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Halo |OT16| Oh Bungie, Where Art Thou?

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NOKYARD

Member
I'm sure this is going to sound petty but I could really use some help getting everything symmetrical and duplicated when I'm done building the primary structures on Archangel. I haven't made a serious attempt forging since halo 3.

Edit: how many seconds do we have to put things on delayed respawn so that they aren't affected by dynamic lighting, is it 9?
2 seconds is what i use. You run the risk of players spawning in before all items are loaded if too many objects are set to 9 seconds. If a player is nearby the item will not spawn.

Where's old man Wu when you need him?
I'm older than Wu if that helps. I have no intention of quitting gaming when i grow up.
 
2 seconds is what i use. You run the risk of players spawning in before all items are loaded if too many objects are set to 9 seconds. If a player is nearby the item will not spawn.

Wait, is this something you have to do for all items in on a Forge map now thanks to dynamic lighting, or something special he's doing?

Do you have any intention of showing me your map?

If you say "soon"...

I almost posted a teaser for you.
giggity
 
Does anyone else want Halo 5 to go back to a slower pace Halo like Halo 3? I liked the slower pace game play. It was more of a thinking game then a run and gun chaotic mess. Everyone says to speed up game play I think the opposite. Halo 4 is a mess. I rarely run into one on one in-counters witch is very frustrating. Fast Halo = Halo 4.

H4 only feels faster because of the inclusion of sprint. I'd rather see base movement, strafe and jump height increased to similar levels as they were in H2, and sprint gone in H5.

Sprint hasn't really accomplished anything useful in Halo, anyway. Its inclusion has resulted in unnecessarily large maps. Ditch it in H5, and you can return to smaller maps, and bringing back classic maps becomes an easier thing to pull off as well.
 
H4 only feels faster because of the inclusion of sprint. I'd rather see base movement, strafe and jump height increased to similar levels as they were in H2, and sprint gone in H5.

Sprint hasn't really accomplished anything useful in Halo, anyway. Its inclusion has resulted in unnecessarily large maps. Ditch in in H5, and you can return to smaller maps, and bringing back classic maps becomes an easier thing to pull off as well.

As much as I personally love Sprint, I think it'd be best if it was gone in Halo for obvious reasons. Makes things easier for us Forgers too.
 

NOKYARD

Member
Wow thanks. So this means you could create a "lit" ceiling.

That's interesting. Forgers continue to amaze me.
It's a technique to force items to skip the "Generating Lighting, Please Wait" phase, allowing them to be as bright as possible for the area. The drawback is that they will also not generate a shadow so you have to be careful which pieces you choose for delaying. It's good for highlighting areas but looks unnatural when too many items are bright and don't cast a shadow.

For example, the floors are set to delayed spawn.

Anyone want to play on Sidewinder (Halo 4) right now?
HaloGAF Exclusive Offer
 

Korosenai

Member
$47~ for another vinyl that's only gonna have 4 tracks on it again...

No, not this time.

Edit: But the remixes on vinyl...ugh.

Preorder it then cancel your order. That's what I did for the first one and they sent it to me anyways. Or maybe i'm just lucky.
 
This franchise could benefit from going back to its roots in a radical way. It surprises me how 343 Industries lauded Halo: Combat Evolved when they released Anniversary, Frankie saying that it still feels like a relevant game ten years later, and then completely ignoring those benefits with Halo 4.

Halo 5 is a huge opportunity for the franchise. You can up all of the tech for the next generation, add all of the utilities that were missing in 4 and have them ready for launch, and just rebuild the classic Halo game. It really is that simple. People will play it and love it and keep playing it because it's proven itself already.

You know what? You could even leave all that newer stuff from 3, Reach, and 4 in the game. Just make matchmaking built around a simple core experience. The community can experiment with all the extra components and make your gametypes for you. Infinity Slayer is a mess of an experience. Your community would have built and iterated it better.
 
ODST was a spinoff,i don't think that messed up halo. Also it played like Halo too.

I still think ODST was Bungie's best game. Obviously it wasn't as successful or ground breaking, but I really do think it was their most polished. I'm sure there are as many people who love it as there are who dislike it though, so that's a topic for another time.

Here's what I think "messed up" Halo (in no particular order):

1. Experimental gameplay mechanics in Reach.
2. Bungie not able to directly TU, which meant fixes took longer than the other games.
3. The transition from Bungie to 343, which not only emphasizes the first point, but represents a cultural shift in-game and online (forums).
4. Pressure on Reach to surpass Halo 3, make up for ODST (multiplayer-wise) and deliver a CoD competitor.
5. Reach not being a direct Halo 3 sequel. The name makes a huge difference. I knew people who had no clue what it was or that it was a Halo game.
6. Lack of decent competitive and BTB maps and gametypes across the board (though at least there are small ones). This includes community maps that may have bothered players.
7. Overall different online atmosphere with things like AFKing for cR, quit/mute bans, challenges and a general lack of incentive to win. By extension, the Campaign was decidedly darker in tone than past games, which IMO took out a lot of Halo's wit and charm.

