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> Hello my fellow spartans and Halo enthusiasts!
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> Usually I can spend several months on the campaign without getting bored of the game. First beating the campaign on normal, followed by legendary, finding skulls and achievement hunting and finally Mythic/LASO before having nothing left to do but play multiplayer. Considering 343i completely tanked on Halo 5’s campaign, the aforementioned is no longer an option.
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> This leaves us with Halo 5’s multiplayer which is fantastic. Its fun and has the ability to grant Halo 5 longevity but I believe Halo 5 might be in for some dark days if 343i does not change some features of multiplayer around. The population for Halo 5 dropped significantly since the game launched in October. This means match making is no longer a viable option for players who enjoy team based slayer activities. You have teams of match made casuals going against teams of MLG type gamers. Within 3 minutes of the match, the team of casuals is down from 4 to 2, because 2 of the casuals quit and the other 2 are now getting stomped by the other team. Not only is this not fun for the ones getting badly beaten, how can it be fun for the other team of better players? (I finished 2 matches yesterday where my entire team quit and I was left taking on 4 players who are far superior in their respective skill-set… I finished the games at like 7-30).
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> How is this fun 343i? I love this game, I have been here since 2001 and will keep coming back. But please fix this because if H5’s multiplayer falls apart, your fans will have nothing left until Halo Wars 2 or H6 drops.
That was a really long post to state that the issue you’re experiencing is that people are quitting out of games. It has nothing to do with campaign or MLG or anything. Now, just because somebody happens to like and follow MLG does not make them a better player. Hell most “pros” don’t even talk about MLG. What you’re implying here is that people that want to play competitively are beating people who are joining a ranked, PvP queue and that it isn’t fair for those casual players and that is a very flawed argument. The entire idea behind playing ranked games is that sooner or later you will get matched up with people of your own skill level; however, the skill we’re referring to here is the ability of one player to find and kill other players by whatever means necessary.
What you’re suggesting is that no matter how many matches you play you’re always playing against seasoned Halo Professionals and due to that matching, players on your team will sometimes quit. That entire concept is flawed and doesn’t have anything to do with the game because the people you’re getting matched with are approximately within the same skill level as you – within a range of how good and how bad you can feasible be within all 8 players. Players that quit can and will get punished. I sometimes have days where people on my team quit on ~50% of the games I play and it sucks but you can either quit as well (and possibly get banned) or stick it out to the end of the match and get a significant amount of REQ/XP points. It’s a -Yoink- situation to have people quit but it’s nobody’s fault except the people that quit. So, ultimately, the OP should provide actual suggestions on how to better punish quitters and promote people stay in the game (like, a req/xp multiplier for completing multiple consecutive matches in a short period of time) instead of punishing all of the victims involved.
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> When it comes down to it, this game rewards tryhards too easily, you know people who play as a good team and are constantly rushing and teamshooting people. After a while people in less fortunate teams, realised the only way they could combat that was to being campy as hell. This is not the halo I know and love. Most people left this game because a majority of them couldnt put up playing one fun competitive game every 10 matches where teams are balanced. No matter how good a player is, if you have a weaklink on your team in this game, you will be punished, other teams also take avantage of this fact.
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> The way this game is designed, imagine a balance scale where on each side their are 4 rocks each and theyre perfectly balanced. Now remove one of those rocks or chop one in half and the scale will immediatly tilt to one side. This is how I best explain halo’s 5’s balance based on overall gameplay. Games should try a get a nice yin and yang balance. Imagine pebbles instead. remove one pebble and the scale moves abit, which in gamplay terms means if you have one dodgy teammate you still have a fighting chance if the other team arent individually better than you. Its alot easier to matchmake individual skill, so it becomes a match of who can raise their game, you still might lose alot but you enjoy the fight atleast. The best games have a good balance of teamwork and individual skill.
Short reply here:
What you’re describing is literally every team game ever. Have you played a lot of competitive multiplayer in any other games/genres? All team games require the better players to “pick up the slack” for the players that are doing worse it’s a term called “carrying” and used to be a point of a lot of discussion and trolling back in Halo 3. You can argue that it’s not fair for better players to have to “carry” worse players but that’s literally the nature of the game. At least back in Halo 2/Halo 3 it was default for everyone to have a mic and chat in game then invite the good players to play with you after the game and I’m seeing that happen in Halo 5.