Item Spawners

Seems to me this will be a different element than Halo 5’s power weapon spawns. If you read here, looks like map knowledge is back as a thing to some extent:

“One of those problems has been the importance of level design knowledge for players to have fun. If I’m playing multiplayer and I play it for the first time and I’ve never played a map, I don’t know where weapons are spawning. We wanted to make it a better experience for players, and we invested into what we call Item Spawners. The Item Spawners are assets like Weapon Racks and Equipment Spawners. It’s nothing new for Halo in terms of what players expect, but we wanted to call out where weapons spawn in the world. We developed these awesome Halo 2-inspired weapon racks, a callback to the Halo 2 announcement trailer where the gun comes out of the wall and Chief grabs it. We put the weapon racks on the walls because we wanted to develop a visual language around scavenging in the game so that players can make split-second decisions around where to find a weapon. Map knowledge is still an important skill to maintain but we wanted to find a way to ease the burden of developing that knowledge by creating assets that pop off the environment enough that you can make quick decisions on what item you want to fight for next.”

(Thought I’d make a new thread for a different topic, here’s the link to the article)

I think it’s a good thing that the visible timers are back as they help with accessibility and are a good thing overall in helping people understand and become better at the game. It doesn’t take away from map control if you already have it although I guess there could be an argument for decreasing the amount of time the timer becomes visible throughout the map. 30 seconds before the weapon becomes available may be a bit too long. Something like maybe 15-10 seconds before the gun spawns in could be good. That way people who are actively keeping track of the timer themselves will know to be at the weapon spawn earlier to gain control of that portion of the map while people who are a little more reliant on the in game timer(like myself) will still know the gun is spawning soon but may have to fight for the gun.

I do like that they are making the areas where guns or equipment spawn more visible or easily identified. Better legibility in all areas of the game is great for me since my vision isn’t exactly the greatest.

> 2533274866022405;2:
> I think it’s a good thing that the visible timers are back as they help with accessibility and are a good thing overall in helping people understand and become better at the game. It doesn’t take away from map control if you already have it although I guess there could be an argument for decreasing the amount of time the timer becomes visible throughout the map. 30 seconds before the weapon becomes available may be a bit too long. Something like maybe 15-10 seconds before the gun spawns in could be good. That way people who are actively keeping track of the timer themselves will know to be at the weapon spawn earlier to gain control of that portion of the map while people who are a little more reliant on the in game timer(like myself) will still know the gun is spawning soon but may have to fight for the gun.
>
> I do like that they are making the areas where guns or equipment spawn more visible or easily identified. Better legibility in all areas of the game is great for me since my vision isn’t exactly the greatest.

I don’t think it will be a timed UI like in 5. I think it’ll be something different. Need more info on this.

> 2533274866022405;2:
> I think it’s a good thing that the visible timers are back as they help with accessibility and are a good thing overall in helping people understand and become better at the game. It doesn’t take away from map control if you already have it although I guess there could be an argument for decreasing the amount of time the timer becomes visible throughout the map. 30 seconds before the weapon becomes available may be a bit too long. Something like maybe 15-10 seconds before the gun spawns in could be good. That way people who are actively keeping track of the timer themselves will know to be at the weapon spawn earlier to gain control of that portion of the map while people who are a little more reliant on the in game timer(like myself) will still know the gun is spawning soon but may have to fight for the gun.
>
> I do like that they are making the areas where guns or equipment spawn more visible or easily identified. Better legibility in all areas of the game is great for me since my vision isn’t exactly the greatest.

this whole idea of having invisible weapon timers and more covert spawns i.e weapons spawning on the ground is a complete nonargument. If these self professed ‘competitive’ players are so good then they wouldn’t have to rely on learning the timers to pick up the power weapons before every other player, they should be able to dominate other players even if they too know when weapons are spawning. Besides, making weapon spawns more accesible actually makes the game more competitive, since more players will be fighting over power weapons than ever before.

