feedback for halo 5 or 6

The theater needs changes to enhance its usefulness and make it easier for players to review their gameplay. Add fast rewind to the theater; there is fast forward which is great, add fast rewind to allow looking over scenes back and forth quickly. The theater needs a timer added that shows the length of the video as this can differ from game time. Having the video length time can orient users to when something occured. Add a scroll bar for users to scroll along as well. Don’t change camera views when a death occurs (this may be a glitch, the replays can be glitchy at times where the game plays but the onscreen video does not change). Permit switching to a dead person’s camera so it does not ‘disappear’ when they are dead. In the theater menu that lists the games played, show the time the game was played and a pic of the map so players can orient themselves (could be hard considering the similarities in maps but helpful nonetheless). Include deciseconds (a tenth of a second) in the timer for the theater and live games to aid with timing.

In the theater, in third person view, change the radar so it rotates opposite the direction of the camera movement. At present, the radar doesn’t change regardless of where the camera is pointing. This can be confusing because the radar contacts are in the wrong spot based on where the camera is pointing (unless it’s pointing where the spartan is facing). I also suggest putting a notice over the radar for when the player is scoped, otherwise it looks like the radar disappears for no reason.

A basic ‘how to’ for the different weapons, vehicles, and abilities of spartans would be a decent addition; otherwise players end up googling how to play the game, and that is an example of poor game design. This would also help players new to the game, giving them an opportunity to ‘catch up’ to experienced players. I also think this is beneficial for getting players who are opposed to a specific playstyle by showing/teaching them your vision. Likewise, if you want a sport to be competitive, you ought to teach them the skills/habits needed for success.

More stats in the post game review such as who killed who, overhead maps showing player movement throughout the game, graphs showing kills compared to others at specific timepoints and locations. Starcraft 2 is an exemplar in this area, showing precisely what happens during the game, and they show what changes are made to the game via in-game patch notes. The option to launch the replay from the post game review screen ought to be added as well. Also, when selecting a player in the post game review, after viewing each players medals/ect., default to the last player viewed as opposed to our own gamertag - this would make it easier to cycle through. Otherwise allow cycling through players personal game stats with the left and right tab buttons; at present triggers are used and this is counterintuitive given that switching screens in other menus such as from ranked to social uses the top two tab buttons on the controller. I think overall player stats would be helpful too, such as which map a player does best/worst on or most/least kills per weapon. Moreover, robust data collection ought to help understand increases or decreases in game popularity. Finally, I suggest adding the ability to view more than one post game review, such as adding the option to scroll through most recent post game reviews.

Game mechanics need to be added to the game. The damage of each weapon, how many rounds needed for a kill shot on each body part, area of effect, rationales for specific game mechanics would all be helpful additions, improve players’ understanding of the game, and provide more transparency. Presently, this is not included in-game and players need to view that data from youtube or other websites. Again, excellent design would have this included in the game.

Give players the option of when to start the next match after finishing a game. All too often I find myself launched into another game I didn’t play (or want to play) because halo automatically cues the player for another match. For example, the option could be set to immediate, never, or a specific time marker like “start matchmaking in xx minutes after each game”.

Gameplay features ought to be detailed in the playlist title. For example the playlist ought to describe how the radar works. It is a poor design for players to have to watch replays or to use google to understand how it works. A player can play in a big team battle match and be familiar to an ‘always on’ radar of 25m, but in ranked the radar only shows players under certain circumstances and the range can vary with maps. This could be frustrating for players and could push them away from this matchmaking playlist. Playlist titles ought to include patch notes, other changes unique to the playlist, and even settings that have changed from the previous generations of halo to the current title (such as movement/sprinting/walking speed). I also recommend displaying gametype info in the game, such as if it is magnums only, or other weapon pickups that are in play.

Of note, according to halotracker.com (http://halotracker.com/h5/csrbreakdown) anywhere from 40-60% of players are unranked. Free for all has 211,726 players with 65% of them unranked. Pretty unfortunate for 343 as more than half of the people who started the playlist decided not to finish the placement matches, suggesting this play type is not popular among half the people who attempted playing it. It’s not official data, so if 343 could publish contemporary data that would assist with further evaluation.

