> 2533274792680667;1:
> How do you create a sandbox where ‘players feel powerful without the use of teammates,’ while at the same time ‘making players feel durable?’
These don’t strike me as mutually exclusive quotes- they can surely coexist. Feeling powerful applies to the sandbox at the player’s disposal- 343 is trying to make the player feel like a badass killing machine. Making players feel durable could be interpreted as giving players the confidence to engage enemies head on (implying the player is not a fragile entity just waiting to be killed). It could also be interpreted as making player’s deaths feel “fair” though that’s a gray area of which everyone has different conclusions.
H4 legendary had moments that failed to make me feel powerful- specifically when I ran out of ammo in preferred guns and was forced to use what was available to me. Perhaps 343 is trying to avoid this sort of thing in their next endeavor.
The jackals in H2 legendary did not make the player feel durable. The deaths did not always feel “fair” so this could be described as an unsatisfying experience. I speculate 343 is trying to balance things out so that these types of experiences do not occur.
In summary, I think these statements from 343 can be accepted at face value: they are attempting to make the combat feel like the player is powerful and sustainable.
Map design, weapon variation, and effects, equipment etc. The issue with H5 was that every weapon shredded players making the shield system almost irrelevant. Pair that with the general lack of survivability players had (outside of the basic movement systems) it turned very much into a team shooting gam,e or 1st shot = win kind of system. Yes countability was there, but it very much felt like there wasnt.
By tweaking maps to be slightly more solo friendly, adjusting things like bullet mag, accuracy, how weapons functions, defensive equipment etc. You increase the players ability to play solo and not feel punished while also increasing their ability to feel durable. So its not just one thing, its many things and many of which are not even player focused
When was the last Halo game that made players feel effective without teammates?
I’d argue CE is the only game where this has happened, thanks to a strong projectile-based pistol and nuclear grenades.
Nerfing guns subsequent halo games turned the meta into strictly teamshooting, and get out of jail free cards like sprint and thruster pack only makes players feel even more ineffective (I’d argue this is why games like Counter Strike have a much higher population than Halo).
> 2533274792680667;4:
> When was the last Halo game that made players feel effective without teammates?
>
> I’d argue CE is the only game where this has happened, thanks to a strong projectile-based pistol and nuclear grenades.
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> Nerfing guns subsequent halo games turned the meta into strictly teamshooting, and get out of jail free cards like sprint and thruster pack only makes players feel even more ineffective (I’d argue this is why games like Counter Strike have a much higher population than Halo).
counterstrike has a much higher player base for a lot of reasons and also makes the player feel powerful and powerless cause of its shooting and health systems. 5 didnt make the player feel powerful outside of zerging with a squad and higher play.
CE created single player power through its small yet varied weapon sandbox. H3 did so with its inclusion of equipment to change the tide of an encounter. H4 tried to do it with player loadouts and inherent player abilities. 5 tried with spartan abilities.
Player power is not just deemed via health or weapon damage but also the sandbox and tools as a whole. They used the shield example cause it was compliant of 5 where you felt like paper.
If it’s safe to assume that gun strength won’t be changing, I dont see how players will be able to feel any more effective as lone wolves than they do in Halo 5.
Does 343 plan on reducing the time between landing your first shot to killing the opponent? Putting 4 shots into an enemy only for them to sprint back to their teammates for safety is not conducive to making players feel effective as lone wolves.
> 2533274792680667;6:
> If it’s safe to assume that gun strength won’t be changing, I dont see how players will be able to feel any more effective as lone wolves than they do in Halo 5.
>
> Does 343 plan on reducing the time between landing your first shot to killing the opponent? Putting 4 shots into an enemy only for them to sprint back to their teammates for safety is not conducive to making players feel effective as lone wolves.
there are other things outside of damage. Weapons can be tuned through aim assist, weapon spread, magnetism, travel speed (if projectile) etc. All of that can be adjusted without making a BR a 5 shot or 3 shot kill.
Again though, player power is also in the tools they have. H5 had a severe lack of tools and or a variety of tools (realistically most of the weapons felt the same outside of power weapons). Giving players more tools (equipment) can empower players to still be able to play solo. The drop wall for example gives additional defensive capabilities as does the grappleshot. If we look at 3, we have the health station and power drain that can be used offensively and defensively allowing for a strengthened solo play.
Again, they referenced the shields purely cause it was a complaint by players. Lots of things caused that feeling, from the weapon sandbox to the lack of additional tools. They dont need to buff a players shields or nerf weapon damage to address the issue. they can add more tools for the players and adjust various weapon systems so that weapons arent all snipers (the magnum, br and dmr all were in h5)
> 2533274792680667;1:
> From the last Inside Infinte blog post, this stuck out to me:
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> “The player feels that they can stand alone and be effective without teammates …”
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> I’m interested in how 343 plans to accomplish this, especially since the next section (survivability) is contradictionary:
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> “Players need to feel durable and strong when shields are up”
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> How do you create a sandbox where ‘players feel powerful without the use of teammates,’ while at the same time ‘making players feel durable?’
>
> If the guns aren’t strong enough to negate this ‘durability,’ how can individual players feel effective as a lone wolf?
The whole modern concept of making players feel strong on their own is code for wacky low TTK and that has absolutely butchered modern shooters imo.
Marketing. CoD is everywhere. Halo only moderate before a release. - It always had top notch graphics which attracts kids - 17! Games since the time Halo CE was released. So nearly 3times more games than halo released.Thats why they collected over time more causals.
Not because the gameplay is better. Its the worst.