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Everything posted by careh

  1. Viewership has been a disaster for Halo full stop. Invitationals work if you do them right and strike while the iron is hot. They're cheaper, easier to run and reach a wider demographic. The fact that Halo hasn't been in a position to make them work doesn't devalue what they can bring in terms of exposure. Guess below which is the ONLINE INVITATIONAL FUNMODE STREAMER EXPERIENCE vs the super serious competitive LAN league.
  2. It is well worth reading the article. The writer obviously isn't the biggest fan of the comp Halo community but there are some valid criticisms and lessons to be learned. What Halo needs to succeed on any relevant metric going forward is really its own subject.
  3. It's kind of missing the point of the article. The article isn't saying that the comp Halo community should be playing older games now, more why didn't the comp Halo community do something in the moment when they were actually relevant. The sustainability of the Halo community hinged on the success of a single entity, MLG, under the guise of commercial mainstream success - everything else got flushed be it third party local grass roots participation / international participation / meaningful online participation. I don't blame MLG because they too were a grassroots start up, wanted to create a monopoly and were fucking good at what they were doing. But that is basically what happened, the competitive community sold its soul to one entity assuming they wouldn't need anything else and it backfired. When the competitive community gave up autonomy it lead down a track of playing more and more mediocre games under worsening settings along with a completele absence of the parts that make up the foundations of other successful grassroots esports titles.
  4. Why on earth would you stay up? The best bit about being from europe is getting to skip the time between series and technical issues. Weekend mornings with a coffee catchup are the EU life, embrace it*. *Until the championship match where you stay up far too late and it's really the only time staying up has consequences because you're in work the next morning where everyone can see you're shattered. Maybe you've got home issues they wonder, maybe it's drink, little do they know you just like watching the little red and blue men fighting on your computer screen for a bit of money and internet fame.
  5. At the same though it is one weight taken off the table with ex-MLG taking the helm. From the sounds of it, 343 are wanting to continue to try and stoke the open circuit / multiple event organisers coals so really they're going to need some starting money to get it off the ground. Obviously we are talking about a AAA title so [with the amount of development time] polish is expected but the game basically needs to be serviceable at launch and it will do fine for a while. CSGO was dogshit when it released then started getting the support it needed, Rainbow 6 again flopped and has since gained traction. Halo at least has a leg up on these games in that their developer focus SHOULD be on Infinite and supporting it's scene from the off, not to mentio they have the funds / resources to do so. We'll see, obviously gameplay direction could be a terrible turnoff but I'm feeling optimistic.
  6. Big news. Obviously wait to see what the schedule actually looks like but honestly I just can't imagine it being lackluster with those boys behind it. Now we just need a serviceable game...
  7. Progression systems linked in with cosmetics is an absolute minimum. Considering they're making the thing from scratch there's no real excuse for a lackluster design / implementation. Overwatch is a good example in terms of how to structure progression (linked in with themed events, linked in with watching and supporting the esport, linked in with competiting in the ranked playlists etc) and offers a good variety of paid verses non-paid options but outside of the creative design of the skins there isn't any scope for variety / value. Something like CSGO provides a much better overall product: Items are unique - individual float values are present to show the exact wear of your item. Each item pattern has random elements that can range massively. Invididual items have a wear value - a general indicator of value but also a means to allowing people with less money the opportunity to have the same skin but more worn Items hold actual value - cannot be overstated the boost to interactions that allowing people to buy and sell their own skins creates. Items are created by the community - who knows what the community wants best better than the community? You also remove the need for the developers to put any work in after the system is set up. Items sustain the community - team stickers fuel the major events for CSGO with a cut going towards the teams attending. Teams make enough sticker money just participating to make it worthwhile, the event gets more eyes on it because of the in game interactions. Sounds dumb but for armour specifically I wouldn't mind something akin to a progression tree with a mix of XP / challenge based unlocks
  8. You can and should blame 343 for putting Sprint in. The fact that they do keep putting it in the game conditions the audience and erodes the original identity of the series. "There will be more Halos with Sprint than without" no shit, if they keep putting it in. And that's the thing... they DO keep putting it in. They do a shit job shoehorning it in promising people things will be different and it never is. They also KNOW people don't like it for Halo. How many times over the years do you have to hear that it's a 'contentious mechanic', even within the development team. That video did a perfect job by someone who obviously doesn't mind Sprint, how many times did he say "the audience didn't like it"... I mean jesus christ that should be in the middle of a whiteboard at every single meeting at 343. THEY DON'T LIKE IT How about you stop trying to think of ways to nerf and curb the shit mechanic or manipulate your audience and just remove it. Then your level designers don't have to [wrongly] consider two cover-to-cover speeds and can design maps that don't have airport runways running through them. Then you don't have a large portion of your core audience (you know the ones that stay with your game for the full 3 year dev cycle) nagging you to give them a 'classic experience' only to have a half hearted effort from the sustain team a few years in. 343 choose to ignore the cries of a decent portion of their core audience chasing a mystical unicorn that doesn't really exist. People like good games, period. CSGO is back to being the number 1 game on Steam in it's 8th year as a title. Overwatch is 4 years in and still bopping on all platforms. "bUt ThEy'Re DiFfErEnT gAmEs?!" and that's the point, they're their own games doing what they do to a level that no one can compete with - Halo actually used to be in that catagory. The new hotness comes and goes but unique quality games prevail.
