#1 Objective Problem

No one plays. Seriously, why is it every time I play a game people vote for Objectives and then run around treating it like a Slayer? For example, I just came from a BTB assault match where no one but myself grabbed the bomb. There was only one other person who assisted me while everyone else drove around killing each other.

We got a bomb score and at the same time the enemy scores because no one is guarding the base. Then I grab the bomb again and stand next to a Mongoose waiting for a driver. People run past me and ignore me so finally I just go through the transporter and run the bomb to their base unopposed and score. You’d think that’s great news but the reason their base isn’t defended is because they’re busy scoring for the third time winning the match.

Why is this? Objectives used to be amazing and now no one cares. What happened?

Because that’s the kind of behavior Reach encourages.

> Because that’s the kind of behavior Reach encourages.

This. Blame Credits/Reach’s ranking system.

Credits, commendations and challenges. It also doesn’t help that the bonus for winning is pathetic.

It’s the same reason no one plays custom games anymore. Credits, credits, credits. You can’t just get your rank and be happy. More games equals more credits. So while this system has eliminated derankers it has also eliminated objective and customs.

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> Seriously? People are blaming the game?
>
> Many players, including myself, can manage to play objective games properly and competitively just fine. It’s player attitudes that are to blame.

People are blaming the game because it does absoloutly nothing to encourage winning. While doing everything it can to encourage kill -Yoink!-.

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Halo has always been about spawn trapping. If a team is so terrible they can’t move of their spawn or protect their objective then they deserve the loss and negative KDR.

Dun be re­tarded.

Winning Yields no point bonus, killing enemies does.

Basically the Cr system killed objective modes in Reach.

The whole problem is that since there is no in-game incentive (i.e. credits) to win objective games, hardly anyone tries. Instead they are treated like slayer games with a nice, long time limit instead of a kill limit. I mean, once you get betrayed by a so-called team mate because you’re about to score the flag for the third time and end the game which he obviously doesn’t want to happen so he can keep on killing, you give up. There’s no point. And that’s all Bungie’s fault.

Don’t get me wrong, I still love Bungie. But there are so many questionable design decisions in Reach that make you want to repeatedly bash your head against a brick wall, and making killing more rewarding in objective games than actually winning is yet another one of them. And it’s one that really pisses me off because it basically ruins objective games as a whole, which I like much more than slayer.

To be honest, I’ve given up any hope that first Bungie and now 343i are going to fix that in Reach. That ship sailed a long time ago. But I desperately hope that 343i will learn from that and make winning objective games more rewarding again than mindless killing in H4. And I don’t mean that objective games should be more rewarding than slayer games. I mean that winning becomes rewarding again, regardless of slayer or objective games.

> Winning Yields no point bonus, killing enemies does.
>
> Basically the Cr system killed objective modes in Reach.

The credits system didn’t kill objective games. Bungie deeming killing more important than winning ruined objective games.

> Seriously? People are blaming the game?
>
> Many players, including myself, can manage to play objective games properly and competitively just fine. It’s player attitudes that are to blame.
>
> However, added incentives to win should be included; its clear alot of the community need to have their hands held to play properly.

I don’t blame the game. While the cR system doesn’t help, saying that players now only play for cR is just ignoring the real problems that have been evident since Halo 2. People held the objective in Halo 2, and far more egregiously in Halo 3. Players haven’t magically decided that they’d rather have cR than win, they are just repeating the same actions from the prior games.
The real problem is the community, not the cR system. If the ranking system was to blame for people’s actions, then we would have seen a lack of customs, and a lack of population in Social in Halo 3. We’d see Firefight Arcade and Invasion’s populations explode and dominate most of matchmaking, while seeing a distinct lack in population for anything that provides less than 1000 cR per match.

Judging from how successful objective gametypes are in other games (as well as the games as a whole), having an incentive to win (a reward) isn’t all that important. Considering that Halo 2 and 3 are pretty much the only mainstream games that do offer incentives to win…one wonders what keeps/kept people playing to win in CoD, Unreal, Halo CE, Battlefield, and Snoopy Flying Ace. Honestly, even if the cR payout for winning Objective gametypes was 10,000 cR, I still believe we’d see just as many griefers…but perhaps a larger population.
People want to blame the cR system because it’s easier, because it’s more tangible and manageable than blaming the griefers themselves and looking for methods of taking care of them directly.

The true issue with objective game types is pretty much what everybody has been saying. It’s slayer without a kill limit. See how high you can get your performance bonus by killing the opposite team. I am horrendously guilty of going into BTB and using the sniper to rack up my kills and Sniper Killing Sprees. Flagstravaganza for me was just one big sniper fest. I have zero incentive to go in there and nab the flag or plant the bomb or anything. I usually play defensively and kill anybody that is going for my teammates that are actually trying, so at least I am somewhat useful.

I love Halo Reach, but it sapped the fun and spirit out of objective games. It’s like a communist playlist, everybody gets more or less the same thing regardless of performance or goal. Halo 2 had it down I thought, and Halo 3 did a good job as well. When was the last time you felt the rush of defending the flag in Reach when it was at the enemy base, just because you wanted to win? One could argue that you should play it just for fun, and that’s true, but the playlist literally provides no motivation whatsoever to try. Easy fix: Awesome credit payout for winning.

> > Seriously? People are blaming the game?
> >
> > Many players, including myself, can manage to play objective games properly and competitively just fine. It’s player attitudes that are to blame.
> >
> > However, added incentives to win should be included; its clear alot of the community need to have their hands held to play properly.
>
> I don’t blame the game. While the cR system doesn’t help, saying that players now only play for cR is just ignoring the real problems that have been evident since Halo 2. People held the objective in Halo 2, and far more egregiously in Halo 3. Players haven’t magically decided that they’d rather have cR than win, they are just repeating the same actions from the prior games.
> The real problem is the community, not the cR system. If the ranking system was to blame for people’s actions, then we would have seen a lack of customs, and a lack of population in Social in Halo 3. We’d see Firefight Arcade and Invasion’s populations explode and dominate most of matchmaking, while seeing a distinct lack in population for anything that provides less than 1000 cR per match.

The latter of those does happen…

> > > Seriously? People are blaming the game?
> > >
> > > Many players, including myself, can manage to play objective games properly and competitively just fine. It’s player attitudes that are to blame.
> > >
> > > However, added incentives to win should be included; its clear alot of the community need to have their hands held to play properly.
> >
> > I don’t blame the game. While the cR system doesn’t help, saying that players now only play for cR is just ignoring the real problems that have been evident since Halo 2. People held the objective in Halo 2, and far more egregiously in Halo 3. Players haven’t magically decided that they’d rather have cR than win, they are just repeating the same actions from the prior games.
> > The real problem is the community, not the cR system. If the ranking system was to blame for people’s actions, then we would have seen a lack of customs, and a lack of population in Social in Halo 3. We’d see Firefight Arcade and Invasion’s populations explode and dominate most of matchmaking, while seeing a distinct lack in population for anything that provides less than 1000 cR per match.
>
> The latter of those does happen…

As in seeing people avoid playlists that provide lower than 1000 cR…maybe, but I’m unsure about exactly how much Team Slayer provides among the lower ranks. As for Arcade and Invasion…their populations may be decent, but they sure aren’t dominating matchmaking. That title goes to Team Slayer and Living Dead.