Hitmarkers

Halo plays better with hitmarkers than without. Not everyone has a flawless connection. When playing against any decent competition you need to know if your shots are hitting; end of discussion.

If you want to talk Grenades then I believe that’s a different issue. Also, options are great. If people wish to turn off their own personal hit markers, let them.

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> Halo plays better with hitmarkers than without. Not everyone has a flawless connection. When playing against any decent competition you need to know if your shots are hitting; end of discussion.
>
> If you want to talk Grenades then I believe that’s a different issue. Also, options are great. If people wish to turn off there own personal hit markers, let them.

Hitmarkers aren’t some sort of amazing anti lag tool. It still gets effected by latency just like everything else.

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> > > > > 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
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> 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).
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> 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.
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> > > > > > 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.
>
> Whereas I could care less what 343 knows because they clearly don’t know a thing about halo gameplay. All 343 has shown me is that Frank O’Connor clearly didn’t have much say at bungie and thank goodness for that.
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> Now… If a player is told when they are hitting a target they cannot see… that IS handholding. Hitmarkers on targets a player can see is laziness in halo because visually dame should be completely assessable if the proper graphics are in place.
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> But anonymous… players are too fast to see shie… SILENCE Padawans. That is due to the abomination known as sprint.

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> > Halo plays better with hitmarkers than without. Not everyone has a flawless connection. When playing against any decent competition you need to know if your shots are hitting; end of discussion.
> >
> > If you want to talk Grenades then I believe that’s a different issue. Also, options are great. If people wish to turn off there own personal hit markers, let them.
>
> Hitmarkers aren’t some sort of amazing anti lag tool. It still gets effected by latency just like everything else.

Yes they are effected by latency but hitmarkers can give you valuable information and allow you to compensate for it. If your aim appears spot on and you’re not receiving hitmarkers there’s a problem. Likewise if you’re receiving confirmation that you’ve hit your target but the hitmarkers are delayed you can then adjust your aim accordingly for the rest of the game.

I don’t know about your experiences, but in mine they’ve helped tremendously.

I don’t mind hit markers at all. They give a nice bit of feedback, especially for long-range engagements where visual confirmation of hits (shields flaring) may not be as obvious. I do agree that they should only be on the guns, though, and not for grenades and other gear, since that kind of encourages grenade-checking around corners.

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> > > Halo plays better with hitmarkers than without. Not everyone has a flawless connection. When playing against any decent competition you need to know if your shots are hitting; end of discussion.
> > >
> > > If you want to talk Grenades then I believe that’s a different issue. Also, options are great. If people wish to turn off there own personal hit markers, let them.
> >
> > Hitmarkers aren’t some sort of amazing anti lag tool. It still gets effected by latency just like everything else.
>
> Yes they are effected by latency but hitmarkers can give you valuable information and allow you to compensate for it. If your aim appears spot on and you’re not receiving hitmarkers there’s a problem. Likewise if you’re receiving confirmation that you’ve hit your target but the hitmarkers are delayed you can then adjust your aim accordingly for the rest of the game.
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> I don’t know about your experiences, but in mine they’ve helped tremendously.

Lag is still lag. Hitmarkers don’t improve magically improve laggy connections. When your bullets don’t connect to their targets for a good two to three seconds after you’ve hit them no amount of visual feedback will help you in that time, you need to make an educated guess that your shots are hitting and hope that your opponent isn’t hitting you.

I’ve had to experience very laggy environments due to my region and questionable internet vast majority of online games have a way for you to check your latency and contain some other means of feedback to know whether your shots are connecting.

Latency is not a good defence for Hitmarkers as with any form of visual feedback they all get effected by the same issue; Lag.

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> 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.

This is an excellent point I hadn’t thought of. I don’t want hitmarkers at all, but obviously they’re here to stay for the time being. So I’ve accepted them as a thing I’ll have to deal with, but these grenade markers are gonna be a problem in MP… for the exact reason you listed.

Hidden upside would be you can’t just camp around corners as easily anymore. But the downside is that you can confirm an enemy target before entering a room, which removes some excitement from the game for me.

