Jump to content

Ling Ling

Member
  • Content Count

    812
  • Joined

  • Last visited

Posts posted by Ling Ling


  1. On 7/24/2020 at 8:36 PM, Hootspa said:

    I was planning on making a stand-alone program which would patch the map files and start mcc in mods enabled mode and unpatch the maps once you exit mcc but even that’s not great cause who wants to run some sketchy exe file.

    if mods were handled more seamlessly (I’ve not done any modding other than h2v so idk how other games handle this) I think that would make a project like that much more viable

    That's basically how other mod loaders are handled, including ones used in Eldewrito. People are pretty comfortable running exe's if the source is open; eases maintenance as well.


  2. Watched the reveal. I basically have no reaction to it. Gameplay is what I would have expected; some improvement, but only ever marginal and only if treating Halo 4 as a baseline. Weird lack of punch for a gameplay/story reveal, the world feels empty and inconsequential.

    The only speculation that still interests me is the premise that maybe the demo mission was actually, genuinely made in Forge and that's the real punchline holding the game together. Everything is super blocky because its forged, Infinite is a "platform" because Forge will let people make their own campaign missions and stuff, the map needs to be huge for the sake of having lots of environments, for Forge.

    • Like (+1) 2

  3. On 9/28/2019 at 5:01 PM, Hard Way said:

    It's amazing how this illiterate generation of over-exaggerators took a powerful word, used and abused it so incorrectly and so frequently, that the accepted definition of the word was forced to change to the exact opposite of its intended meaning.

    I've seen words get overused to the point of losing their power (amazing, hilarious, etc), but I've never seen something used so precisely incorrectly, so often, for so long, that the entire meaning of the word has flip flopped, and now there is no replacement for it. It truly is remarkable.

    I know you're probably not totally serious, but this is actually a very common and interesting phenomena in language.

    https://en.wikipedia.org/wiki/Auto-antonym

    https://en.wikipedia.org/wiki/Skunked_term

    • Upvote (+1) 1
    • Heavy Breathing (+1) 1

  4. 4 hours ago, Gobias said:

    That’s the way it goes with these Quake-lite games. Twitter account dead for over a year. But don’t worry, dozens have risen up to take its place. This was one of the more original projects, actually.

    Looks like the project died when the kickstarter failed.

    https://store.steampowered.com/app/545180/Muffled_Warfare__Echolocation_Shooter/

    This has a similar gimmick, but relies more heavily on it and doesn't seem as Quake-lite.

    • Upvote (+1) 1

  5. 8 hours ago, Arlong said:

     whom they know won’t ever make the cut because tbh most of them are stupid AF.

    Seeing as the last 3 or so mainline Halo games exist, I'd say being stupid is irrelevant to whether or not a mechanic makes it into a modern Halo game.

    Sometimes I'd rather see an off-the-wall weapon idea than a discussion/rant about the billionth or so compromise to whatever movement system/gimmick creeps its way into the next game. It gives this forum some variety.

    • Like (+1) 3

  6. 10 minutes ago, Larry Sizemore said:

    How is TU "refined" over vanilla? Random bloom is still random bloom. Armor lock is still press-X-to-not-die and still blows up vehicles for no reason. Sprint and jetpack still break all the maps. Everything that makes the game undesirable for someone who doesn't enjoy a chaotic CoD ripoff is still there. 

    That's...literally the point. It's fundamentally the same, but slightly different. "Refined" as in "not totally destroyed from the ground up to make way for my vision of the game". Tweaked would be a better description.

    13 minutes ago, Larry Sizemore said:

    The people who actually did enjoy that get less of what they want, since they can't use their AR as effectively or sit in armor lock for the full six seconds anymore.

