> 2535467341363106;9:
> Provide an on/off toggle. Problem solved; this goes for almost all UI stuff.
Agreed. One of the best things about many modern games like Modern Warfare and The Last of Us Part Two is the ability to remove all hud elements. Although I think the helmet that the Master Chief wears justifies the inclusion of many hud elements but I hope we can play around with them.
> 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.
hit markers are just another form of 343 hand holding
I really see no reason they can’t be a thing. Not like other games or not, having blood or not, it tells me my shots connected. I can say their have been many times in Halo 3 or Reach or 2 where I can’t tell if my shot connected or not.
A toggle option would be nice. Even better if the PC release lets us resize and move HUD elements.
Hitmarkers fit into the universe pretty well lore wise but I can understand people disliking them in game.
Hitmarkers are a quality of life improvement that doesn’t actually affect the gameplay. It’s nice to know if my long range shots are landing or if I’m just wasting bullets (usually the latter). It’s the same as the improvements to the in-game scoreboard over the decades. Just a nice improvement that doesn’t actually affect gameplay in any way.
> 2533274840624875;29:
> gonna be honest, how does it dumb down gameplay? i get grenade hit markers, but shot markers to me neither adds or removes anything
I was overzealous in my claims perhaps, but the point stands that hitmarkers lower the need for the player to look at other factors like shield flashing, cracking, etc. in order to gauge opponent health/ how much damage they are taking. Since a myriad of other options already have existed to gauge these things, hitmakers add nothing but clutter to seasoned players and provide a simplified method for new players to gauge damage while ignoring the more intricate and useful options available. From a game design perspective, they also allow for simpler feedback methods to gauge damage and the games are less immersive/skill rewarding as a result. For example, why put in the effort to animate noticeable blood effects when hitmarkers can confirm a hit instead? I don’t think the advent of hitmarkers and the effective removal of blood effects was entirely unrelated.
> 2533274858472546;31:
> > 2533274840624875;29:
> > gonna be honest, how does it dumb down gameplay? i get grenade hit markers, but shot markers to me neither adds or removes anything
>
> I was overzealous in my claims perhaps, but the point stands that hitmarkers lower the need for the player to look at other factors like shield flashing, cracking, etc. in order to gauge opponent health/ how much damage they are taking. Since a myriad of other options already have existed to gauge these things, hitmakers add nothing but clutter to seasoned players and provide a simplified method for new players to gauge damage while ignoring the more intricate and useful options available. From a game design perspective, they also allow for simpler feedback methods to gauge damage and the games are less immersive/skill rewarding as a result. For example, why put in the effort to animate noticeable blood effects when hitmarkers can confirm a hit instead? I don’t think the advent of hitmarkers and the effective removal of blood effects was entirely unrelated.
I still dont agree given hitmakers do not give an indicator on shield strength or health. They tell you you hit the target. If you want to know how much damage is left on the shield, you either need to know the hit count needed or look at the shield crack. Hit markers dont pull that away in my eyes
> 2533274820022807;30:
> Jesus Christ, we’re a miserable community aren’t we. Hit markers? It’s hardly game breaking.
>
> They could add hit markers to Halo 3 tomorrow on MCC and I highly doubt anybody would really give a -Yoink-.
Grenades act as a probe with hitmarkers. You know if you hit someone with a blind grenade very VERY easily if explosives trigger hitmarkers. This was a large point of contention in all games with hitmarkers.
If hitmarkers were added to h3, there would be an outcry if grenades were affected, as previously stated. If explosives were exempt and hitmarkers were non-obstructive (as they were in Infinite’s demo), they likely would not be contentious.
> 2533274840624875;32:
> > 2533274858472546;31:
> > > 2533274840624875;29:
> > > gonna be honest, how does it dumb down gameplay? i get grenade hit markers, but shot markers to me neither adds or removes anything
> >
> > I was overzealous in my claims perhaps, but the point stands that hitmarkers lower the need for the player to look at other factors like shield flashing, cracking, etc. in order to gauge opponent health/ how much damage they are taking. Since a myriad of other options already have existed to gauge these things, hitmakers add nothing but clutter to seasoned players and provide a simplified method for new players to gauge damage while ignoring the more intricate and useful options available. From a game design perspective, they also allow for simpler feedback methods to gauge damage and the games are less immersive/skill rewarding as a result. For example, why put in the effort to animate noticeable blood effects when hitmarkers can confirm a hit instead? I don’t think the advent of hitmarkers and the effective removal of blood effects was entirely unrelated.
>
> I still dont agree given hitmakers do not give an indicator on shield strength or health. They tell you you hit the target. If you want to know how much damage is left on the shield, you either need to know the hit count needed or look at the shield crack. Hit markers dont pull that away in my eyes
You can tell if you hit the target based on shield flashing, etc. I didn’t claim hitmarkers give indication of enemy health. I claimed they were redundant or a simplified version of all ready present methods to gauge if shots were connecting. Methods exist to gauge both already and hitmarkers unnecessarily add to the myriad of options to confirm hits, not exact damage.
A visual and no guess work indicator that allows me for sure to know how many shots I have on a guy so that when I can’t finish the kill I can correctly rely that information to my team so that they know what they are about to engage, sounds like a win in my book. All the little details get blurred out in the heat of battle anyway. Sometimes a “dumbed down mechanic” is all you need to get the job done.
> 2533274887613159;23:
> > 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.
>
> hit markers are just another form of 343 hand holding
Why don’t we just get rid of the HUD altogether? If you aren’t counting your bullets you aren’t a true gamer. Crosshairs? Just visualize the center of the screen you pleb. Shields? Use your ears (this one actually isn’t that bad).
I want 343 to know that we are big bois now and we don’t need these small things that all contribute to fostering a seamless experience between the user and the game.
I think hit markers should work by line of sight. So if I’m facing in x direction and shoot and hit something, my visor tells me this. I would do this for grenades as well…but if I throw a grenade to my right and then turn to my left and no longer see it and it explodes and hits someone I shouldn’t know as my visor doesn’t pick it up.
Not sure if I explain this all right, but I’d do something like this. I always have no problem with an option to turn it off. Especially for the HCS/MLG playlist if those guys/girls want.
No explosive hitmarkers period. Its free information you don’t deserve.
Regular hitmarkers are utterly pointless when can already have Reach style shield flares that grow larger and brighter with each individual hit. These niche scenarios folks keep coming up with just don’t hold water. Short of having straight up healthbars and flashing numbers you are never going to know any exactly how much damage you are doing especially not with a hitmarker alone.
Its just visual clutter in a game like Halo and don’t even get me started on the obnoxious audio indicators like the kill chirps and headshot pops. I remember watching a video that replaced the Halo 5 weapon sounds with Halo 3s and what surprised me was how much clearer the audio was. Halo 5’s audio was done an disservice by getting watered down by a pointless extra layer of noise.
I don’t mind hitmarkers on the weapons but on grenades… Those need to go. You’re basically giving players mini UAVs. You can blindly throw nades in hallways and around corners and gain info on enemy positions without having to push. It lets you know you’ve damage an enemy and to either throw another or to push because they’re hurt.