  9. It's exactly what you asked for... a game with guns that use the exact same weapon with different sounds and visuals. If you want the option with reduced 'clutter' of course it should just be skins, if you're pretending there's anything other than that (see loadout options where there's zero difference in the weapon properties) it's disingenuous and will be seen instantly by the community as so. Quake champions also utilities loadouts in the form of character and spawning weapon choices, the latter showing the minutiae of weapons only goes so far in impacting the game. Obviously there is a lot more stock in the 'utility weapon' of Halo but weapon redundancy is an overplayed non-issue for the most part. The quality and balance of the weapons is really what matters, I'll take the chance on several utility weapons in the hope we find a low AA/BM/kill time option rather than focus on one and have it potentially be shit. The idea of the developer wasting resources which was also a concern is kind of lost as well with the fact they've taken six billion years to release this next game and it SHOULD be a rolling title with proper after release support (incentivised by all that juicy skin skrilla).
  10. Quake Champions. Quake 1 RL, Quake 2 RL, Quake 3 RL. People aren't idiots, if it's going to be done it has to be sold as skins not 'loadouts'. Also redundancy isn't a big deal so long as the quality of the weapons is good.
  11. It scratches a very specific itch for PC players who have left console behind. Classic Halo has a unique flow in that it is procedural but still retains enough fluidity and individual play making ability. The fact that you can actually roll through games quickly is also a huge bonus compared to say CS which is an hour commitment at least or Overwatch which has a 10 min queue time with a gamble on the quality of the experience. You are right there are plenty of flaws that age has made more apparent and I think everyone who is still playing can see them quite clearly. But honestly for the most part the expectation is a lot lower, no one is pinning their hopes and dreams on a hardcore playlist of a port of a failed remake of the first mediocre Halo experience. Personally I'm just rolling a few games, seeing some old names and taking some heads off - it's fun enough.
  12. Bloom was terribly implemented in Reach, badly designed for console AA/BM. Even post TU it was just a band aid on a terribly implemented mechanic. Having said that the base game for Reach was terrible anyway for the most part. MLG/Hardcore goes some way to showing that there is a version of Halo that works on PC satisfying that Halo itch it just lacks polish and content (namely better maps, maps that aren't 90% grey, better gametype combinations, bug fixes). The pacing also feels right without Sprint, but I don't feel developers learn that lesson until their shit version of the game fails and they're forced to compromise with what people actually want (see NBNS, Mythic Arena etc).
  13. Dropped in for the Clap. God tier event organiser touching pretty much every corner of the esports landscape. Wherever he end up he's going to be kicking ass, so you can only hope it's within the circles we travel .
  14. Knowing it is probable doesn't make it any less terrible. Their reasoning for including Spirt is self-fulfilling, people will expect it more, the more you put it in the game. They already know the gameplay negatives, they already know there is decent support behind a no Sprint game. Honestly need to grow some bollocks and just remove it rather than lean on the indifference on people that will buy the game, find out it's still mediocre building around a shit mechanic (for an arena shooter specifically) and move on after a month or two.
