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Gobias

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Everything posted by Gobias

  1. They wanted to have a promethean gravity gun but apparently their playtesters didn’t know how to use it so they turned all the promethean weapons into offshoots of existing weapons. Source: Josh Holmes in Halo 4 postmortem GDC presentation.
  2. It’s just not an elegant idea. Complexity instead of depth. One of my favorite ideas from Hardy LeBel (Halo CE designer) is design by subtraction. More of a focus on systems, e.g. how camo and grenades interact with weapons.
  3. Ever heard the phrase “restrictions breed creativity”?
  4. Or just make this an intrinsic function of a weapon/grenade. An explosive with a narrow radius of a effect that acts in a column perpendicular to a surface, like a spike grenade. For every needlessly complicated idea, there is a simpler one.
  5. I would say the sniper in the last few games has been more than overbearing.
  6. The fact of the matter is that if you get first shot in most Halo games, your opponent has little chance of surviving. I don’t think that’s interesting, but neither is escaping gunfights. Incidentally this was the main reason for the Evolved settings to exist. As was suggested, the root cause of easy weapons should be addressed, in addition to keeping the utility weapon kill time at or below Halo 5’s so people have no reason to run away from a fight. The problems were the inability to tune weapon difficulty and the unfun aiming system. Though thrust lets you dodge nades that are thrown constantly to probe with hitmarkers, if the explosion radius is increased because of this then you are screwed when you don’t have thrust available. The simple solution is making the explosive radius escapable with walking assuming classic movement. Bringing back Halo 1’s system where the timer only starts when the nade is still would help this, but it’s a departure from Halo 2/3 so it’s “controversial.” There’s no point in debating if Halo 5’s or 3’s movement takes more skill. Clearly Splyce proved there was a skill gap at a high level. But I think for many people at a high level and at an entry level, the abilities impede what you can do because most of them add no functional additions to what you can do while also handicapping your damage output. Compare this to being able to build 3x base speed in Quake in a few seconds, shoot and move at the same time, and get such a satisfying feeling from moving around that many people play “defrag” just to race around. So instead of arguing which takes more skill, argue whether the positives outweigh the negatives. I would argue they don’t in Halo 5, although some of the positives are really just bandaid fixes for Halo’s long lasting problems with easy weapons and bad strafing.
  7. Melees should be at least as hard as in Halo 1 because shooting is way more interesting and a better test of skill. It should be reserved for backsmacks primarily. Not having sprint would help this since players could backpeddle more effectively to counter someone charging. In no shooter have I ever thought, “I wish more kills resulted from melee interactions.” Not even in Quake where I’ve used the Gauntlet in one out of every 30 games probably. Melees in Halo are a prime example of the need to make the player “feel like a Spartan” when they aren’t skilled enough to land shots in close range. A single melee does the damage of 3-4 utility weapon bullets. The difficulty to payoff ratio is really out of whack. Want to give braindead, slow killing automatic weapons a purpose? Make melees way harder. Boom, risk vs reward.
  8. But why does Halo have to be like other games? Why can’t it go back to its roots?
  9. In the old version of this site, you could see just how it worked. Without spaces, [ quote ] paste text here [ / quote ] makes a quote box. You add name = “ Boyo” to get it to tag him, but I can’t remember. And there is also a timestamp value. Here is what it looks like for an old post I was responding to: [ quote name="Apoll0" post="1033441" timestamp="1532283330" ] blah blah blah [ / quote ]
  10. Frank O’Connor really likes SWAT. Just gonna put that out there.
  11. It would be kind of interesting if vehicles took a really long time to destroy, but just got progressively more terrible. Like the Warthog would lose all its armor and become slower, or the Ghost/Banshee would have a lower boost rate. Or weapon systems could be targeted and destroyed. Imagine the Ghosts guns were attached to those winglets and could be shot off independently. After going below a certain health threshold, a countdown would begin and the vehicle would eventually blow up (same sound effect as in Halo 2). Then you could use vehicles as bombs. Vehicles can be super oppressive so it would be nice to have more ways to take them down, while still being interesting to interact with.
  12. The main inherent problem with equipment is being unable to see what your opponent has. This isn't a huge problem when the items aren't frustrating, though. There is a huge difference between dropping a bubble shield versus deployable cover. Because bubble shield is really stupid. Maybe it would be less stupid if you could shoot the bubble shield to move it out of the way, but it's much better suited for campaign, imo. Overall I think there is huge potential in campaign and multiplayer (custom games at the very least) for reasonable equipment. There are plenty of noninvasive ideas that could work well in BTB and allow for emergent, non-stagnant gameplay. zero-g volume portal device legacy armor abilities custom equipment The best part is you can choose to leave some or most of these out of multiplayer or relegate them to BTB. Either way, it's not a big deal as long as the equipment isn't dumb and lacking counterplay (bubble shield, regen). And it's fine if the equipment is fairly useless in most situations, rather than lacking any negatives (regen), since it can be placed in uncontested areas to compensate. Just as with the weapon sandbox, I don't really care if a weapon is weak overall as long as it's somewhat interesting and doesn't feel cheap to use. If there aren't more than a couple types of equipment on any map, then a generic glowing equipment orb attached to the hip of the player model would probably be enough for people to predict the user's capabilities beforehand.
