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Halo |OT11| Forward Unto Dong

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Raide

Member
In what way are BigShow's posts stupid? He usually backs his opinions up with sufficient reasoning and examples from Halo history of what worked and what didn't. Do you ignore everyone who has a dissenting opinion? There are loads of people on this forum who I disagree with and find irritating, but I choose not to ignore them since everyone does add something to the discussion at some point.

And I will be impressed if you actually choose to answer the question instead of quoting the question and responding with a GIF.


This is a very common misconception, and I completely understand why one would think this.

Did you miss the points of difficult aiming and responsive movement (insta-strafe)? Those are HUGE factors that affect the average kill time of the game by a ton. Fast base movement speed is also huge. (Thanks for reminding me about that btw, I added it to my original post.)

Basically you want a low minimum kill time, but you want it to be extremely difficult to land perfect shots. This is done by making the movement faster/crisper and reducing the aim assist & bullet magnetism.

And I can tell that you obviously have never LANed Halo: CE or played a game like W:ET.

I am not sure how adding difficult aiming will help out. Reach tried it with Bloom and look how that turned out. Any examples of games you viewed as having difficult aiming? I doubt Halo will be getting bullet drop-off and other more complicated features. It is an arcade shooter after all, not a military sim.

The Insta-strafe stuff is going to be hard since everything today is about animation. The boot-jet thing looks kinda fun though. :D

Played a W:ET but most of my playtime is in Doom and Quake. I still firmly believe skill should be about players learning level layouts and using that to their advantage, not just high damage weaponry and donging people from 2 miles away.
 

daedalius

Member
hey daedilus just fyi having someone on ignore doesn't mean their opinions and the problems with the game disappear

Um, that was never implied.

I have bigshow ignored because I don't like him.

But damn, I wish it worked that way!

The only time I played a Virtual Boy was a demo display at Sears. It was Wario Land I think, which if I remember was the only decent game on Virtual Boy.

Holy SHIT my eyesssssssss

totally owned a virtual boy. gat damn that thing was a piece of shit.
 
The only time I played a Virtual Boy was a demo display at Sears. It was Wario Land I think, which if I remember was the only decent game on Virtual Boy.

Holy SHIT my eyesssssssss
 

Trey

Member
What ya'll old heads know about that Pico, doe

And to reiterate...

CoD has very short minimum kill times but it becomes a game of who-sees-who-first due to the slow base movement speed, nonexistent strafing, and the ridiculous amounts of aim assist. CoD and CE share the short minimum kill time, but CE is not a game of who-sees-who-first.

Very true. Though, I ask you (and bigshow and others who agree) why you feel movement should encompass instant change of direction and instant crouch?
 

Ryaaan14

Banned
Must of been when i found that one on Twitch. My inbox did get spamed a lot, must of missed your message.

Also don't you hate me anyway after that custom.

G8pWp.gif
 
My first console was a Master System and I'm 25. What up.

Also the Virtual Boy had some fantastic games: Mario Tennis, Teleroboxer, Warioland, and Red Alarm. It had a short lifespan, but at least they remade it to be more portable. They called it the
3DS
.
 

Brolic Gaoler

formerly Alienshogun
The only time I played a Virtual Boy was a demo display at Sears. It was Wario Land I think, which if I remember was the only decent game on Virtual Boy.

Holy SHIT my eyesssssssss

Tennis and Red Alarm were the only two games. I owned one up until about a year or two ago. Sold it and 3 games for 200-250 if I remember right.

I cringe everytime I hear something like,

"When I was 5 I got my first games console, the Playstation!"

Ugh.

Haha, yeah, just wait until the Xbox was their fist console, oh wait..

My first console was a Master System and I'm 25. What up.

Also the Virtual Boy had some fantastic games: Mario Tennis, Teleroboxer, Warioland, and Red Alarm. It had a short lifespan, but at least they remade it to be more portable. They called it the
3DS
.

Atari 2600 GOML.

(So sad I'm in my 30s)
 

Brolic Gaoler

formerly Alienshogun
Commodore 64, 128, and Atari 2600

Comma Eight, Comma One, bitches. #damnsyntaxerrors

Oh lord, don't even get me started with having to learn the fucking codes to run a game on a C64.

