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Ling Ling

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About Ling Ling

  • Birthday 08/12/2012

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  1. I think you guys are overthinking Fortnite's success. Fortnite's mechanical complexity probably has little to do with its success; it derives its success from being a fulfilling and unique social experience, a story with stakes and real people. All battle royale type games strive for this experience, it just so happens that Fortnite was one of the first to reach a level of quality that spread to consoles while not also being incompetently made. Its not necessarily popular because its "great", its popular because its "good enough" to embody the experience people want to have. Skill floor is a meaningful factor in how well a BR game does, but Fortnite's runaway success as a social experience is a massive confounding variable in our judgement of how a "casual" audience responds to higher skill floors.
  2. It doesn't require too great a deal of cognitive dissonance to both remain critical of 343 and criticize others for creating content that they perceive as nonconstructive. The cold, hard reality of software development is that project scope isn't always what it initially appears to be. Requirements change. Higher-ups change their minds. This sentiment is why game companies like Valve don't communicate virtually at all with their sub-communities. Has Postums actually explicitly called someone a sweaty tryhard, or are you extrapolating from 343's past interactions with the community? Do you think there is any causality between the impolite discourse and said asinine decisions?
  3. He has his own Discord channel. https://discord.gg/NbnSjmf
  4. https://youtu.be/6y0uPZXBjBo Here's a link that doesn't 404.
  5. The actual answer to this is that earlier Sanc settings were "No Snipes" (which meant that the very common "No Duals" ruleset couldn't be used). Snipers were later reintroduced, but "No Duals" didn't take its place, presumably because players were now used to them being there.
  6. The sudden concern over game ownership is interesting to me. Surely you guys also realize you already own very little of Halo 5? So long as the Xbone remains unhacked, you rely on a network of servers to access anything in Halo 5 beyond the single-player campaign; It can be taken away from you just as easily as a "streamed" video game can be. Forge content, gametypes, flims, game patches, are all essentially fleeting. The acceptance of partial non-ownership of console video games is several years old now, its not some theoretical future.
  7. The concept of a decentralized server structure is a very attractive idea until you grasp what your favorite game's primary demographic is in all its pure, unfiltered glory.
  8. I think this is a really understated part of Halo 3's strength, and I think its part of why there is such a strong push for the "classic art style". The sound, physics, lighting, and textures really come together into something really cohesive and grounded. At risk of sounding overly reductive, I find Halo 3's assets to be more grounded and believable (even Covenant/Flood/Forerunner assets) than floating teleporting anime robots that talk and turn into flying orange computer spirits upon death.
  9. While I agree that mixed playlists have been very damaging to H1 and H2 up to this point, single-game playlists should prevent the situation you're describing. 343 has been cognizant enough to realize that the population doesn't have great crossover between games, and therefore each game should be relatively sandboxed from playlist changes from other games. We both know H2 FFA will have little effect on the H3 population because why would H3 kids ever enter a H2 FFA playlist? 343 (should) realize this as well. The real equation is whether or not H2's dedicated population can support a FFA playlist, and how much its existence draws people into the H2 sandbox vs how much it drains people from other H2 playlists. As for your believe that the X360 H3 doubles playlist is still somehow viable, I agree with M. The quality is garbage. I'd far prefer playing doubles in a stunt_man server in CE (the discord lets you organize controller only games) or organizing my own doubles game in H2V than deal with a doubles playlist with little population.
  10. The planned selection of playlists is actually pretty decent, at least as a starting point. My thoughts: I'm a little surprised that CE got 3 playlists, I would have expected just the obvious 2v2 and then either BTB/4v4. I suspect one might go, but I guess we'll see what the population looks like. Remove TS from H2, add Dubs. H2 Hardcore wasn't that far from default anyway. If I were them, I'd test out a dedicated FFA playlist to see if it can maintain a population. H3 looks good. Once again, I suspect you could add Dubs with little consequence to the population. Radical idea for H2A: Remove TS, add Action Sack. H2A's real value is in its Forge scripts and minigames. Make it the minigame/infection hub. It really warms my heart to see H4 get relegated to a single playlist. BTB was H4's biggest strength, so having a single BTB playlist is likely the best move in terms of actually catering to the population and having H4 in MM at all. This. A social/rank split is the only good reason for keeping TS in H2.
