The inclusion of hitmarkers in Infinite is an issue seldom discussed so far. Hitmarkers have no place in Infinite. I don’t know where they originated from but their popularization definitely can be attributed to CoD. Hitmarkers in CoD are a deliberate design choice. CoD features a very fast average ttk, loud gunfire, guns that are in general usable regardless of range that are automatic, the ability to wallbang and no indication that your shots are connecting on a player that can be feasibly reacted to given the super fast average ttk (except, of course, an enemy falling over dead).
Which of these factors has ANY Halo game had? None. Halo deliberately did not include hitmarkers throughout most of its lifecycle because it’s gameplay did not necessitate them.
In fact, Halo already featured a multitude of ways to gauge both if your shots are connecting and how much damage your shots are doing. The following features, which has already been used in almost all (or all) Halo games, negate the need for hitmarkers: flickering shields upon a successful hit, shielding/armor that becomes increasingly more cracked as it sustains more fire, shields that visibly explode when depleted, blood splatter on health damage, audible pain cries from injured enemies, AI staggering/stumbling/flinching, AI voice lines claiming they’ve been hit and so on. Of course, not all of these features (thankfully) have existed in multiplayer, but many still do and counting your shots based on these other factors is a skill based method of gauging damage.
What purpose do hitmarkers serve in Infinite beyond obstruction, redundancy and the dumbing down of gameplay? Legitimate question, the only scenario I can see where hitmarkers are beneficial to a game that already has so many different methods of gauging damage would be blind grenades around corners. Hitmarkers should not be in Infinite. It’s typically reductive and lazy to claim that game A copied a feature from game B without justification, and though I may be blind to the justification here, hitmarkers seem to be in the game solely because “all other shooters have them” (terrible argument). Is it a coincidence that Halo 5, the first game with hitmarkers also removed blood?
Hitmarkers provide precise hit registrations that works every time with every shot. Blood splatters, armor breaking up and shield glows can’t do that precisely. If you have the option to turn it off, fine. But I also want to have the right to have this important infornation.
Of all the modern additions to halo, hitmarkers are actually a change I like. I understand why some people don’t like them, but I am glad to see them return in Infinite
> 2533275010793662;3:
> Hitmarkers provide precise hit registrations that works every time with every shot. Blood splatters, armor breaking up and shield glows can’t do that precisely. If you have the option to turn it off, fine. But I also want to have the right to have this important infornation.
In MP, those options you listed worked 100% of the time in all games besides Halo 5 where blood was removed… I don’t know what you mean by precise but I would consider something that always works precise.
I personally found the hitmarkers too obtrusive in the shown gameplay. My personal stylistic preferences are not important in this discussion and I did not frame my argument in this way.
I made the claim hitmarkers are largely an excuse to be lazy with all of the other features offered in Halo that makes it unique and are shoehorned in as a response to other titles. Ultimately, they don’t contribute anything to gameplay that isn’t already present (beyond the grenade example) and add nothing but a distraction for players, if the other options are available, or serve as a device to allow the devs to be lazy when implementing other methods of gauging damage that convey more information.
I believe they do not need to be include for grenades or area-of-effect weapons like the Rocket Launcher. It simply gives too much information. Hit markers for bullets seems fine, but if I had to choose I would say remove them altogether.
I do agree that there should be an option to toggle hitmarkers on and off. Having them off not only replicates the experience of the older Halo games, it also makes the gameplay more realistic. I like hitmarkers because they help me know that I’m hitting the enemy (that’s why they are called hitmarkers.)
> 2533274858472546;1:
> The inclusion of hitmarkers in Infinite is an issue seldom discussed so far. Hitmarkers have no place in Infinite. I don’t know where they originated from but their popularization definitely can be attributed to CoD. Hitmarkers in CoD are a deliberate design choice. CoD features a very fast average ttk, loud gunfire, guns that are in general usable regardless of range that are automatic, the ability to wallbang and no indication that your shots are connecting on a player that can be feasibly reacted to given the super fast average ttk (except, of course, an enemy falling over dead).
>
> Which of these factors has ANY Halo game had? None. Halo deliberately did not include hitmarkers throughout most of its lifecycle because it’s gameplay did not necessitate them.
