Hello Halo community! I have been pondering on the use of the Xbox One’s controller impulse triggers (the rumble on the triggers) for the next Halo game and have come up with a few ideas.
[/li]- When throwing a grenade, impulse triggers would provide helpful feedback if they vibrate when the grenade damages the enemy’s shields. For example, if I suspected a player crouching behind a crate, I could throw a grenade to try to draw the person out. If there was a person behind the crate and the grenade successfully dealt damage to their shields, my left trigger would rumble to let me know. In this example, I find impulse triggers providing more helpful feedback than seeing the reticule slightly change. I do not think this would be game breaking because it is only used to let you know that your grande successfully dealt damage (regardless of what the damage was).
Although many people have probably already thought of using the right trigger’s rumble motor for shooting weapons (e.g. battle rifle rumbles 3/4 times, etc.), when not use the rumble feedback to let you know if your shots have also hit your target (like in the previous example).
Let me know what you guys think or provide a different way we can improve the Halo experience!
I believe the one about 'nades will happen, but for the BR, only a rapid 3 rumble will happen, as doing this plus 2/3 more when the hits land will be tricky seeing as how bullets hit the moment you squeeze the trigger.
> [/li]1. When throwing a grenade, impulse triggers would provide helpful feedback if they vibrate when the grenade damages the enemy’s shields. For example, if I suspected a player crouching behind a crate, I could throw a grenade to try to draw the person out. If there was a person behind the crate and the grenade successfully dealt damage to their shields, my left trigger would rumble to let me know. In this example, I find impulse triggers providing more helpful feedback than seeing the reticule slightly change. I do not think this would be game breaking because it is only used to let you know that your grande successfully dealt damage (regardless of what the damage was).
> 1. Although many people have probably already thought of using the right trigger’s rumble motor for shooting weapons (e.g. battle rifle rumbles 3/4 times, etc.), when not use the rumble feedback to let you know if your shots have also hit your target (like in the previous example).
>
[/quote]
I don’t think that either would work very well. You should think of impulse triggers as simply a way of providing more detailed tactile feedback. In Forza for example, the controller rumbles when you take a hit or go off track (major things happen), but when the ABS comes on while breaking or you start loosing grip when putting power down you only get feedback in the trigger where that sensation is most relevant.
>
> In Halo this would take the shape of different feeling weapon trigger pulls, grenade fuses, or connecting with a melee attack depending on your layout. These are natural to what we expect from physical feedback. What you propose is something entirely different where we start getting battlefield feedback through our hands, something that could have easily been done with the old controllers by providing rumble for whenever you hit a target with any weapon. But it wasn’t because we don’t expect a physical sensation from something that doesn’t happen to us.
Well I have a feeling that like in all prior games, your controller will rumble in various areas for various reasons. For instance if you fire a weapon, your whole controller will likely rumble, why? Because your Spartan is holding the gun with two hands.
On the flipside if you throw a grenade, only your left palm and maybe trigger will rumble. If you Melee the rumble could be based on the current on-screen animation for the melee attack. And of course damage, if you take damage the rumble aught to point you in a direction. Triggers for forward, Palms for back, and left/right side of the controller, combining these different rumbles should allow up to 8 directions of damage and help us hone in on our attackers.
I’m also interested to see how 343i makes use of the Magnetically controlled resistance in the triggers, they could apply for instance less resistance to a Magnum than a Carbine, giving the Carbine the illusion of being fully semi-auto like the pistol, but having the resistance slow you down just slightly in comparison.
The Rocket Launcher and other heavy weapons could have a very high resistance compared to others.
I feel like the resistance offered by any of the weapons while in the Mark VI armor variants would be negligible since movements are actuated through the suits servo-motors as opposed to muscle fibers. There’s a reason they refer to spartans as ‘walking tanks’.
With that said, including that in other video games like CoD and Battlefield would probably be more realistic - causing a more strategic planning of weapon choices based on the operation.
> Well I have a feeling that like in all prior games, your controller will rumble in various areas for various reasons. For instance if you fire a weapon, your whole controller will likely rumble, why? Because your Spartan is holding the gun with two hands.
>
> On the flipside if you throw a grenade, only your left palm and maybe trigger will rumble. If you Melee the rumble could be based on the current on-screen animation for the melee attack. And of course damage, if you take damage the rumble aught to point you in a direction. Triggers for forward, Palms for back, and left/right side of the controller, combining these different rumbles should allow up to 8 directions of damage and help us hone in on our attackers.
>
> I’m also interested to see how 343i makes use of the Magnetically controlled resistance in the triggers, they could apply for instance less resistance to a Magnum than a Carbine, giving the Carbine the illusion of being fully semi-auto like the pistol, but having the resistance slow you down just slightly in comparison.
>
> The Rocket Launcher and other heavy weapons could have a very high resistance compared to others.
Wait they can change the resistance of the triggers!?! O.o
Or they could have just proggramed different resistance rates into the weapon so that when you equip it the resistance takes effect, like how it’s slower to aim with a walking turret than a gun in Halo
> <mark>I like Fos Kuvol’s idea of using the rumble to indicate which direction you’re taking damage from</mark>.
>
> I’d like to suggest that when you die, the entire controller should rumble at full blast.
Agreed with this, but not your second sentence. Upon death, you die and feel nothing.
I actually keep rumble off because I burn through batteries too fast with it on, so I find the inclusion of the red ‘flare’ from the direction you take damage is extremely helpful. With that said, I think that if there are explosions around you then you should feel a rumble because it shakes the entire sphere around the gamer’-Yoink!- box - but bullets shouldn’t cause the rumble because they don’t have the same impact
I feel like once you play the game for more than 5 minutes you don’t even notice rumble because your brain just focuses on the game. I remember playing some really old games on my dad’s Atari that were really simple but still really entrancing.