, (please read carefully and do not jump to conclusions), I have been playing competitive first person shooters since Halo CE. I absolutely love Counterstrike and I loooove Halo 3. The problem I am seeing with Halo 4, that can be fixed, is lag compensation and the style of matchmaking. Lag compensation is evident in the matchmaking system and glaringly obvious when you are DMRing people. I actually did not notice for awhile until today. Maybe it is because Counterstrike GO and Source were similar in the respect that the game would cater to bad connection players. This is fine because Valve made an option available to the players to TURN DOWN the lag compensation if the player had a good connection or TURN IT UP if the player had a bad connection. This NEEDS TO BE ADDED INTO HALO 4! You cannot have a competitive multiplayer game and expect it to survive when good connection players are being punished without an option to damper the lag compensation. At the very least they can add an option in the menu to turn it up or down with settings like: low, medium, or high and give the players the option to select one. The game can even tell you what would be prefered under your connection type and would not break the game but make it awesome! Now any other opinions or suggestions would be great to give to 343 . Matchmaking, is whole other story. (I am not crying about matchmaking and trying to flame, etc. just want to give my opinion.) I think in the next few weeks or even a month from now, Halo 4 should have separate matchmaking playlists for ranked and unranked. What made Halo 3 so successful was the fact I could choose when to play competitively or choose to play not competitively. Much like Counterstrike (which is arguably the most competitive shooter), there were unranked playlists and ranked playlists in GO (Global Offensive). I am not trying to say "MAKE THE GAME LIKE COUNTERSTIKE OR BLACK OPS OR I QUIT" but I would like to have the ability to select if I want to try or not. Personally, video games are for fun. I do not want to play Final Boss and company (lol) every single game. Side note, please fix the connection issues for coop and spartan ops please 343 (Not detrimental but would be nice). Now, Halo 4 community, let us try to come up with logical and DOABLE fixes for the game. Taking out lag compensation would mean recreating the game, so that is not an option but to add something like an option to select your degree of lag compensation would BE EXCELLENT AND IT WORKS! The playlist issues we might see change soon, as ranked playlists will be out, but I would like to KNOW that I am doing unranked or ranked and be able to adjust my play accordingly. Please listen and take this opinion, as an opinion and a suggestion. Thank you, Unseenz EDIT: I want to add that I am only trying to give a suggestion that could save 343 money rather than completely reworking the servers (making them dedicated, etc.) This way it saves them money and helps us as gamers! EDIT EDIT: This is a new game, so let us not talk about imbalance of weapons, gear, etc. The game is near perfect, just needs a few tweaks.
  19. I've been playing around on the new forge maps and I have to say, I love them. 3 Different themes/settings is a great idea. I don't even think that, as they are, the maps are too small. For how the maps are designed, the size fits well. I do, however, have a suggestion that would make forging a far better experience for everyone. (I have more, but this sticks out the most so I will focus on it) Remove Level Boundaries I can understand why you include boundaries on your maps. You don't what players to get places that may be advantageous or problematic when playing a match. 100% logical. But, I have never seen a reason, and this goes for previous Halo games as well, for map boundaries when making/editing your own map. We all know that there are out of sight areas that are not detailed/completed, but why does that matter? I'll use Ravine as an example. I have to say it is my favorite of all the forge maps in Halo 4, by far. This map is HUGE! ... Except for the boundaries... As I was exploring as my little spherical friend, I noticed a few things: 1.) You cannot go water level without the soft and eventually hard kill boundary getting you before you touch it. I loved making water level or slightly submerged maps on forgeworld. It adds a great effect to your maps. 2.) You cannot go behind the rock spires on both sides of the map. Why not? I would almost bet my life they are completely textured. I was thinking that I could make a cliff face level the protrudes out into the ocean, but alas, I cannot. 3.) When you get close enough to the edge of the map, you can literally see the black line in the water where they set the edge of the map. If you look out into the distance, there is an insurmountable amount of free space just sitting there. Yes, the texture of the islands out there is low. That's fine. If someone wants to make a map that stretches that far, why not let them. It's their map. This would also allow people to make their large race maps because none of the forge maps give enough space to do so. 4.) The physical structures of this map extend higher than your moveable/buildable area allows, much higher. Why prevent players from building up there near the clouds, or on top of the higher rocks in the level for that matter? The boundaries even prevent you from standing on top of those. Here's my idea for this. Instead of setting hard boundaries on your maps, use the placeable boundaries already in forge to set your desired boundaries. This way, players who want to be more creative can remove them and use your maps to their full potential. I can promise that if you do, the variety of great maps will increase drastically.