Of course there are many other factors that went into it, but I think it's safe to say that Reach (much like its fictional namesake) was doomed to fall. But perhaps it was necessary?

It's a technique to force items to skip the "Generating Lighting, Please Wait" phase, allowing them to be as bright as possible for the area. The drawback is that they will also not generate a shadow so you have to be careful which pieces you choose for delaying. It's good for highlighting areas but looks unnatural when too many items are bright and don't cast a shadow.

For example, the floors are set to delayed spawn.

That's really neat.
 

Duji

Member
I think it's also important to take a step back and look at the entire competitive scene. It's DOMINATED by Non-shooter PC games. LoL, StarCraft 2 and Dota2 are juggernauts and aren't going anywhere for a long ass time. I think it's also important to note though this eSports is only going to go up from here on out. Competitive shooters will get bigger and better. And you could argue that CoD is already huge in eSports but that's just one game. I'm talking all of eSports shooters.

I think one thing where Bungie and now 343 messed up on is taking the hardcore fans for granted, at least to a certain extent. I think if you've got a really strong hardcore fan base that's happy, they're going to give your game legs. They're going to tell all their friends to play Halo with them. "Yo what games are you playing Tashi?" "Halo, StarCraft and Dota. Get them, we'll play. Shit is fun bro!" That's valuable. Valve hands out Dota2 keys like they're fucking Tic Tacs. I've given out like 5 keys to friends and family. I had extra so I gave like 6 to Ryaan for him and his friends. Everytime I play Halo with my old teammate I say, "Yo when are you getting Heart of the Swarm bro? We gotta play. I need someone to play with." He's going to buy the game really soon.

Let's not forget esports can rake in a shit ton of cash for these developers. Win-win scenario.
 

BigShow36

Member
I still think ODST was Bungie's best game. Obviously it wasn't as successful or ground breaking, but I really do think it was their most polished. I'm sure there are as many people who love it as there are who dislike it though, so that's a topic for another time.

Here's what I think "messed up" Halo (in no particular order):

1. Experimental gameplay mechanics in Reach.
2. Bungie not able to directly TU, which meant fixes took longer than the other games.
3. The transition from Bungie to 343, which not only emphasizes the first point, but represents a cultural shift in-game and online (forums).
4. Pressure on Reach to surpass Halo 3, make up for ODST (multiplayer-wise) and deliver a CoD competitor.
5. Reach not being a direct Halo 3 sequel. The name makes a huge difference. I knew people who had no clue what it was or that it was a Halo game.
6. Lack of decent competitive and BTB maps and gametypes across the board (though at least there are small ones). This includes community maps that may have bothered players.
7. Overall different online atmosphere with things like AFKing for cR, quit/mute bans, challenges and a general lack of incentive to win. By extension, the Campaign was decidedly darker in tone than past games, which IMO took out a lot of Halo's wit and charm.

Of course there are many other factors that went into it, but I think it's safe to say that Reach (much like its fictional namesake) was doomed to fall. But perhaps it was necessary?

Here's what I think messed up Halo, and it was happening well before Reach of Halo 4:

The fundamental misconception that casual players can't have fun in a skill-based environment. Every gameplay-related problem stems from that.
 
I thought we were tight.

Goat, tease me.

Soon™. Maybe tonight/tomorrowish

Here's what I think messed up Halo, and it was happening well before Reach of Halo 4:

The fundamental misconception that casual players can't have fun in a skill-based environment. Every gameplay-related problem stems from that.

I definitely agree. But even with these elements like Equipment, Halo 3 didn't stray too far from its core gameplay. I think Halo 5 should stick to the golden gameplay from Halo CE - Halo 3. Bring back the awesome powerups that you could shoot down and grenades laying peacefully on the ground next to a pistol or healthpack.


Overshield.jpg


Gosh, if only Halo could be this beautiful again.


check your pms

I'm speechless. Thank you so much, I owe you one. I have no reason not to finish this map now.

I'll be online by the top of the hour.
 

Computer

Member
I wish they'd abide by that philosophy. Kinda funny, but I feel like Halo 1-3 were far more accessible games.

Very simple to pick up and play.