> 2535470395434446;4:
> > 2533274866022405;2:
> > I think it’s a good thing that the visible timers are back as they help with accessibility and are a good thing overall in helping people understand and become better at the game. It doesn’t take away from map control if you already have it although I guess there could be an argument for decreasing the amount of time the timer becomes visible throughout the map. 30 seconds before the weapon becomes available may be a bit too long. Something like maybe 15-10 seconds before the gun spawns in could be good. That way people who are actively keeping track of the timer themselves will know to be at the weapon spawn earlier to gain control of that portion of the map while people who are a little more reliant on the in game timer(like myself) will still know the gun is spawning soon but may have to fight for the gun.
> >
> > I do like that they are making the areas where guns or equipment spawn more visible or easily identified. Better legibility in all areas of the game is great for me since my vision isn’t exactly the greatest.
>
> this whole idea of having invisible weapon timers and more covert spawns i.e weapons spawning on the ground is a complete nonargument. If these self professed ‘competitive’ players are so good then they wouldn’t have to rely on learning the timers to pick up the power weapons before every other player, they should be able to dominate other players even if they too know when weapons are spawning. Besides, making weapon spawns more accesible actually makes the game more competitive, since more players will be fighting over power weapons than ever before.

Yes fighting over the sandbox isn’t unbalanced at all, however, map memorization isn’t either. I just find it odd that once the power weapon timers go up, it’s all people fight for. They should have enough data on that to where they can have people fighting for parts of the map that don’t have power weapons attached to them. I think the focus should be more on map control than power weapon control.

> 2535415525919240;5:
> > 2535470395434446;4:
> > > 2533274866022405;2:
> > > I think it’s a good thing that the visible timers are back as they help with accessibility and are a good thing overall in helping people understand and become better at the game. It doesn’t take away from map control if you already have it although I guess there could be an argument for decreasing the amount of time the timer becomes visible throughout the map. 30 seconds before the weapon becomes available may be a bit too long. Something like maybe 15-10 seconds before the gun spawns in could be good. That way people who are actively keeping track of the timer themselves will know to be at the weapon spawn earlier to gain control of that portion of the map while people who are a little more reliant on the in game timer(like myself) will still know the gun is spawning soon but may have to fight for the gun.
> > >
> > > I do like that they are making the areas where guns or equipment spawn more visible or easily identified. Better legibility in all areas of the game is great for me since my vision isn’t exactly the greatest.
> >
> > this whole idea of having invisible weapon timers and more covert spawns i.e weapons spawning on the ground is a complete nonargument. If these self professed ‘competitive’ players are so good then they wouldn’t have to rely on learning the timers to pick up the power weapons before every other player, they should be able to dominate other players even if they too know when weapons are spawning. Besides, making weapon spawns more accesible actually makes the game more competitive, since more players will be fighting over power weapons than ever before.
>
> Yes fighting over the sandbox isn’t unbalanced at all, however, map memorization isn’t either. I just find it odd that once the power weapon timers go up, it’s all people fight for. They should have enough data on that to where they can have people fighting for parts of the map that don’t have power weapons attached to them. I think the focus should be more on map control than power weapon control.

I can see that you play slayer. Objective modes will never have that kind of an issue. Anyway, I still think power weapon and map control can go hand in hand, rockets spawning in the hallway in the Pit are a perfect example of that, since it’s one of the major choke points and most used pathways to each base. Bungie already demonstrated that you can account for the concern you’ve raised with clever weapon and pickup placement. Think about the sniper on the pit, the room in which it spawns is pretty undesirable, so the sniper encourages players to pass though it. On the other hand the tower just above it doesn’t spawn a power weapon, yet it’s one of the most desirable places on the map to control. It’s the perfect synergy of map and power weapon control. Another example is the sword room. Every one likes to fight around the sword room, why would they want to pass through the tunnel underneath it? Well, it has an overshield. Power weapon control becomes map control when it’s done well