  20. Hello 343, First off, great game. I think you guys did a fantastic job with Halo 4 in both the campaign and multiplayer. I just have a few concerns regarding the XP progression system. My main issue with the XP cap is not that it exists, but that if I earn commendations while capped, I lose out on that XP and can never get it again. This encourages me to just stop playing any multiplayer or spartan ops until I am no longer capped. A better solution in my opinion would be to keep the cap as it is, not allowing people to gain XP from completing/winning games, but still give XP whenever a commendation is completed. Not sure if this is a bug or was just an oversight, but it's annoying either way. There is also the bug where people using the double XP promotion are getting their double XP games used up even though they are at the XP cap. I know this has been noticed already, and thought it had been fixed, but the issue is still active as of yesterday (11/10/2012) and again encourages me to simply stop playing any kind of multiplayer until I am no longer XP capped. Secondly, Spartan Ops currently gives a good deal more XP than matchmaking games from what I've seen, so whenever I log in my friends and I only want to play Spartan Ops which, while awesome, isn't really as fun as actual multiplayer against other people when it's the only thing you are doing every day. I see two solutions here, one being lowering the XP of Spartan Ops which would be kind of lame, but acceptable I guess. The other would be to just increase the base XP gains from other forms of multiplayer matches to be more in-line with Spartan Ops. There is also the chance I don't know what I'm talking about here, because I haven't played that many non-spartan ops multiplayer games, but the ones I did play didn't give very much XP even when I got 1st place. Hopefully some people share my concerns, sorry for the wall of text. Thanks if you read it. - Nompire
  21. Halo 4 Release Party Ideas/Suggestions So, Halo four is coming up soon, and many of us will be gathered at gamestores and wal-marts around the globe waiting for the midnight release. So, why not make it interesting with a little party while you guys wait? Or celebrate with your friends while you all play! Here are some suggestions as to what you can bring to a Halo 4 Release Party. 1. Mountain Dew Game Fuel Popsicles: All you need for this are some ice-cube trays and some toothpicks, or you can go all out and get the full fledged popsicle kit from somewhere. All you need to do to make these is get some Mtn Dew GF and put it in an ice-cube tray. Then, using twisty ties, finnagle the toothpicks into an arrangement that matches the ice-cube tray and won't fall over. Then, pop the flavorful contraption into the freezer for a few hours, and bip bop bam you got some popsicles. 2. Halo 4 Cake: This will take a bit of planning. All you need is an image that you like from Halo 4 and a Wal-Mart or bakery. Go to the bakery and pick out a cake you like, and then ask them if they can put the image onto the cake for you. It might take a day or two, so do it early on in the week that H4 comes out! Now you've got a cake that celebrates Halo 4! 3. Chocolate and Monster: You will want plenty of caffeine to stay up late playing Halo 4. So, buy a couple of boxes of Monster and some Snickers or Hersheys. You can mix and match (i.e. get Red Bull and Wonka Bars instead), but the point is you are going to want some mad energy. Careful not to get it on your controllers though! 4. Invitations: It isn't a party without people, and you've gotta invite people before they'll show up (unless you are immensely popular), so why not go the extra mile and get some H4 party invitations made up? You can get these online, make your own, or go to an office supply store (i.e. staples and the like) and get these done. What are some of your ideas for a Halo 4 Release Party?
