Living Dead February Update Debate

I have been reading community feedback about the removal of betrayals in Living Dead, and I believe that the update was made for the wrong reasons. Before I begin, I feel the removal of friendly fire has taken a core element out of Living Dead, and with it its very soul. I personally won’t play it anymore until friendly fire is put back.

A lot of people listed examples of how players would indiscriminately betray everyone in sight, ending the game with over -20 K/D. This should not be a reason to turn off FF. I have played hundreds of LD matches, and have only seen this happen a couple of times. The vast majority of games I have played involved no team betrayals, and when there were it was two or three players betraying each other (with those betrayers going on average -3 K/D).

So you might be thinking, “If the vast majority of games involved no betrayals, what’s your beef with the removal of friendly fire?” Simple: it takes out a core element of Living Dead, the uncertainty that the player next to you is not going to put a shotgun shell in your back. Friendly fire kept players on their toes, and like real survivers of a zombie outbreak, you never know if a member of your party will turn on you for supplies or personal gain. (Example: Spoiler When Shane shoots Otis in the leg in the last season of AMC’s ‘The Walking Dead’. How lame would that scene have been if the bullet just bounced off? Spoiler)

Another thing is how players would have “all the fun ruined” by a betrayer. At most it is a round of annoyance, and also an opinion. When a player betrays me in Living Dead, I smile to myself as I say “so that’s how you want to play”, and re-spawn seeking vengeance. It is now a game within a game, I can duke it out shotty style with a rival, while also fending off zombies. Then the next round, if I spawn as a zombie and my rival a human, it makes the hunt that much more fun.

In conclusion, the removal of friendly fire is wrong because:

  1. It took out the dynamic of keeping an eye on your team.
  2. It did not occur enough to warrant it’s removal.
  3. Betrayals are only a minor annoyance.

What say you?

P.S. There was a reason that sword base was voted for so heavily. “But people camp in the red lift!” some say. Then camp above the lift and wait for them to go up.

Edit: Added Spoiler Tags.

I see what you’re saying, with regards to realism and tactical skill. But look what realism did to the overall feel of Halo Reach.

I think your argument would be even more substantial if you could pick up the ammo from somebody you betrayed. That was something I always wanted to see in Living Dead anyway.

But the reason they removed it was because of people like me. My K/D wasn’t far from ±0, but my score often bordered on -40. It was awesome for me, not for anybody else.

is it fare for the zombies for me to be on the respawn screen for a minute being last man standing?

I honestly don’t care, because I don’t play LD.

> A lot of people listed examples of how players would indiscriminately betray everyone in sight, ending the game with over -20 K/D. This should not be a reason to turn off FF. I have played hundreds of LD matches, and have only seen this happen a couple of times. The vast majority of games I have played involved no team betrayals, and when there were it was two or three players betraying each other (with those betrayers going on average -3 K/D).

Though rampant betrayal-griefing may not have a particularly adverse effect on you, it has very clearly had an adverse effect on several others.

Moreover, if some feature causes more problems than it would solve, and its removal solves more problems than would be caused, then there is no justification (other than lack of resources, which doesn’t apply here) for keeping that feature. It doesn’t matter how few people that feature screws over (even though LD Friendly Fire screwed over more than just a few people); if it can be removed, it should be.

I’m sure you’re getting to that, though – that is, claiming that LD FF didn’t cause more problems than it solved. I reply as I read.

> So you might be thinking, “If the vast majority of games involved no betrayals, what’s your beef with the removal of friendly fire?” Simple: it takes out a core element of Living Dead, the uncertainty that the player next to you is not going to put a shotgun shell in your back.

That literally isn’t even close to being a core element of Infection.

> Friendly fire kept players on their toes, and like real survivers of a zombie outbreak, you never know if a member of your party will turn on you for supplies or personal gain.

Is friendly fire realistic? Yes. But in a video game, realism should always be secondary to good gameplay, and Friendly Fire does not promote good gameplay.