> 2535470395434446;4:
> > 2533274866022405;2:
> > I think it’s a good thing that the visible timers are back as they help with accessibility and are a good thing overall in helping people understand and become better at the game. It doesn’t take away from map control if you already have it although I guess there could be an argument for decreasing the amount of time the timer becomes visible throughout the map. 30 seconds before the weapon becomes available may be a bit too long. Something like maybe 15-10 seconds before the gun spawns in could be good. That way people who are actively keeping track of the timer themselves will know to be at the weapon spawn earlier to gain control of that portion of the map while people who are a little more reliant on the in game timer(like myself) will still know the gun is spawning soon but may have to fight for the gun.
> >
> > I do like that they are making the areas where guns or equipment spawn more visible or easily identified. Better legibility in all areas of the game is great for me since my vision isn’t exactly the greatest.
>
> this whole idea of having invisible weapon timers and more covert spawns i.e weapons spawning on the ground is a complete nonargument. If these self professed ‘competitive’ players are so good then they wouldn’t have to rely on learning the timers to pick up the power weapons before every other player, they should be able to dominate other players even if they too know when weapons are spawning. Besides, making weapon spawns more accesible actually makes the game more competitive, since more players will be fighting over power weapons than ever before.

Completely agree with you. Playing competitive isn’t about wanting to win because you know something an other player doesn’t, it’s about making better decisions based on the information available. Because let’s be honest; from a certain level everyone knows the timers etc. so make them accessible to everyone to stimulate interaction and everyone having a fair chance of getting to them in time.

I hope the personal AI plays a certain role in this for mentioning spawns etc. instead of having the info on your HUD.

One thing I will say, is that the timers often result in mini battles.

If two players from each team rush for the rockets, you get nice little mini skirmishes as both teams fight for the objective.

> 2535470395434446;6:
> > 2535415525919240;5:
> > > 2535470395434446;4:
> > > > 2533274866022405;2:
> > > > I think it’s a good thing that the visible timers are back as they help with accessibility and are a good thing overall in helping people understand and become better at the game. It doesn’t take away from map control if you already have it although I guess there could be an argument for decreasing the amount of time the timer becomes visible throughout the map. 30 seconds before the weapon becomes available may be a bit too long. Something like maybe 15-10 seconds before the gun spawns in could be good. That way people who are actively keeping track of the timer themselves will know to be at the weapon spawn earlier to gain control of that portion of the map while people who are a little more reliant on the in game timer(like myself) will still know the gun is spawning soon but may have to fight for the gun.
> > > >
> > > > I do like that they are making the areas where guns or equipment spawn more visible or easily identified. Better legibility in all areas of the game is great for me since my vision isn’t exactly the greatest.
> > >
> > > this whole idea of having invisible weapon timers and more covert spawns i.e weapons spawning on the ground is a complete nonargument. If these self professed ‘competitive’ players are so good then they wouldn’t have to rely on learning the timers to pick up the power weapons before every other player, they should be able to dominate other players even if they too know when weapons are spawning. Besides, making weapon spawns more accesible actually makes the game more competitive, since more players will be fighting over power weapons than ever before.
> >
> > Yes fighting over the sandbox isn’t unbalanced at all, however, map memorization isn’t either. I just find it odd that once the power weapon timers go up, it’s all people fight for. They should have enough data on that to where they can have people fighting for parts of the map that don’t have power weapons attached to them. I think the focus should be more on map control than power weapon control.
>
> I can see that you play slayer. Objective modes will never have that kind of an issue. Anyway, I still think power weapon and map control can go hand in hand, rockets spawning in the hallway in the Pit are a perfect example of that, since it’s one of the major choke points and most used pathways to each base. Bungie already demonstrated that you can account for the concern you’ve raised with clever weapon and pickup placement. Think about the sniper on the pit, the room in which it spawns is pretty undesirable, so the sniper encourages players to pass though it. On the other hand the tower just above it doesn’t spawn a power weapon, yet it’s one of the most desirable places on the map to control. It’s the perfect synergy of map and power weapon control. Another example is the sword room. Every one likes to fight around the sword room, why would they want to pass through the tunnel underneath it? Well, it has an overshield. Power weapon control becomes map control when it’s done well

I agree with you here. My issue with 5, there’s no parts of the maps where you really control when you get the power weapons. It’s all just about power weapon control and everyone’s sprinting around the map in intense sweaty matches once those weapons haven’t spawned back. Hoping Infinite’s map designs are a lot better.

when I don’t know a map, I launch it first in custom part.