  22. For forge world I always thought that after a while the monochrome buildings and repetetive terrain theme got boring, even with FX globes. I have found that the grey metalic colour scheme makes it hard to make themed buildings. I think that what they really need to do is to put in a changable theme if they have a forgeworld like map. I always got bored with the basic grey buildings, white cliffs, blue ocean and green grassland. I spent months designing 6 alternitive themes where the structure of blocks and terrain stays the same but ambience such as light, time of day, weather and background noises and the colour/patterns of items, terrain, ocean, sky and background change. There should be three possible variations for each block that you can switch between using the block settings menu. The first variation is the default block but edited slightly to reflect the theme and the second and third variations have the exact same shape and dimensions as the default block but has a theme dependent material and colour as well as unique effects such as cracking, staining and plant growth. This was designed for halo reach but could easily be re-purposed for halo 4 if it has a forge world-esque forge map (I personaly think there will judging on forge worlds popularity but I may be wrong) The 6 themes I worked on are: Desert Arctic Forest Cavern Volcanic Haunted More details on each theme- Desert: Blocks: pretty much the same theme as sandbox, Egyption style carved stone with engravings and sandy/dusty default Terrain: desert-ish coloured sandstone (if that makes any sense) and sand instead of grass. Ocean: either a deep blue oasis or quicksand (clear water in the lagoon) Weather: dusty orange sky with the occasional small sandstorm Ambience: faint scurryingfrom small creatures and distant vulture/buzzard calls Hemmorhage water cave: a small underground spring The colleseum: A chamber similar to the crypt from sandbox Background: Barren desert mountains Trees: Palm trees Arctic: Blocks: ice walls, alaskan/log cabin and snowy/ice encrusted default Terrain: blueish grey stone with snow instead of grass and ice patches over the small streams and pools of water Ocean: Light blue with ice over shallow areas and small non-solid chunks of ice floating around Weather: Bright white sky with light snowfall Ambience: Bright white light with the occasional faint wind Hemmorhage water cave: Frozen over The colleseum: Large Ice cave Background: Snowy mountains Trees: Snow covered pine trees Forest: Blocks: Wooden plank walls/treehouse, Aztec ruins and overgrown/mossy default Terrain:Mossy stone with undergrowth and long grass instead of normal grassland, Alaska and montana are one large fallen tree cracked in half with the roots at alaska and top at montana. pinnacle is one huge dead tree trunk, same with the rock above the hemmorhage water cave and the area below the quarry Ocean: Deep swamp with branches and dead trees sticking up out of (clearer water in lagoon) Weather: Foliage covering the sky and light leaf fall Ambience: Green gloom with shafts of light shining through holes in the canopy and loud bird calls Hemmorhage water cave: hollow tree stump with water dripping through The colleseum: An aztec chamber filled with carvings Background: Massive trees with canopies spreading overhead to block the sky from view Trees: None Cavern: Blocks: Subterrainian ruins, old mineshaft/wooden supports and moss covered default Terrain: A giant underground cavern where the cliffs spread up to the height limit to form a ceiling that extends into the distance as far as you can see. The island is a large shattered column with a large spike hanging from the ceiling where it used to meet and the pinnicle is a massive flat topped stalagmite. Bare dark grey stone with a few mushrooms in the cracks in rocks Ocean: Shallow water is replaced with crumbling ledges and the ocean is replaced by endless drop into darkness. the waterfall drops into the void as well. Weather: a couple of small stones and dust every now and then Ambience: Mist rising from the bottomless hole and fog in the distance to prevent you from seeing too far. Slight rumbling occasionaly and VERY faint wispers/growling coming from the bottomless hole (dont ask, it felt appropriate) Hemmorhage water cave: An underground spring The colleseum: Abandoned mine with supports around the edges Background: Continuous misty cavern on the ocean side of the island and cliff leading up to the ceiling on the lagoon side of the island Trees: Stalagmites Volcanic: Blocks: Dark granite like stone, A pale coloured ruins (stands out and fits the theme well for some reason) and Scorched/charred default Terrain: Blackened stone with lots of small cracks in the stone. No vegetation to speak of but small steam vents scattered around Ocean: Shallow water is now heated cracked stone with tiny lava veins in the cracks and the ocean is now lava, yep a sea of lava, I had to fit an old gaming cliche in here somewhere. the waterfall is now made of lava as well. Weather: The sky is a constant red but is usualy obscured by dark swirling clouds of smoke and ash with small fireballs raining down every now and then Ambience: Frequent rumbling with the occasional distant