How to fix Warzone, fixing unbalanced gameplay.

On the surface, Warzone is a fantastic game mode. Creating a conquest type mode with enemy AI that spawn in is genius, and in many ways, warzone succeeds. Unfortunately in most ways Warzone completely falls short. After playing Warzone for many hours (which I have), it really starts showing its true colors on how messy, amateurish, and utterly UNBALANCED it really is. I REALLY want to enjoy and cherish Warzone. But the more 1000-374 losses i finish with, the more i feel cheated by this unpolished mess. So, i’m compiling a list of ideas and concepts that may help fix a potentially great game mode. None of these involve drastically altering the gameplay (maybe one item on this list). They’re just little things that can make a big difference. I want to clarify that these are just ideas i’m throwing out that i think can help. I am not demanding these ideas and concepts be put into the game nor am I asking for modes or attributes from the older games be placed in here.

  • **Map Design:**Whats wrong with it?:

With the strong exception of Raid on Apex 7 (ROA7), none of these maps are designed as they should be. Every map is built in favor of the winning team. Theres really one huge main problem with the map design. THE STARTING BASE. Again, besides ROA7, the starting base is always backed against the wall. The only way out of the base is forward. This is a crucial mistake. This makes it impossible for the team who is put into last stand (protecting their core) from any chance at catching up. the only way out of Last Stand is capturing a base (or earning the needed 1000 points but this close to never happens). It’s difficult to capture one of the enemy bases when you cant get out of your own base. Outside, all enemy players are all waiting for you to step out so they can kill you. When you’re put into last stand, you’re just delaying the inevitable demise of your team. Thats why theres no point in spawning your own reqs, because theres no point in spawning them if you’re going to lose anyway. Most of the time you die with them as you spawn. We don’t like wasting our req’s The worst part, while your backed against a wall. the enemy team is free to kill all of the AI bosses. This is just catering to the winning team.

Solution:

Obviously changing up the map is too much work, but the players can be altered. The team in last stand gets a very slight damage buff. This way, its a bit easier to push back the wall of players that can trap us. Or, give us more AI characters that will fight alongside us when were trapped.

  • AI scoring:

  • **Whats wrong with it?**Did your team kill the first legendary boss? Congratulations, you’ve won. this is the case for at least 90% of all matches. It doesn’t help that the AI bosses spawn in awful places, giving both teams the same boss in the same place doesn’t make a difference, if a team is losing by over 200 points, 25 points will do nothing when the winning team receives their 25 points too. This makes no logical sense.

  • SolutionDepending on how much they’re losing by, the losing team earns more for killing AI bosses than the winning team does. So, say that i’m on red team, and i’m losing buy 150 points, the game rationalizes our score differences, and determines how much the losing team should get by killing AI bosses so the losing team can catch up a bit, no need for a shut out loss. So now, red team will earn 31 points for killing those duelist hunters and blue team will still earn only 25.
    Also change where AI spawns, they should always be positioned in neutral places that both teams can reach, and at one at a time, both teams shouldn’t be gifted the same boss. On escape from A.R.C., put the warden in the courtyard between the garage and the red/blue bases. then BOTH teams have the same chance.

The main issue with Warzone is the fact that it caters to the winning team. every mechanic and design choice is harmful against the losers. when it comes to gaming, the team who’s winning is most likely going to try harder to win than the losing team. Warzones’ current design only enables this idea. Also, its totally okay to add a catchup mechanic to a game as long as its impossible or extremely difficult to for the losing side to redeem themselves. Its not babysitting. This idea is why Mario Kart gives the racers in 6th, 7th, and 8th place the really good items. While the racers in 1st, 2nd, and 3rd only get bananas and decoy blocks most of the time. Even with a catchup mechanic, the game is still challenging and difficult.
I hope these ideas can at least be glanced at, with this way of thinking implied to any future changes and improvements to Warzone.

Sincerely, VesperLeek21/Leader342

Edit: I had accidentally clicked finished on this post prematurely. I am sorry if i came across as incredibly naive and non-credible at start. As you can see, the post has been finished since my mistake. Once again I apologize - VesperLeek21/Leader342

‘Unfortunately in most ways Warzone completely falls short.’

which ways?

