Give Constructive feedback on the gameplay trailer

I know everyone here loves Halo and only wants the best for it but its hard to see people arguing and fighting over things that wont be resolved through anger.
Id much rather see a thread where there were all giving clear constructive feedback and criticism. Talking about the top things we want to see changed or implemented. You never know who’s reading these.
If you really want to make yourself heard, do it right :slight_smile:

So with that all said, What was the number one thing that you want to see tweaked.

For me id like to see a little more fidelity in the textures and graphics. particularly the scene with the Brute captain monologuing. His face ( even on 4k graphics ) Felt like it was missing something. It felt almost too smooth.

Yeah I can agree with this I would like to see some better textures but I’m not too stressed about this yet once I see more I may have more to add but I’m not ready yet. I honestly don’t mind it a bit cartoonish but the cartoons should still have detailed textures.

Get rid of the yellow hexagons on shield recharge. They seem like they’d get annoying very fast and obscure vision.

> 2533274977348863;1:
> I know everyone here loves Halo and only wants the best for it but its hard to see people arguing and fighting over things that wont be resolved through anger.
> Id much rather see a thread where there were all giving clear constructive feedback and criticism. Talking about the top things we want to see changed or implemented. You never know who’s reading these.
> If you really want to make yourself heard, do it right :slight_smile:
> So with that all said, What was the number one thing that you want to see tweaked.
> For me id like to see a little more fidelity in the textures and graphics. particularly the scene with the Brute captain monologuing. His face ( even on 4k graphics ) Felt like it was missing something. It felt almost too smooth.

Since you stated mine, and I think everyone agrees it needs more textures and polish, I’d say more cohesive enemy types. I’m not balls deep in the canon like some people. But if we’re fighting the Banished, shouldn’t they all be modeled similarly like HW2. Or how the drop pod Brutes were? Why are there classic inspired enemy types running around? Jackles should have red energy shields, all the models should be inspired from the HW2 Banished. That kinda gritty, mechanical look. It just seems off to me. Almost breaks the immersion for me.

> 2533274836669416;4:
> > 2533274977348863;1:
> > I know everyone here loves Halo and only wants the best for it but its hard to see people arguing and fighting over things that wont be resolved through anger.
> > Id much rather see a thread where there were all giving clear constructive feedback and criticism. Talking about the top things we want to see changed or implemented. You never know who’s reading these.
> > If you really want to make yourself heard, do it right :slight_smile:
> > So with that all said, What was the number one thing that you want to see tweaked.
> > For me id like to see a little more fidelity in the textures and graphics. particularly the scene with the Brute captain monologuing. His face ( even on 4k graphics ) Felt like it was missing something. It felt almost too smooth.
>
> Since you stated mine, and I think everyone agrees it needs more textures and polish, I’d say more cohesive enemy types. I’m not balls deep in the canon like some people. But if we’re fighting the Banished, shouldn’t they all be modeled similarly like HW2. Or how the drop pod Brutes were? Why are there classic inspired enemy types running around? Jackles should have red energy shields, all the models should be inspired from the HW2 Banished. That kinda gritty, mechanical look. It just seems off to me. Almost breaks the immersion for me.

lack of leadership

> 2533274964025169;3:
> Get rid of the yellow hexagons on shield recharge. They seem like they’d get annoying very fast and obscure vision.

you sound like you want to play halo 3. That game didn’t have those

> 2533274887613159;6:
> > 2533274964025169;3:
> > Get rid of the yellow hexagons on shield recharge. They seem like they’d get annoying very fast and obscure vision.
>
> you sound like you want to play halo 3. That game didn’t have those

You sound like you’re upset about another thread.

> 2533274836669416;4:
> > 2533274977348863;1:
> > I know everyone here loves Halo and only wants the best for it but its hard to see people arguing and fighting over things that wont be resolved through anger.
> > Id much rather see a thread where there were all giving clear constructive feedback and criticism. Talking about the top things we want to see changed or implemented. You never know who’s reading these.
> > If you really want to make yourself heard, do it right :slight_smile:
> > So with that all said, What was the number one thing that you want to see tweaked.
> > For me id like to see a little more fidelity in the textures and graphics. particularly the scene with the Brute captain monologuing. His face ( even on 4k graphics ) Felt like it was missing something. It felt almost too smooth.
>
> Since you stated mine, and I think everyone agrees it needs more textures and polish, I’d say more cohesive enemy types. I’m not balls deep in the canon like some people. But if we’re fighting the Banished, shouldn’t they all be modeled similarly like HW2. Or how the drop pod Brutes were? Why are there classic inspired enemy types running around? Jackles should have red energy shields, all the models should be inspired from the HW2 Banished. That kinda gritty, mechanical look. It just seems off to me. Almost breaks the immersion for me.

