INCONSISTENCY, and learning from mistakes

inconsistency. who does it benefit?

the answer is no one. not one single person playing the game actually benefits from inconsistency. the inconsistencies im referring to are pretty straight forward.

BULLET SPREAD, and BLOOM (when poorly implemented).

i’ll start by asking a pretty basic question that alludes to an obvious answer regarding bloom:

who should win?

player A: who shoots as intended with flawless aim and cadence (bloom added)

or

player B: who shoots the opposite of what was intended (full auto spamming), with mediocre aim.

and what frequency should this player win (how much should he win, as a percent?)

the obvious answer is player A should win, and he should win 100% of the time. the reason for this is, when player B wins, even if he wins 1% of the time, thats 1% of the time the game has had an illogical, and contradictory outcome. when player B wins, the game has let him down. this is because he gets a positive outcome out of playing the game abysmally. does this player improve, or even know to change his behavior when he wins some of the time thru spamming? absolutely not. does player A have a positive reaction to player B winning in this situation? certainly not (if hes observant enough to notice, which unfortunately some arent).

moving on. lets talk about bullet spread. again, i’ll use a question to prove my point:

who should win:

player A: who has 100% accuracy (keeps his reticule on center mass, then perfect aim on the headshot when his opponents shields pop)

or

player B: who has 90% accuracy (keeps his reticule on center mass till he pops his enemies shields, but doesnt aim on target for the headshot)

so, the clear answer here is player A should win, and he should win 100% of the time. this being said, when bullet spread is implemented (even a little bit doesnt benefit anyone), player B now gets a chance to win with his random spread + his bad aim. also! player A has a chance to LOSE due to random spread on his weapon making him miss regardless of his flawless aim. neither case actually benefits anyone. when player A loses due to random spread, he feels a bit bamboozled because his aim was SUPER GOOD, and normally that kind of aim would result in a win for him. when player B wins this situation he beat out someone who shot better than him because the game sucked a random spread bullet into player A’s face even though player B’s reticule wasnt on target.

ive seen a lot of people saying ‘people were complaining in halo 3 about spread, and now they complain about bloom, just goes to show you people will never be happy’. oddly enough, both of these are derived from the same baseline problem. inconsistency.

inconsistencies dont help ONE SINGLE PERSON playing the game. not one. zero.

agreed?

I think the majority of this community has already addressed this, but I guess it doesn’t hurt to remind 343 of what needs to be erased from Halo multiplayer.

> I think the majority of this community has already addressed this, but I guess it doesn’t hurt to remind 343 of what needs to be erased from Halo multiplayer.

i honestly dont think this can be said enough. even if the top 100 posts on the halo 4 forum were discussing / hating on bloom and spread, i’d still be unfaithful that 343 would see it, and realize inconsistencies were the true source of our distaste.

if i had to bet, i’d bet halo 4 continues to have inconsistencies such as these. its sad but… iuno maybe they’ll prove me wrong. all we can do is cross our fingers and hope they learned from bungies mistakes.