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Section 1

A Constructive Critique of Halo 4

Numerous times people have suggested, those who are posting ‘negative’ threads about Halo 4 should post more constructive criticisms of the game. With this in mind, I have decided to post a more constructive criticism of Halo 4.

I’ve broken this thread down into three sections; Section 1 (this section) is just outlining what this is about, about me & what I will not be responding to. Section 2 is the analysis of the game & any flaws/issues that have been encountered, whether they positively or negatively affect the game. Also, some alleged issues are investigated in this section, such as overpowered weapons & Armour Abilities. Section 3 is an idea that offers an alternative to calls for Reach’s Forge World to imported into Halo 4.

One thing the community must keep in mind is the reality that, should 343i take onboard any of the suggestions put forward in this critique, it may be many months before they will surface in a TU. Some of the things suggested are not quick or easy fixes, there are some changes that could likely see need to alter coding of the game engine itself. Changes on that level would need serious debugging to ensure that they don’t cause errors within other parts of the game engine. So, if 343i do respond, & they respond favourably to any suggested changes, it could easily be six months or more before we would see some of these surface.

To avoid having to cover the same ground twice, my introduction to the forums gives all the needed information about me (I would hope) & can be found here. Just to clarify, for those curious as to what copies we bought, I purchase a LE copy of the game & my wife purchased the H4 console (we are yet to redeem our codes, as we’re waiting to see if TUs fix the issues we have with the game).

Also, please refrain from posting the following responses, I will consider them attempts at flaming/trolling & ignore:

• Adapt
• Don’t play it then
• Go play Call of Duty
• Go play (insert Halo title here)
• Halo has evolved, maybe you should too
• I read as far as…/I didn’t read past…/all I read was…
• TL:DR
• You hate it cause you suck at it
• You hate it cause your K/D ratio is low

Section 2

1) Campaign
In H4 the player again assumes the role of the Master Chief as he continues to avert yet another threat to humanity’s existence with assistance of Cortana, his AI companion. On the surface, H4’s campaign is not dramatically different from previous core Halo titles. While there are some changes to the gameplay mechanics, these are minor variations, the more noticeable changes in H4 relate more to the game’s design, plot & story execution.

1A) The lack of attempts by the MC to find a cure for Cortana’s rampancy, were a gaping plot hole. While on the Infinity, why didn’t the Chief ask a techie about recovering AIs from rampancy, after all, in the 4 years the MC was missing, the UNSC might have developed a solution. Secondly, why didn’t John ask of Halsey’s whereabouts? Lastly, why didn’t the MC ask the Librarian if she could fix Cortana, the Forerunners might have at least had knowledge that could have halted Cortana’s condition, if only for a time.

1B) What was with Del Rio’s attitude toward the Chief? Del Rio acted liked he’d finally found the man who stole the love of his life & utterly destroyed his career, not a living legend fresh from cryo-sleep.

1C) The Prometheans & the last sections of the game felt like a 343i homage to Tron, complete with a beam riding vehicle. It doesn’t help that the Prometheans changed from blue (free/unaligned programs), to orange (aligned to Clu) when the Didact seized control of them. As for the Promethean weaponry, they evoked memories of the weapons in the game Tron 2.0. The Covenant supposedly built their tech by reverse engineering the Forerunners’ tech, but what is presented here doesn’t mesh, its understandable that 343i wanted set the Forerunners apart from the Covenant visually, but this is parsecs apart.

2) Multiplayer
The change from the classic Arena Shooter, to a full-blown, modern Class-Based Arcade Shooter, was one of the biggest issues for many within the Halo community. While H4 was not the first title to go in this direction, Reach was easily just as divisive, even though it kept fairly close to the classic Halo formula, but with the addition of game set loadouts (similar to the original styling of CBA Shooters).

There are many who would happily forget Reach & return to the game mechanics of H:CE-H3, likewise there are many who would prefer H4 to be rolled back to Reach’s flavour of Class-Based Arcade Shooter, but by the same token, there are clearly players who like the direction 343i have taken H4. At this point, trying to roll back the clock & undo what 343i have turned Halo into, will only anger & enrage the players who are happy with the new style.

