Why I stopped playing, a combination of these things
-forced crossplay.
-AR and Sidekick are too dominant it the sandbox
-No social BR starts mode, precision slayer is what I play Halo mp for.
-motion tracker range is useless.
-Sprint does nothing. I’d prefer if the game either have it or don’t have it. Right now it feels like a redundant animation with risk but no reward.
-I only get content if I agree to horrible deals. After 2 months I still just have base armour, basic purple, base AI etc etc.
-Restricted customisation and player expression, my least enjoyed system so far.
-Can’t replay missions in campaign.
There is a good game underneath all the issues. I’ll gladly return if the game attracts me.
Yeah… this is what confused me the most out of 343’s choices.
In Halo Infinite’s Campaign the Radar is 59 meters, the LARGEST it has ever been outside of custom gamemodes where someone went fully 150 meters for some reason or another.
But in multiplayer it went down to 18 meters.
Halo’s Motion Tracker has always been 25 meters.
Halo Reach introduced Sprint as an optional tool out of 7 Armor Abilities. Motion tracker stayed the same.
Halo 4 made Sprint always available. Still 25 Meters.
Halo 5 gave us infinite Sprint, thrusters, sliding, and ground pound. Our Spartans in Multiplayer had their radars increase to 30 meters to compensate for this sudden boost in on-foot mobility. In Campaign you had 40 meters radar unless you were playing as Tanaka, who had a 50 meter radar.
Halo Infinite… which has Spartans outpacing vehicles with the Grapple-Shot equipment… decided to REDUCE the radar to 18 meters.
The issue with this is that I can glance at my radar and see that it is clear. And in the few frames that it takes for me to look up at my reticle again, there is already someone in my face with something deadly. Very often a skewer or a sword combined with thrusters or a Grapple.
I have timed it. With sprint, slide, thruster, and sword-lunge, you close the distance between yourself and someone else while only appearing on radar for zero-point-seventeen seconds.
And to be honest?
That is closing a 9 meter gap in an instant. (9 meter radius, 18 meter diameter of total coverage.)
To add on top of that, it no longer indicates if targets are above or below you. Just if they are on the same level as you. So now callouts of “I see motion above me” or “I see motion below me” are now replaced with the vague “I see motion off of my floor. Dunno if they are high or low, just near.”
Y nerf the radar?
Like I should not be getting jumpscared more than a FNAF player in Halo Infinite.
I would say that it’s difficult to conclude anything specific from the data as this could simply be due to general trends in gaming or it could be caused by other factors.
For me, it will be more interesting to analyze these statistics in the long term and see how they will be affected by future updates.
Yeah, it’s also weird that in CE it says 15m in the corner but the actual range shows way further than infinite lol.
I believe Halo 4 had higher. I think it was closer to 40ish meters. A lot of fans criticised this, I personally didn’t mind it though. 4-5 having higher range made sense with the faster traversal.
Personally I would theorise that 30-35m would fit me well in Infinite. But I would also be ok with 25 if that’s what people want. Any change is for the better honestly.
While I get that some players don’t want Crossplay (and justifiably so), I think it’s an overall minority. Not saying that it shouldn’t be implemented in fact it should, but it’s pretty clear even from the early days of MC on pc to now that most players don’t really care.
I don’t know what your personal settings are on MCC, but if they haven’t been set to crossplatform open input, you’re missing the larger picture of the general playerbase.
I would confidently wager that most players don’t actually care lol.
Also, dynamic DPI settings are used by none but the sweatiest of elite gamers. The popular idea of the “sniper button” is kinda useless to the average PC player and even pro alike. Hell, I have a few different profiles on my mouse between several interchangeable different titles for various DPI functions, but most of them correspond to the game I’m playing rather than for specific advantages within that game. My Overwatch settings are probably the most varied to encompass about 10 different heroes, but my Halo settings are tuned very generally as weapon function is rather standard across the board.
Most players simply pick a sensitivity they’re comfortable with (hell most players don’t even disable disadvantageous mouse acceleration, which actually looks like what you described), the more competitive tune DPI and sensitivity according to the title, but it’s rather rare for a player to have a mouse configured for on the fly DPI changes unless they dedicatedly drill with that config.
But you kinda ignored the point I was making that this has nothing to do with server or desync issues and that neither platform choice would contribute to that problem.
Every other Halo game I played had no desync issues.
But Halo Infinite is on three separate platforms -
Xbox Series X
Xbox One
PC
PCs are usually custom projects and all vary in specs types.
And the Xbox One has difficulty running and loading the game.
My series X has little to no problems playing the game. But when my little brother joins on the Xbox One, I notice a sever drawback begin to occur.
Combine this with the fact that you are being paired up with and against random players, each with different setups that the servers have to try to keep in-sync, and it is honestly no-wonder why Halo Infinite has a desync issue.
Even MCC, which is a game optimized to be smoothly run on the Xbox One ( post updates ), plays better because most PCs that are able to play it were built with parts that released well after the game launched. And since it runs smoothly on the Xbox One, you can see that the Series X makes it run even smoother. Like taking butter and dipping it in grease and then sliding it down a waxed plastic slide after the dew froze in the winter night, making it even more slippery.
That’s fine for discussing load times, graphical fidelity, hardware related features/issues, but hardware and optimization really doesn’t have much to do with server side/internet functionality as Ethernet/Wifi and the hardware that enables this is all pretty much standardized across the board, even more so considering that we’re all on the same servers.