    Again, you're deep in an "us vs them" mindset. Would an opposite stat-change work? What if the TU made armor lock last 12 seconds? 12 minutes? Infinite minutes? Is there a linear relationship between the length of the armor lock ability and the enjoyment it has for these players you're attempting to defend? We both know the answer is no. Maybe some players like the concept of loadouts, but want them to be balanced relative to each other. That's a pretty clear example of someone who doesn't want "competitive" Halo, but might also want the TU. In the case of Invasion specifically, those are my genuine beliefs. I do not want Invasion to be like competitive Halo, I want loadouts and bloom and AA's and elites in that mode. I think the TU makes the mode better. The best version of "loadout Halo" is not necessarily the one that appeared at the game's launch. You attempt to defend the idea that there are players who would enjoy the default experience better than the competitive vision of Halo, which is an appreciable point of view, but simultaneously do not acknowledge that these players might enjoy the default experience for more reasons than those settings simply being what they were first exposed to.

    • Like (+1) 4

  7. 8 hours ago, Larry Sizemore said:

    3) I never said anybody would be scared away (well they might, who knows), I said that the product they're looking forward to would be a compromised version of what they remember. For no good reason, since none of the TU advocates are actually going to searching Reach for more than a week or two. That's not fair to them. It's akin to me strolling into the Battlefield community (a game I have never played once and have no plans to) and demanding that it be remade into something that more resembles a game that I play, on the grounds that it's "objectively better." They would tell me go shit in a hat, and rightfully so. Or walking into a restaurant, ordering a Coke, and receiving a Diet Coke instead because the waiter thinks it's "objectively better."

    I understand your perspective, but I think its weird to think of the TU as some sort of zero-sum game between two camps of players. I consider the TU is a refinement of the core Reach gameplay more than I consider it some kind of compromise for the comp players. The actual "compromise" that came out of the TU was letting us make ZB gametypes for own separate gametypes.

     

    8 hours ago, Larry Sizemore said:

    Be honest with yourselves for just one second - none, NONE, of you plan on playing any Reach at all (outside of ZBNS), but you insist that matchmaking should be all TU anyway, because... reasons (HURR DURR MUH OBJEKTIVLEE BETTR). Because you said so. That's a bit scummy. You guys are really no better than the kids who used to cry that MLG settings are offensive to humanity should be deleted from matchmaking. The lack of self-awareness on this forum just blows my mind. You'll post and mock the opinions of 343 and Waypoint Billy then turn around and do the exact same shit they're doing.

    I'm literally buying Reach on PC for the sole purpose of armor locking vehicles to death in an Invasion playlist, as well as playing the campaign. I think TU makes the game somewhat more enjoyable casually while still maintaining the core Loadout/Bloom/AA experience.

    • Like (+1) 3

  8. 2 hours ago, Snipe Three said:

    Tbf I don't know if anyone legitimately thought bloom was worthwhile in Reach that actually played it. Now I know you had the super casual bungie/waypoint guys that just defend whatever they first come into contact with settings wise but I mean more so anyone that stopped, set aside bias, and really thought about how bloom felt to play compared to any utility that just shot straight in previous Halo titles. There's no mistaking what 343 really thought once you take a look at the TU then H4 and then H5. If its included its out of sheer nostalgia for the console players who don't know any better.

    Some BTB people didn't like ZB;  poorly designed "open field" maps (Hemorrhage) play even worse without bloom or projectile weapons. In an ideal world maps like Hemorrhage would just be thrown in the trash where they belong, but the chances of that happening now is exactly zero. Too much of Reach's BTB sandbox/map pool is already designed around bloom existing. Universal 85% is probably more plausible.

    • Like (+1) 2

  9.  

    3 hours ago, arglactable said:

    At distances where noticeable leading is NOT necessary, projectiles introduce a largely uncontrolled factor that might as well be random. And before someone points out that it's not literally random, I know.

    This is the range I am currently referring to. I asked, SPECIFICALLY, in a scenario in which lead time is so tiny that no one actually accounts for it (H3 sniper on arena maps), is projectile more skillful? And, again, WHY?

     

    I think many people have the underlying assumption that once you reach H3 Sniper on arena map levels, the small distances and projectile speed would essentially make aiming pseudo-hitscan, and therefore redundant to the conversation. I think addressing that assumption would move everyone closer to being on the same page.