A solution to this is not impossible, it would involve splitting matchmaking into three areas & adding in game type variants to custom games (via a TU). Realistically, this is the way for 343i to make the most amount of players happy. Below are possible labels for the proposed matchmaking subdivisions/game variants with descriptions of what each would contain;

• Spartan II (or Classic) - no AAs/loadouts, no sprint & static weapon spawns *
• Spartan III (or Team Noble) - game set AAs/loadouts & static weapon spawns
• Spartan IV (or Modern) - personal AAs/loadouts & the ordinance system

  • If viable, AAs placed on maps altered to function as one time use or time restricted operation, like H3 equipment & power ups.

3) Spartan Ops
Touted as a new game mode to replace Firefight, Spartan Ops is not a substitute. Firefight did not need the player to have a Gold account or access to XBL, while with Spartan Ops both are required, this negates 343i’s claims it is free. The reality is that the player has already paid for it, but is denied access to Spartan Ops, as a 1.5 gigabyte file labelled Season One was installed when they put disc two in their XBox, this effectively constitutes locked on-disc content.

In essence, this is much like those deals where game content is on the disc, but you are expected to pay to unlock it as if its DLC. The only difference here is, that Gold subscription doesn’t just grant the player access to this particular game content they have already paid for when purchasing the game. If this is really meant to replace Firefight, then it needs to be made accessible for offline play without requiring a Gold account.

Section 2 (Continued)

4) Custom Games
The ability for players to customise game settings on the level that the Halo franchise allowed in previous titles is a big part of what makes Halo….Halo. In the lead up to H4’s release, with the list of subtractions & additions of game types available, some members of the custom games community began to have concerns about the future of custom gaming in Halo. Once H4 was released, many found these concerns to be quite valid, between the options removed or missing & those settings that have no effect, many felt custom games had been reduced to a shell of its former self.

4A) Options/settings that have no effect, regardless of what they are set to, need to be fixed & they need to be given some sort of priority.

4B) Some of the changes to game types, such as the Flagnum in CTF, throwing the ball in Oddball & Grifball, would have been better received if they had been made options. Also, where is the option to re-enable explosions when scoring in Grifball? For a number of custom gamers, its not Grifball if the Grif doesn’t explode.

4C) Previous Halo titles had some extra options in there that H4 clearly lacks; Shield Vampirism, Grenade Regeneration, etc. It would be worth 343i time to look back over those games & consider re-integrating some of those options (including game variants such as ‘One Flag’ CTF), these sorts of extras will help the customs community flourish, more options equals more creativity.

4D) Why were so many of the game types from previous titles dropped from H4? There was no need for this, having them there wasn’t hurting the game, but their exclusion is… A large percentage of custom gamers want to see game types such as Assault, Headhunter, Infection (with its current lack of options, Flood is not seen as a replacement), Juggernaut, Race, Stockpile & VIP return. The best solution? Bring them back, more fun stuff to do equals a longer game lifespan.

4E) Invasion, culled because it didn’t fit with continuity? This would have to be one of the strangest reasons to cull something from a multiplayer portion of a game. This is an excuse, even with 343i’s reimagining of multiplayer as ‘training simulations’ for Spartans, relabelled War Games, it just doesn’t work. Why? Because, Spartans, like any soldier, would be trained to combat an invading force, likewise, they would be trained to invade an opposing force’s territory, its a basic concept that militaries have trained their soldiers for since before the invention of the firearm. If War Games is indeed ‘training simulations,’ then Invasion realistically should return.

5) Forge
Along with custom games, forge is a big part of the Halo franchise. Countless numbers of self proclaimed ‘forgers’ have spend immeasurable hours forging anything & everything, from innovative new play-spaces for matchmaking & new custom game types to crazy Rube Goldberg machines. 343i promised bigger & better things with H4’s forge, but once the forging community got access to it, a good portion of this community were severely disappointed. For all its vaulted improvements, H4’s forge is decried by some as a pale imitation of H3 & Reach’s forges, due largely to what it lacks…

5A) Dynamic Lighting is painful with how easily it gets broken & the time it takes to render can seriously slow down forging. The solution, give the option to disable it.

5B) Fine adjustment & zoom functions, how this was left out? Some member of the forging community were hoping to see options in menu for finer co-ordinate movements (like 0.01 or 0.001 instead of just 0.1), not lose all precision functionality. These need to be restored if forging is to stay healthy (the magnets, while a nice gimmick, are no replacement). Another welcome addition would be for finer co-ordinate adjustments in menu.

