Co-Op has you limited to 1,000 feet before killing players

Basically if you get about 300 meters away from a fellow player in Halo Infinite Co-Op, the game will KILL you for falling behind and then respawn you by your teammate according to the video below -

  • https://www.youtube.com/watch?v=XgzkMm55CBc

So . . . rather than teleporting players to keep up with whoever is furthest ahead, the game is instead for the first time ever going to KILL ITS PLAYERS in order to respawn them nearby?

God forbid we get in two separate Wasps or Banshees and have to perform evasive maneuvers.

I can only imagine the mess the Iron Skull will bring to the table if Player 2 gets Player-Range-Killed because they board a Banshee with the Grapple Shot while your buddy is on the other side of a large compound and suddenly gets killed for being out of range.

8 Likes

800 feet and you get a warning; 1000 feet and you’re killed and respawn to the nearest teammate

https://www.halowaypoint.com/news/halo-infinite-campaign-network-co-op-preview

The world in Halo Infinite is incredibly expansive. Can I decide to go liberate a FOB while my Co-Op buddy heads in the other direction to take down a high-value target? How exactly does the game handle it if players get too far apart in the open world? How will it handle players being separated in the more enclosed missions?

Mulkey: The whole point of playing together is just that—playing together! Co-Op allows a group of friends to join up as a Fireteam and tackle the various locations on the ring together.

To that end, we have established what is called “Area-Of-Operations” (AOO). This is the maximum distance that players in a Fireteam can stray from one another as they explore and tackle the challenges of Zeta Halo. If you stray too far from your Fireteam, you will get a warning to return to the team. If you ignore that warning and continue, you will be killed for going AWOL and be spawned back on your nearest teammate.

How large are the Area-Of-Operations?

Isaac: It’s an interesting balance to strike because we want players to have the fun of fighting together, but we also don’t want it to feel like the game is forcing you to be joined at the hip, so to speak.

We landed on tuning the AOO with two values: an inner “warning radius” (800 feet) and an outer “kill radius” (1000 feet).

To give you an idea of that scale in-game: if two of you want to hit a really big objective like the Banished dig site, the AOO will definitely allow you to tackle an objective of that size from opposite sides with room to spare.

3 Likes

Until we see the 1,000 feet in action, I don’t think there’s any reason to be worried.

Can we see what the new achievements are for Co-Op yet?

5 Likes

Since there is no perpetual world it would be nice if it could transition to an “instanced” kind of co-op like No Man’s Sky when you stray out of the AOO. This would suit explorer play style.
https://www.interaction-design.org/literature/article/bartle-s-player-types-for-gamification

My point is also the fact that those larger Banished outposts that you can tackle are not going to be able to be given a proper pincer maneuver.

You cannot have two-players approach from the East and two from the West to meet in the middle.
Instead, you have to stick close together and assault from one side or else face that 800 foot warning and 1000 foot kill penalty.

3 Likes

It also means you can’t do silly stuff like flying around in banshees checking out the map in different locations, then team up when you want to do something, seamlessly.

It precludes this kind of discovering together and makes it more like mission-based fireteam.

4 Likes

I do see potential issues with the radius but I’m just here for the new achievements. So I’m not going to be exploring or doing anything crazy. I did that for about 15-20 hours and it got kind of monotonous. Maybe friends will liven it up? Who knows. They didn’t say they were adding more content so, I don’t see much more fun coming from it. My friends and I will probably run through the missions in a few hours and that will be that. Four Spartans with grapple shots!? The Banished are screwed.

1 Like

100%

1 Like

I will admit, it worked for Halo 4 and Halo 5.

Only time will tell…

2 Likes

Absolutely, we to see how it works when co-op is released.

I look forward too it. Gotta add some more peeps to my friends list that live near me though so we can all party up for events when they kick off.

2 Likes

Is there going to be matchmaking for the co-op, or must I create or join a fireteam in order to use the co-op feature? Without matchmaking, co-op is useless for me and I am sure useless for almost everyone else. O,h, and still no split-screen, the most basic co-op feature a game can have.

