i was happy to see mcc finaly getting steamworkshop support , making playing with mods easier then ever. sadly i noticed that playing the custom game browser requires leaving EAC on , in other words no mods
. why not make it like other games do where when you try to join a modded game there pops up a warning that the server is modded and wich mods are running. maybe even auto install the mods via a click. but sadly we dont have that ( yet at least ) . Do you share my thoughts on this ?
I think there should be a separate list for EAC disabled games in the CGB and yes to being prompted to download mods.
Yes, I do share your thoughts and consider this a necessary change. Ideally the CGB support should be accessible in both the EAC disabled and enabled mode, as already said, simply have CGB mod servers labelled as such and yeah have a prompt to install the necessary mods.
Along with fixing the sound files Workshop compatibility issues.
And there needs to be a great process for selection/submission of cream of the crop suitable mods for official implementation into MCC, for PC and console.
I think this partly has to do with the fact it’s a browser for custom games that are still running on official servers.
I think one of the things MCC really needs is server binaries released and the ability to host dedicated servers ourselves for the custom games browser, like many other PC titles.
Something that could survive shutdown of official servers.
it is probably quite a bit to early to think about that but that for sure has to be done, the ability to host dedicated servers would improve game quality anyway so why not
I mean while 4v4 modes on CE, 2, 3 and Reach all find matches super fast (takes only a few seconds whenever I play), other game modes have definitely gotten much slower. It’s really sad to see how long it takes to find a BTB or FFA game anymore.
I think we’re definitely at the point where we at very least need to consider alternatives to matchmaking for continuing to play classic Halos. Luckily the CGB helps there at least, but the shutdown of the 360 servers (or back in 2010 for H2 players) is a reminder that official servers don’t stay up forever.
I really hope we see things like community hosted servers and while more of a dream, AI bots for classic multiplayers.
while i didnt have the same issiues like you with matchmaking times in FFA and BTB ( well most ranked playlists are hard to find though ) , and judging from steam numbers and Archivmenthunters stats the population seems to be at its stable point , i fully agree with you. the shutdown of clasic xbox servers was back then very painful , and revive projects werent that succesful , and some time later halo 2 vista also did shut down , at least CE on pc was playable to my understanding they did shut down the 360 versions because basicly the playerbase more or less migrated to mcc ( Halo 3 had several years constantly under 500 player online ) though the 360 shutdown wasnt a complete shutdown as private lobbys are still possible. so you are absolutely right that the need to start implementing the proper structure for the eventuality that in the far future they might shutdown the services , though i do think that the timeframe will be quite larger until that happens. though it would make sense to establish the structure of it rather earlier then later so the game can develop a “healthy server structure” so the eventual transation wont be painful. additional supportive features would be an expanded progression trough custom games besides a few challanges , giving current players reasons to implement themselfs more in the customgames then right now . come to think of my topic and this … the reason we havent seen yet mod support , player hostet servers etc might be to keep crossplay compatability or some other issiues on the console versions.
I think the CGB is going to have to be two browsers most likely, one is for EAC on, which will host the regular Custom Games with all the assets in the game as is through Forging. And a CGB for modding (you could use the vanilla assets in this if you want). The two CGBs would not even interact between each other at all and I think its the best way to prevent hackers to get inside the EAC on version most likely is to lock off the modded CGB from the non-modded CGB somehow.
Absolutely. There are a bunch of awesome maps that deserved to be played at least in the CGB without having to disable EAC. The Star Wars Battlefront Map Pack by abyssquick, the Halo 3 remakes of Sanctuary/Lockout by Neckzilla, Homefront (which is an ODST style BTB map in Halo 3’s engine) by Grim Dealer, Frontier (which is a Halo Wars style BTB map brought over to Halo 3) by GreenKnight, etc. I could go on and on about the crazy cool maps that modders have been putting out there.
And that’s not including mods that just straight up improve the versatility of MCC’s Forge. I remember seeing someone post a mod that includes a Green Screen tool for Halo 3’s Forge. This kind of mods would be great for stuff like Machinima and other special effects.
I get that 343 has to be careful in not allowing mods to break the balance in online PvP matchmaking and Campaign progress. But I think as long as a mod can avoid doing stuff like this which would help cheating, then it should be allowed to be played with EAC enabled.
Workshop mods 100% need to be added to the CGB and/or a traditional server browser/server hosting needs to be added, there’s just no way anybody can practically play any of these maps currently. Even tools such as the Xbox LFG are useless in this scenario.