5C) The built-in kill zones, why can’t these be made visible in edit mode, this makes it hard to know when the forger is about to place items or move out of bounds, at least with user defined kill boundaries, forgers can select them & see where they are. This was an issue in the previous Forge versions, a solution would be to make them visible in editing mode.

5D) The reskin of forge pieces, while they match now, its a sea of beige & some pieces are now effectively pointless. An example, the ‘Column’ piece, generally by forgers to mask parts that don’t join up right or hide gaps, the H4 version has large transparent sections that render it unable to be used this way. The solution, add in an alternative palette or two, with differing textures & transparencies.

5E) Map specific pieces, while a nice idea, there are issues, the station pieces on Impact in particular can cause serious headaches for forgers. They work fine as long as forgers aren’t trying to build complex structures like massive stations with multiple junctions twisting back & forth; else they’ll find themselves dealing with small gaps, big gaps & no pieces to fill these voids. The forge bridge pieces have varying lengths to allow for such scenarios, Impact’s station pieces need similar components.

5F) Pre-existing map structures, while pretty, some of them are not that useful. A lack of pieces to adequately connect up the base on Impact have given some forgers a fair bit of grief. Some proper connector pieces for the pre-existing structures would be a welcome addition.

5G) The maps in general seemed to be designed with specific goals/designs in mind. It has been said that it feels like forging on these maps, the forger is fighting against them every step of the process to avoid ending up with just another Impact, Ravine or Erosion map. An outline fix this particular issue can be found in Section 3, Forger Maps DLC.

Damn you wrote a bible!

Section 2 (Continued)

6) Weaponry
The core component of any shooter is the weapons, so to that end, not giving weaponry its own section, would render a critique such as this pointless. Weapon balancing issues are always a point of contention, rarely does the community readily agree as a whole that a weapon should be altered & how to go about it, with this in mind, adjustments have been looked as objectively as possible. Before addressing any claims that have been made, we got some friends around to test each one, just to be sure the issues are real & needed to be corrected.

6A) While the Promethean weapons do look good visually (ignoring Tron 2.0 leanings), the need for a set of Promethean skinned variants of existing weapons is questionable. When you get right down to it, even the Boltshot is just a Plasma Pistol that deals direct damage (instead of EMP damage/stun) when charged up. With the vast bulk of weapon concepts that have appeared over the years in the shooter genre, admittedly, devising truly original concepts is no easy task, but it would have been nice to see a couple of ideas haven’t featured in the Halo universe before.

6B) Boltshot: The reload glitch is an issue that needs addressing & simply put, disabling reloading during charge up, firing & cooldown phases would do this. The range of the charged shot, could stand a minor reduction, if that. The bigger issue is its normal shot, at most (using a full clip), it will remove a target’s shields (the only gun unable kill with a single clip). This needs correcting, as this weapon’s charged shot is the only reason to use it in its current state.

6C) DMR: this is another major point of contention, claims its overpowered, its underpowered, its the one gun to rule them all. The performance envelop of the H4 DMR seems to mirror that of the Reach DMR (range included). Suggestions, leave it as is, if enough player call for it, maybe strip it from loadouts (& the other precision rifles along with it, to avoid similar issues being claimed).

6D) Inevitably discussing the DMR brings up the Battle Rifle versus DMR argument. Many expected this to be the big showdown, but its not. Even with a one or two shot lead on the DMR, the BR loses to the DMR 99% of the time. The reason? This is not the H3 BR, ranged accuracy has a sharper falloff, damage values are lower, firing rate is fractionally slower & while the H3 BR didn’t feature barrel climb, the H4 BR definitely does. Solution, revert the BR back to its H3 variant & eliminate barrel climb, only then will that big showdown happen.

6E) Magnum: While not as divisive as the prior topics, the Magnum too has been labelled overpowered or underpowered, depending on who you ask. The only real difference observed, comparing to its H3 & Reach incarnations, was that the accuracy over range falloff was much sharper in the last few metres of its effective range. This is a non-issue, as this is a weapon meant for CQC situations, not sniping.

6F) Assault Rifle: The only noticeable change from its H3 & Reach versions is a slight increase to its damage values (with an average to-kill deviation of two to four bullets), but this brings it in line with the Storm Rifle & Suppressor for kill times. More so, the issues people have with it, can be put down to the fact more players have likely learnt that burst fire is (mildly) more accurate than just dumping the clip.