You can have a god tier modern PC, but the components that allow you to connect online utilize nearly the same protocols as an Xbox 360 which also are utilized in an Xbox One, Series S/X and nearly every computer iteration dating back to the early to mid 00’s. Modern Ethernet and Wifi adapters can channel higher bandwidths, but connection protocols that allow it to happen are fairly antiquated by design. It’s what allows me to run a cheapo 12 year old 2GB surplus server Ethernet adapter in my 6 year old rig by just by plugging it into a PCIe slot.
The desync issue seems to stem from the game’s servers, not the hardware it’s running on.
This only seems to be an issue in this game though. Other titles that utilize crossplatform play don’t seem to have this issue at all. Overwatch, Fortnite, CoD, all run pretty well without a hitch, the issue seems to stem from the net code and bizarre server migration in this game, as evidenced by the fact servers are seemingly randomized between matches.
There are some examples of really old titles relying on individual hardware performances for internet play leading to some incredibly wonky online gameplay experiences, but most if not all of these issues have been rendered extinct by modern dedicated server structures and high speed internet communication.
I never noticed any issue playing with friends of any platform personally. Xbox One, Series S/X, varied PC builds and form factors, we all played together and experienced issues as they happened usually stemming from latency that was unanimous across the board, but it happened regardless of platform combinations.
To be honest it kinda sounds like confirmation bias.
Better hardware doesn’t automatically always lead to better performance on older titles though. In fact more times than not it leads to issues that require complex and tedious workarounds.
The reason MCC runs so well (now as opposed to launch) is due to official optimization and radical fixes, not better hardware. In fact, the reason it didn’t work at launch was because having 3 different engine iterations and 5 games emulated simultaneously caused massive problems when trying to migrate within them. The games weren’t meant to work with each other let alone on newer hardware. Simple ports simply don’t exist.
Try running 2002/2003’s Jedi Knight Outcast/Academy purchased fresh from Steam in one try, maybe 8-10 years ago it would’ve been fine, but it wont work now as it isn’t optimized for modern hardware or operating systems. Hell, 1997’s Jedi Knight Dark Forces II is a disaster to run without DG Voodoo emulation tricking the game into thinking it’s a 1998 desktop. The game’s animations are hard baked to the RAM capacity, which in 1997 64mb-128mb could handle no problem but the game doesn’t know what to do with modern DDR3/DDR4 8gb-16gb-32gb so it artifacts and crashes a few minutes into gameplay.
I hate to suggest this, but the arguments you’re making are based on misunderstandings of hardware, software, server/internet functionality and interactions between these aspects. I’m no expert myself, but these things become far more apparent the more you spend tinkering with a PC and diving into the broader tech world.
I would confidently wager against that assumption.
Maybe with PC players like yourself but certainly not with console players.
All I see is PC players have a tendency to downplay the (cheating) advantages a PC offers over actually playing on a console. A PC cheater never has to fear anything even remotely as severe as a full console ban which turns such console pretty much into an expensive paper weight.
As a result PC players always have a much higher reward and much lower risk factor to engage in cheating.
So why shouldn’t console players have the freedom to ignore them?
It’s a commonly held misconception that PC’s cannot be hardware banned. PC components have intrinsic identifiers hard baked into them that are commonly used to verify drivers or identify counterfeit hardware. These are incredibly difficult to circumvent usually requires the use of cumbersome, complicated machinery to even come close to modifying, so the usual solution is to replace the part.
Epic and Activision are about the only two companies that dish out hardware bans commonly to my knowledge, this includes both Console and PC hardware bans. Replacing PC components to circumvent isn’t cheap or quick, in fact it’s probably faster to pick up a new console even with the shortages.
For whatever reason very few companies are interested in enforcing hardware bans even though it’s not a difficult action. But it’s factually incorrect that PC’s cannot be hardware banned or that circumvention is cheap or simple.
Yes certainly with the average console player.
The people most commonly championing for platform segregation are the ones voicing concerns in small population demographics like public forums. These are the more dedicated individuals to a game, and thus turn to outlets to voice their opinions. I love engaging in dialogue here and Reddit, but it’s not a decent sample size for gauging ideas.
Honestly the MCC is a fantastic example if you’re looking for one to see this in action. Simply enabling Crossplay allows you to witness how little average players actually care about who they’re being matched up against.
Also by no means by me saying this does it mean that console/input segregation shouldn’t be added to the game for players who want a more focused centric experience. It absolutely should be an option for players who want that approach.
I’ve completed the Battle Pass, the game is a glitchy, desynchronized mess at times that is missing several core features from past Halo games, and the overall offering plays pretty well but is limited in both gamemodes and maps.
Outside of events I don’t really have much reason to keep playing since I have no long-term achievements/unlocks to aim for and I don’t want to burn myself out on the game before our next big season (which is scheduled for MAY).
The game is just plain boring… At first, I was blinded by the shininess of a new Halo game, but with all the issues and lack of content, that faded very quickly. I still periodically play, but maybe 30 min at most then I get bored. I haven’t even finished the campaign yet, it’s just so damn boring and repetitive. There isn’t that feeling of Halo CE or 2 within these missions, no epic or memorable moments. It’s just meh. A very overrated game.