     

    2 hours ago, arglactable said:


    At distances where leading is relevant, you are effectively guessing the distance to determine lead and then correcting when you miss. There is a unquestionable element of luck to this, as much as people want to pretend that you can consistently judge long distances in videogames, you usually can't, unless a specific mechanic exists to help you calibrate. Longer distances involve more GUESS WORK. Not more "skill." Again, unless you actually know what the distance is, which you don't.

    Judging distance happens all the time in 3D video games, partly visual, partly map knowledge, and basically any competitive shooter game with projectile mechanics emphasize this at high levels. The best Demoman players in TF2, for example, are insanely quick at accurately arcing pipes in 3D space at any angle imaginable against any target that could be at a number of velocities, and its an aspect that really separates players at even the highest levels. I think "bullet" projectiles can be used in a similar way with the right projectile speeds and map distances, and might actually give the Halo sandbox an excuse to have its 6 or so rifle-like weapons actually have meaningful differences. 

    • Like (+1) 6

  10. 11 minutes ago, TheIcePrincess said:

    I mean, isn't the audience for MCC those who play the game and are fans of the franchise and, forgive my slightly bitter, intangible tone, have nostalgia for these older titles? What's the other audience for Halo on PC? The people who never did play it and are just getting into it? I guess. Or the others who already had or played the game but sold their Xbox for whatever reason. The latter point's its own funky thing. But it's funny to me that the main audience for a porting of all the Halos wouldn't be the people playing those games hardcore.

    MCC banked on the nostalgia for the older Halo's for its success, sure. However, it's potential audience is limited to people who have remained in the Xbox ecosystem for as long as that game came out. The main draw of porting MCC to PC is its sheer ubiquity; regardless of why you left the ecosystem, playing Halo 3 (or whatever your nostalgia beckons) again for a small price on Steam without paying for the console and XLive and all that other stuff will be what draws people back in. The barrier to indulging in a game of Halo 3 after selling your console X years ago will never be smaller.  I don't have concrete evidence, but anecdotally, this seems to describe a lot of people.

    • Upvote (+1) 3

  11. 42 minutes ago, TheIcePrincess said:

    But, on the other side of skepticism, I kinda am curious on how hard the burnout will be for these games. PC or not, all you're getting is an upressed, better performing version of a game you've played for the past 10, to nearly 20 years. Nothing about it is new. Don't get me wrong, I love the Halos I play, but the fact it's going to PC doesn't somehow drive me to play more lol. It's just a switch in platforms at this point, and the latest Halo in the collection (4) is one that's already nearly 8 years old. I have played the utter SHIT out of the Halos I liked already, and I'd imagine so have most others who've wanted this, lol. What incentive is there for me to play more? Not much, to be honest. It's just the same game. Still wanting Infinite more. Basically the Halo 3 dilemma of late 2018 to early 2019, lol.

    I think if you're at risk of burning out / you already play MCC on Xbone routinely, you're not the target audience for MCC PC. However, I think the biggest perks for people like us is that we can put Halo on hardware more portable than an Xbone, and modding for this installment is probably going to be a big thing. 


  12.  

    On 3/4/2019 at 3:41 AM, TheIcePrincess said:

    Yeah, it doesn't rely on external media at all. The media can accent it, but I didn't end up reading Cryptum until early 2014, and still entirely got Halo 4 as a game. Because it's self-contained and explains everything that's relevant just fine. You know the main goal of the protagonist, the antagonist, who the antagonist is, who they're affiliated with, and what they can do, and what the protagonist is affiliated with, and what they can do. As a story explaining its beats, it's literally fine. If not great because there is actual inference that goes on, over just expositioning shit out. Rant time, because I do hate this point. Nothing personal.