6G) Covenant Carbine: The DMR & Light Rifle have a slight edge on the H4 CC, but this probably due to the fact it is practically the same in performance envelop to the H3 CC. With a minor boost to damage &/or firing rate, the H4 CC could be brought back in line with the other precision rifles.

6H) Needler: The number of hits needed to cause a detonation has been reduced to less than that of H3 & Reach (Reach being the highest numerically). Only suggestion, possibly increase the number of needles needed for a detonation to that of H3.

6I) Plasma Pistol: It still hands in kill times equivalent to the H3 & Reach PPs with a few minor changes (including a new charge up indicator), most notably it depletes more of its battery meter per shot.

6J) Binary Rifle: Of the sniper weapons, it is the only one that can one-shot kill with body shots (or even an opponent’s weapon/extremities). While it not a totally game breaking issue, as it is not a loadout option, one suggestion would be, reduce the one-shot kill to just the head/torso region.

6K) Scattershot: Its damage is a little more random than the shotgun & the ricochet from it can claim the life of its wielder, put simply, use with caution.

6L) Grenades: With all the claims made, we tested frags & stickies in H3, Reach, & H4, verdict; if any disparity exists, its so small, its not worthy of note. Other issues? First; grenade indicators. Yes, most modern shooters have this feature, but the sound of incoming grenades should be warning enough its time to get outta Dodge… Give an option in player settings or custom games to disable it. Second; needing the Resupply package to retrieve dead players’ grenades. HUH? This adds nothing to gameplay, it just adds to player annoyance. Solution, allow all players to grab one frag & one sticky without it, or change Resupply to do something more worthwhile & just switch back to allowing grenade recovery for all players.

6M) Flinch: What was so wrong with the descoping mechanic that this was needed? Nothing it seems, even our players who play other FPS franchises, preferred being knocked out of scope over flinch. Looking further afield, its hard to find support for flinch (but easy to find detractors of it), even in other franchises that have had the mechanic for some time. A solution to this issue would be to add in the option to choose between flinch or descope.

6N) Bullet Magnetism & Hit-Boxes: Some of the biggest causes of claims a weapon is overpowered relate directly to the bullet magnetism mechanic & the sizing of hit-boxes. The issue surfaces in the form of hits scored that, even to the casual observer, clearly should have missed the target (with longer ranges & quicker target movements, this becomes seriously apparent). Evidently, bullet magnetism isn’t being applied evenly to all weaponry & some of these, several precision weapons in particular, are gaining much higher than expected bullet magnetism. A seemingly innocuous error within the coding could be the suspect, but if an error is not the cause, some degree of reduction to bullet magnetism & hit-box sizing would be highly warranted.

6O) Weaponry Despawning: In H4, weapons despawn within 15 seconds, but seem to be able persist indefinitely if they have an observer. In Reach & H3, regardless of observers present, despawning occurs within 30 seconds. Switching back to the Reach/H3 system would pacify those who take issue with the current system & in theory at least, should free up system resources (potentially reducing lag).

Section 2 (Continued)

7) Armour Abilities
AAs, much like weapons, have attracted a number of criticisms, from overpowered to completely useless. While doing weaponry tests, the H4 AAs also put through their paces, checking those that had equivalents in Reach against those counterparts.

7A) Active Camouflage: Almost identical to the Reach AC, except the dots are blue now, changing them back to red is suggested. While AC users will gain more chances for assassinations & sneak attacks, they will be just as likely to fall victim to the same tactics, as often happened in Reach.

7B) Autosentry: No major issues, arguments could be made for a minor decrease to its duration.

7C) Hardlight Shield: Many felt Armour Lock in Reach was overpowered, yet curiously, there have been no complaints against an AA that can, with practice, bounce an opponents’ shots right back at them (its a pity that resulting deaths count as suicides).

7D) Hologram: Only issue, why add the teabagging? Seriously… WHY? This adds to the game, except for more juvenile behaviour that will annoy other players.

7E) Jetpack: The H4 JP is noticeably weaker than its Reach counterpart, to the point its inclusion in H4 was questionable. No-one in our group had issues with it in Reach, we didn’t feel it was that hard to keep a eye to the sky. Solution, switch back the mechanics from Reach.

