Halo Infinite should not support hit-markers in any way. It does not honor the classic halo combat feel in many ways, but I’ll only list a few. The biggest downside in my opinion is its disruption to game-play in practice. For example, I could just lob a frag grenade around a corner and the game(Hit-marker) will indicate whether or not there is an enemy around that corner. This completely removes that random element of surprise when pushing into a new area in a multiplayer game. Another big downside is the unnecessary visual noise it adds to the screen. Halo has always featured visual ques when successfully striking a target, I.E. shield glow and broken off armor and vehicle pieces. This does include that annoying separated X that shows up outside your cross-hairs. There are more reasons, but these are my biggest contentions with them and was wondering, I am the only one who feels this way about hit-markers presence in Halo?
> I could just lob a frag grenade around a corner and the game(Hit-marker) will indicate whether or not there is an enemy around that corner. This completely removes that random element of surprise when pushing into a new area in a multiplayer game.
Halo 4 literally lets you see through walls. A hitmarker is tame and actually able to be countered compared to that sweaty ability.
As for visual noise I understand where you’re coming from But sometimes I’m shooting at a target and the existing visual cues aren’t enough for me. It feels like the shields don’t glow as bright as they should sometimes and sometimes they’re almost dead and sometimes they’re hardly hit. I understand not wanting hitmarkers in game but I would like to give them a chance.
The grenade point is the biggest reason I could think to not include hit markers. Still I hope they offer the player the option to turn off hit markers, like CoD does. I like the classic experience of player shields indicating damage like you mentioned.
I don’t mind hitmarkers, but the infinite ones are all over the place, I prefered the subtle ones in h4, either that or none at all.
I actually like the element of knowing if your grenade hit something or not, in my opinion that ads more to the gameplay than it damages.
A big problem too though is that they are not only having visual hitmarkers but sound effects too, they are sooo annoying, firstly why do we need both? Secondly there are plenty of other sounds that we want to take in.
Tbh I don’t like the cross that pops up every time you get a kill either…
My hope is that we can ajust these things to how we want it in settings.
I do agree not because its just a thing that doesn’t look good on the screen and doesn’t make sense to have a sound effect for, but it does ruin the game for players pushing into a room or area of a map. I’ve been playing a lot of MCC and the times I managed to hide away from a player as he chucks a nade to my face and still not check the corner, ita a lot of times. I manage to get the assassination this way and sometimes it happens to me, the rolses flip. It adds a extra level of caution and slows the game pace down and allows more skill to be involved. I do agree no hit marker for MP, at the least in competitive Playlist. If they have it in casual im okay with it, I just want to rack up kills and have fun with Btb or crazy king.
I don’t really feel like halo ever needed hitmarkers, I mean our shields flash when shot so I think that should be enough.
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> The grenade point is the biggest reason I could think to not include hit markers. Still I hope they offer the player the option to turn off hit markers, like CoD does. I like the classic experience of player shields indicating damage like you mentioned.
that defeats the purpose, i turn off hitmarkers, but the opponent has them turned on and can get a hitmarker if his nade damages me, whats the point in that? its either on for everyone or off.
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> > The grenade point is the biggest reason I could think to not include hit markers. Still I hope they offer the player the option to turn off hit markers, like CoD does. I like the classic experience of player shields indicating damage like you mentioned.
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> that defeats the purpose, i turn off hitmarkers, but the opponent has them turned on and can get a hitmarker if his nade damages me, whats the point in that? its either on for everyone or off.
The point is to clear up visual noise and provide accessibility to the player. In this one particular instance I’ll live with the consequences.
No I think many share your opinion with hit markers. I agree to an extent. I don’t want markers on any type of grenade, but I like them on weapons. I think if they took them off grenades all together, they could add a toggle for them on weapons and satisfy both groups as long as it’s just as easy to tell if you made a connection visually like you said.
You’re not the only one. Hit markers are visual clutter and essentially nothing more than a pair of training wheels for players who can’t grasp a visual queue that doesn’t directly slap them in the face with the information. The detector grenades are another issue all on their own. People lobbing grenades as a form of sonar is one of the most obnoxious things in modern Halo multiplayer. Don’t need map awareness, or knowledge. Just need to throw your grenade around every corner so you can make sure the game is still holding your hand.
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> Halo Infinite should not support hit-markers in any way. It does not honor the classic halo combat feel in many ways, but I’ll only list a few. The biggest downside in my opinion is its disruption to game-play in practice. For example, I could just lob a frag grenade around a corner and the game(Hit-marker) will indicate whether or not there is an enemy around that corner. This completely removes that random element of surprise when pushing into a new area in a multiplayer game. Another big downside is the unnecessary visual noise it adds to the screen. Halo has always featured visual ques when successfully striking a target, I.E. shield glow and broken off armor and vehicle pieces. This does include that annoying separated X that shows up outside your cross-hairs. There are more reasons, but these are my biggest contentions with them and was wondering, I am the only one who feels this way about hit-markers presence in Halo?