The maps are confusing. I spawn in and I need time to orient myself because so many of the map details are identical/similar (like hallways). Sometimes I don’t even know which map I am on because of the overlap in colour scheme and details/layout. I recall Bungie developers designing maps specifically so players could orient themselves quickly after spawning, something i find a challenge with the current design of Halo 5 maps. Reducing confusion is relevant as 343 wants players to scout the 3d space more (link) but with the lack of contrast in colour/map design, it can be easier to refer to the radar which is contrasted. It is so incredibly confusing sometimes that I move through an area thinking I am going in the right direction, but then I realize I am going in the opposite direction I wanted to go. Moreover, players with certain colour blindness may also be at a disadvantage given the similarities of the colour palette making it difficult to distinguish what is happening in the game, and these players may benefit from more contrast.

The maps are also boring; I miss the creative layouts of halo 2’s zanzibar, ivory tower, or lockout. They were so incredibly creative and dynamic it added to the fun of the game. Ivory tower was so popular from halo 2 that it was incorporated into the campaign of Halo Reach. I also recommend adding a veto option for maps pre-matchmaking so players can play on their most preferred maps (or avoid their least preferred maps). Unique layouts also allow skilled players to exploit their environment to get the most kills.

Map design has also made radar and crouch mostly redundant. Crouch is only useful when hiding to recharge shields, and hurtful when it engages accidently during an encounter with another player. Radar has no practical purpose finding players given its limited range. With the longer range of 25m it was possible to find players on the map and engage them, and punish players who relied on it too much by using crouch to sneak up for a kill. Presently, players can walk without showing up on radar, introducing more chance into gameplay, such as being hit from behind without much skill compared to a crouch.

I believe 343 may want to reflect on what is more important to the game in relation to sprint and map design. As I understand it, maps are designed around sprint. I think maps ought to be designed around shooting (hence first person shooter). This may explain the lack of popularity around Halo 5 vs previous generations, as having the focus of the game being sprinting vs engagements could take away enjoyment from the game.

Halo ought to have maps that show weapon spawn locations, their respawn timers, and the names of specific areas (normally labelled in the bottom left of the screen during gameplay) on an in-game map or map accessible from the menu options out of the game. This can eliminate chance when two equally skilled players are playing one another on maps they are unfamiliar with. It’s better when players compete for a weapon rather than they stumble upon it by chance. This is especially important for power weapons not on weapon pads. The current game design is not competitive because it gives an advantage to players who either play more and memorize all the weapon locations or who use the forge/youtube/google to scout them out. Over the respawn area I suggest showing a countdown timer until the next respawn. Moreover, this design could put people into the incorrect league had the player been aware of the weapons’ locations on the map during league placement. Having a map is helpful for players to learn map area names outside of gameplay as during gameplay it can be quite tricky.

I think there is merit to having sprint. Sprinting across dangerous (or open) space could be useful tactically. In fact, I think 343 ought to assess the ability of having a player automatically sprinting (or moving forward) when they are spawning. Moreover, standing still while finding one’s bearing/orientation makes one a ‘sitting’ target and puts players spawning at a disadvantage and could possibly lead to ‘snowballing’ (deaths happening over and over again) as an attacker moves through the map. I think it would be interesting to post the movement speed of all versions of halo for the curious.

A disadvantage I have experienced related to sprint is how it introduces more chance into gameplay rather than skill. Two players fighting one another are at a disadvantage compared to other players because they move slower when fighting. This provides sprinters with an advantage by giving them the opportunity to sprint to the location and kill players already engaged in combat and weak to attack. This has been a frustrating experience as any encounter that lasts longer than average may mean both players get killed as targets of opportunity by another player, negating the skill the two players had pitted against one another. It also means players cannot waste time on long battles otherwise they risk giving opponents even greater advantages, such as a double kill rather than a possible single kill. So overall, I think sprint can take away from the competitiveness of the game by introducing more chance.