2 Likes

Who does it kill? The player going East or the player going West? If you are the party leader are you instantly safe? Can I play pranks and kill my fellow team mates?

I am the only one scratching my head?

2 Likes

To give you an idea of that scale in-game: if two of you want to hit a really big objective like the Banished dig site, the AOO will definitely allow you to tackle an objective of that size from opposite sides with room to spare.

Pulled this from the Waypoint blog in question, https://www.halowaypoint.com/news/halo-infinite-campaign-network-co-op-preview. Make of that what you will. That said, I do believe a teleport to say, player one, would have been better.

3 Likes

Something 343 have done to provide the best player experience or due to a technical limitation they can’t overcome.

Given 343’s history with Infinite I know which of the two my money is on…

1 Like

Literally Halo CE, using Blam! Engine 1.0, was able to TELEPORT players to whoever was closest to the objective.

Halo Infinite, using Blam! Engine 6.0 (renamed as the Slipspace engine), is now KILLING / RESPAWNING players that get too far away.

So now for the consequence of someone blitzing to the objective while another is trying to get collectibles will result in a player death.
And given the fact that I DOUBT you will respawn with the guns you were holding, NOW some player is going to be REALLY frustrated.

Good to know they have that location as a reference.
But let’s try another one.
Annex Ridge for example.
Players cannot start on opposite sides to meet in the middle and stomp the base in that tactic.
Riven Gate is another good example of this due to how LONG it is.

4 Likes

So if somebody falls off one of the big mountains it’s TPK and you lose any equipment you had. :grimacing:

4 Likes

As far as I know, yes.
If they kill you and respawn with the gear you had on you when you died; then it is just Teleporting with a few seconds of spectating a ragdoll.

If not, it just enables griefing from Randos or friends seeking amusement.

3 Likes

I don’t see why people are having fits over this. I get it, and I agree that it’s not the best idea, when it’s such an Expansive Open World. However, it’s just that, an Expansive Open World. It’s the first time in the Halo Franchise this has been done. Hell, even levels from Halo 2 and 3 were less than 1000 feet in most areas. It shouldn’t be an issue, however, we need to see it in action first. If you want to explore away from each other then play single-player. I agree with the Dev, you wanted Co-op to play together, if you don’t actually “Play Together” what is the point of adding it?

3 Likes

It’s also kind of baffling that 343 can’t figure out what Borderlands 2 was able to do decades ago.

Halo Infinite’s “Open World” map is already divided into neat chunks.

  1. Lock Down [I.E. Ransom Keep and The Tower]
  2. Connections [I.E. Excavation Site, Conservatory, and Spire]
  3. Graveyards [I.E. Pelican Down]
  4. Reformation [I.E. The Sequence, Nexus, and The Command Spire]
  5. Reckoning [I.E. Repository, The Road, House of Reckoning]
  6. Endless [I.E. Silent Auditorium]

Here’s what I think 343 should be doing going from Outpost Tremonius to The Tower to Excavation site.

  1. Teleport both players to FOB Gold upon completion Outpost Tremonius
  2. Allow players to go anywhere they want as long as they stay within the “Lockdown” region until completion of “The Tower”.
  3. Once “The Tower” mission is complete, if one player moves on immediately to the “Connections” region to complete the next campaign missions, teleport the other player to that person. Do NOT kill them.

This is just one example scenario of how I envision campaign co-op could work. The important thing is that players shouldn’t have to be killed for being too far away from each other. At worst they should just be teleported to the host player.

I’m going to get back to this point as soon as I can figure out how large each region is. But as a ball park number, there’s should at the bare minimum be a 5K feet limit, maybe even 10K feet limit if possible. It’s most likely a combination of the Engine and the Xbox One console that limit the “Area of Operations.” It’s quite possible 343 just doesn’t have the tools to get around this limitation.

2 Likes