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Member Since 03 Jun 2013
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#1008490 The Truth Behind Halo's TTK

Posted by Gobias on 04 February 2018 - 11:11 PM

This video and the one about sprint/clamber were superb.


Over time I've realized that most Halo players want the same things. People will defend their crutches like sprint and slow kill times because it gives them a sense of control. They don't think they should have to die every time they're in a bad position, so being able to run away makes it seem like they have more choices. What they really would appreciate is having the chance to win a losing battle. Of course, that depends completely on the difficulty and power of the weapons, but most players haven't experienced games with that kind of balance.

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#1007318 Halo: The Master Chief Collection Discussion

Posted by Gobias on 26 January 2018 - 04:58 PM

all the friendships I've made have been with people who played PC. Oddly enough I played console for a long time while this was happening.

Video chatting with “hot singles in your area” doesn’t count as making friendships, Grim.
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#1006762 Halo World Championship 2018 Teams, Seeds and Discussion‏

Posted by Gobias on 22 January 2018 - 06:23 PM

It was incredibly difficult to execute and you have no proof 16 more spots would've popped up. If you think super slide was dumb then you must've thought quad shot was ********.

Difference is that quad/double shot actually solved a problem having to do with slow kill times and lack of skill differentiation with the BR. Super slide just added to an already powerful set of movement techniques. The glitches aren’t even remotely comparable in difficulty or effect.
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#1006582 Moving on from Halo

Posted by Gobias on 20 January 2018 - 05:02 PM


I just dont believe in that logic, there has been plenty of indie AFPS made who tried to "dumb down" the mechanics, particularly the movement, and make it easier for new players and failed. There was that team elimination-based Arena FPS with the vibrant colors that threw all of its chips into e-sports and failed using that model. I forget its name because it was so forgettable... at that point the game is just a lesser version of Quake clan Arena.


The resurgence of oldschool hardcore tactical cRPG's, namely Pillars of Eternity and Divinity Original Sin(started as a kickstarter now a 2017 GOTY candidate), would be a good model for AFPS devs to follow. Make a modern AFPS that encapsulates everything great about oldschool shooters with a modern feature set on par with other AAA FPS that is true to its roots and doesn't cheat its core audience. DOOM 2016 kind of did that, to great success as well. Why cant Quake? Here are my thoughts from another thread with my criticisms of the QC beta...go out guns blazing or why even bother to make a new Quake?



some quotes

I don't think what I was talking about has been made. I'm not advocating for watering down games like Quake and UT. I'm suggesting a completely different IP with a completely different focus. No arena FPS game focuses on FFA, which is arguably the most accessible mode. In a 1v1, even a slight skill difference will result in a landslide victory usually. In team modes, worse players are discouraged from playing either by their teammates or by the notion of ruining the fun for their teammates. With FFA, you aren't as discouraged because it's often not just about winning or losing but continuous improvement. You might start out getting last every game, but maybe after a few months you starting finishing higher even if you're still losing. Are 1v1 and team modes bad then? No, I think classic Quake and UT games do those modes extremely well. But maybe that isn't the path to renew interest in hardcore shooters.


There isn't a great competitive free-for-all game on PC... or console for that matter. It's all team games with diluted individual significance. Now imagine if you had an arena shooter that was easy to learn and but gave experienced players a ton of tools to master. Difficult weapons that kill fast so FFA doesn't revolve around kill steals. Movement that is tied to weapons: rocket jumping, stake jumping, plasma climbing, grappling, teleporting into enemies, sliding to build speed (on residue from bio or ice weapons). This way the movement has interesting situational uses without starting out as an ever-present prerequisite to making common jumps and moving at a proper pace for the size of maps (for the record I highly enjoy the movement in Quake). Add a threatening utility weapon that isn't overbearing like the machine gun from Quake to reduce randomness in FFA. Make more diverse powerups common such as cloaking, vampiric damage, extra jumps--things that radically change how you play like Quake's battlesuit that makes you immune to splash damage. A focus on projectile weapons with interesting properties such as velocity inheritance, forward-acceleration for rockets, no railgun, maybe having projectile speed increased by mouse speed prior to firing to encourage higher and more difficult sensitivities and FoV... all so that veterans of the genre would have to learn something new for a change instead of playing the exact same games for the last 15 years. The strafe acceleration could be fine-tuned to encourage bluffing with strafing back or stopping completely (achieved with initially similar but distinct acceleration curves), as well as enable one player to outstrafe two players oriented at 90° to each other by adding acceleration boosts to orthogonal acceleration inputs (achieved by adding a term to the magnitude of acceleration based on the cross-product of instant velocity and instant acceleration input).


