good players shouldn't be good?

> “This gives the matches other focal points, and it also helps alleviate the advantage longtime players always used to have over newer recruits; the best weapons are not always going to be found at the same spawn locations.”

343i, are you saying that good players shouldn’t be good?

i only hope that this is optional, i would much prefer a set weapon location on a timer because, having random weapon spawns creates a huge luck factor in who comes across the weapon first and we all know that game generated luck is bad for halo, player generated luck is good …

frankies neoGAF post

this is promising news, i only hope he means that the weapons are on a sequence, they spawn at different locations but it isn’t random, it is set, this should cause teams to shift there focus around the map in relation to the weapons for greater control.

if not then its just guessing and guessing means there is an element of randomness.


So you play basketball everyday? Well, you’re not going to get any better. Cause the 3 point line likes to move.

Haunted Army what’s up! And I hope that’s false as well.

> So you play basketball everyday? Well, you’re not going to get any better. Cause the 3 point line likes to move.

QFT

I think it’s meant to offset experience that isn’t relevant to skill. For example, I can be the worst player in the world and still beat a naturally-gifted player if I know where rockets are and he just bought the game (and, by implication, can’t find rockets).

Why would anyone want to dedicate time playing a game where it’s designed to not allow experienced players to have an advantage?

That’s beyond stupid. If you don’t want good players to dominate bad players, put in a -Yoinking!- ranking system like in Halo 2 & 3.

> So you play basketball everyday? Well, you’re not going to get any better. Cause the 3 point line likes to move.

interesting way of putting it though i don’t think it expresses the problem nicely…

the problem is that the game is essentially giving players free kills because that person got lucky and so happened to be at the right place at the right time and got a power weapon which gives him those easy kills, this i i think will create a big reduction in the skill gap and turn the outcome of games into who got lucky.

this is 10x worse then what bloom did to reach… sigh

just hope that this is customizable and that there is a playlist that offers a more classic experience.

i’m not one to complain on something that i haven’t experienced yet, i’m a little excited for halo 4s release but this comment really puts me on edge and makes me wonder if halo is in capable hands.

please, prove me wrong.

> Why would anyone want to dedicate time playing a game where it’s designed to not allow experienced players to have an advantage?
>
> That’s beyond stupid. If you don’t want good players to dominate bad players, put in a -Yoinking!- ranking system like in Halo 2 & 3.

You don’t play to get good anymore. You play to unlock spartan points so you can actually fight back in matchmaking.

I don’t think the whole weapon-spawn timers is as real a problem as people are making it out to be, you should probably have the area locked down with your team anyway. I assume most people are just seeing this and making assumptions that the rest of the game is going to reflect the change of becoming more for “casuals”. I will say that I heavily disagree with the instant spawns, never a good idea.

> Why would anyone want to dedicate time playing a game where it’s designed to not allow experienced players to have an advantage?
>
> That’s beyond stupid. If you don’t want good players to dominate bad players, put in a -Yoinking!- ranking system like in Halo 2 & 3.

Well the really good players dont need Rockets or Banshees to to dominate the noobs

> I think it’s meant to offset experience that isn’t relevant to skill. For example, I can be the worst player in the world and still beat a naturally-gifted player if I know where rockets are and he just bought the game (and, by implication, can’t find rockets).

experience is a big part in a game though, people with more experience and knowledge should be rewarded for there effor they put in to aquire such experience and knowledge, not punished …

Lets just all hope that this isn’t legit… or at least a classic mode, because otherwise Halo 4 : CoD edition is going to -Yoink-.

D:

> > “This gives the matches other focal points, and it also helps alleviate the advantage longtime players always used to have over newer recruits; the best weapons are not always going to be found at the same spawn locations.”
>
> 343i, are you saying that good players shouldn’t be good?
>
> i only hope that this is optional, i would much prefer a set weapon location on a timer because, having random weapon spawns creates a huge luck factor in who comes across the weapon first and we all know that game generated luck is bad for halo, player generated luck is good …

It makes me wonder if they’re abandoning skill-based matchmaking. If matchmaking is doing its job, the “problem” they’re trying to solve doesn’t even really exist.