explosion of an eruption Hemmorhage water cave: A large steam vent The colleseum: A large are of ruins with odd symbols around the walls Background: Distant volcanoes and rivers of lava Trees: Steam vent Haunted: Blocks: Gothic mausoleum/crypt style ruins, abandoned/haunted mansion and neglected/overgrown default Terrain: Grey dull stone with dark/dead grass with bones scatered around (rarely) and perhaps the odd gravestone here and there Ocean: Shallow water is murky marsh with long marsh grass and the ocean is now grey and stormy Weather: Always misty with thick fog at about waist height and a constant thunderstorm with short periods of rain every 10-20 minutes. Dark shifting clouds and the occasional lightning bolt with a sharp loud crack of thunder that briefly illuminates the area Ambience: It is always night with a huge full moon and a grey ambient light, frequent howling wind and rare distant screams and howls. very rarely a shape will rise out of the water in random locations briefly before disappearing with a splash Hemmorhage water cave: A small patch of slowly bubbling marsh The colleseum: An ossuary lined with crypt doors some of which are damaged or cracked but not enought to fit even a monitor through Background: Dark mountains with swirling clouds and covered with dead trees and broken pillars/ruins Trees: Twisted and dead
  23. Some design concepts that would be nice in Halo 4. Keep them simple, and make them clear enough for everybody to understand. My suggestions: 1: Enemies not automatically knowing you're there/ line of sight.The enemies in Reach always en mass know you're position. This isn't logical since not all enemies on a battlefield would know unless reported to, or they see you themselves. 2: Rechargeable energy weapons The covenant should know how to reload their own weaponry, be it via ammo or recharge batteries on the battlefield. 3: AI characters/ missions in forge. Letting players make their own missions and upload them along with more dynamic maps would greatly extend the multiplayer aspect. Also, grunt bowling would be awesome. 4: Commands. It seems odd that the missions in Campaign are often skippable, or seemingly bossy "fetch" style. Let us choose some paths ourselves, or tell marines to do something once & a while. 5: Single player DLC. Some add-ons or new game + concepts would be nice. Perhaps skulls that activate specific armor traits or abilities, or a Firefight skull that routinely brings in an airship to add to the difficulty during campaign missions. Maybe make these skulls separate from the credit system, just as turning on cheats in GTA disables achievements. 6: Actually usable armor abilities. Like most, I stuck with sprint as my armor ability. Sad thing is, my Spartan gets winded faster than I do. Also, a useable invisibility would be nice. Think about it. 7: Firefight Versus. One player plays as a Spartan, one as a low class covenant. As the rounds/ deaths advance, the covenant player "ranks up" going from grunt, to jackal, to elite, etc. 8: More Multiplayer Game Options. It would be nice to have armor ability that was double length instead of infinite, or have an instant respawn, or have melee damage at max while limiting bullet damage. Currently, these options aren't available in Reach, make them appear in Halo 4. 9: Less Invisible Walls. When I want to explore your beautiful game, please do not give me a kill countdown or knock me off a ledge. Halo CE let you go anywhere, and if Skyrim can do that sort of stuff, I'm sure Halo 4 can.
  24. Hey, We're making a machinima series and while we have a lot of ideas about the direction of the season (and beyond), we at Superior Masters Productions were wondering if anyone had suggestions for what they'd like to see in a machinima. Our series is called Chimera Team Alpha and is a comedy adventure series following the post-war exploits of a Spartan-Elite team, usually exploring the mysterious Forge World. Our most recent episode (Episode 2: Point of View) can be found on our channel here: Our first episode (Episode 1: A Hard Place) can be found on the 343icommunity channel here: (Admittedly, Episode 2 is better and probably is the best one to see first.) Thanks, x Master Rob x
  25. I'll start off by saying that I've been a fan of the franchise since Halo: Combat Evolved, and that I'm currently studying game design. These are my impressions of Halo 4 so far after spending roughly five or more hours snapping up every tid-bit of information on the net and from E3. I'm going to focus on the things I DON'T like, there are a lot of things I'm excited for about Halo 4 including Campaign, Spartan Ops, the fact that they brought the BR back into the sandbox, etc. Please realise that I'm writing this for the love of Halo. ARMOUR ABILITIES should be removed, or toned down. They slow down the gameplay too much, they imbalance the gameplay, they're unnecessary for a fun, engaging experience and most importantly they go against the core principle of halo gameplay, that everyone has the same abilities (when I say that, I'm talking about moving, shooting, reloading, jumping, etc.) and everyone starts off a match on equal footing. I'll go into a bit of detail about the new armour abilities