>
> In fact, Halo already featured a multitude of ways to gauge both if your shots are connecting and how much damage your shots are doing. The following features, which has already been used in almost all (or all) Halo games, negate the need for hitmarkers: flickering shields upon a successful hit, shielding/armor that becomes increasingly more cracked as it sustains more fire, shields that visibly explode when depleted, blood splatter on health damage, audible pain cries from injured enemies, AI staggering/stumbling/flinching, AI voice lines claiming they’ve been hit and so on. Of course, not all of these features (thankfully) have existed in multiplayer, but many still do and counting your shots based on these other factors is a skill based method of gauging damage.
>
> What purpose do hitmarkers serve in Infinite beyond obstruction, redundancy and the dumbing down of gameplay? Legitimate question, the only scenario I can see where hitmarkers are beneficial to a game that already has so many different methods of gauging damage would be blind grenades around corners. Hitmarkers should not be in Infinite. It’s typically reductive and lazy to claim that game A copied a feature from game B without justification, and though I may be blind to the justification here, hitmarkers seem to be in the game solely because “all other shooters have them” (terrible argument). Is it a coincidence that Halo 5, the first game with hitmarkers also removed blood?
Good post, I don’t mind having hitmarkers too much, I would prefer smaller more subtle ones like in H4 and H2A, but would rather have non at all than the ones in H5 and HI that just go all over the screen.
> 2533274858472546;1:
> The inclusion of hitmarkers in Infinite is an issue seldom discussed so far. Hitmarkers have no place in Infinite. I don’t know where they originated from but their popularization definitely can be attributed to CoD. Hitmarkers in CoD are a deliberate design choice. CoD features a very fast average ttk, loud gunfire, guns that are in general usable regardless of range that are automatic, the ability to wallbang and no indication that your shots are connecting on a player that can be feasibly reacted to given the super fast average ttk (except, of course, an enemy falling over dead).
>
> Which of these factors has ANY Halo game had? None. Halo deliberately did not include hitmarkers throughout most of its lifecycle because it’s gameplay did not necessitate them.
>
> In fact, Halo already featured a multitude of ways to gauge both if your shots are connecting and how much damage your shots are doing. The following features, which has already been used in almost all (or all) Halo games, negate the need for hitmarkers: flickering shields upon a successful hit, shielding/armor that becomes increasingly more cracked as it sustains more fire, shields that visibly explode when depleted, blood splatter on health damage, audible pain cries from injured enemies, AI staggering/stumbling/flinching, AI voice lines claiming they’ve been hit and so on. Of course, not all of these features (thankfully) have existed in multiplayer, but many still do and counting your shots based on these other factors is a skill based method of gauging damage.
>
> What purpose do hitmarkers serve in Infinite beyond obstruction, redundancy and the dumbing down of gameplay? Legitimate question, the only scenario I can see where hitmarkers are beneficial to a game that already has so many different methods of gauging damage would be blind grenades around corners. Hitmarkers should not be in Infinite. It’s typically reductive and lazy to claim that game A copied a feature from game B without justification, and though I may be blind to the justification here, hitmarkers seem to be in the game solely because “all other shooters have them” (terrible argument). Is it a coincidence that Halo 5, the first game with hitmarkers also removed blood?
Tbf I don’t care about hitmakers as long as I have the option to turn them off, and there is actual visual feedback in the game (blood splats when killing enemies etc.)
I think the game would be cleaner without the hitmarkers. This is my opinion.
Hit markers on grenades, splash damage weapons, and slow projectile weapons (to some degree) can give the player information that the player cannot obtain visually (without line-of-sight to target). This is not an opinion.
I think the game is more fun without hit markers on grenades and splash damage weapons. I don’t like, for example, in COD when players get a hit marker through a wall, so they light up the wall with an LMG until they get the kill. In Halo, players spam a grenade, get a hit marker, and keep spamming until the kill pops up in their feed. The mechanic encourages spam and gives the aggressor unfair information. Furthermore, in many cases, the players never truly engage one another, cutting out gunplay and melee from the fight (2/3 of Halo’s trinity), and that sucks. This is my opinion.
> 2533274858472546;6:
> > 2533275010793662;3:
> > Hitmarkers provide precise hit registrations that works every time with every shot. Blood splatters, armor breaking up and shield glows can’t do that precisely. If you have the option to turn it off, fine. But I also want to have the right to have this important infornation.
>
> In MP, those options you listed worked 100% of the time in all games besides Halo 5 where blood was removed… I don’t know what you mean by precise but I would consider something that always works precise.