Why amateurish ?

you haven’t played anything on this account. go play build up your req first.

I haven’t a clue man. I do feel bad for 343 in regards to this situation though. Im sure this was not intended and some people got it a ton of trouble for not seeing this pattern in testing or such.

Warzone will never be balanced because of all the OP weapons you can use.

You haven’t explained why Warzone has fallen short, nor have you explained how to fix it.

“After playing Warzone for many hours (which I have)”

Yeah, all zero hours, since you’re SR0 on Halo 5

> 2535427333823153;3:
> you haven’t played anything on this account. go play build up your req first.

This gamertag on Waypoint isn’t the one I use on my xbox, there is some kind of error that links my email to an entirely different gamertag that i do not use. I haven’t found a way to fix it yet. My legit gamertag is Leader342, where i have any hours on record.

If there were predetermined areas of the map that you could spawn via droppods it could help.
Have it appear as a limited time spawn option such as a 20-30 second window for your team. This late into the game I can’t see something like that happening though.

Warzone is not meant to be the balanced mode, you know that right.

actually you prefer warzone assault and arena versus warzone. Yes i went through your game history. I don’t play those gametypes much either but I also don’t comment on that area either. Your point on the bosses is moot and the reason is map control. I have seen 200 point differences and won. shame on your team not working together and actually use comms which are KEY factors. This is after over 300 plus games to sample with on warzone. Yes I have a ton of dnf as well based on the already mentioned facts and i rather quit go settle down first. No i do not get mad at the ban hammer normally i welcome it.

> 2533274833081329;6:
> You haven’t explained why Warzone has fallen short, nor have you explained how to fix it.
>
> “After playing Warzone for many hours (which I have)”
>
> Yeah, all zero hours, since you’re SR0 on Halo 5

LOL

> 2533274904089784;1:
> On the surface, Warzone is a fantastic game mode. Creating a conquest type mode with enemy AI that spawn in is genius, and in many ways, warzone succeeds. Unfortunately in most ways Warzone completely falls short. After playing Warzone for many hours (which I have), it really starts showing its true colors on how messy, amateurish, and utterly UNBALANCED it really is. I REALLY want to enjoy and cherish Warzone. But the more 1000-374 losses i finish with, the more i feel cheated by this unpolished mess. So, i’m compiling a list of ideas and concepts that may help fix a potentially great game mode. None of these involve drastically altering the gameplay (maybe one item on this list). They’re just little things that can make a big difference. I want to clarify that these are just ideas i’m throwing out that i think can help. I am not demanding these ideas and concepts be put into the game nor am I asking for modes or attributes from the older games be placed in here.
>
>
> - Map Design:
> Whats wrong with it?:
>
> With the strong exception of Raid on Apex 7 (ROA7), none of these maps are designed as they should be. Every map is built in favor of the winning team. Theres really one huge main problem with the map design. THE STARTING BASE. Again, besides ROA7, the starting base is always backed against the wall. The only way out of the base is forward. This is a crucial mistake. This makes it impossible for the team who is put into last stand (protecting their core) from any chance at catching up. the only way out of Last Stand is capturing a base (or earning the needed 1000 points but this close to never happens). It’s difficult to capture one of the enemy bases when you cant get out of your own base. Outside, all enemy players are all waiting for you to step out so they can kill you. When you’re put into last stand, you’re just delaying the inevitable demise of your team. Thats why theres no point in spawning your own reqs, because theres no point in spawning them if you’re going to lose anyway. Most of the time you die with them as you spawn. We don’t like wasting our req’s The worst part, while your backed against a wall. the enemy team is free to kill all of the AI bosses. This is just catering to the winning team.
>
> Solution:
>
> Obviously changing up the map is too much work, but the players can be altered. The team in last stand gets a very slight damage buff. This way, its a bit easier to push back the wall of players that can trap us. Or, give us more AI characters that will fight alongside us when were trapped.

