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  1. Yes. Not everyone in the community is as salty and jaded as us : )
  2. Get yourself and your rational, even-keeled, totally reasonable, Occam's Razor-esque mindset out of here.
  3. *logs into Beyond and sees 5 pages of new content* *sees the first page is Reamis and Aphex arguing* *skips 4 pages* *still Reamis and Aphex arguing* *logs off Beyond*
  4. It does scream Torque. That combined with the one outdoor sandy map that was kind of a Plaza remix that we all despised. I played something like a month's worth of H5 and I can barely remember any of the map names ...
  5. Oh I agree. But "I won't bother to install it no matter what they do even if they give it away for free" is hardly a starting point for discussion. Can't get my only-been-here-since-2013 (lol) brain around going to a forum to discuss a game I've already decided not to play. You want to talk about what will help keep the game from being mediocre, I'm all ears. Realize I should probably read OP's past works to get a fuller picture of his views though. I'm as frustrated as everyone else that we've all been talking in circles about the same s**** because we have nothing concrete about Infinite to discuss, critique, or look forward to. Hope we can all bring the same energy to making whatever we end up with as good as possible.
  6. Sounds like the "Halo Infinite Discussion" forum on Team Beyond is definitely the right place for you, glad you found us.
  7. I'll say it for you: It was bad.
  8. It goes both ways. H3 "hit that sweet spot" because it had a massive population. When there are 350k active players in Social Slayer, even a mediocre matching algorithm can assemble an ideal match. Everyone who's hard on MCC (and H5/Menke) needs to remember that no algorithm can compensate for the fact that these are decade-old, buggy games that have almost no active players. And that's coming from someone who loves them deeply. The only way to restore some balance to the system is for 343i to make a game that a significant number of people actually want to play past day 10, and this goes way deeper than just having fun playlists. If they don't achieve that, no amount of algorithm-tweaking or playlist-rotating will be able to find that sweet spot again.
  9. Cheers, I completely agree. And as a long-time competitive gamer, I think muting toxic players is much preferable to just shutting off all voice comms (which used to be my response).
  10. You'll find if you just aren't a dick to people, you don't have to worry about whether you're being politically correct or not. Pretty simple really. Big picture though, I've been playing games a long time and I'm not nostalgic at all for the comms and general environment of the 90s and early 00s. The gaming world is getting bigger and more diverse every day, I think we should appreciate that and maybe focus on the huge benefits that brings all of us rather than the terrible fact that you should be thoughtful about how you treat other gamers. It's definitely not "the devs" who are going soft.
  11. It took 5 whole years but 343i finally nerfed the H5 assault rifle.
  12. Man I'm going to miss roybox/OG instinct but this team will be incredibly fun to watch.
  13. Cheers Ghost. I don't have my consoles any more so I can't actually check the v8 settings—been ages since I saw them in Forge. But if there are two zones on Pit, that would make weirdness even more likely since you'd have a single zone encompassing Mauler and at least part of Flag. If there are no zones and all the spawns are dynamic, the influences are calculated at each individual point and that would be nuts too (but would make sense). Interesting on the grenades/LoS. thought I remembered seeing something about this years ago, but I had it associated with Reach in my mind, especially after reading FyreWulff's article. The LoS influence must be pretty small relative to player positions and deaths though, since LoS spawns happen pretty often.