Exactly, 343 wanted Halo 4 to cater to casuals. What they did was make it the hardest Halo to pick up and play to date. I have seen people play Halo 4 for for the first time. They take off running straight into a cluster fuck. They are dead before the animation delay lets the gun fire. The more junk they add to the game to give casuals an advantage the worse the game becomes for everyone to play. Nothing will help bring players to Halo other then it being a simple game. Everyone on a even playing field everyone with the same gun no added fluff is a lot easier to explain to new people then "why is there flying people and invisible dudes?"
 

Tashi

343i Lead Esports Producer
We are going to Reddit and making people upvote this atrocity. SHIT IS GOING TO GO DOWN.

I still don't understand what's going on lol

Let's not forget esports can rake in a shit ton of cash for these developers. Win-win scenario.

True. I think for it to really work out for everyone though, the developers have to make eSports a real priority. Look at what Blizzard recently did was StarCraft 2. Players in each region will now compete in the whole year (MLG for NA, ESL for Europe and GSL for Korea) and it all concludes in a huge ass Tournament at Blizzcon. Blizzard is putting up 1.6 million dollars spread amount each major tournament throughout the whole year. Fucking incredible.

Reach has the excuse of being a spinoff too. No Master Chief.

Reach is not a spinoff in terms of years in development and resources.
 

Ghazi

Member
So a Target is selling the TurtleBeach MW3 Earforce Foxtrot for $50 on clearance. Supposedly it's a repackaged/painted PX21. Has anyone used a PX21 and could tell me on how it is, because I've been thinking about getting a new headset for a while now. Plus this works on PS3 unlike the X11.
 
I'm playing Halo 4 with my dad right now and he hasn't really played it since Halo 3. He has no idea what to do, the reticles are too big and the on-screen text is too small to identify.

I have a 42" HDTV.

rip halo
 

Madness

Member
For added laughs, because my younger cousins are over, I just asked them why they don't really like Halo 4 as opposed to Black Ops II, they said it's too weird and a word that is a homophobic slur kids always use.

Said it's not realistic enough, not as cool, they love the weapons in Black Ops II.

And these are kids who just bought the bacon skin pack in that game because their friend had it as well.
 

Ghazi

Member
I'm playing Halo 4 with my dad right now and he hasn't really played it since Halo 3. He has no idea what to do, the reticles are too big and the on-screen text is too small to identify.

I have a 42" HDTV.

rip halo
Probably because black bars show up and the resolution turns shitty, yet we still get unplayable framerates.
 
Exactly, 343 wanted Halo 4 to cater to casuals. What they did was make it the hardest Halo to pick up and play to date. I have seen people play Halo 4 for for the first time. They take off running straight into a cluster fuck. They are dead before the animation delay lets the gun fire. The more junk they add to the game to give casuals an advantage the worse the game becomes for everyone to play. Nothing will help bring players to Halo other then it being a simple game. Everyone on a even playing field everyone with the same gun no added fluff is a lot easier to explain to new people then "why is there flying people and invisible dudes?"

Ah yes, the Halo paradox:

-Add gameplay elements to make the game easier
-Instead makes it more complicated

-Keep game simple yet challenging
-Makes it accessible and straight to the point

For added laughs, because my younger cousins are over, I just asked them why they don't really like Halo 4 as opposed to Black Ops II, they said it's too weird and a word that is a homophobic slur kids always use.

Said it's not realistic enough, not as cool, they love the weapons in Black Ops II.

And these are kids who just bought the bacon skin pack in that game because their friend had it as well.

Sometimes there are people who just don't like sci-fi, and that's cool. But there's a reason beyond it being 'not realistic', and part of it is when you see these soldiers behaving like super heroes.

I generally don't like to ask these kinds of things. Even though I may not like the game, for some reason it ends up bothering me when I hear it from people I know.
 

TCKaos

Member
I'm playing Halo 4 with my dad right now and he hasn't really played it since Halo 3. He has no idea what to do, the reticles are too big and the on-screen text is too small to identify.

I have a 42" HDTV.

rip halo

Ask him to trust you. It worked before, it'll work again.
 

Blueblur1

Member
Soon™. Maybe tonight/tomorrowish



I definitely agree. But even with these elements like Equipment, Halo 3 didn't stray too far from its core gameplay. I think Halo 5 should stick to the golden gameplay from Halo CE - Halo 3. Bring back the awesome powerups that you could shoot down and grenades laying peacefully on the ground next to a pistol or healthpack.


Overshield.jpg


Gosh, if only Halo could be this beautiful again.

I miss those versions of the power-ups. They're much more distinct than the amorphous blobs Bungie changed them to in Halo 3. Your post reminds me of all the times I would shoot the OS or Camo down on Ratrace right before getting wrecked. It would turn the whole fight around and it took more than pressing X for Armor Lock, etc.
 

