I’m not sure if this has already been talked about, but the new OXM article states that currently, “HUD markers let you know where the power weapons are on the map. We saw prompts for a shotgun and rocket launcher.”
Its a great idea, so all you haters please stop its innovative and will make faster gameplay. Think of the scene of from “The Hunger Games” when the “game” first starts. The mad, heavy risk-heavy reward risk!
I don’t have an opinion on this matter. Not even a speculation. Why? Cause I’m not going to make any false conclusions before seeing gameplay or playing the game first.
> Its a great idea, so all you haters please stop its innovative and will make faster gameplay. Think of the scene of from “The Hunger Games” when the “game” first starts. The mad, heavy risk-heavy reward risk!
I also thought of this.
I’m obsessed with Hunger Games servers on Minecraft, and it really plays well. Map Control is extremely essential, and it’s tons of fun.
For the system they have in place, it is the best they can do. Regardless, the drop-in system is a terrible choice because it eliminates the need for map control.
343i claims the need for this drop in power weapon system is because “the more experienced players knew the spawn timers and used this to their advantage over the less experienced players”.
Of course that is the case! That is part of what makes us more experienced. We know how the game works. that doesn’t mean you make it easier for the less experienced players, you need to give people a reason or a motivation to get better instead of dumbing the game down.
People should have to work for their power weapons, not get them handed down to them in drop pods because they didn’t take 5 minutes in a custom game and time the weapons themselves.
> 343i claims the need for this drop in power weapon system is because “the more experienced players knew the spawn timers and used this to their advantage over the less experienced players”.
>
> Of course that is the case! That is part of what makes us more experienced. We know how the game works. that doesn’t mean you make it easier for the less experienced players, you need to give people a reason or a motivation to get better instead of dumbing the game down.
>
> People should have to work for their power weapons, not get them handed down to them in drop pods because they didn’t take 5 minutes in a custom game and time the weapons themselves.
The rules shouldn’t be a secret. They should be obvious and intuitive. Aside from a couple of gimmicks like castling, what has made chess such a well-liked game is that you have a set of rules for the pieces, and then the objective is to eliminate the enemy king. From the outset you know what happens when a pawn gets to the other side of the map. However, in halo 3 the process of getting the “queen”, or power weapons, was so opaque, with gimmicks like dirtying having to be discovered by trial and error, that it was just stupid and unfair for new players. If it isn’t obvious, in the instruction manual, or in the gametype rules, it shouldn’t exist.
> > 343i claims the need for this drop in power weapon system is because “the more experienced players knew the spawn timers and used this to their advantage over the less experienced players”.
> >
> > Of course that is the case! That is part of what makes us more experienced. We know how the game works. that doesn’t mean you make it easier for the less experienced players, you need to give people a reason or a motivation to get better instead of dumbing the game down.
> >
> > People should have to work for their power weapons, not get them handed down to them in drop pods because they didn’t take 5 minutes in a custom game and time the weapons themselves.
>
> The rules shouldn’t be a secret. They should be obvious and intuitive. Aside from a couple of gimmicks like castling, what has made chess such a well-liked game is that you have a set of rules for the pieces, and then the objective is to eliminate the enemy king. From the outset you know what happens when a pawn gets to the other side of the map. However, in halo 3 the process of getting the “queen”, or power weapons, was so opaque, with gimmicks like dirtying having to be discovered by trial and error, that it was just stupid and unfair for new players. If it isn’t obvious, in the instruction manual, or in the gametype rules, it shouldn’t exist.
Then point out the weapon timers in the game manual or something. The point is, having drop spawn power weapons in random places severely takes away from the skill gap and the need for map control. The idea that only an experienced player knows when the power weapons will spawn is part of being an experienced player. It takes time for someone to learn it.
Another thing. If halo 4 is to have ranks (another story) but for this argument lets say it will have ranks. These experienced players will not be getting matched up with the newbies so it won’t be a problem anyways. You will have experienced players matching up with other people of their skill level. And the newbies will match other newbies to help get them acquainted with the game.