Background
Even though my focus is on games and apps for android and iPhone users, I still have some experience in designing games that not only are enjoyable and fun the first time, but also are also replayable. In my opinion, a game is only as valuable as its replayability. Halo 2 was the epitome of arena style combat, and I can see what 343 is going for in Halo 5. Here is a list of glitches, suggestions, and improvements that I would take into consideration for the final release. (Note: I am not able to review the code so I obviously cannot pin point where the breaks in the code might occur). These are mostly opinion based, so please do not take them as insults.
In-Game Parties and Searching
Quite frankly its glitchy overall. Players could be seen as in your game while you’re searching, and simultaneously be in a separate game. This creates a sort of limbo where the game continuously searches for players.
Players will also appear multiple times in multiple slots on the search page.
I would highly suggest using dedicated servers and a server browser to decrease player complaints of packet loss and lag.
Weapon Changes
In my own opinion, I think the Battle Rifle feels a bit clunky. It seems to be a bit too big on the screen, and take longer than a DMR to kill (I may just be better with the DMR).
Prophet’s Bane is over powered. It’s right on the border of being too over powered in my opinion. If you slightly decrease the lunge range, I feel it would be in the “sweet spot” of power weapons.
Grenades basically float. I understand that grenades should be thrown far, but they go a bit too far in Halo 5. I would suggest adding a higher degree of gravity to the grenade entities. Also, slightly decrease the effective range of a grenade. It’s too easy to finish an enemy off when they are fleeing without their shields charging.
The magnum feels too much like a pee shooter than a magnum. It should shoot slower, have a higher damage output, and have a significant more amount of recoil. It feels a bit wimpy for a high-powered hand cannon. If you weren’t going for a high-powered hand cannon like previous games, then you’re pretty safe.
In-Game Changes
First off, I love feeling like Spiderman in Halo 5 because I play very aggressively and rely on movement. There isn’t much I would change to the movement of the player. The decrease in movement when getting shot at however is a bit annoying. When I get shot, I feel like I’m stuck in tar and can’t run away. I suggest decreasing the percent decrease in movement slightly when getting shot at.
I also have a problem with the shield recharge delay. I like its use as a means to balance the game, but in a game where you are adding movement perks, abilities, and players are essentially Spiderman with a gun, having to stop and wait for shields is annoying. I suggest not resetting the recharge delay when beginning to sprint again, and instead making it like it was in the other Halos. I have these complaints about the shield recharge because once your shields go down, it feels insanely difficult to run away, regain your bearings, and attack again. You just die when you’re running, or when the enemy pops around a corner while you wait for your shields.
The sounds from recharging shields, and the warning node after using your thruster pack over powers other sounds and the volume should be decreased.
Be careful with symmetrical maps. I lost my bearings quite a few times on the maps after I died. They are good arenas, but landmarks should still be used so players can easily move around.
ADS is cool, but a little funky. If you hold your aim button and get shot at, and continue holding it, you will often pop in and out of the ADS scope when engaging a player. This is annoying and could be fixed by instead adding large amount of flinching when being shot at instead of being pushed out of ADS mode. This forces the player to make the decision to leave ADS mode and not the game. When you give more power to the player, they will be more comfortable.
When in the menus, the curser in a previous menu should be saved temporarily (I would just use a vector, array list, array, or something of that nature. I’m not sure a linked list would be worth the time). I.e. If I clicked on the helmet selection and its the 3rd option down from the top of the menu, choose my helmet, then go back, my curser should still be on the 3rd option from the top. This is useful when configuring a lot of things at once and there will be less scrolling.
Controls
Basically add fully customizable controls. With adding so many new abilities, players need a personalized way to compensate. In most of the current configurations, you cannot prioritize certain abilities without completely ignoring others. For example, in the fish stick configuration, the ground point is nearly impossible. Holding B with your right thumb, and using the right stick is impossible unless you have a scuff controller, or two thumbs.
Be able to toggle the float in ground pound similar to toggling crouch. This might help to solve the control issues.
Overall I’m really excited for the final product and can’t wait to see what 343 can pull off! I’ve already pre-ordered the collectors edition and can’t wait until next year! Feel free to comment anymore suggestions, or any refutes to my opinions above.