  11. I'm really hesitant about throwing scorpions onto the map by default. Scorpions on the map basically nullify interesting Warthog play and promote vehicle hoarding. On a related note, I think another interesting way of incorporating the big maps into your 4v4 settings is with a real Race mode. Team Race: Team Scoring: Sum Race Type: Any Order Team Play: Yes Laps to Win: 25 Vehicles: 4 Rocket Hogs, both sides (could be normal Hogs if we're focused on excluding GB content, but RHogs are more interesting in vehicle vs vehicle) Vehicle Respawn Time: 60 seconds Weapons on Map: -Either Short Range or None The best vehicle race maps are: -Death Island -Timberland -Ice Fields -Infinity Unlike most gametypes on these maps, Race is a pretty focused and succinct, and its a great way of experiencing CE's vehicle sandbox even if we end up without a way to play BTB in CE.
  12. To summarize what korn has said in the past: -He's aware of halobugs and documentation regarding MCC CE's quirks. -He is aware of CE's competitive scene and works with people close to esports/competitive. Its not his only concern, obviously, but multiplayer has been a priority for him.
  13. It sounds like decent arena style strafing fixes some of your issues. If there's a decent opportunity for an opponent to juke your melee, melee has an opportunity cost associated with it. I'll try and look for some good examples from TF2, which I think has a really sound melee system. I'd be interested in hearing how CE is inconsistent. Oh please, stop pretending that removing melee as a concept is comparably significant to removing some arbitrary ability fad we know for a fact won't survive to the next game. Believe me, I've been in similar positions. TF2 has had random crits in matchmaking for longer than a decade. I've hated the concept since I first played the game. To say that random crits are a cancer upon a great game is an understatement. That being said, I recognize the status quo; Valve and a non-negligible part of the community have tended to be very change averse on the issue. Arguments against random crits have to be well constructed and convincing. I can't flippantly say "yeah no random crits aren't fair or balanced you plebs" and expect to convince anyone. Thankfully, random crits have been criticized by people who care even more than I do for longer than I've been playing, and most of the community that takes the game seriously doesn't like them. You don't have that advantage. Melee has a significant physical and psychological impact on people interact with the game, especially outside of competitive multiplayer. Saying that its 2ez and should be removed without much thought put into changing it or any sort of alternative isn't very convincing. Sprint, for example, is going to be difficult to surgically remove from the Halo franchise, but the argumentation that's been put out and effort put into showing what a stupid ability it is vast enough to turn some heads. I'd be interested in the argument that makes me abandon the concept of melee from the Halo franchise. Are you actually interested in convincing people here that melee should be 100% culled and that it is 100% not redeemable, or is this just some contrarian need to show that people might be attached to certain concepts because Appeal to Tradition, without much care or regard for fixing said concept and thinking about how it will effect the rest of the game? I learned it from you dad.
  14. An entirety of like 2 people are arguing for that. Everyone else is humoring them because there is absolutely nothing else to discuss.
  15. Halo's effect on console game design is extremely well known. Regenerating shields, two weapon limit, melee and grenades linked to buttons, not weapon slots, etc. That IS Halo's legacy, that's undeniable. Whether that's good or bad is subjective. I'll be the first to admit melee has had some problems in competitive play in the past, and that's not even considering the advanced mobility shit we have now. That being said, nothing you described is some fundamental problem. Dumb melee fights are mostly caused by lunging. Trades are a networking compromise. Reloading and throwing grenades also render your gun "useless"; meleeing is decision that should have some opportunity cost, and its cost is making your gun unable to fire. Double pummeling and other stupid shit that determines the outcome of the fight before its over is linked to lunge and garbage utility weapons. I think it would be more productive if you described what you thought was wrong with CE's melee system. Having melee is so fundamentally ingrained into Halo its bizarre to imagine Halo without it. The Covenant species core design is balanced around having melee. Speedrunners and trickers abuse melee to setup skips and tricks. Infection gametypes use it to setup barricades to fight the infected, among other things. Its how all players manipulate the environment around them. It touches every aspect of the game in some way. You might think its a dumb, irredeemable function, but that opinion isn't shared by many. imo its far more productive for you to suggest fixes for the melee system that improve it rather than just proclaim that it should be removed without some kind of extraordinary or compelling evidence that melee truly is irredeemably broken. I'm not saying you can't hold a controversial opinion, but ask yourself how likely it is that 343 or the community at large (or even this community) will ever even come close to considering simply removing melee from the game. Why do you believe this beyond all doubt? "Easier to use than the UW, slower to kill than the UW" is one balancing mechanic that keeps the AR relevant and interesting in CE's sandbox. Surely melee can be kept in check by that same paradigm?
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