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> 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.

agreed, good point

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> 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).
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> 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.
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> 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.
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> 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?

Agreed. I much prefer having to gauge based on what the characters visually look like as opposed to making sure I am getting hit markers. And don’t even get me started on hit markers with grenades around corners…

Hit markers help the younger crowd development in multi player. When a kid sees that hes doing something before dying, he feels like hes dobe something. When there is no hit marker they tend to get frustrated quicker and the game is less fun. Just looking at it from a stand point that wants kids to play and have fun.

It’ll always surprise me just how much people seem to care about hit markers. “They have no place in Halo”. Goodness gracious it’s just a little extra visual to let you know you actually hit, what’s the big deal. The only thing I don’t like hitmakers on are nades, weapons I’m totally fine with and actually like. It would be nice if it was a toggle for the people who really don’t like them. Personally I don’t get the big fuss at all.

having hitmarkers is the dumbsest thing ever its like it tells you that you killed the player even though you shouldnt what if you think you killed them but didnt

Hitmarkers are fine for campaign but not multiplayer.

I’ve never really cared about hitmarkers. Of the many elements of multiplayer, it’s certainly one of the least important ones, and I won’t play multiplayer any more or less because of them.

That being said, I like knowing how accurate my shots are (especially with automatics), and I like knowing if I’m the one dealing damage instead of a teammate.

I don’t understand the hate. Is this not the definition?

Overview. The hit marker often takes the form of an × in the center of the crosshair in FPS games, or a colored circle around it. In some games, like Quake III Arena, Halo, and Team Fortress 2, hits are instead indicated by a sound cue, such as a bell or beep.

You don’t like a little x showing up when you kill someone? That’s fine that you don’t like it, I guess. But it seems like a lengthy post for such a small feature.

PERSONALLY. I wish GRUNT BIRTHDAY PARTY skull worked in Multiplayer!!!
Imagine headshots ringing out with YAAAAYYY!!

Hitmarkers are definitely redundant at the very least, and should definitely be toggle-able. What really hurts gameplay, imo, is grenade hitmarkers. It’s way too much of a benefit for little to no effort on the player’s part. Not only does it tell you whether or not someone is in that room you just naded, you also know they’re at a health disadvantage.

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> > > > gonna be honest, how does it dumb down gameplay? i get grenade hit markers, but shot markers to me neither adds or removes anything
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> > > 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.
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> > 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
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> 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.

so if shields are also the hit marker, why does it hurt to have hit markers. There is no real loss as its not skillful to see shields flash. The skill would only come from when you see someone you haven’t been shooting to know what their shield strength is, which is not lost will markers being present.

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> It’ll always surprise me just how much people seem to care about hit markers. “They have no place in Halo”. Goodness gracious it’s just a little extra visual to let you know you actually hit, what’s the big deal. The only thing I don’t like hitmakers on are nades, weapons I’m totally fine with and actually like. It would be nice if it was a toggle for the people who really don’t like them. Personally I don’t get the big fuss at all.

Its just a complain by I can complain type of topic. Almost every aspect of halo games have a love hate relationship with someone. But I personally agree with you, I don’t get the big fuss with things that aren’t gamebreaking.

They should just have a option to Remove the Hitmarkers or turn it on, problem fixed in my opinion i don’t really mind it having it on.

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> > It’ll always surprise me just how much people seem to care about hit markers. “They have no place in Halo”. Goodness gracious it’s just a little extra visual to let you know you actually hit, what’s the big deal. The only thing I don’t like hitmakers on are nades, weapons I’m totally fine with and actually like. It would be nice if it was a toggle for the people who really don’t like them. Personally I don’t get the big fuss at all.
>
> Its just a complain by I can complain type of topic. Almost every aspect of halo games have a love hate relationship with someone. But I personally agree with you, I don’t get the big fuss with things that aren’t gamebreaking.

If y’all don’t care than why don’t you just keep on walking and let people care about whatever they want whether it is a “big deal” to you or not.