  13. It makes me feel like a supersoldier. You’re telling me a 10ft tall hunk of mech warrior can’t clamber up a simple ledge? I’ve been playing since Halo CE, and if there’s one thing that ever broke my immersion it was being stuck on the bottom of Prisoner. Why shouldn’t I be able to clamber to the top??
  14. Here’s the thing. You can design maps where most jumps don’t require clamber, but inevitably people will find routes that depend on clamber. And the people using the most advanced routes will disproportionately be competitive players. Clamber tries to fix something that isn’t a problem in Halo: a pitiful jump height. It’s a mechanic suited for military shooters and other “grounded” games where jumping higher would feel unrealistic. It has nothing to do with addressing players’ frustration with not making jumps. Preaching to the choir here, of course.
  15. And this is why there is some basis for arguments in support of extra movement mechanics. Movement in Halo has never been what it needs to be. Sometimes that’s a result of sluggish acceleration, restricted field of view, a jump delay, or maybe weapons’ ease of use puts down any strafe. My main gripe with “enhanced” mobility is that it doesn’t fix the problems Halo has had for years. Because if it did, I could turn off the abilities in customs and have a great time.
  16. It’s a fair point that @TheIcePrincessbrings up but I’m not sure it was in response to any definitive claims. The CE pistol can be hard to use, sure. But it can also be moderately difficult to easy at times depending on the situation. As with any weapon in a console shooter there is a sweet spot resulting from the aim assist and bullet magnetism characteristics. TSKs aren’t hard when the opponent is unaware or moving predictably, which is part of why people say it’s overpowered—they’re not playing against strafing opponents who can often predict your movement. When you’re fighting an up-close battle against a strafing and ducking opponent, I can attest that it’s one of the hardest weapons in the series. I think a couple reasons why Halo 5’s magnum can feel easy at times yet hard to get a perfect kill are the thruster pack and the kill time. In 1.2s you can thrust to make your opponent miss a shot or two. In 0.6s you’re dead before you can strafe. Regardless, you don’t always notice things in the moment so you sometimes just “feel like a badass” when the game was really helping you. And some of the perceived difficulty is a result of random spread. That’s something we can all agree isn’t desirable. The aim assist and magnetism is a bit more complicated. At the end of the day, though, I think we can also agree on what we want from a precision weapon: satisfying gunfights and a reason to challenge your opponents head on.
  17. In my experience, typically bad players can have bursts of proficiency. There something called the flow state where your brain gets into a rhythm and you can perform things effortlessly. For me, this happens occasionally when playing an instrument or a sport, but some games do a really good job of encouraging the flow state. Halo 1 is one of those games. The people I play with are pretty trash and casual gamers in general but sometimes go on a streak, especially in 400% health SWAT where there’s nothing but pistol. Because of the aiming, Halo 5 seems like a game that wants to yank you out of the flow state before it even starts. I’m hoping Halo 6 has a strong emphasis on the utility gun and smooth input mechanics so I can just get in the zone and stay there.
  18. There may be a silver lining to not seeing gameplay at E3. This is pure speculation, but think about what AAA developers like to show off in trailers: new mechanics, new weapons, and graphics. We’ve only seen graphical demonstrations, why? Because classic gameplay with stripped down mechanics and a refined sandbox isn’t conducive to a hype trailer. If Infinite is classic, that means they’re banking on features to bring people in. More clan integration, restored theater mode capabilities, revamped spectator mode, modding support, etc. Features also take a lot longer to complete than weapons and spartan abilities, so they don’t want to overpromise too early. The negative part of this is that they could be doubling down on the “games as a service” model, which is all fine until the game launches without features we’ve come to expect.
  19. One great thing about player graphics options is that you can present the game differently for the audience. In some Quake tournaments for duel grand finals, players used they custom settings with bright skins and effects turned down while the spectator view had all effects on, weapon sway, and original character skins. The effects are kind of cool when you’re not trying to play the game.
  20. If the game has to favor one or the other, I would rather it favor people with good internet connections. The last thing you want is for people to prefer playing over wifi because it’s easier to land shots. Yeah, that would be pretty crazy...
  21. One reason I didn’t give Halo 5 a chance is that I didn’t want to buy an expensive paperweight (xbox) to play it. If I got Halo 6 for PC and didn’t enjoy it, I would only be wasting $60 instead of hundreds.
  22. 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.
  23. Aim assist has always functioned like that, the difference being that starting in Halo 2 (probably) headshots are prioritized. You can see in that clip exactly when the corrected bullet path snaps onto the head. This avoids pulling bullets down to result in a bodyshot when you were aiming for the head like in Halo 1. One solution, barring total removal of bullet magnetism, is to remove the vertical component of the correction. Next, the bullet magnetism needs to be a lot lower at close range. That fixes the problems Halo has always had with various aim assist systems.
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