7F) Promethean Vision: An AA akin to Perfect Dark’s X-Ray vision, but not as powerful. Useful for pinpointing an opponent’s exact position, but hardly game breaking, as its duration is relatively short & it seems to be on par with the motion tracker for range.

7G) Thruster Pack: As a Spartan equivalent of Evade, it is found lacking. The solution, switch back to the mechanics for Evade.

8) Miscellanea
Some of the entries in this topic didn’t really fit in any of the prior topics, while others could have been covered in several of the previous topics. Instead having to choose between topics to place them under or creating an unnecessary amount of topic sections, these topics have been grouped together in this section. It is not to say that these topics are unimportant, as some would easily be as significant, if not more critical than some of the prior topics.

8A) Specialisations: Locking out players from game altering items (effectiveness is a moot point, they alter gameplay, therefore disadvantaging players), based on the price-point of their purchase, online activity or geographical location, has a damaging effect on their experience of the game. Of those players that were affected, some sat the game out until it was remedied & others simply quit the game. This sort of situation can leave players with a bad taste & will deter some percentage of players from purchasing any further DLC/game titles from that franchise, or possibly even that publisher/developer.

8B) Shield Regen: There have been many claims that the time lapse for shield regeneration in H4 is too long & it should be changed to H3’s time lapse. The time lapse in H3 is around 5 seconds, in Reach its about 6 seconds & in H4 its approximately 5 seconds.

8C) Unlocks & Achievements: If something can be completed or achieved through offline gameplay, then the rewards/achievements should be unlocked for the player without need to go online. Locking such things (a good example; the Master Chief’s armour for completing Legendary) to playing while online will only infuriate players that cannot access the internet/XBL due to;

• Faulty or damaged access lines
• Living in an internet black spot or a remote/rural area
• Living in shared accommodation or a rental property
• Parental figures denying access

This needs addressing, as there are still many gamers who don’t or can’t play online. Leaving this as it stands will be seen by many offline gamers as 343i snubbing them…

8D) Join In Progress: Effectively, the mechanic punishes Player B, for the fact Player A quit the game. Nobody likes getting dropped into a game with less than a minute to go, into a team of two (including the JIPed player) with 50 points when the opposing team has four or five players with 450 points. If JIP is to be kept (all votes here go to scrap it or make it optional), it needs serious work, with cut off points based on score lead & time remaining. Likewise, uneven match starts with reliance on JIP fix it during the match, needs to go, this just leads to Player A (being dealt a 2 vs 5 game) quitting the match & the vicious cycle continues.

8E) Graphics: Overall the graphics were an improvement, a combination of the redesigns, plus textures & palettes used, negatively affected the feel of many classic Halo elements. The Grunts in particular looked like bad parody of their former incarnations, but it wasn’t all bad, some elements actually benefitted from 343i’s rebuild.

8F) Emblems: First off, with the exception of the Bungie related emblems such as ‘Marathon,’ why were any of the regular emblems removed? This move has angered the players that have been those particular emblems, some as early as H2 or H3 & 343i’s silence on the matter is only increasing gamer rage. Secondly, why make the emblems & backgrounds part of the unlocks? This only adds to the gamer rage, as players need to have reached a specific Spartan Rank, just to get back their preferred emblem, that is, if it is still available. Solutions? Add the emblems from the previous games back in & remove or reduce the unlock requirements for the regular emblems & backgrounds (example: emblems unlock at SR2, backgrounds at SR4).

8G) The H4 Console: This comes down to Microsoft’s marketing department, but when a console connected with a game release has LE on the box, it makes sense to include at least the digital LE content. If this product contains just a standard copy of the game, its much clearer & less misleading to remove the word Limited from the packaging. A fair few people who preordered the console locally (Australia), didn’t find out the H4 console lacked the LE content, until it was too late to order a LE copy of the game (advertising here didn’t clarify if the bonus ‘digital content’ was the LE content, my wife & I only knew because the computer at work defaults to the US Xbox site when browsing). The end result, gamer rage & less customers in the future for Microsoft.