    A big problem with Halo 4 is that the Didact's motivations are wrapped in a 5 minute long cutscene that literally just "expositions" the entire pre-firing universe. Anyone who has purely been playing the games has no idea humanity even existed before the firing, outside of some subtle references in the games and terminals, which makes the cutscene confusing for newcomers and casual players. The sad thing is I think a slight change in dialogue could have fixed that, but as you'll notice, dialogue is the underlying theme of my criticisms.

     

    On 3/4/2019 at 3:41 AM, TheIcePrincess said:

     

    Towards Chief, it is immense character development. But it's only immense because CE-3 had you playing a caricature. Not a character. In reality, the character development he got was normal, and very well handled given some of it, like body language in "Shutdown", was subtle, and won't be picked up by everyone. Boiling it down to simple points isn't really proper form. The latter two points, being unlikeable, or having lame motivations doesn't really act as good criticism. You can feel they're lame, but that doesn't explain why past feeling a certain way. I don't think we'll get too far there, though.

    Del Rio was a character who acted entirely in the right for his time in Halo 4. Him snapping at someone who breaks protocol, while arguably out of line socially, was still understandable given Chief did defy a commanding officer with a deadly outcome being made possible as we understand rampant AI. When you're already being attacked by an unknown enemy and you have someone on your side potentially screwing things up, that IS an issue worth being outright angry about. This also falls into dramatic irony, as Chief, and we by proxy, the player, have seen things he hasn't, and may not believe given the extent of the Forerunner's powers. You're not necessarily supposed to like him, but as a character he also gave Chief agency, given the latter normally just follows orders. Him defying a high commanding officer to simply keep his friend around in spite of the risks is more than enough to say he had a proper role. Almost like an inverse of Lord Hood. Except Del Rio did something.

    On not feeling like Halo, I disagree. It's still nebulous, and narratively, I still feel Halo 4 handled being a sequel better than some prior Halos. Dawn had clear references to past events, the fact the duo was out of the picture for so long, the Covenant's finicky return to attacking humans, the like. There are clear seeds planted letting the player know the game's a sequel, without coming off as pandering so you can make a connection that bridges two entries. It also didn't need to be entirely connected to the past, given its subject matter which was borderline irrelevant to the plots of the past three titles.

    Not to mention, the point of "the Covenant being shoved aside" kinda doesn't make sense when you consider the narrative of the games. What about how the Prophets literally got the shaft of a lifetime in Halo 3? In Halo 2, we see them a lot. They play a large role in the plot, for good reason, and are a major role in why we have the Chief, Arbiter, and Tartarus acting as they do. And that's not counting the actual characterization as sly leaders. They had a good, large role, because the Covenant was the centerpiece of the trilogy, and acted as good antagonists. Halo 3 had Truth relegated to a Crow's Nest cutscene and the next time you see him is when you kill him in "The Covenant". He kills Miranda, fails to activate the Halos, and that's it. There's nothing adding to his character, or his motivation as one of the three leaders who started this war. Which absolutely sucks given they're just about to end it. It reminds me of Megatron in Transformers 2 to 3. Except in 3 he was actually "replaced" by a legitimate antagonist over him just being spoken of and never seen until his death sequence. And he still DID something notable. Truth didn't. Which is nuts. THAT is being pushed aside in a truly negative way

    But it makes sense that the Covenant gets pushed aside in Halo 4. They're not a massive empire anymore. They exist in fragmented remnants, but they're not the driving force of the plot, who they're led by isn't our concern, getting home is. Individuals in the Covenant remnants may get in the Chief's way but no one is actively following him, he just runs into them by circumstance based on a mutual interest. How they even came across the Dawn was circumstance. I'd say that feels more like Halo because it not only actually feels like a sequel where the last game's ending had tangible consequences on this once powerful united set of species, but also has said species being just as interested as we are in Requiem's secrets with a subtle build up as to why they were interested, and why we should be horrified. And we get an evolution on the cast over it just being there to fill a faction space in the same way it always does.