It weakens teamwork, promotes selfishness, interferes with a victim’s ability to move around the map, wastes a victim’s time, and can get a victim infected (if Human) or prevent them from infecting others (if Zombie). It does not promote caution of any kind. Most notably, it even leads to Infection-specific glitches.

> (Example: When Shane shoots Otis in the leg in the last season of AMC’s ‘The Walking Dead’. How lame would that scene have been if the bullet just bounced off?)

Put that in spoiler tags, please, or you’ll be ruining that scene for anyone who reads this post and may be just getting into the series.

> Another thing is how players would have “all the fun ruined” by a betrayer. At most it is a round of annoyance, and also an opinion. When a player betrays me in Living Dead, I smile to myself as I say “so that’s how you want to play”, and re-spawn seeking vengeance. It is now a game within a game, I can duke it out shotty style with a rival, while also fending off zombies. Then the next round, if I spawn as a zombie and my rival a human, it makes the hunt that much more fun.

It is not a game within a game. It is the wrong game.

If I take a paintball gun into a chess club and start opening fire, I’m not turning it into a “game within a game”. If I drive a racecar through a football field and run over all of the players, I’m not turning it into a “game within a game”. And when you decide to ignore the game’s objective and purpose and kill people on your game, you’re not turning it into a “game within a game”.

People do not go to Living Dead to play FFA Slayer with their own teammates. They go to Living Dead to play Infection, a team game. When you and other people choose to start betraying teammates rampantly in Living Dead, you are forcing your preferences on other people when you could just as easily behave in the same manner without screwing people over, by going to Custom Games or Rumble Pit.

Bungie and 343i obviously wanted people to choose, to some extent, what they want to play, or else they would not have given us a set of playlists with a voting system. If someone enters Living Dead, they are exercising the choice that the developers intended them to have. You and others have no right to nullify that choice by turning the match into FFA Slayer.

> In conclusion, the removal of friendly fire is wrong because:
> 1. It took out the dynamic of keeping an eye on your team.
> 2. It did not occur enough to warrant it’s removal.
> 3. Betrayals are only a minor annoyance.

In conclusion, the removal of friendly fire is right because:

  1. It was only ever used to grief, without offering benefits to gameplay.
  2. It occurred. Frequency is debatable and irrelevant.
  3. It was used to nullify other players’ right to choose.

> P.S. There was a reason that sword base was voted for so heavily. “But people camp in the red lift!” some say. Then camp above the lift and wait for them to go up.

Yeah, that’s not a strategy that they’ll see coming a mile away. Sword Base was voted for so that people could pad stats, farm credits, and because they wanted PvP Firefight Arcade.

The Issue i found with Betrayal’s in Living dead were the players who were intent to kill everyone around them so they could get more points; Always drove me nuts. Espeically when the Betrayal was followed by you getting picked off on spawning by a zombie horde.

So, i’m glad to see it go. Even more so because now it means i won’t be panic de-spining a Teammate who chose to use a olive Spartan Color on Living dead and then fell infront of me with his back turned.

> That literally isn’t even close to being a core element of Infection.

Yes it is. It made Infection much more intense to me and many other players. Without friendly fire, I feel a core element of Living Dead has been removed. Just like I would feel a core element of BTB would be missing if you removed friendly fire.

> Friendly Fire does not promote good gameplay.

It keeps players on their toes, making the gameplay that much more exciting.

> It weakens teamwork

Why did you remove Swordbase? Because people used “teamwork” to camp in the red lift vent. Double standard?

> promotes selfishness

You might as well remove the sniper from Reach, because it promotes selfishness. (i.e. betraying for it, not shooting the wraith that is ravaging your base so you can save bullets, camping for several minutes at the sniper spawn while your teammates are gunned down all around you, and not considering the objective in objective games).

> wastes a victim’s time

You might want to consider a different line of work…

> interferes with a victim’s ability to move around the map

Uh… soft kill zones anyone?