Section 3

Forger Maps DLC
Just importing Forge World into Halo 4 would give a lot of forgers what they’re after (many feel the existing H4 maps are too limited in scope), but there is a ring of truth the matter that it would lead to remake after remake of old maps. Avoid this becoming a massive issue I came up with an alternative. A forge maps DLC with several different maps, including the Reach Forge World re-imagined for H4. Instead of one giant map called Forge World, the map is divided into three separate, fresh environs with alternate sections & their own customised set pieces.

Damnation Valley:
The Canyon area has the tunnel under Alaska altered to lead up to a forest area akin to Timberland/Ridgeline, but with a layout for four teams instead of two, with the bases as custom map pieces instead prebuilt structures. The waterfall, if kept, could be set to run down into the cove area nearest the tunnel. The hills opposite the tunnel could have a set of passages leading to a Battle Creek/Battle Canyon styled arena, with the some sections of the base interiors removed & turned into custom map pieces.
Forge objects skin: A more industrial looking, dark steel UNSC scheme.

The Ancient Isles:
The Island area has the tunnel under Alaska altered to lead to a second beach area with another island similar in scale, but with a larger tunnel network, including sections that have taken in small amounts of water. Add in another island, approximately one half, to two thirds the size of the others, wedged between them & Alaska, possibly with a bridge linking it to Alaska (akin to the H:CE bridges), or preferably, custom map pieces that can be used to set one up.
Forge objects skin: A mixed stone & steel scheme with a time ravaged look.

Reclaimer’s Precipice:
This map would comprise of the Quarry, Coliseum, Pillar & Lagoon areas. Without the Island, the Lagoon area would provide a large space for water based maps. Near the Pillar (not so close as to void possible Pinnacle styled maps), insert the addition of a set of slightly smaller pillars, close enough together to be linked by bridge/ramp networks, with tunnels through a few of them to add some variety (with custom map pieces that can used to block off these). A few interconnecting areas could be added to the Coliseum area, including another opening on the cliff face near the water falls.
Forge objects skin: The Reach Forge scheme (colours/shading rebalanced to match better).

While this alone would likely make most forgers happy, I would suggest at least a few of the following would be good additions to the pack & help to further stifle any complaints;

Bulkheads:
A space station themed map, a large ring (with two or three docking bays akin to Anchor 9) connecting via tunnels at various levels/heights to a central core area, split into several levels. The ring contains a small amount of prebuilt room sections, corridors & walkways (possibly a few damaged/venting into space), with the rest of the space available to forge with various walkway, corridor & room section custom map pieces. Room sections both prebuilt & forge pieces, could include engineering/repair bays, crew quarters, medical bays, Spartan equipment rings, etc.
Forge objects skin: UNSC station scheme.

Forerunner Spires:
A field of clouds forms the base of the map (a statically rendered object to keep down lag) with Forerunner pillars rising 15-25 forge units up from the clouds, set close enough together to be joined by bridge/ramp networks. The map would have a large set of various Forerunner pillar pieces to continue them up, including tunnelled through & balconied items, plus platforms to cap off the pillars (other custom map pieces could include a few crashed UNSC/Covenant vehicle items).
Forge objects skin: Forerunner scheme.

Gunman’s Grave:
Not just a simple remake of Hang’Em High/High Noon, the map would be expanded to include four to five smaller interconnecting areas, one of which could incorporate the exterior platform in front of the Keyship Portal. Many of the built-in objects removed & added to the custom map piece list, along with several new components to further increase map forgeability.
Forge objects skin: Matched to existing map texture palette.

Last Bastion:
A Covenant themed map, set in a large wide volcanic sinkhole, with a small amount of pre-built structures, including vehicle landing decks, some natural tunnels & a set of waterfalls that run down into a lake formation. Custom map pieces could include various Covenant base structures, plus damaged UNSC/Covenant air vehicles (Pelicans, etc).
Forge objects skin: Covenant scheme.

Ordinance Dispatch:
A warehouse themed map, with several storage buildings (featuring openings for walkways to span from building to building), with at least nine larger buildings in square configuration. The map would terminate in a small harbour to the south, Pelican landing zones to the north, a cliff face to the west & a fenceline to the east. Custom map pieces would include various walkways, crates, cargo containers, plus possibly a few salvaged Forerunner relics & Pelican setpieces.
Forge objects skin: An industrial, warehouse styled scheme.