Yeah. I loved the banish in HW2. My guess is that they just wanted something cleaner and easier to distinguish. The player models most likely comes down to how it plays.

> 2533274887613159;6:
> > 2533274964025169;3:
> > Get rid of the yellow hexagons on shield recharge. They seem like they’d get annoying very fast and obscure vision.
>
> you sound like you want to play halo 3. That game didn’t have those

Didn’t know that Halo Reach, 4 or 5 had those big hexagons… just saying

I noticed some weird like delayed enemy AI behaviour in 2 places in demo.
First was when a Brute said "Die for the Banished"and tossed a suicide Grunt in front of him while Chief was to the right side of him.He tossed the Grunt where Chief was like 30 seconds before.
Second was a bit later in when a Grunt in Shade Turret fired at Chief,then Chief got to the right behind a rock,picked up explosive with grapple shot and throw it at him.But the Shade Turret was still firing where he was before.

> 2533274964025169;3:
> Get rid of the yellow hexagons on shield recharge. They seem like they’d get annoying very fast and obscure vision.

Right ? Or at least make them translucent.

> 2533274951753761;10:
> I noticed some weird like delayed enemy AI behaviour in 2 places in demo.
> First was when a Brute said "Die for the Banished"and tossed a suicide Grunt in front of him while Chief was to the right side of him.He tossed the Grunt where Chief was like 30 seconds before.
> Second was a bit later in when a Grunt in Shade Turret fired at Chief,then Chief got to the right behind a rock,picked up explosive with grapple shot and throw it at him.But the Shade Turret was still firing where he was before.

I noticed the shade turret, might just be a result of easier difficulty? In some halo games, the AI would remember the player’s “last known position” and continually fire bursts of plasma at that spot. So maybe the game is having bugs with this “stealth” system. Regardless, it looked bad.

I’m also hoping on harder difficulties there will be more counter-play with some enemy types. Elites taking cover when their shields are down, brutes rushing the player when they’re behind cover, etc. I saw promise of this from the demo, but the easy (normal?) difficulty made it unclear.

> 2533274917301945;12:
> > 2533274951753761;10:
> > I noticed some weird like delayed enemy AI behaviour in 2 places in demo.
> > First was when a Brute said "Die for the Banished"and tossed a suicide Grunt in front of him while Chief was to the right side of him.He tossed the Grunt where Chief was like 30 seconds before.
> > Second was a bit later in when a Grunt in Shade Turret fired at Chief,then Chief got to the right behind a rock,picked up explosive with grapple shot and throw it at him.But the Shade Turret was still firing where he was before.
>
> I noticed the shade turret, might just be a result of easier difficulty? In some halo games, the AI would remember the player’s “last known position” and continually fire bursts of plasma at that spot. So maybe the game is having bugs with this “stealth” system. Regardless, it looked bad.
>
> I’m also hoping on harder difficulties there will be more counter-play with some enemy types. Elites taking cover when their shields are down, brutes rushing the player when they’re behind cover, etc. I saw promise of this from the demo, but the easy (normal?) difficulty made it unclear.

It was on Normal difficulty,confirmed.How can enemies forget where you are,Halo is not a stealth game.I think the increase in difficulty will only result in taking more damage and doing less,cause it was said in 4 player co-op every player can have different difficulty set up.

> 2533274964025169;3:
> Get rid of the yellow hexagons on shield recharge. They seem like they’d get annoying very fast and obscure vision.

This right here was my main issue with the demo. Other than that, everything was good to me. The graphics could always improve, but I am content with where they are as of now.