and why I think they're unnecessary. -Promethean Vision, the radar is a classic Halo staple, and gives players everything they need in terms of player detection. Seeing through walls also focuses the player on visual detection too much and detracts from the simply awe inspiring sound engine that's been in every Halo. -Active Camo, not sure if this has actually made the cut or if it's coming back as a powerup from an ordnance drop, in which case I wouldn't have too many problems with it. But in it's armour ability form, active camo slows down gameplay A LOT, promotes camping and is activated too often, making radar redundant. -Hardlight Shield, for those that don't know is Halo 4's version of armour lock (what I like to think of as the spanner-in-the-works of Reach) and appears like a riot shield. It's much more toned down than armour lock however most of the same problems remain. It promotes defensive gameplay, ergo slowing down gameplay, and makes 2v1 situations (traditionally always an interesting dynamic where the underdog always has that chance for the double) untenable for the lone player. It is also far too useful in team situations where focus firing should be rewarded as an active component of gameplay and is instead punished by the press of one button. -Thrusterpack is implemented like a toned down version of evade from Halo: Reach. It detracts from the gameplay because it makes grenade placement and aiming redundant when combined with the new grenade indicator (just like the jetpack did in Reach) ergo slowing down gameplay, it promotes double bashing, it makes close combat weapons like the sword and the Promethean shotgun overpowered as players are able to rapidly close distance between targets, it makes escaping far too easy and thus promotes elusive playstyles, slowing down gameplay even more. -Hologram, from what I've seen it seems to be implemented the same as it was in Halo: Reach and the same problems remain, it doesn't really add anything to the gameplay as players will use it EVERY fight, it's possible for it to trick a skilled player but most of the time it's just a small irritant, therefore it's unnecessary. -Jetpack (I really hope this doesn't make the cut) it has all the same problems as thrusterpack with the added problem of having to make all maps abuse-proof and an unhealthy redundancy of power weapons like the rocket and sword. PERKS are not as bad as armour abilities, but still unnecessary. They also go against that main tenet of core halo gameplay. SPRINT, sprint is unnecessary because; 1. Halo has never needed sprint to produce dynamic, fast, fun and engaging gameplay. 2. It rewards players for playing elusively, thus slowing down gameplay. For example it makes the important positional gameplay of Halo 2 and 3 redundant because players can high tail it out of situations with sprint that they should really be punished for entering. 3. It makes close combat weapons like the sword overpowered. 4. It promotes double bashing. The RANKING AND EXPERIENCE SYSTEM of Halo: Reach that rewards mindless playing. I'm not against an exp system that gives unlocks and shows how much a player has played in a holistic sense, but I'm more of the mind that it NEEDS to take second place next to a WORTHWHILE RANK that accurately displays a player's LEVEL OF SKILL. RANKED PLAYLISTS should not be thrown in the same category as "social" playlists like the Arena in Halo: Reach. It should have it's own category to make it seem worthwhile and important and encourage players to try it out. This was one of the main reasons the Arena in Reach is a wasteland, along with the fact that the rank attained in the Arena isn't visible outside that playlist. If armour abilities, perks, loadouts and unlocks absolutely must be in Infinity Slayer, then so be it, but RANKED PLAYLISTS should NOT have these, they should remain a more pure, traditional halo experience that I'm confident 343 can deliver. BLOOM is another major element that ruined Halo; Reach for me, it introduced far too much luck. Rather than promoting skilful shooting as it was intended, it rewards players that spam the trigger and get lucky with the bullet-spread at the more common encounter ranges. From what I've seen and heard, bloom isn't as major an issue in Halo 4 as it was in Reach but I'd like to see it removed and have distance dps modifiers implemented in a different fashion. tl;dr To sum up, and continue, SUGGESTIONS FOR HALO 4. -Remove armour abilities from the game, if they must be in, give them a long cool-down, for example 60- seconds, so that they're only usable in every 4th or more encounter rather than every encounter. OR, simply have them in a separate playlist from everything else. -Remove Sprint, Bloom and Perks from the game. -Ranked playlists separate from "social", without armour abilities, perks, bloom and with fixed loadouts. -Ranks attained in ranked playlists that are worthwhile, accurate, and given a priority on a player's gamer card in-game. -Maps to bring back from the franchises' past (me faves) Guardian, The Pitt and Sanctuary. Although I love a lot more, there's no point listing everything. -A no-scope medal! Thanks for reading.
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