That shit as a kid was frustrating as hell until I just wrote the shit down to remember.

Oh yeah Virtual Boy Tennis, now I remember.

mario-tennis-virtual-boy_219150510_std.jpg


GodDAMN my eyes hurt just lookin' at this thing. Who thought this was a good idea!?

Yeah, taking that thing off after 30+ minutes made you dizzy as hell.
 

DesertFox

Member
VVV

Originally Posted by MrBig:
That's how sparth Oaksford(?) usually works, sourcing textures to speed up iteration time and spend less time on smaller details that will be changed based on need anyway.

If this methodology was applied to a graphics design course, you'd be expelled from the school for plagiarism.

That being said, Microsoft assets being used by Microsoft employees is not plagiarism. It's just shocking to see professional concept artists ctrl+c/ctrl+v like this. Don't get me wrong the sketch looks awesome, I'm more reacting on principal than taste.
 
virtual boy... rip gunpei yokoi. sorry you had to go out like that brother

"After the failure of the Virtual Boy, Gunpei Yokoi was given a 'window seat' at Nintendo, which is a place where, instead of firing you, your ideas do not count, and you are functionally irrelevant to the company. He died in a car crash soon after. "

Goddamn, Japan
 

Trey

Member
"After the failure of the Virtual Boy, Gunpei Yokoi was given a 'window seat' at Nintendo, which is a place where, instead of firing you, your ideas do not count, and you are functionally irrelevant to the company. He died in a car crash soon after. "

Goddamn, Japan

damn
 
K

kittens

Unconfirmed Member
I'l say it again: HaloGAF is going to tear each other apart before Halo 4 even comes out. :lol
 

zlatko

Banned
Has Ghaleon decided on a OT title for the game when it hits?

Or would he like us to toss out ideas the night he is going to finalize and make the thread official ?
 

Sai-kun

Banned
Has Ghaleon decided on a OT title for the game when it hits?

Or would he like us to toss out ideas the night he is going to finalize and make the thread official ?

I think Ghaleon's known what the title has been since PAX. Obv he won't tell us until the thread goes up.
 

Duji

Member
I am not sure how adding difficult aiming will help out. Reach tried it with Bloom and look how that turned out. Any examples of games you viewed as having difficult aiming? I doubt Halo will be getting bullet drop-off and other more complicated features. It is an arcade shooter after all, not a military sim.

The Insta-strafe stuff is going to be hard since everything today is about animation. The boot-jet thing looks kinda fun though. :D

Played a W:ET but most of my playtime is in Doom and Quake. I still firmly believe skill should be about players learning level layouts and using that to their advantage, not just high damage weaponry and donging people from 2 miles away.
I'm not sure how you don't understand how difficult aiming will help out. This is what you do. Load up octagon with one of your buddies, make sure you're on the same team, and actively try to kill each other. Play that for 2 minutes, come back to this thread and you will not repeat that statement. It's ridiculously hard. That is with all aim assist and bullet magnetism turned off, mind you. And for the record I do not think that we should opt for zero aim assist unless we decide to go for a 1sk or a 2sk utility weapon. Basically, it would be cool for SWAT but that's it.

And to answer your question, CE has quite difficult aiming. Even the best players can't 3sk consistently with the magnum. Compare that to Reach where an average player can pull off 5 shots quite often and the best players can do it very consistently. The goal for the game developer is to have a very short minimum kill time and a notably longer average one. If you want another example, let me know.

Also for the record, bloom made the weapons more random than it did make them difficult to use. And if you play ZB Reach, you will notice that the DMR still has quite a bit of auto-aim. Thankfully in H4, the autoaim is determined by the inner circle now and not the outer circle. This means aiming will be more difficult in H4. :)

Very true. Though, I ask you (and bigshow and others who agree) why you feel movement should encompass instant change of direction and instant crouch?
Because it adds to the movement skill gap. Adding in acceleration/deceleration simply limits the effectiveness of jukes. It's not a clear cut decision to turn it on or off though. For example, I would be very skeptical of adding instant movement to vanilla bloom-sprint Halo: Reach as I feel it will drag on the average kill time by an unneeded amount. But for a game like Quake, not having an instant strafe would be pretty bad.
 
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