The old arena shooters are hard to master but also hard to get into. The new "arena shooters" (arena-lite if you ask me) are possibly[?] slightly easier to get into but also not fun once you learn how the game works. What hasn't been tried is a genuine, intelligent effort to make a legitimately new arena game that is simple to pick up but only gets deeper as you progress in skill, with a focus on free-for-all.

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#1006385 Halo 5: Guardians Discussion

Posted by Gobias on 18 January 2018 - 07:48 PM

I haven't gotten a chance to rewatch much, but this is definitely one of the better casting jobs I've done so far. This was the deciding Game 7 of a series towards the end of the LAN, and I feel like I really hit my stride in the second half of this series. I hope you guys get a chance to check it out. Edit: Mods, I'd like to embed the video if possible. Can you help me out?


I think it’s something like [ media ] insert link [ / media ]

Lemme try

Edit: Never mind I think this only works for twitter/youtube
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#1004798 Halo 5: Guardians Discussion

Posted by Gobias on 07 January 2018 - 03:52 PM

To be clear on how this has progressed:

• Some people said a port without aim assist / bullet magnetism still wouldn’t be fun and would need significant changes to weapon balancing and shooting mechanics.
• Other people say that’s ridiculous while also agreeing with most of the changes but saying they’re not that significant.

What I think we can agree on: relatively slow projectiles for rifles and a sniper RoF nerf. What I have suggested: clicking very quickly (~0.3s interval) with a mouse is missing something to make it satisfying and not feel mundane, such as a slower RoF (about .4 - .5s) combined with projectile velocity inheritance. People could only come up with one example of a fast-shooting semi-auto feeling good on PC, McCree in Overwatch, so I checked some gameplay and it seemed the weapon shot once every .4 to .5 seconds. That’s reasonable.

Someone suggested having super fast ADAD strafing to make strafe battles fun, but I think there is a way that feels more like Halo where you have to think about placing your shots instead of just reacting and moving your mouse. The great thing about Halo 1 is there are about four things you have to consider when shooting your opponent besides where he is: travel time, your strafe vector, how fast your reticle is sweeping across the screen, and where to aim on the head to maximize the chance of a headshot. Only the first two could apply, so I think both need to be taken advantage of.

As for the point about sniper, the main difference between the input methods is that you can noscope with a sniper with relative ease using a mouse, so descoping a sniper doesn’t do much. So making the sniper shoot slower to be more punishing would be more balanced and more satsifying than the classic 0.7s shot interval. I think the point about the sniper having a disadvantage in strafe battles is mostly irrelevant because good snipers tend to catch their opponents off-guard. Reduce the shot interal of the sniper to at least one second and that becomes relevant now. Otherwise you get two free body shots before they can react and turn in 0.7 seconds.
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#1004333 Halo 5: Guardians Discussion

Posted by Gobias on 03 January 2018 - 03:01 AM

But you can build with separate settings in mind without making the base game (casual settings) unplayable. There’s a name for that, it’s called Halo 4. Tons of crazy gametypes are fun in Halo 1 because the basic mechanics are fun/satisfying. I can’t say the same for custom gametypes in Halo 4/5, and I wouldn’t want that to be the future of casual Halo even if we got another NBNS-style update for a couple competitive playlists in return.
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#1004291 Halo 5: Guardians Discussion

Posted by Gobias on 02 January 2018 - 07:39 PM

Dude, you are so wrong about controllers v. mice. Controllers more difficult mechanically? I wonder why CSGO isn't played with controllers then?

Controllers adds more opportunity for interesting weapons? What?

