Halo 4 has never had any online problems

I believe it’s stupid to boycott 343 because you think 343 will -Yoink- up the multiplayer network on Halo 5 because of the MCC, the MCC is very different, it’s 4 games with different engines, interfaces, code etc. conjoined together combine that with online multiplayer and see think how easy that sounds to make,

No, but it had its own problems. The frame rate sucked and the fileshare was broken. If I’m not mistaken, they even said they didn’t realize the fileshare was broken until the game went live. 343 has proven at every opportunity to do so that they are incompetent. It would be a mistake to support such a horrendous business model.

Also, I am a programmer. It really isn’t as hard as everyone is making it out to be to combine games with different engines. It’s almost just as easy. You just have to change a few lines of code for loading the engine. I’m not going to explain it, but trust me. It isn’t anything special.

> 2533274793189265;3:
> Also, I am a programmer. It really isn’t as hard as everyone is making it out to be to combine games with different engines. It’s almost just as easy. You just have to change a few lines of code for loading the engine. I’m not going to explain it, but trust me. It isn’t anything special.

Incompetant. That word is getting old.

> 2533274793189265;3:
> Also, I am a programmer. It really isn’t as hard as everyone is making it out to be to combine games with different engines. It’s almost just as easy. You just have to change a few lines of code for loading the engine. I’m not going to explain it, but trust me. It isn’t anything special.

Are you kidding? Different engines with 3 different generations of architecture(at least, not sure about the Halo 2 vista port), an added online component that was never there (Halo CE) plus a switch from P2P to dedicated server hosting, and the fact that it’s 4.5 AAA games worth of code to thoroughly test through means it’s a lot harder than “just changing a few lines of code”.

Sure, blame 343 or Microsoft for releasing early but don’t try to act like this was some trivial endeavor for the time allotted.

That’s not what I meant. I meant to get the game to work with multiple game engines it’s hardly different than getting a regular game to work. I never said anything about testing. Also, be careful. Halo CE is the PC version, as well as Halo 2. They are already coded for x86 architecture, the same architecture as the Xbox One. The only games they ported were Halo 3 and Halo 4. Those were both on the 360.

The different engines literally means nothing. Its like getting a .mp3 file to load instead of a .wav. Yes, different encodings and you have to change that in the code, but ultimately it’s the same to get two .mp3s to load vs one .mp3 and one .wav. I know everyone’s going to say “well it isn’t that simple!” But I am a programmer, and it is that simple. Are you a programmer? How do you know it isn’t that simple?

Halo CE for PC did have an online component, so that wasn’t added.

Halo CE for PC and Halo 2 for PC had both P2P and dedicated server support, so that was only added for halo 3 and 4. This is probably the toughest part of the whole project.

Testing was already done on the code for the previous games. You don’t need to retest them if the aren’t changed. This part has nothing to do with what I said about changing a few lines of code, so you probably shouldnt have quoted me at this part of your post. I was specifically referring to getting multiple game engines to load.

^ thank you. Halo 3 and 4 was were all the work was required and the company that ported them did rather well. Bottom line is 343i had very little to do in comparison to other companies and what they did do they messed up.

I have the same mindset. Love it or hate it, halo 4 worked just fine day one, even if it did stretch the 360 to its limits.

Halo4 is and always was a bit of a lag fest though…

Two of the games are programmed for a power PC architecture and two are X86. The Xbox One is an X86 architecture which explains why H2C and Halo CE ran pretty well at launch.

As for the unification of them I can see where they would crash. Imagine if they would run all together how much ram that would require. So the game must force close and open each engine as we search for players. Put them all on the se page and then push us together.

Halo 3 load times per game are about with how long it takes on a good day for MCC. Halo 2 was horrendous. So why people cry is beyond me
I knew it would be like this when it was announcement.

Halo 4’s problems:

-Broken Fileshare for the first six weeks.
-Laggy Server connection
-Framerate drops on multiple maps (Complex, Shatter, Vortex)
-Join-in-progress placing people into false games

There are plenty of others, but those are the one’s that I can remember on the forums right after launch.

To everyone who is talking about the frame-rate, that can be attested to the fact that that H4 pushed the 360 hardware beyond it’s limits, if i remember correctly, Bungie had already pushed the 360 to the limit with Reach

> 2533274915713661;11:
> Halo 4’s problems:
>
> -Broken Fileshare for the first six weeks.
> That was a fail i admit (atleast it got fixed compelely)
> -Laggy Server connection
> Sometimes happened, sometimes not. But that’s P2P for you, same with Reach, not as much when i got Open NAT and a faster connection though
> -Framerate drops on multiple maps (Complex, Shatter, Vortex)
> I answered this
> -Join-in-progress placing people into false games
> Never had this problem
> There are plenty of others, but those are the one’s that I can remember on the forums right after launch.
> Not really

> 2533274803896054;5:
> > 2533274793189265;3:
> > Also, I am a programmer. It really isn’t as hard as everyone is making it out to be to combine games with different engines. It’s almost just as easy. You just have to change a few lines of code for loading the engine. I’m not going to explain it, but trust me. It isn’t anything special.
>
>
> Are you kidding? Different engines with 3 different generations of architecture(at least, not sure about the Halo 2 vista port), an added online component that was never there (Halo CE) plus a switch from P2P to dedicated server hosting, and the fact that it’s 4.5 AAA games worth of code to thoroughly test through means it’s a lot harder than “just changing a few lines of code”.
>
> Sure, blame 343 or Microsoft for releasing early but don’t try to act like this was some trivial endeavor for the time allotted.

Nice of 343i/MS to make it our problem.

> 2533274889179211;12:
> To everyone who is talking about the frame-rate, that can be attested to the fact that that H4 pushed the 360 hardware beyond it’s limits, if i remember correctly, Bungie had already pushed the 360 to the limit with Reach

So that is a failure on 343i’s part. Frame rate issues are 100% unacceptable. You get the frame rate goal set (30/60 or somewhere in between) and build from their. It can NEVER falter.

I had only a few times where lag was an issue in Halo 4 and as Dragondude80 stated that isn’t 343’s fault for the person you connecting to having a crap connection. The others I personally never experienced. The Join-in-progress was awesome from the standpoint of someone getting dropped into a team of 1 vs 4 because a team of 3 backed out because they didn’t get their map.

And explain H2A and CE anniversary frame rate issues. CEA split runs like junk on XboXOne. No excess for that.

H2A forged maps have frame rate issues as well. To this point I would say 343i is sloppy at best.

And don’t forget the lack of balance when H4 shipped. DMR killed everything. I also remember running out of ammo nonstop. Becasue the game origionally had NO weapons on the maps I would just rush in for a lucky double beat down or a sure death. It was bad.