    This is where I feel like I get lost with a lot of people that liked Halo 4's campaign. At a high level, Halo 4 has a very interesting plot. Chief and Cortana get stranded on an unknown Forerunner world, they face a mysterious threat, they meet up with a single human ship, remnant Covenant threats, blah blah blah; I have a few specific criticisms (the Genesong thing is soooooo unnecessary), but its a sufficiently Halo plot, whatever that means. The problem comes in the execution and claims about its execution.

     

    For one, my strongest criticism is the dialogue. Its terrible across the board. Nothing about it is believable or convincing. It feels like it was dubbed from a different language.  There's nothing inventive, at all, about Cortana's rampancy. There's so many interesting instances of "ai goes bad" in all of fiction, and they decided to go with having Jen Taylor scream her lines in every other cutscene. I could not even imagine a less creative way of demonstrating rampancy.  The performance poisons everything else. Chief is apparently at least partially motivated by Cortana's random existential statements and yelling, and considering its a major aspect of his "development", it does a number on my ability to suspend my disbelief.

     

    Everything Del Rio says is absolutely hilarious. I couldn't take him seriously to save my life. He's not "Del Rio", he's "antagonizing strict commanding officer" from every piece of fiction that even slightly borrows from that trope. Lasky and every other human character basically don't contribute to the plot or Chief's character development.

     

    Within just the context of Halo 4, the Didact is an OK villain. His motivations aren't particularly interesting and basically boil down to being...xenophobic and/or crazy(?) because of the pre-firing wars; he's irrational. There's nothing really wrong with that, but in comparison to the Covenant or the Gravemind, whose motivations have at least some layers and complications, the way he's presented in Halo 4 just isn't that interesting.

     

    On 3/4/2019 at 3:41 AM, TheIcePrincess said:

     

    In addition, why is it bad the game took its material seriously. I would rather have that then something that won't, because it keeps me engaged when something sees its own conflicts and issues as a legitimate concern that hangs over the plot like a shadow, as it should. I don't want bathos, and as a game, Halo 4 didn't need it in a way Halo 2 would with Johnson. 

    Its bad that it takes it material seriously if its not so serious aspects were stronger. Bathos and dumb one-liners were frankly the original's greatest strength in terms of writing, outside of just having a generally interesting universe and plot. Abandoning them would require strong dialogue and characters to take its place, and I don't think that happened. I see no reason to praise an attempt at a serious story if it wasn't a good attempt.

     

    On 3/4/2019 at 3:41 AM, TheIcePrincess said:

    Halo 4 filled its seriousness in with quieter moments that allow you to relax.

    *Cortana begins dubstep screaming*

    On 3/4/2019 at 3:41 AM, TheIcePrincess said:

    Most of how it slowed its seriousness was accomplished in gameplay, which was ten times better than letting its actual plot suffer.

    Halo 4 definitely had this, and I appreciate Halo 4 for what it is. But I think its reported depth and quality is massively overblown.

    • Like (+1) 5
    • Upvote (+1) 1
    • Fire (+1) 2

  13. 3 hours ago, ChieftaiNZ said:

    Literally nothing that happened during it matters. Didact didn't die, but then he did in a comic.

    Cortana didn't die, and this is explained in a short story in a book. Oh she's also evil now.

    Jul 'Mdama is killed off in the 2nd cutscene of Halo 5. 

     

    It's over-rated. The Librarian cut-scene is the realisation that the entire premise of the story is based on a book saga that a minority of fans have read (which is actually pretty good tho). Chief's reaction to Cortana's death makes no sense. It's AI, he didn't even get this sad and depressed when Sam, a Spartan he had literally grown up and trained with for years died. Chief and Cortana were together for a max of 3 months, but she dies and he gets visibly sad and depressed for the first time in the series. Explore his humanity my ass, if only there were a group of Spartans that he considered his family existed.

     

    Oh wait, they do, and they did shit-all in Halo 5, and that relationship is barely touched on.