>
> I personally found the hitmarkers too obtrusive in the shown gameplay. My personal stylistic preferences are not important in this discussion and I did not frame my argument in this way.
>
> I made the claim hitmarkers are largely an excuse to be lazy with all of the other features offered in Halo that makes it unique and are shoehorned in as a response to other titles. Ultimately, they don’t contribute anything to gameplay that isn’t already present (beyond the grenade example) and add nothing but a distraction for players, if the other options are available, or serve as a device to allow the devs to be lazy when implementing other methods of gauging damage that convey more information.
Fair enough and I understand what your saying. In fact Halo 5 has blood if I’m not mistaken, it is just too subtle and fades in a split of second that you miss it.
What I say by precision is that a blood splatters overlap each other that they are perceived as a single hit, the shields glow for a certain period of time. It indicates you hit your target, but does not inform how many shots were actually landed. Specially from a distance you cannot really tell. You can miss some shots but you target is still glowing even if you are not shooting. Armors break up when you deal more than a single shot, (excluding some cases).You are not taking out a piece of armor for each shot you hit. See they inform the player your target is taking damage, but not always serve to show you the singular shots and if they have connected. And many of this feedback the game provide is dependent of the distance of your target and sometimes you can’t see the feedback for each individual shot
In the heat of the battle when everything is moving so fast a hitmarker is objective, easy to see at any distance and 100% accurate of that shot.
It can be distracting in campaign where the level of competitiveness is toned down, but in multiplayer, I think they are necessary. It does not replaces the neat feedback that shield glow, armors falling apart and blood make, but it adds a new extra layer for combat I appreciate.
> 2533275010793662;14:
> Fair enough and I understand what your saying. In fact Halo 5 has blood if I’m not mistaken, it is just too subtle and fades in a split of second that you miss it.
> What I say by precision is that a blood splatters overlap each other that they are perceived as a single hit, the shields glow for a certain period of time. It indicates you hit your target, but does not inform how many shots were actually landed. Specially from a distance you cannot really tell. You can miss some shots but you target is still glowing even if you are not shooting. Armors break up when you deal more than a single shot, (excluding some cases).You are not taking out a piece of armor for each shot you hit. See they inform the player your target is taking damage, but not always serve to show you the singular shots and if they have connected. And many of this feedback the game provide is dependent of the distance of your target and sometimes you can’t see the feedback for each individual shot
> In the heat of the battle when everything is moving so fast a hitmarker is objective, easy to see at any distance and 100% accurate of that shot.
> It can be distracting in campaign where the level of competitiveness is toned down, but in multiplayer, I think they are necessary. It does not replaces the neat feedback that shield glow, armors falling apart and blood make, but it adds a new extra layer for combat I appreciate.
If it is unclear singular shots are landing then the player is receiving bad visual feedback, period. Hitmarkers are by no means “necessary” in multiplayer, it is actually just unnecessary visual clutter. We know it isn’t “necessary” because we have both older Halo games and even brand new games like Pubg that demonstrate this. Reach in particular solved the shield glow “problem” by having shields flash and expand the more damage they take.
Why you would think small white notches are going to get lost less easily in a scuffle than bright glowing shield and blood effects coming directly from your target I have no idea. The only instance where that might happen is with an automatic weapon and you are not going to be counting hitmarkers while counting down the trigger at any range. By its very nature you are relying on volume of fire to make up for the fact you are going to be less accurate.
> 2533274819446242;16:
> > 2533275010793662;14:
> > Fair enough and I understand what your saying. In fact Halo 5 has blood if I’m not mistaken, it is just too subtle and fades in a split of second that you miss it.
> > What I say by precision is that a blood splatters overlap each other that they are perceived as a single hit, the shields glow for a certain period of time. It indicates you hit your target, but does not inform how many shots were actually landed. Specially from a distance you cannot really tell. You can miss some shots but you target is still glowing even if you are not shooting. Armors break up when you deal more than a single shot, (excluding some cases).You are not taking out a piece of armor for each shot you hit. See they inform the player your target is taking damage, but not always serve to show you the singular shots and if they have connected. And many of this feedback the game provide is dependent of the distance of your target and sometimes you can’t see the feedback for each individual shot
> > In the heat of the battle when everything is moving so fast a hitmarker is objective, easy to see at any distance and 100% accurate of that shot.