What slight damage buff? 3shotting with a BR? Half a clip with an AR? We both know that’s not gonna happen. In fact, I doubt any changes to maps will be made either. Yet, that is one of the best solutions we can have, especially on ARC. Jesus Christ one there’s a tank in the tunnel and five spartans in the front, you can’t even send a Scout Hog through it to cap a base again. Let alone how little a Hog can carry anyway (only 2 guys, 3 with a normal one). A change to the map needs to be made, buff the passengers in Scouts for quick transport of a competent firepower and hope that the farming settles down a bit after the companies got their Achilles helmet.

> - AI scoring:
>
>
> - Whats wrong with it?
> Did your team kill the first legendary boss? Congratulations, you’ve won. this is the case for at least 90% of all matches. It doesn’t help that the AI bosses spawn in awful places, giving both teams the same boss in the same place doesn’t make a difference, if a team is losing by over 200 points, 25 points will do nothing when the winning team receives their 25 points too. This makes no logical sense.
>
> - Solution
> Depending on how much they’re losing by, the losing team earns more for killing AI bosses than the winning team does. So, say that i’m on red team, and i’m losing buy 150 points, the game rationalizes our score differences, and determines how much the losing team should get by killing AI bosses so the losing team can catch up a bit, no need for a shut out loss. So now, red team will earn 31 points for killing those duelist hunters and blue team will still earn only 25.
> Also change where AI spawns, they should always be positioned in neutral places that both teams can reach, and at one at a time, both teams shouldn’t be gifted the same boss. On escape from A.R.C., put the warden in the courtyard between the garage and the red/blue bases. then BOTH teams have the same chance.

That’s not true at all. The first 150points barely mean anything. 90% of all matches my -Yoink-. The logical sense is, go to your enemy’s boss. Ever got that idea? On Apex, first thing after capping the base, you run to the enemy’s Zealot. Then, in case your mates didn’t do yours yet, go for him. Now you got a sword. Ram that thing up the hunters’ back, hard. Everything going smoothly, you net your team 100 more points and I’m speaking out of experience. Same goes for the Ultra Elite at min4, the Maraudeur at 6 etc etc… That is the logical sense, there you have it. It’s not divided in “yours” and “theirs”, it’s fair game and you should go for the one that is most convenient to them, in hopes that the rest of your team gets the job done on the one most convenient to your team.

And no, what the hell is that? I went through hell to get those early 100points for my team (on Apex), in what way is it fair, that I did incredibly well, yet get punished so much? I could just kick back and relax until the points work for themselves. That idea is terrible. Warzone is not about same chances, there’s only 3bases to begin with. One will always be at the disadvantage, it’s your job to make it happen. Next time you want four bases as well, right?

No, no no no no no. And lol at that mario kart example, this is a 1v1 (team)playlist, not an 8 person free-for-all. Get your facts and examples straight.

have to say that i disagree on all your points here. none of them make any sense.

1.bases being bad- yea fine, raid has good access ways from starting base, but its not that bad on stormbreak and arc, u have 2 ways to escape from ur starting base and if u do it properly its really easy.

2.AI scoring - this is an issue ? seriously? did u actually think when u suggested that the losing team should get more points for boss kills? it wud just make them catch up to the winning team real soon and soon, the team that was winning would be losing, and the cycle goes on…boss points should be stable and yea, if the losing team was smart they would send some to get bases while a select few with good power weps focus on bosses, i follow this methodology and i win a lot of my warzone matches.

also, first boss kill wins? hahahaha, seriously, have u played stormbreak at all?? its like the best example against your point. its not the first boss kill that mattters, its how good u keep enemy pressured so that they can’t focus on both bosses and defending the bases. so u lost lochagos kill on stormbreak, then start pressing on enemy bases, take their armory if they got both fortress and armory and flank fortress.

this makes them not be able to fully focus on the next big boss, which is wamik, in the meantime ur team goes around getting the minor bosses (knight luminaries and covert majors). games can easily be won even after losing the first boss, same goes for any other map…ive had soo many turnarounds (both winning after losing the first legendary and losing after getting the first legendary and a massive lead)

PS - just to clarify, im a solo player who does not coordinate with my team, so i keep myself updated with thats going on. If i see that most of my team keeps pressing bases, ill go for bosses instead and vice versa…u don’t also need a fireteam to guarantee victory.