I definitely get what you mean, but at the same time I like the “pop/tick” sound that hit markers make. It cures my depression lmao
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> > > The grenade point is the biggest reason I could think to not include hit markers. Still I hope they offer the player the option to turn off hit markers, like CoD does. I like the classic experience of player shields indicating damage like you mentioned.
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> > that defeats the purpose, i turn off hitmarkers, but the opponent has them turned on and can get a hitmarker if his nade damages me, whats the point in that? its either on for everyone or off.
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> The point is to clear up visual noise and provide accessibility to the player. In this one particular instance I’ll live with the consequences.
you cant speak for everyone though
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> The point is to clear up visual noise and provide accessibility to the player. In this one particular instance I’ll live with the consequences.
The accessibility argument is a trash argument and the consequences in this case are hugely detrimental. Halo was already accessible enough. Halo has never, nor will it ever need, grenade hit-markers.
I agree completely. You already have all the visual and audio indication you need of a hit with shield flares, shield pops, and visible flinches/audible pain and death sounds. All Hit Markers do is clutter the UI and often look awful.
Grenade indicators are pretty unnecessary too. Grenades have a visible trail, are often lit up to be easy to see, and make bouncing, landing, beeping, and fizzing noises. If anything some of these sounds aight to be louder and more distinguishable, and the sound of a player throwing a grenade should be louder to better help you know it’s coming and where it’s coming from.
I absolutely understand that deaf players play Halo too. At the very least, an option to turn them on for the sake of accessibility should exist. But off should be the default, and the actual environmental ques should be visible and audible enough that turning them on doesn’t feel like it impacts your awareness of you don’t require it.
I would love them to be customisable. They looked huge in the trailer, and while that initially might provide a little surge of dopamine, I think I’d get annoyed with the added visual clutter it provides… as for the grenades issue, that’s a really interesting point I never considered before, hmmmm.
I like a small hit marker, but I don’t like the concept of radar nades. Maybe taking them away from grenades would be good, but then it’d make the hitmarker system feel inconsistent. Seems like a tough one to get right.
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> I like a small hit marker, but I don’t like the concept of radar nades. Maybe taking them away from grenades would be good, but then it’d make the hitmarker system feel inconsistent. Seems like a tough one to get right.
Hit markers literally didn’t exist for years in Halo and not single person said, “oh geez we really need hit markers” or “the game feels so strange without hit markers”. Now because it’s been done before, everyone suddenly thinks it “doesn’t feel right”. It feels just -Yoink!- fine without hit markers just like it did in the original trilogy. I can’t believe this is even a discussion.
HItmarkers in Halo are pointless visual noise at best. If you can’t get the proper information from shield flares/blood shots, then the designers have failed at their jobs and if the game does have proper visual feedback then hitmarkers are pointless screen fillers. On a related note audio hitmarkers for kills and headshots are also genuinely awful and only serve to obscure otherwise decent sound design.
Even setting normal hitmarkers aside, hitmarkers for grenades and other AOE weapons is absolute cancer and should not be in the game regardless. No one deserves free information for chucking explosives around the map with reckless abandon. Grenades and other explosives are useful enough without also being a radar scan to boot.
If hit feedback is provided through clear shield or blood effects, than there’s no need for hitmarkers.
And yes, no hitmarkers for any explosive damage please.
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> > > > The grenade point is the biggest reason I could think to not include hit markers. Still I hope they offer the player the option to turn off hit markers, like CoD does. I like the classic experience of player shields indicating damage like you mentioned.
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> > > that defeats the purpose, i turn off hitmarkers, but the opponent has them turned on and can get a hitmarker if his nade damages me, whats the point in that? its either on for everyone or off.
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> > The point is to clear up visual noise and provide accessibility to the player. In this one particular instance I’ll live with the consequences.
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> you cant speak for everyone though
Never once claimed to speak for everyone.
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> > The point is to clear up visual noise and provide accessibility to the player. In this one particular instance I’ll live with the consequences.
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> The accessibility argument is a trash argument and the consequences in this case are hugely detrimental. Halo was already accessible enough. Halo has never, nor will it ever need, grenade hit-markers.
I disagree. More accessibility options are always better. I want as many people to enjoy their experience with a game as possible. I find the attitude of, “Meh it’s already good enough.” Lazy and uninteresting.
I wasn’t arguing whether Halo needs grenade hit markers or not. I don’t know why you’re arguing against something I never said. What I said is, seeing as how hit markers are already in the game, I would like the option to toggle hit markers on or off for my experience. I don’t care if other people will get a small advantage in grenades over me in this way.
Halo CE on PC had hit markers. And that was my first and only Halo for 7 years, so I can’t say they bother me much since I was used to them.