I don’t like the credits/loot packs. Clicking through multiple packs is tedious, and so is going back one at a time.

The thruster pack is useful. One benefit is that it can mitigate last ditch attempts of players’ fragging themselves in hopes of taking out the attacker at the same time (a tactic used in halo pre-thruster pack). The attacker can then evade rather than watch and hope for the draw - it adds an element of skill to dodge the ‘from the grave’ grenade. It also takes skill to reacquire dodging targets.

Spartan charge (and presumably ground pound) ought to recharge like the spartan thruster pack does. In the link attached, syren69 (gggg) dodges (dodge meaning to use the thruster pack) a spartan charge at 6:16 and his thruster pack recharges at 6:13 (as per the in-game countdown timer). The attacker axelyito (emvm) uses spartan charge at 6:17, again at 6:15, and then dodges (using his thruster pack) at 6:14. So emvm uses his thruster pack three times before gggg’s can recharge. I also suggest a minimum startup time for charge so it provides players with a certain amount of reaction time when an attacker uses spartan charge within radar range. This current halo 5 gameplay feature is broken/unbalanced. Spartan charge is using the thruster pack so it should recharge the same as the thruster pack, otherwise the attacker retains multiple advantages (such as another spartan charge or another thruster pack usage) after using his spartan charge and the skill involved to dodge is negated.

Spartan charge lowers the skill cap of halo 5. Performing a dodge (button b) plus melee (right tab button) requires more skill than the current spartan charge (right tab button). Moreover, spartan charge lowers the skill cap by introducing an ability that does not require much accuracy to engage, and after its use, sets up the attacker with a perfect lined-up shot (for a headshot or otherwise) when they bounce off the target. The bouncing effect also prevents retaliatory melee attacks from the defender.

The ground pound area of effect must be considered in relation to the thruster/dodge. Presently, dodging a ground pound is an ineffective counter givin the ground pound’s area of effect, negating the skill to dodge. A dodge still presents the defender with a disadvantage by taking away the defender’s shields. Either the area of effect ought to be decreased, increasing the skill needed for a kill, or the dodge distance ought to be increased to make dodging a useful counter. For consistency within the game, scoping while jumping and ground pound ought to have the same game mechanics re hovering in the air; at present, ground pound is truly hovering while the scope while jumping mechanic has the player slowly fall to the ground. Moreover, dodge needs to recharge and ground pound does not, again putting a defender at a disadvantage by giving the attacker the option to dodge after ground pounding.

Another imbalance I have observed is that power weapons not on weapon pads spawn immediately after the empty power weapon is switched for another gun, or the player dies. This provides the player with the power weapon an advantage as they know exactly when the power weapon is respawning: immediately after their death or immediately after they drop the weapon. As a result they can go for the respawn knowing it will be respawning promptly. I recommend a random/timed respawn for power weapons not on weapon pads so the first touch player does not have an advantage over other players.

The promethean grenade - as has been raised in championships - is being used to deny movement. It also can be overpowered given its ability to easily one hit kill without much technique, whereas for contrast the plasma grenade requires precision to stick an opponent. Consider removing the promethean grenade from the game. A possible alternative grenade would be emp based for stalling vehicles. The banshee for example can be difficult to take down alone/isn’t really meant to be destroyed by a single player’s rifle fire, and a grenade designed for vehicles may be useful. Perhaps the closer the detonation the longer the stall of the vehicle, which would provide more benefit for technique.

I have noticed lag in the menu. This is the first time I have noticed lag in the menu (not in gameplay) compared to other halo versions. I think this reflects poorly on the organization when something so basic does not perform smoothly or is corrected x number of years after release.

I think lastly this is the first time I will consider not purchasing the Halo arch video game related to not having fun playing halo 5. I think the biggest factor would be map design. I am optimistic the game will improve though. I remember giving feedback on halo 2 on having specific areas of maps having their own names to aid with communication and having spartan ai that could talk - and now, albeit four generations later - Halo 5 has those features. I would also like to mention the most fun I had on halo 5 was when they had the Halo 3 playlist. If that could be brought back I would actually enjoy playing ‘halo 5’.