Controllers with no aim assist are harder to aim with than mice with no aim assist. That gives you the ability to have a sniper that isn’t easy at close range, for example. You can basically customize how difficult it is to shoot different weapons with aim assist, but it’s already pretty easy to shoot with a mouse and you can’t modify that in the same ways.
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#1004274 Halo 5: Guardians Discussion

Posted by Gobias on 02 January 2018 - 05:18 PM

Spamming any of Halo’s utility weapons with mouse and keyboard feels like shit. It even feels awkward with the Enforcer in Unreal Tournament. Sitri’s point about PC shooters generally not having spammy semi-autos is relevant because there’s a reason they don’t... it’s not satisfying. As he said, there would need to be at least some retooling of those weapons. Slower rate of fire, relatively slow projectiles, and 100% velocity inheritance. For Halo’s shooting to feel compelling with m+k, it would need to be less about clicking on the enemies and more about placing your shots. Console Halo should return to this as well, but it’s even more important for m+k because there isn’t as much depth to aiming—there are at least two degrees of depth with a controller because aim position is dependent on stick deflection and time, whereas it’s completely dependent on the mouse’s relative position. In Halo CE, there’s arguably a third degree of depth because the speed of your aim determines how much you have to lead over your target as a result of the 180 glitch.
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#1004053 Halo World Championship 2018 Teams, Seeds and Discussion‏

Posted by Gobias on 30 December 2017 - 11:53 PM

Some people just don’t care about consequences. It’s easy to sit here and wonder “how stupid”, “how much of a jackass”, but there are people who just don’t care.

Do we really have to complain about the MCC in this thread, in 2018?
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#1003853 Halo World Championship 2018 Teams, Seeds and Discussion‏

Posted by Gobias on 28 December 2017 - 02:32 PM

Wonder if increased respawn times would change this a bit.

“Yeah, but then viewers would be confused by having different respawn times in slayer and objective modes. The gaming environment is different now. We can’t risk not appealing to that group.”

The universal respawn time is a classic example of achieving nothing while trying to compromise with everything.
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#1003848 Halo 5: Guardians Discussion

Posted by Gobias on 28 December 2017 - 02:00 PM

Back in the day, developers’ only chance to get you hooked was to make the gameplay addictive. I think that was a better experience as a whole. Now they add incentives to grind and gamble. They often don’t respect your time and they don’t even respect the merit of their own games enough to let you decide for yourself if it deserves your time. It probably stems from the glut of games released today as well as the fear of being different.
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#1003714 Halo World Championship 2018 Teams, Seeds and Discussion‏

Posted by Gobias on 26 December 2017 - 09:38 PM

I feel 7 year olds reading this.

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#1003648 Halo 5: Guardians Discussion

Posted by Gobias on 26 December 2017 - 02:38 AM

There's a pretty good GDC talk from Jaime Griesemer about how the design of the Halo campaigns kind of revolved around the plasma rifle: http://www.gdcvault....tail-Tuning-the . Lots of little tidbits plus some points that make you think about modern Halo in comparison. I took some notes on it a while ago in case people want the highlights--I was looking for some good quotes from a Halo designer to put in a giant post of mine I never finished. I also included some notes from a GDC talk about the sniper rifle RoF change from H2 to H3, and the quotes are pretty golden when you think about H5.


I think I did this right after the semester ended, so I was still in note-taking mode.

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#1003596 Halo 5: Guardians Discussion

Posted by Gobias on 25 December 2017 - 04:07 AM

I'm a big fan of AI-controlled enemies that can be defeated quickly if you get into a flow. Halo 1 does it really well, in part because of the weapons. You don't have constant access to an easy hitscan rifle. On Legendary the Covenant have really powerful weapons, but you can also dodge pretty effectively. There's evidence that players believe stronger AI are smarter. You can make the AI satisfying to defeat by making them appear smart, but not to the point of frustration. For instance, in at least the old Halo games, the AI is programmed not to be as tough when you're trying to run away or hide. They're not relentless.


Side note: I've believed for a long time that loadout customization or classes make every scenario less fun than it could be in multiplayer because you can't design optimally around multiple weapons and abilities. I've never played Destiny, but maybe the ability to customize your playstyle increases the rate at which you habituate to fighting the enemies in single player.

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