  15. What is considered, especially by this community, to be the worst Halo game in Halo4. Saying it is better than what is considered, especially by this community, to be arguably the best Halo game in CE. Saying something flippantly known to be controversial for a reaction, I don't know what else you'd call it. You probably have your reasons but that doesn't stop it being a wildly controversial opinion. You're more than welcome to explain your perspective but here's mine: There isn't a single map I would want to see remade outside that game, put them all in the bin. Gather up all the abilities and Sprint, put them in the bin. The light rifle and possibly the rail gun are the only new additions I would consider keeping weapon wise. Set the scattershot, boltshot, saw on fire and put it all in the bin. I don't like the way the game looks. I don't like the way the game sounds.
  16. Delete that whole game and every memory of it.
  17. I have nothing positive to say so here's a badly made meme.
  18. One thing I think we can all agree on is a moonboots powerup that furuther legitimizes spring jumping. I wonder what the audio visual feedback would be on that... Maybe throw in a juicy optional pad rumble?
  19. Giving people the option to disable individual pieces of haptic feedback is smart in that it drives engagement. A legitmized spring jumping option is the perfect example in that it introduces an unfamiliar concept [to a lot of the Halo population] and makes it easier for people to engage in said concept. It's similar to custom keybind mapping, if you're actively thinking about how you want things setup you're more likely to use them: e.g. Mapping melee to a mouse button for Winston increases the likelihood you're going to try cancelling the melee animation with leap OR use melee to burst the final small chunk of health OR use melee to conserve ammo in longer engagements OR use melee more frequently because of the relationship to armour / sheilds verses his tesla cannon. e.g. in one of Shrouds most recent youtube videos he talks about how he doesn't have sprint toggle in PUBG verses other quicker BR games. You're already taking the second step by rebinding the key / selecting the option so that assumes some base knowledge and your willingness to commit to that idea in the first instance. Basically yes it's a good idea, yes it can be done much better than we've seen before, be useful throughout the skill gap AND the engagement theory behind it should be applied across the board.
  20. That's the point of the asymetrical timers, you could theoretically have situations where they come up at the same time, come up in almost complete isolation or one leading quickly into the other. Also countermotion, just call it Vamp.
  21. Late to the party but I would absolutely love Quake style powerups in Halo, IMO the way TDM functions is something that Halo's Team Slayer should be striving for. Being in or out of control when it is known a powerup/s is/are coming, how you deal with that situation becomes objective gametype in and of itself. If everyone is reading the game and you lose the powerup then really you forego the advantage, much in the same way you would lose a cap in CTF or time in KOTH. However powerups have the added advantage of having the objective efficiency be entertaining as fuck to watch or play while one person terrorizes the other team for 20-30 seconds. In my mind it works much in the same way that the ultimate economy works in Overwatch, if you're reading the game correctly you can mitigate the effectiveness when the other team has a distinct advantage but if they do execute correctly and vaporize your team that's not the sign to 'pick up your ball and go home', if anything you should be thinking how much harder you're going to hit them when it's your turn in control. However powerups have the advantage of not gifting individuals/teams powerful abilities purely by existing in the game. I think we saw a glipse of what that kind of power could be like in Halo in the Lethul vs Snipedown showmatch on H5 where Snipedown gets the 'CE pistol' and goes on a spree. I want to see the best raw slayers in the game get to tear through enemy teams. I want to see how that emphasis on items really shapes teams interactions in Slayer. I'm picturing something akin Quad and as mentioned previously some implementation of a strong Vampirism powerup on asymmetric timers (so that at points they meet). Make them however skill based you want (reduced AA, increased speed) but to me that is how you refresh Team Slayer and make it its own competitive discipline rather than wishing it were replaced with an objective gametype. EDIT; does a full charged shot with a plasma pistol again OS with Vampirism in turn give you full OS? I want to live in that world.
  22. Someone start paying the server bill again at MLGSanctuary I beg. Considering you thought you needed a space to speak more freely you're doing a pretty good job fucking up the shared space where you would actually get any discourse. I'm mustering up the last of my long gone moderating powers and I'm going to spirit bomb this whole thread. I don't think that's true is it really... I mean I've seen a few 'iNhErEnTlY's knocking about and a good couple of 'FuNdAmEnTaLlY's from both sides. Someone even had the good manners to correct themselves, I'm not sure who but good on them all the same. It is far too easy to reduce and simplify to suit your needs but it doesn't come off well at all. Take Basu's post or Hard Way's post where they have come out as having an individual opinion that doesn't coincide with the idea there is a singluarly thinking opposition. I mean shit I prefer projectiles for Halo and have argued the toss in this thread yet every second post of mine is about Counter-Strike.
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