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Everything posted by Sal1ent

  1. It's... a game. I thought he was already hired by someone. Didn't he get a bunch of offers immediately after the opportunity at 343 went away? Sorry if I'm misconstruing anything - I didn't follow the situation very closely.
  2. Working on a new game and slowly building a studio. It's going to be a while before we announce stuff though.
  3. Yeah, I'd like to see more transparency here, including takeaways from these council meetings. Obviously we won't be able to share everything that is discussed, there will always be confidential stuff that can't be disclosed until later, but whenever there is a decision or a key point of discussion it would be great to share this with the broader competitive community so people have insight into what is being talked about and how/why decisions are being made.
  4. We definitely talked about it (I may have been the one who brought it up) and there wasn't agreement amongst the participants that this would be a positive change. And to be fair, the pros haven't had a chance to play H5 extensively with radar off so they couldn't be confident it would work with the core mechanics of H5. This was a debate we had internally w/ pro team before the game's release and ultimately decided that the heightened mobility made players too hard to track without it, especially in objective games. The biggest problem with radar in the current game is how it limits the effectiveness of flanking. We talked about some potential solutions for future. I also asked the pros to spend some time scrimming without radar to see what they think of the way it plays in different modes/maps so we can revisit the discussion.
  5. Just catching up and wanted to respond to a post from a couple of days ago... None of this stuff is "off the table" for HCS. We are open to all feedback and looking to have the teams and pros play a more active role in helping shape the future of the sport. We just held the first of what will be a regular series of player council meetings with player reps from each of the top NA HCS teams to provide feedback and discuss improvements for Halo 5 and beyond. We flew players out to the studio for a couple of days where they met with the team, played the game, fed back on maps/modes and participated in a lengthy roundtable discussion on all aspects of the game including core mechanics/gameplay. Again, nothing was out of bounds for discussion. That said, there wasn't a push from the group for changes to core mechanics/settings. We were very direct in opening this up and pushing for feedback. It was discussed at length and the consensus amongst the group was that the game plays very well competitively in its current form. There was a lot of feedback related to improving the surrounding experience, additional features to help the game grow and thoughts on how to better structure the overall esports program, run events, etc. Our team takes this feedback very seriously. We took detailed notes from the visit and will be using them to help prioritize feature development and improvements to HCS, etc. The plan is to continue this direct engagement with our pro community on a regular basis and we'll be rotating participants to vary player representation at these councils and bring more international perspective into the mix as well. Bravo, Tashi, Quinn or I will put together a blog to talk more about these efforts in the not-so-distant future.
  6. To be clear, it's a new feature that will provide similar functionality to a custom game browser, extending the existing file browser. It's something we've wanted to build for years and managed to get done as part of our ongoing support for the game. We'll be talking in more detail as we near release, but yeah it's pretty megaton for Halo and will be a great addition on both PC and console.
  7. It's definitely not working as well as we would like and it's something we know we need to keep working on. It's just not as easy to solve from a technical & experiential perspective as you might assume. It's something we're committed to improving though. I check Beyond weekly and post on here from time to time, as well as conversing via PMs. Last post was in late May.
  8. Pretty sure you can pull them in the public API. We don't display in game because people tend to focus on them too much and it can impact player behavior as a result. Also, the methodology isn't consistent game to game so it leads to inaccurate comparisons. Even trying to compare XBL position is pretty meaningless because player distribution over time has changed so much. The main thing is, are people playing and are they having fun? How do we impact those things to ensure that we provide the best play experience for the most people? That's our goal. Anyhoo, my flight is taking off. TTYL!
  9. Not an excuse. H3 numbers were still higher, no doubt. Just letting you know that the numbers aren't directly comparable. BTW, loved you in Snatch.
  10. H3's counter included every GT logged in on menu screens, including guests. H4 counted consoles (1 per each) in active MP sessions. Totally different data methodologies. But carry on...
  11. I've been here the whole time, lurking and responding to PMs. The team is working on a big update for file browser. We want to make sure it's solid and works with content across both platforms before rolling it out. We'll have more info to share as we near release. Yes. The nature of the experience (shared Forge content across XB1 & Win10) means we need to maintain both and keep them up to date & in sync with one another.
  12. We are giving players the ability to play full custom games to test their Forge creations on PC. Because Forge supports and builds upon existing Arena content, that includes the same maps and modes that are available in Arena on XB1. The intent of the experience is to allow Win10 users to Forge more effectively w/ keyboard and mouse and test their creations on PC before publishing to Xbox One. As such, there is no support for matchmaking or server browser. You will need to invite friends into a session through LIVE.
  13. Working on them at home right now. AR + Magnum. You want BR too?
  14. I appreciate the feedback and I will share with the team. I understand how frustrating a laggy connection can be and I apologize for what you've experienced today.
  15. I'm not downplaying the importance of matchmaking speed, but getting stomped can be really discouraging. It can lead to players dropping out of the game permanently, especially if it happens early in their experience (based on data). For what it's worth, H5 MP has the best player retention of any Halo game other than H3. So to some degree the close matches seem to be working. That said, it may not be optimal for all hoppers and there is always room for improvement.
  16. @@ChieftaiNZ Not trying to dodge, I posted before your post was there. We are constantly striving to balance ping, ability to match, time to match, skill balance and hopper population in regions like Aus/NZ. We obviously haven't solved this, but as we touched on in the matchmaking update today this is something we are aware of and continually working to improve.
  17. Scanning and responding to some of the posts from the day... On any frustration felt from an average K/D of 1.0, @@Lazerbeard is right in that this is a reflection of good matchmaking in most cases. Obviously there will be variance depending on playlist and individual play style / team role, but in general an average of 1.0 K/D means the skill balance for matchmaking is even. I do think there is a good discussion to be had about the relative "sweatiness" or tightness of the H5 matchmaking algorithm and whether consistently competitive matches make for the best play experience (versus more ebb and flow in the skill differential as @@Vetoed suggests). That balance is something we have been discussing internally and may revisit. On distribution of skill bracketing via CSR, the current system is largely working as intended. It varies by hopper, but generally speaking ~40% of the population winds up in Gold, with ~20% on either side (Silver/Platinum) and then it gets smaller from there. Champion is literally the top 200 people at any given time, so that's less than 0.00001%. Bronze is roughly 5% of the population. We will likely keep tweaking the algorithm over time but at this point we're generally happy with how it's working. On placement matches, there is a lot going on behind the scenes. The system takes into account a combination of individual and team performance relative to competition and varies the competition throughout the process based on results to try and accurately assess skill. I understand the desire for transparency on this component of the game but frankly we don't want players to reverse engineer and game the system.
  18. Both teams are amazing but I really thought CLG was unstoppable heading into this Final based on the way they played throughout the event. It was incredibly satisfying to see EG step up their game and pull out the win.
  19. Yeah just to reiterate: there is/was no agenda to force Breakout into competitive Halo. The conversation I shared was in the context of asking the HCS team whether it should be removed based on feedback & how it was playing. Their only goal is to provide the best possible e-sports experience for H5, working with the players and TOs. The recent feedback here, on streams and via Joe's poll lead to a good discussion today, which resulted in the change. On a personal level, I'd like to maintain a respectful dialogue here as a part of this community.
  20. Just repeating what I was told. Apparently there was a Skype call w/ pros before break. There is no agenda here, please take off the tinfoil hats.
  21. Not saying that was their main reasoning, just that it was a factor for some. I mentioned population in context of the comments around the mode being considered a waste of development time if it doesn't remain in the competitive scene. My point being, it's not a waste if a large population continues to enjoy playing it, as they do today. I'm pretty confident you will see this happen.
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