Halo 5 Multiplayer = Halo 2 Multiplayer

  1. 80% Ranked Playlists. Rank goes up if TEAM wins.

  2. You get a 2 second window to trash talk the player you just killed

  3. No kill/death stats shown. (this encourages the team not the individual)

  4. Proximity communication (when sneaking around you can overhear enemies, also helps keep coms clear)

Run an open beta for the multiplayer. Listen to the pros. Everyone else will follow.

Or it’s Destiny.

At least you aren’t complaining about Halo 4’s game mechanics.
Agree with everything except the K/D stats. I like to know how many kills i have so i know how I compare with my teammates and so i can tell if i am worthy to be on their team, or so i know if i have the most useless teammates ever.

> 1. 80% Ranked Playlists. Rank goes up if TEAM wins.

No it should more like the arena from reach.
Doing good for the team, earning a lot of kills and medals earn you a higher rank even if you lose.
Win/lose system is flawed.

> earning a lot of kills and medals earn you a higher rank even if you lose

This is what the current system does and its desperately broken. If I get 17 kills and 1 death and you get 22 kills and 26 deaths, you did NOT have a better game than me. This actually happened to me yesterday. You have to attempt to measure contribution to team. And that means that win/loss has to be a part of it.

Set it up so winning or losing determines whether you move up or down. Personal performance determines by how much. If you are playing well, then you will trend upwards. Doing well on a winning team will help you more than doing well on a losing team will hurt you, plus your personal influence SHOULD result in having over 50% wins.

To give you an idea of what I am talking about, let’s pretend Halo Reach had ranks. The scoring system from Reach had the right idea because you actually got penalized for deaths. Now, they weren’t weighted heavily enough to accurately compare similar game types, but at least it is a good starting point for theory even if the execution was lacking. So set it up such that performing extremely well on a losing team doesn’t hurt you much. Performing poorly on a winning team doesn’t help you much.

This way team outcome is still the most important factor, as it doesn’t matter how well you game the system if you aren’t contributing to team wins. At the same time, you are encouraged to put your best effort out even in a losing effort in order to mitigate the damage done. This makes the game more fun for everyone involved, as players quitting out because they have nothing to play for isn’t fun for the quitter (he isn’t playing the game) and isn’t fun for the winners (they are now hunting one guy crouching in a corner wherever he spawned).

> > 1. 80% Ranked Playlists. Rank goes up if TEAM wins.
>
> Win/lose system is flawed.

The personal system is even more flawed. It promotes selfish gameplay and kill-hoarding where none needs to happen. A team should be less focused on personal performance and more focused on the games outcome.

Pretty much any system that isn’t win/loss promotes selfish gameplay, which is the last thing you want in a team game.

> A team should be less focused on personal performance and more focused on the games outcome.

And yet personal performance does matter. The guy that carried the losing team and kept it from being a complete landslide probably shouldn’t have the same effect as the guy that went 3/17.

Combine win/loss and personal to take advantage of the best aspects of both.

> > A team should be less focused on personal performance and more focused on the games outcome.
>
> And yet personal performance does matter. The guy that carried the losing team and kept it from being a complete landslide probably shouldn’t have the same effect as the guy that went 3/17.
>
> Combine win/loss and personal to take advantage of the best aspects of both.

That’s probably a good idea. The person who played the best on the losing team shouldn’t lose a rank for their teammates mistakes.

The person who played noticably bad (so going 7-17 or something like that) on the winning team shouldn’t go up, as they barely contributed to the game. While this does promote some selfish gameplay (as obviously you want to be the best) it is a little more fair.

But if the person who came last on the winning team still went positive, or at least even, they should go up. It’s only if they really didn’t contribute to the game at all that they shouldn’t.

> 4. Proximity communication (when sneaking around you can overhear enemies, also helps keep coms clear)

Unfortunately, party chat on Xbox Live ruined proximity communication.

No for #2

Agree with OP. But I have no doubt Destiny MP will be horrible.

My good friends it’s all about the TEAM not the individual.

Great players in ‘team based’ games and sports play for the victory of the team.


IMHO Halo 4 sucks because 343 lost touch with the Halo community. The actual game is great but it doen’t encourage a vibrant community anymore because it’s lost the TEAM mentality. Halo 2 had the multiplayer ingredients that encouraged team play and that’s why everyone kept logging on years after it was released.

> Agree with OP. But I have no doubt Destiny MP will be horrible.

From the people that brought you Halo CE (the most popular lan party console game EVAR), Halo 2 (the most popular multiplayer xbox game), and Halo 3 (a dominant force on xbox live till its own franchise took its legs out)… yeah, sounds terrible.

The basic gun game play, including the reloading animations, is very evocative of the Halo franchise. I have no doubts that they will make appropriate decisions regarding which PVE mechanics belong in PVE.

I don’t know that it will necessarily appeal to the traditional FPS fan base, but I expect it to be a solid experience in its own right.

> 1. 80% Ranked Playlists. Rank goes up if TEAM wins.

No thanks… As much as I support competitive Multiplayer, I really can’t stand a Win/Lost system for leveling up.

I’m bad at Halo, I’ve always been. With every game that I win, I lose three more. That trend has followed me since Halo 2, and I hated Halo 3’s and Halo 2’s XP system. Halo Reach got it right, but I do think that there should also be a visible CSR system.

> 2. You get a 2 second window to trash talk the player you just killed

What does that add? How does that make much sense? Why can’t people scream into their microphones whenever they want to?

> 3. No kill/death stats shown. (this encourages the team not the individual)

Bad idea. I generally like to know how much I’ve contributed to the team effort, and I think it’s just uneducated to say that “K/D Rations hurt Teamwork”

You can’t improve your skills if you can’t see what you’ve done wrong. If you can’t see how many points you’ve scored or how many times you’ve failed, how are you supposed to improve?

> 4. Proximity communication (when sneaking around you can overhear enemies, also helps keep coms clear)

Proximity communication was a great feature, it was disappointing for it not to be in Halo 4; however, I think it should be an option, not required.

> Run an open beta for the multiplayer. Listen to the pros. Everyone else will follow.

Agreed, make a freaking Beta this time.

> Or it’s Destiny.

That made very little sense and was very nonconstructive.

Andycu5 you’re not bad at halo.

You’re worst than some and better than others and a ranking systems will match you with people at your skill level. Players get sand in their V’s if they can’t get a high rank when in fact it’s only to give elite players elite games and casual players casual games.

Trust me outside of Halo your only concern should be girls and they don’t give a #@$ about your online gaming ranks.

I’m also very educated to discuss the K/D stat situation. I played on some of the best teams in H2 and I currently hold K/D stats of a player who whores K/D so I know how these things works.

Proximity coms, the 2 sec window to trash talk the player you just killed and the 10 sec window before the game to trash talk the other team all encouraged people to keep using the headsets. The headsets keep the community connected, it’s how you meet new friends and in turn it’s how you form new teams.

The headsets are the pulse of the Halo community.