  14. Ok guys. So. Spawns in MCC Halo 3. Let me just start by saying that I agree that the spawns feel different then they did "back in the day," both playing and watching. No arguments from me there. But there are a lot of people complaining about how the spawns "feel" without doing any remotely difficult work to look into why that is. That's what I'm hoping to change here, relying on some great work that other folks have done. First, I don't believe "randomness" is the issue, and I find it pretty damn unlikely that 343i made any changes to the spawn code. My guess is that the differences are a result of two factors: Mechanically, I suspect the change from 30 fps to 60 fps has changed the rate at which some of the spawn-related calculations happen. Hard to know for sure without seeing the math. The second factor is that players are better than they were 10 years ago and play much faster, especially pros. Players are much quicker to move across the map and take advantages of openings. I think this one is actually the most important. I'll explain both. First, there's a Bungie update from '08 that lays out some pretty revealing information about the spawn system here. About halfway down the page you can see a few paragraphs that walk through the technical side of what's happening during a StrongSide spawn trap clip from that year. A few key points, but first, if you only have an intuitive sense of how H3 spawns work and you've never peaked under the hood, FyreWulff did an excellent job in this article and I'll reference his numbers as well. If that's a TLDR for you, it's important to note that player positions and deaths are the primary influences over spawns, and that line-of-site, weapon fire, and grenades don't affect spawn calculations at all. It also points out that flag position (on stand vs off/pulled) influences spawns in CTF. Regarding (1) above, Lukems mentions that one enemy player died 2-3 frames after, which does suggest that frame rate may have something to do with how the spawn calculations work (though I don't think I'd bet money on this). Again, probably not the most important factor, but it can't be ruled out. That's all I have to say about that since I don't have the math to look at and I don't want to speculate. Regarding (2), Lukems also says that "dead teammate influences have a duration of 20 seconds." Think about how long 20 seconds is in modern pro gameplay. If a blue player kills two red players at Courtyard on The Pit, that spawn now has a -500 x 2 influence for the next two spawn cycles. These influences stack with the positions of every other player still on the map. Here's another key point from FyreWulff: if the blue player walks across a red spawn, you all know that his position will have a negative influence on that spawn ("blocked spawn"). What you may not know is that this influence lasts for 7 seconds, even if that player moves out of the spawn zone. This is of course true for friendly players, which positively influence spawns, as well. Again, that stacks with everything else that's happening on the map. So if the blue player pushes through mauler spawn to grab the flag on the pit, his negative influence over the mauler spawn is still there while he's pulling the flag (also negatively influencing that spawn, incidentally). At the speed of modern pro gameplay, pros are moving from one spawn zone to another very quickly, and their influences on the opposing team are stacking just as fast—especially when there are multiplayer blue players on the red side of the map (so all 8 players are influencing 3 spawn zones, in the case of The Pit). As the influences stack, the -500 influence that an individual blue player has over a red spawn becomes a smaller and smaller proportion of the overall influence on that spawn. It is in these kinds of situations where non-intuitive spawns happen I hope it's clear from the above nuts and bolts that the spawn weight calculations can get really complex really fast in this kind of situation as kills and deaths happen and new players spawn up. The takeaway for everyone gameplay-wise is that the longer you are on your opponent's side of the map getting kills, the more uncertain things will become and the less control you will have over enemy spawns. Overslaying is a really bad idea. Think about how all these factors interact on a small map like Heretic where you can fly from one base to the other in a few seconds. It would not surprise me if you saw negative spawn weights above -2500 in some cases, which could cause players on that team to spawn on a -1800 spawn point that has an enemy player on top of it: it's a shitty spawn, but not as shitty as the other spawns available. To conclude, I would wager that if you went into forge and analyzed any situation in which pro players are shocked by a spawn and broke it down according to the above factors, you would be able to explain the spawn easily. At the speed of gameplay today it's no surprise that the spawns feel different, even though I would again bet money that the underlying math hasn't changed at all. There's nothing "broken" about it (though it's certainly valid to make the argument in reverse, which is to say that H3's spawn system is not optimal for the way competitive halo is played today). Side note, but I'm kind of surprised that pros don't spend more time in forge looking at where exactly the borders of spawn zones start and how some of these values work. Seems like they'd want every little edge they could get. EDIT: Try watching Paradise Halo's video from above in this thread keeping the things I mentioned here in mind. All of the Tox spawns (both where they do and do not spawn) are entirely predictable. Check APG's spawn and subsequent Tox spawns after Snipedown kills APG on tower, Royal 2's plat spawn a little later, and the Lethul courtyard spawn that ends LBX's spree.
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