> > It can be distracting in campaign where the level of competitiveness is toned down, but in multiplayer, I think they are necessary. It does not replaces the neat feedback that shield glow, armors falling apart and blood make, but it adds a new extra layer for combat I appreciate.
>
> If it is unclear singular shots are landing then the player is receiving bad visual feedback, period. Hitmarkers are by no means “necessary” in multiplayer, it is actually just unnecessary visual clutter. We know it isn’t “necessary” because we have both older Halo games and even brand new games like Pubg that demonstrate this. Reach in particular solved the shield glow “problem” by having shields flash and expand the more damage they take.
>
> Why you would think small white notches are going to get lost less easily in a scuffle than bright glowing shield and blood effects coming directly from your target I have no idea. The only instance where that might happen is with an automatic weapon and you are not going to be counting hitmarkers while counting down the trigger at any range. By its very nature you are relying on volume of fire to make up for the fact you are going to be less accurate.
Because the glow might be from a teammate shot at the same time, a grenade splash damage or a previous shot you landed because the glow stays active for a short period of time. The hitmarker solves this because it confirms it is your hit and it is more precise because it shows up directly on your reticle your looking all the time.
> 2533275010793662;17:
> > 2533274819446242;16:
> > > 2533275010793662;14:
> > > Fair enough and I understand what your saying. In fact Halo 5 has blood if I’m not mistaken, it is just too subtle and fades in a split of second that you miss it.
> > > What I say by precision is that a blood splatters overlap each other that they are perceived as a single hit, the shields glow for a certain period of time. It indicates you hit your target, but does not inform how many shots were actually landed. Specially from a distance you cannot really tell. You can miss some shots but you target is still glowing even if you are not shooting. Armors break up when you deal more than a single shot, (excluding some cases).You are not taking out a piece of armor for each shot you hit. See they inform the player your target is taking damage, but not always serve to show you the singular shots and if they have connected. And many of this feedback the game provide is dependent of the distance of your target and sometimes you can’t see the feedback for each individual shot
> > > In the heat of the battle when everything is moving so fast a hitmarker is objective, easy to see at any distance and 100% accurate of that shot.
> > > It can be distracting in campaign where the level of competitiveness is toned down, but in multiplayer, I think they are necessary. It does not replaces the neat feedback that shield glow, armors falling apart and blood make, but it adds a new extra layer for combat I appreciate.
> >
> > If it is unclear singular shots are landing then the player is receiving bad visual feedback, period. Hitmarkers are by no means “necessary” in multiplayer, it is actually just unnecessary visual clutter. We know it isn’t “necessary” because we have both older Halo games and even brand new games like Pubg that demonstrate this. Reach in particular solved the shield glow “problem” by having shields flash and expand the more damage they take.
> >
> > Why you would think small white notches are going to get lost less easily in a scuffle than bright glowing shield and blood effects coming directly from your target I have no idea. The only instance where that might happen is with an automatic weapon and you are not going to be counting hitmarkers while counting down the trigger at any range. By its very nature you are relying on volume of fire to make up for the fact you are going to be less accurate.
>
> Because the glow might be from a teammate shot at the same time, a grenade splash damage or a previous shot you landed because the glow stays active for a short period of time. The hitmarker solves this because it confirms it is your hit and it is more precise because it shows up directly on your reticle your looking all the time.
Except it glows brighter and larger the more damage it takes so it should still be clear. You are reaching for incredibly niche scenarios to justify changing something we already know works.
> 2533274794684102;4:
> Of all the modern additions to halo, hitmarkers are actually a change I like. I understand why some people don’t like them, but I am glad to see them return in Infinite
Hitmarkers from bullets are alright, but hitmarkers for explosive damage are an awful thing to have and fortunately it seems they’re not in Infinite.
I don’t like hitmarkers in any game. not in cod, not in bf, not in titanfall and not in halo. i don’t understand why the feedback needs to be these little things popping up next to the crosshair with this weird noise. give us other feedback like blood, or some impact sound originating from the hit enemy.
just the option of turning them off isn’t a good solution in my opinion, since i noticed in gears 5, that people are shooting through smoke and when they hit me, they know where i am (while i can’t tell, bc i turned them off). i know, halo hasn’t had smoke grenades until now, but after the demo, i think 343 is capable of adding more stuff like this from other games.