Wasteland:
A large, but simple desert map with relatively flat terrain, think something akin to H3’s Sandbox, minus the cannons & the wall. Custom map pieces could include some large sandstone structures (thinking along the lines of those in Sandtrap), various bits vehicle wreckage & a Mammoth (setpiece, not a working vehicle).
Forge objects skin: A wind worn sandstone & wood scheme.

is there a tl;dr?

EDIT - just read the post and he requested no tl;dr…ohwell!

> Damn you wrote a bible!

Yeah, I skipped to Revelations TL:DR

You forgot to put at the end : THAT’S ALL , FIUUU cleans his sweat on the face

Damn! You wrote an essay :stuck_out_tongue: but honestly, very good job on giving input, ideas and suggestions rather than mindlessly insulting the game company for their faults. Kudos to you! :slight_smile:

I stopped when I read how you wanted AAs to be more like Reach. You have no idea what halo is huh? Over complicating things is also not good.

-Yoink!-! talk about beating a dead horse.

also about the splitting the matchmaking into separate parts…yeah, just no. the population is already low enough and the multiplayer is just a simulation played by Spartans IVs so 343 is not going to bother.

Your yellow text burnt my retinas. but I agree with more constructive criticism and less criticism .

> I stopped when I read how you wanted AAs to be more like Reach. You have no idea what halo is huh? Over complicating things is also not good.

The Active Camo in Reach was more hazardous to the user, with all those red dots, an Active Camo could just as easily miss an opponent’s blip moving up for an assassination.

As for Jetpack, the delay makes it effective useless in most situations.

Armour Lock, never had issues with people using it, have no issues with Hardlight Shield, just curious as to why AL got so demonised, HLS is more dangerous & not a word.

Evade is more effective at avoiding enemies, but also more limited than Thruster Pack, look up TP tricks, you’ll find TP has a nasty exploit on mancannons.

> also about the splitting the matchmaking into separate parts…yeah, just no. the population is already low enough and the multiplayer is just a simulation played by Spartans IVs so 343 is not going to bother.

But yet the population issue continues, this could effectively reverse the spiral…

Also what you want is impossible due to gamemechanics. You have no idea what you’re talking about.

> Also what you want is impossible due to gamemechanics. You have no idea what you’re talking about.

Curious to know your background in game development & as to which parts you are referring to, could you provide a little clarification?

I disagree with you on your qualms with Chief’s concern for Cortana’s rampancy being a major plot hole. It was clear that the Didact had become a huge threat. I’m sure, if asked, that Cortana would have wanted Chief to address the Didact before dealing with her rampancy issues. At the time, the concern was stopping the Didact from destroying humanity. It’s ridiculous to call Chief’s lack of concern a plot hole when such a more dire plot had arisen.

That’s like saying that in the end of the Lord of the Rings, Sam should have just brought Frodo away from Mount Doom because he wanted to save Frodo. Master Chief and Cortana aren’t so selfish. They were BOTH focused on stopping the Didact, no matter what it took. There was no time to address Cortana’s issues.

Being critical is not just about addressing the negative points, but it’s also about addressing the positive iterations. While your post is very comprehensive, you should have spent some time focusing on what you DID like and not only on what needs improvement. Constructive criticism comes from both negative AND positive feed back.

Don’t try to call me a hypocrite for my generally negative response. You have some good content here, but sometimes it’s more powerful to say big things in fewer words than 4-5 full posts.

I’d also have to disagree on your criticism of the Prometheans. I think they are a great addition to Halo as they bring a new, dynamic form of enemies. The Watchers shielding enemies and throwing grenades back at you is something that is completely new Halo. Knights are challenging to defeat and bring a new kind of lethality.

I did like your suggestions for Forge maps. While I think 343 made an effort to appease the Forgers’ desires, they did not quite appease it. I think it’s important to have different environments for Forging, though. In Reach, every custom map felt somewhat similar due to the same environment and same forge objects used again and again.

Lastly, your reference to Tron 2.0 is really you grasping at straws. Take any contemporary work and you could find something that preceded it, or could have influenced it. It’s nearly impossible to be 100% original in this day an age. Saying that the Prometheans and their weapons are similar to Tron 2.0 is not a criticism.

> 7D) Hologram: Only issue, why add the teabagging? Seriously… WHY? This adds to the game, except for more juvenile behaviour that will annoy other players.

Have a little sense of humor too, would ya?