     

    The positivity towards Halo 4's story is baffling to me. Its paper-thin melodrama wrapped in a terrible artstyle with awful dialogue and terrible pacing, and is largely void of the self-awareness and levity of the original trilogy. When combined with the gameplay, I'd be quick to say that Halo 5 has a better multiplayer than Halo 4 has a campaign, which isn't something I'd claim lightly.

    • Like (+1) 5
    • Fire (+1) 2

  14. 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.

    • Upvote (+1) 4

  15. Are you trying to land a job with 343 or something?

     

    Most of your posts seem to be critical of people criticizing 343 for not adequately fixing the game that was promised to Halo fans in 2014.

     

    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.

     

     

    Or when they stop lying to us ("MiXtApE MaTcHMaKiNG iS OuT oF teH ScOpE oF ThiS PrOJecT")

     

    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. 

     

     

    making asinine decisions like keeping AR and SMG starts and calling us sweaty tryhards in the process. Then I'll have a polite discourse with them.

    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? 

    • Upvote (+1) 1

  16. https://youtu.be/6y0uPZXBjBo​​​​​​​

     

    At long last, we have conquered that pilot seat! The Falcons on Exodus that fly in at the top of Traxus Tower were designed for an evacuation route, where the player rides in the side seat of the Falcon to fight their way to the next area. Over the years, many have attempted to pilot these Falcons using a multiplicity of operations and ideas, but all to no avail. One could even kick the pilot out of the Falcon, though would still not have the option to fly it. It took actually overloading the map entirely then spawning the Falcons without a pilot altogether to essentially spawn a fully operational Falcon. The missing piece of the puzzle has now been found. We hope you enjoy this little adventure. This trick is a huge one off our list.

     

    https://youtu.be/6y0uPZXBjBo

     

    Here's a link that doesn't 404.

    • Upvote (+1) 1

  17. Why do MLG H2 settings have duals on Sanc but not on other maps? I wasn't around for competitive Halo before Halo 3 and only just realized that Sanc still had a plasma pistol on 2007 settings.

     

    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.

    • Upvote (+1) 1

  18. 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. 


  19. I think he is saying those are the only decent standard gametype options.  Its either Castle Wars and fucking clan recruitment, or the hard to find and often unfilled MLG lobbies. The exact thing that a custom game browser is supposed to foster, unique variety, is totally absent and that is 100% true. 

     

    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.


  20. Man, Halo 3 basically refuses to age. It is glaringly obvious at this point. I wonder how often anyone at 343 asks themselves why that is.

     

    There was a clear focus on making environments look physically 'there' I don't care what anyone says. It was done so well that the effect is not visual, but psychological; it is telling your brain that all these fictional environments are real. The lighting setups and shadow usage are almost indiscernible from real life. Textures are composed of snapshots of real life materials, even Covenant and Forerunner. Hitting objects with melee or even small things such as walking, sound like real occurrences. 

     

    That's not even an art 'style' at that point... Every aspect of the game was involved. It was something else entirely. It's crazy, because the art and most aspects of the world were tied together, so removing one part of it brings the whole thing crashing down.

     

    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.

    • Upvote (+1) 9

  21. That's not my point. I know they're allergic to learning a new game. I've had 4 years to learn that lesson. My point is that they are taking up a spot that could give more variety for the games I can ONLY play on MCC (on Xbox). For example, I might not get H2 FFA because H3 kids cried about not getting doubles, even though they could totally just go fucking play doubles, right now.

     

    If you don't think H3 had a predatory impact on the population of H1 and 2 in MCC up to this point, you're high. Try to think objectively about this.

     

    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.

    • Upvote (+1) 2

  22. 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.
     
     

    My only problem with the playlists is having ranked team slayer in H2/H3. Nobody cares that you have a 50 in slayer and 99.9% of people searching team slayer in MCC right now don’t care about a rank and don’t want to get sweaty. They just want to sit back and enjoy a fun game of casual Halo where they don’t have to worry how well they perform. Keep ranked to hardcore and FFA.

     
    This. A social/rank split is the only good reason for keeping TS in H2.

    • Upvote (+1) 1
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use & Privacy Policy.