Madness

Member
um...what?

I don't know, it was one of the cousins birthday and he got some points card as a gift from family. I asked him what he used it on, he got some minecraft skin, and said he also bought some bacon weapon skin pack in black Ops II because his friend had it and it looked cool.

And I'm starting to see why minecraft and black Ops II are higher on the activity list. Those games have the hype and it's what kids are playing.

I never once thought playing Halo:CE that man this game sucks, the weapons suck, it's not realistic enough etc.

It's anecdotal however, but 6 years ago, these kids watched me play Halo 3 like crazy and always wanted to try it.

Somehow Activision has marketed CoD so well that it's got the hype.
 
I miss those versions of the power-ups. They're much more distinct than the amorphous blobs Bungie changed them to in Halo 3. Your post reminds me of all the times I would shout the OS or Camo down on Ratrace right before getting wrecked. It would turn the whole fight around and it took more than pressing X for Armor Lock, etc.

Honestly, I love everything about CE multiplayer except the actual player and vehicle mechanics. I can't for the life of me get used to how slippery and clunky it feels again.

But in terms of art style, map design (generally speaking) and simplicity, man it was so inspiring.
 
I definitely agree. But even with these elements like Equipment, Halo 3 didn't stray too far from its core gameplay. I think Halo 5 should stick to the golden gameplay from Halo CE - Halo 3. Bring back the awesome powerups that you could shoot down and grenades laying peacefully on the ground next to a pistol or healthpack.


Overshield.jpg


Gosh, if only Halo could be this beautiful again.

But then once you break it down further, the gameplay design was fundamentally different once Halo 2 came around. Sure things like fighting for weapons and equal starts (the things Halo identifies with) remained consistent, but the gameplay design was much different.

What was once powerful, unique, simple and skillful gameplay in Halo 1 became watered down, redundant, detailed and easy in Halo 2+. The design also strayed from a powerful single entity a player can be (H1) to the necessity to teamshoot (H2). Another thing of note is that Multiplayer was tailor for made intimate firefights where 2v2s excelled and 4v4s felt perfect. And 8v8's were fun too.

I miss those versions of the power-ups. They're much more distinct than the amorphous blobs Bungie changed them to in Halo 3. Your post reminds me of all the times I would shout the OS or Camo down on Ratrace right before getting wrecked. It would turn the whole fight around and it took more than pressing X for Armor Lock, etc.

Shoot the Rat Race Camo down with the Pistol from deep, XXY to backpack reload the Pistol as you shoot the AR once you pick up the Camo to disappear quicker, then XXY to backpack reload the AR as you switch back to the Pistol.

Ahhh, the finer things in Hail. Also when double melee's took skill and were risk/reward.

Honestly, I love everything about CE multiplayer except the actual player and vehicle mechanics. I can't for the life of me get used to how slippery and clunky it feels again.

But in terms of art style, map design (generally speaking) and simplicity, man it was so inspiring.

Agreed. They had all they needed for Halo 1. All they had to do was speed up the gameplay a little and tighten the controls, but instead they made it slower and floatier with aim assist/bullet magnetism for babbies lol
 
I definitely agree. But even with these elements like Equipment, Halo 3 didn't stray too far from its core gameplay. I think Halo 5 should stick to the golden gameplay from Halo CE - Halo 3. Bring back the awesome powerups that you could shoot down and grenades laying peacefully on the ground next to a pistol or healthpack.

Kinda' makes one wonder how good H4 could have been if, instead of pouring all those resources into developing and balancing AA's, perks, loadout weapons, etc. - they had kept the game play simple and focused on making the best collection of maps and gametypes possible.
 
But then once you break it down further, the gameplay design was fundamentally different once Halo 2 came around. Sure things like fighting for weapons and equal starts (the things Halo identifies with) remained consistent, but the gameplay design was much different.

What was once powerful, unique, simple and skillful gameplay in Halo 1 became watered down, redundant, detailed and easy in Halo 2+. The design also strayed from a powerful single entity a player can be (H1) to the necessity to teamshoot (H2). Another thing of note is that Multiplayer was tailor for made intimate firefights where 2v2s excelled and 4v4s felt perfect. And 8v8's were fun too.

I prefer a healthy mix of the two. You should be able to at least outgun 2 people at a time if you are good. Let's face it - that stuff is fun, but it shouldn't be too easy or too hard to do. Teamwork is good and all, but you shouldn't need it just to finish up a firefight. That's just the way I see it though.

I'd love to go back to that simple gameplay, but in a way that works for next gen.
 
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