> 2533274951753761;13:
> > 2533274917301945;12:
> > > 2533274951753761;10:
> > > I noticed some weird like delayed enemy AI behaviour in 2 places in demo.
> > > First was when a Brute said "Die for the Banished"and tossed a suicide Grunt in front of him while Chief was to the right side of him.He tossed the Grunt where Chief was like 30 seconds before.
> > > Second was a bit later in when a Grunt in Shade Turret fired at Chief,then Chief got to the right behind a rock,picked up explosive with grapple shot and throw it at him.But the Shade Turret was still firing where he was before.
> >
> > I noticed the shade turret, might just be a result of easier difficulty? In some halo games, the AI would remember the player’s “last known position” and continually fire bursts of plasma at that spot. So maybe the game is having bugs with this “stealth” system. Regardless, it looked bad.
> >
> > I’m also hoping on harder difficulties there will be more counter-play with some enemy types. Elites taking cover when their shields are down, brutes rushing the player when they’re behind cover, etc. I saw promise of this from the demo, but the easy (normal?) difficulty made it unclear.
>
> It was on Normal difficulty,confirmed.How can enemies forget where you are,Halo is not a stealth game.I think the increase in difficulty will only result in taking more damage and doing less,cause it was said in 4 player co-op every player can have different difficulty set up.

They don’t forget your last known position, they just don’t see you when you pop back out behind cover. Halo has always had a minor stealth system, so you can get the drop on your enemy (maybe not with Prometheans). I think it just checks which way the enemy is facing and whether or not their line-of-sight to the player is obstructed. Anyway, something might be going wrong with this system and they aren’t seeing the player when they should, or the game is purposely not always seeing the player right away because of the difficulty setting. Other (real) stealth games often give players a timer before they’re officially “spotted”, and that timer is often based on difficulty. I hope that makes sense.

343i could also be trying out a more complex enemy communication system, where one enemy (who spots the player) has to communicate with other enemies for the other enemies to also know your position. This would make some sense in an open world game, so you don’t get rushed by every enemy on the map when a single one sees you. I think in previous games, all enemies in an area instantly knew the player’s location if a single one saw you, but the enemies were divided up by checkpoints, so the player never got completely swarmed.

I don’t know how the per-player-difficulty system is going to work… In past games, the enemies did more than just do/take more damage at higher difficulty settings, especially with skulls enabled. I hope the AI is smart and engaging on Heroic, not just a shooting gallery.

> 2533274917301945;15:
> > 2533274951753761;13:
> > > 2533274917301945;12:
> > > > 2533274951753761;10:
> > > > I noticed some weird like delayed enemy AI behaviour in 2 places in demo.
> > > > First was when a Brute said "Die for the Banished"and tossed a suicide Grunt in front of him while Chief was to the right side of him.He tossed the Grunt where Chief was like 30 seconds before.
> > > > Second was a bit later in when a Grunt in Shade Turret fired at Chief,then Chief got to the right behind a rock,picked up explosive with grapple shot and throw it at him.But the Shade Turret was still firing where he was before.
> > >
> > > I noticed the shade turret, might just be a result of easier difficulty? In some halo games, the AI would remember the player’s “last known position” and continually fire bursts of plasma at that spot. So maybe the game is having bugs with this “stealth” system. Regardless, it looked bad.
> > >
> > > I’m also hoping on harder difficulties there will be more counter-play with some enemy types. Elites taking cover when their shields are down, brutes rushing the player when they’re behind cover, etc. I saw promise of this from the demo, but the easy (normal?) difficulty made it unclear.
> >
> > It was on Normal difficulty,confirmed.How can enemies forget where you are,Halo is not a stealth game.I think the increase in difficulty will only result in taking more damage and doing less,cause it was said in 4 player co-op every player can have different difficulty set up.
>
> They don’t forget your last known position, they just don’t see you when you pop back out behind cover. Halo has always had a minor stealth system, so you can get the drop on your enemy (maybe not with Prometheans). I think it just checks which way the enemy is facing and whether or not their line-of-sight to the player is obstructed. Anyway, something might be going wrong with this system and they aren’t seeing the player when they should, or the game is purposely not always seeing the player right away because of the difficulty setting. Other (real) stealth games often give players a timer before they’re officially “spotted”, and that timer is often based on difficulty. I hope that makes sense.
>
> 343i could also be trying out a more complex enemy communication system, where one enemy (who spots the player) has to communicate with other enemies for the other enemies to also know your position. This would make some sense in an open world game, so you don’t get rushed by every enemy on the map when a single one sees you. I think in previous games, all enemies in an area instantly knew the player’s location if a single one saw you, but the enemies were divided up by checkpoints, so the player never got completely swarmed.
>
> I don’t know how the per-player-difficulty system is going to work… In past games, the enemies did more than just do/take more damage at higher difficulty settings, especially with skulls enabled. I hope the AI is smart and engaging on Heroic, not just a shooting gallery.

