That got your attention.
Rather than listing all the things I think Halo 4 fell short of which would inevitably result in “Halo 4 is awsome, ADAPT” or “343i ruined HALO” I thought I’d try something different.
Rather Im going to list things which I think would improve Halo 4 and possibly its sequals and I want you to argue why you think the improvements would end up hurting the game. Arguably this is more for people who believe Halo 4 is perfect in its current state.
Multiplayer
[/li]- File share up and running
-
Regional filter for multiplayer and spartan Ops
-
Boltshot removed from personal loadouts and being placed in ordinances or on map
-
Stronger vehicles in multiplayer which is balanced by having less vehicles on the map
-
Plasma pistol being removed from BTB loadouts
-
Separation of ranked and social playlists.
-
Smaller maps made specifically for ranked playlists
-
Campaign*
-
Imaginative set pieces/segments- (zero gravity jetpacking)
-
More open and exciting vehicle sections- (saber mission ala Reach, Scarab fight ala Halo 3)
-
Return campaign scoring
-
Return campaign theatre and torn down the sky boxes
-
Less time spent on “tricking” the xbox into giving great graphics and more time spent into level design and detail.
-
Less emphasis on cinematics and more on gameplay improvements and evolution e.g Designing Campaign only abilities which allow the player to face enemies who would have been otherwise impossible to face. Designing more interactive levels
-
Less focus on linear segments and more on exploration.
-
More variety in enemy design, encounters and distinction in enemy behaviour. e.g I found that using the suppressor works on just about all of the knights , I would have liked to see heavy infantry Knight units which have armour rather than shields
-
More detail in overarching storyline which doesn’t rely on terminals to do most of the explaining.
-
More imaginative weapons than current Forerunner arsenal, at least for campaign.
-
Characterisation of side characters and vilains- need more of that.
-
Spartan Ops/Firefight*
-
Introduction of independent Unlock system and upgrade system, completely separate to multiplayer.After all the multiplayer is virtual reality.
-
Rather than releasing 5 episodes in a week ,focus on releasing one 30 minute long mission with ingame cutscenes. This takes the pressure off the designers and writers and allows them to release special “Arcade mission maps” which can be firefight maps.
-
No blank slates, you play as a team similar to noble team or the ODSTs with depth and characters
-
Dlc can include new weapons which can be unlocked from points gathered from campaign and multiplayer
Well this is all I can think of at the moment, I’ll be sure to add more but if you have anymore I could put them in the Op.
Remember keep it civil
You make some geat points, too bad people just let this thread die=/
I want your matchmaking changes. i don’t care about the rest.
Agreed with all your points.
I like the Campaign list.
The rest? Meh.
I like most. For the Boltshot, I’d just nerf it to Mauler levels.
And for the Plasma Pistol, in all honesty, I’d rather they take out its EMP altogether (why does it even have that, really?) and add in a couple on-the-map EMP weapons like Reach’s grenade launcher, or some sort of EMP grenade.
> I like most. For the Boltshot, I’d just nerf it to Mauler levels.
>
> And for the Plasma Pistol, in all honesty, I’d rather they take out its EMP altogether (why does it even have that, really?) and add in a couple on-the-map EMP weapons like Reach’s grenade launcher, or some sort of EMP grenade.
Its funny you should mention the grenade launcher, it was probably my favourate weapon because of it’s bounce mechanics.
I really dont know why 343i chose to bring back the concussion rifle instead.
We need more topics like this. I wanted to reply but I was suspended when this was posted.
> Campaign
>
> [/li]1. Imaginative set pieces/segments- (zero gravity jetpacking)
>
> 1. More open and exciting vehicle sections- (saber mission ala Reach, Scarab fight ala Halo 3)
>
> 1. Return campaign scoring
>
> 1. Return campaign theatre and torn down the sky boxes
>
> 1. Less time spent on “tricking” the xbox into giving great graphics and more time spent into level design and detail.
>
> 1. Less emphasis on cinematics and more on gameplay improvements and evolution e.g Designing Campaign only abilities which allow the player to face enemies who would have been otherwise impossible to face. Designing more interactive levels
>
> 1. Less focus on linear segments and more on exploration.
>
> 1. More variety in enemy design, encounters and distinction in enemy behaviour. e.g I found that using the suppressor works on just about all of the knights , I would have liked to see heavy infantry Knight units which have armour rather than shields
>
> 1. More detail in overarching storyline which doesn’t rely on terminals to do most of the explaining.
>
> 1. More imaginative weapons than current Forerunner arsenal, at least for campaign.
>
> 1. Characterisation of side characters and vilains- need more of that.
[/quote]
-zero g was in consideration but they thought it wouldn’t be interesting
>
> -open combat is most suitable for hog, tank, and space sections. It’s just murder for Banshees (like on Forerunner). Yes I felt much of H4’s vehicle sections were lackluster.
>
> -absolutely. The lack of campaign theater is very aggravating. The lack of campaign scoring makes it harder to tell what I killed and how I killed it.
>
> -absolutely. Reach, Anniversary, and Halo 4 have a tall grass infestation on some levels (HR: Nightfall, CEA: T&R, H4: Requiem). Anniversary and Halo 4 in particular have cluttered out-of-maps (CEA: SC, H4: Forerunner and Infinity have plenty of invisible barriers). And of course, Halo 4 is much more abundant with soft kill zones not to mention the out-of-map is mostly non-solid.
>
> -agreed. I’d have liked to have some unique abilities to distinguish me from Spartan IVs instead of having better AA usage and recharge. Like how Arby had a camo in Halo 2. Speaking of which, where’s my flashlight? Despite most levels being bright, there are still some dark areas. Cinematics are fun and all but they’ll be on YouTube to re-watch for Christ’s sake. I like getting into the game from the onset (like in CE, where you could instantly start the game after skipping a cutscene).
>
> -yes
>
> -absolutely. It’s time Halo abandons the trend set by Halo 2: where every Elite behaves mostly the same (nearly all Elites are based on Major rank in that game), just having slightly differing fighting styles (Spec Ops throws grenades, Zealots only use swords, Rangers fly). It’s time the enemies are more distinguished than just accuracy, weapon usage, and senses.
>
> I especially agree about encounters. Halo 4 started off grand (Forerunner) but after the team-up, it followed the same pattern as Reach (alternating enemies). One level was against Covies, next level was against Prometheans, etc. In Reach, you rarely fought Elites and Brutes alongside each other.
>
> When the two teams finally converged to intercept Chief, it was very limited: Knights leading Grunts and Jackals, Elites nowhere to be found.
>
> Honestly, how about mixing things up like:
>
> -giving Knights Covie tech
> -giving Covies Promethean tech
> -Knights and Elites
> -Crawlers and Hunters (replacing the classic Drones and Hunters combination)
> -Watchers and Jackals
>
> Lastly, for Midnight, I think the Knights should have had different weapons (instead of relegating it to Spartan Ops). A Battlewagon with an Incineration Cannon, a Commander switching between 2 weapons, Lancers utilizing the Boltshot charged shot after doing their zig zag rush, a Battlewagon with no gun.
>
> -the story could use more depth not to mention it’d be neat for the campaign Binary Rifle to gain a charging ability (after Chief’s encounter with the Librarian) like how the Prometheans use it.