> I think it’s meant to offset experience that isn’t relevant to skill. For example, I can be the worst player in the world and still beat a naturally-gifted player if I know where rockets are and he just bought the game (and, by implication, can’t find rockets).

So I should lose a battle because the enemy spawned closer to the RANDOM rocket spawn?

> experience is a big part in a game though, people with more experience and knowledge should be rewarded for there effor they put in to aquire such experience and knowledge, not punished …

But how much effort does it take to Forge through a map and find rockets?

Take this with a grain of salt as it’s coming from an Infection mapmaker’s experiences with Infection maps, and that Infection mapmaker has little experience with Slayer… but I find that, all other things being equal and balanced, maps with the most variety are the most played and the most enjoyed. So if there are a few random locations but they are balanced – not just spawning rockets literally anywhere, but having a few possible places that are balanced but variably-selected – that would increase variety, possibly without compromising balance.

> > I think it’s meant to offset experience that isn’t relevant to skill. For example, I can be the worst player in the world and still beat a naturally-gifted player if I know where rockets are and he just bought the game (and, by implication, can’t find rockets).
>
> So I should lose a battle because the enemy spawned closer to the RANDOM rocket spawn?

With some programming work, the spawn system can be modified to factor in the location of randomized power weapon spawns, and prefer spawn points that are distant from those weapons.

Does everyone really need power weapons to do well? I mean honestly, if you’re good with starting weapons you should do fine. Get over it fellas it’s not nearly as bid a deal as the other crap they’re including.

> > experience is a big part in a game though, people with more experience and knowledge should be rewarded for there effor they put in to aquire such experience and knowledge, not punished …
>
> But how much effort does it take to Forge through a map and find rockets?
>
> Take this with a grain of salt as it’s coming from an Infection mapmaker’s experiences with Infection maps, and that Infection mapmaker has little experience with Slayer… but I find that, all other things being equal and balanced, maps with the most variety are the most played and the most enjoyed. So if there are a few random locations but they are balanced – not just spawning rockets literally anywhere, but having a few possible places that are balanced but variably-selected – that would increase variety, possibly without compromising balance.

hey, you forgot that i have an infection map in reachs MM :stuck_out_tongue:

its not the finding of the rockets really, its the control, exprienced players who know where the weapons are and the times will end up fighting over the weapon before it gets picked up or fighting for control of the location before it spawns so they can have it, for such effort they get rewarded with a power weapon that they can then use to get some kills though weapons such as rockets, sword and shotgun i do find somewhat questionable to balanced gameplay because they give a big reward, but, it is still better then having it spawn at a random point.

even if these points are fixed, the point it spawns at will still be random generating a big luck factor, if the time is fixed then teams will most likely check each spot individually, so, the team who checks its spawn first gets the power weapon but because it is a random spot, this team just got lucky, if the spawn time is also random then it becomes literally who stumbles across the weapon/s first …

> Does everyone really need power weapons to do well? I mean honestly, if you’re good with starting weapons you should do fine. Get over it fellas it’s not nearly as bid a deal as the other crap they’re including.

power weapons are halos way of rewarding teamwork …

at the lower level where teamwork is lacking, players will can camp the power weapon spawns to get the weapon first, but, its the other teams fault for not checking the spot or even caring about it, at the higher level where there is so much team work going on, players can’t camp these spots because they’ll get picked off easily and also leave there team to there doom so his time spent camping that spot cost his team the game …

> > > I think it’s meant to offset experience that isn’t relevant to skill. For example, I can be the worst player in the world and still beat a naturally-gifted player if I know where rockets are and he just bought the game (and, by implication, can’t find rockets).
> >
> > So I should lose a battle because the enemy spawned closer to the RANDOM rocket spawn?
>
> With some programming work, the spawn system can be modified to factor in the location of randomized power weapon spawns, and prefer spawn points that are distant from those weapons.

That’s still ridiculous. With instant spawn, if I kill a player a player could spawn closer to the rockets. Or, if the rockets spawn in the middle ground, one team/player could have a faster route. No matter how you look at it, it’s unfair.