The problem i saw is not that enemies didn’t see you but that they were attacking/shooting a place where there was nobody in sight.

Keep the H2 BR sound the same

The main issue I had was the lighting and textures. Halo has always had, to my knowledge, baked on lighting. Infinite does not, due to the day/night cycle.
In the gameplay demo, enemies were not casting shadows and any texture that looked decent in the light, got muddied and even more low res in shadow. Lighting is my number one complaint.

The lighting in the gameplay trailer was improved, I saw shadows on enemies and dead bodies so it’s a start. But enemies shouldn’t lose textures just because they moved into the shadows.

> 2533274964025169;3:
> Get rid of the yellow hexagons on shield recharge. They seem like they’d get annoying very fast and obscure vision.

We’re people really that bothered by the hexagons? They fade almost instantly and only on shield recharge.

> 2533274951753761;16:
> > 2533274917301945;15:
> > > 2533274951753761;13:
> > > > 2533274917301945;12:
> > > > > 2533274951753761;10:
> > > > > I noticed some weird like delayed enemy AI behaviour in 2 places in demo.
> > > > > First was when a Brute said "Die for the Banished"and tossed a suicide Grunt in front of him while Chief was to the right side of him.He tossed the Grunt where Chief was like 30 seconds before.
> > > > > Second was a bit later in when a Grunt in Shade Turret fired at Chief,then Chief got to the right behind a rock,picked up explosive with grapple shot and throw it at him.But the Shade Turret was still firing where he was before.
> > > >
> > > > I noticed the shade turret, might just be a result of easier difficulty? In some halo games, the AI would remember the player’s “last known position” and continually fire bursts of plasma at that spot. So maybe the game is having bugs with this “stealth” system. Regardless, it looked bad.
> > > >
> > > > I’m also hoping on harder difficulties there will be more counter-play with some enemy types. Elites taking cover when their shields are down, brutes rushing the player when they’re behind cover, etc. I saw promise of this from the demo, but the easy (normal?) difficulty made it unclear.
> > >
> > > It was on Normal difficulty,confirmed.How can enemies forget where you are,Halo is not a stealth game.I think the increase in difficulty will only result in taking more damage and doing less,cause it was said in 4 player co-op every player can have different difficulty set up.
> >
> > They don’t forget your last known position, they just don’t see you when you pop back out behind cover. Halo has always had a minor stealth system, so you can get the drop on your enemy (maybe not with Prometheans). I think it just checks which way the enemy is facing and whether or not their line-of-sight to the player is obstructed. Anyway, something might be going wrong with this system and they aren’t seeing the player when they should, or the game is purposely not always seeing the player right away because of the difficulty setting. Other (real) stealth games often give players a timer before they’re officially “spotted”, and that timer is often based on difficulty. I hope that makes sense.
> >
> > 343i could also be trying out a more complex enemy communication system, where one enemy (who spots the player) has to communicate with other enemies for the other enemies to also know your position. This would make some sense in an open world game, so you don’t get rushed by every enemy on the map when a single one sees you. I think in previous games, all enemies in an area instantly knew the player’s location if a single one saw you, but the enemies were divided up by checkpoints, so the player never got completely swarmed.
> >
> > I don’t know how the per-player-difficulty system is going to work… In past games, the enemies did more than just do/take more damage at higher difficulty settings, especially with skulls enabled. I hope the AI is smart and engaging on Heroic, not just a shooting gallery.
>
> The problem i saw is not that enemies didn’t see you but that they were attacking/shooting a place where there was nobody in sight.

I’ll have to watch the trailer again for the brute toss, but the shade turret looked like it was just slow to react to the chief’s new location. It saw him on the left side of the rock (last known position), started shooting at the left side of the rock (suppressive fire), can’t see him behind the rock (no line-of-sight), and didn’t see him right away on the right side of the rock (possible bug or difficulty setting), so he was still shooting at the left side of the rock when until he got hit with the fusion coil. Whatever the reason, i think we both agree it looked silly and should be fixed/improved before launch.