> and can get a victim infected

That is the victims poor shotty and pistol work. And the zombie had nothing to do with this?

> Most notably, it even leads to Infection-specific glitches.

This happens rarely, and because it is a glitch it should not have been considered in this update. Sometimes while driving the Revenant on Hemorrhage, I will get flung hundreds of meters in the air and die. Should you then remove the Revenant because of this glitch?

> If I take a paintball gun into a chess club and start opening fire… if I drive a racecar through a football field and run over all of the players…

The fact that you can compare pressing a trigger on an x-box controller with mass murder scares me. How about using a snowball fight as an example? Tossing snowballs at your “teammates” while the other “team” is hiding AFK is a more appropriate metaphor. But then you would probably use ‘jabbing icicles in your “teammates” eyes’ in your metaphor.

> Bungie and 343i obviously wanted people to choose, to some extent, what they want to play, or else they would not have given us a set of playlists with a voting system.

I seem to recall something called a “Title Update” being applied to almost every playlist without any regard for the original Reach advocates. And the Team Slayer TU voting is a joke (with different maps and gametypes applied to each vote). Having said that, the majority of games I have played have been ‘Vanilla’ slayer…

> Yeah, that’s not a strategy that they’ll see coming a mile away. Sword Base was voted for so that people could pad stats, farm credits, and because they wanted PvP Firefight Arcade.

The strategy works for me. And those people who want to “pad stats” have just as much of a chance of being a zombie (and if they don’t, that is something I would want fixed long before the removal of friendly fire).

> I honestly don’t care, because I don’t play LD.

This. People still play Living Dead? What’s so fun about dying 30 times in a game?

> Yes it is. It made Infection much more intense to me and many other players. Without friendly fire, I feel a core element of Living Dead has been removed. Just like I would feel a core element of BTB would be missing if you removed friendly fire.

Which is all well and good, but that doesn’t make it a “core element”.

If I took the unique team-switching out of Infection, then it would no longer be a conventional Infection variant, because that’s a core element. I’d literally be taking the infection out of the game.

If I took the asymmetric teams out of Infection and gave both the exact same Player Traits, then it would no longer be a conventional Infection variant, because that’s also a core element. Humans and Zombies are expected and intended to possess different traits based on typical zombie-related fiction (but with certain changes made for the sake of gameplay).

If I took Friendly Fire out of Infection… then that’s still a conventional Infection variant. Looks like zombies, plays like zombies.

> [Friendly Fire] keeps players on their toes, making the gameplay that much more exciting.

Except that there’s already something to keep players on their toes: the zombies. On an appropriately-balanced map, the Zombies themselves are more than enough to keep players on their toes.

You lose a point for killing a teammate, and were it not for a glitch, you’d also run the risk of being booted. It is abundantly obvious that Friendly Fire was seen as a misbehavior. Actually doing well at the game, on the other hand, is rewarded and is a favorable behavior. So what, rationally speaking, should be used to keep players on their toes: an unfavorable behavior, or a favorable behavior?

> > It weakens teamwork
>
> Why did you remove Swordbase? Because people used “teamwork” to camp in the red lift vent. Double standard?

Sword Base’s camp spots could easily be held down by a single player. This was especially true of red vent, where teamwork would actually backfire – too many players in there, and a Zombie could get a kill with a single lucky swipe.

Those spots didn’t need teamwork, and their removal didn’t weaken teamwork.

> > promotes selfishness
>
> You might as well remove the sniper from Reach, because it promotes selfishness. (i.e. betraying for it, not shooting the wraith that is ravaging your base so you can save bullets, camping for several minutes at the sniper spawn while your teammates are gunned down all around you, and not considering the objective in objective games).

1. In non-Infection gametypes, betrayals can be punished with booting. Booting can’t be used in Infection due to a gametype-specific timing glitch.

2. Not shooting the wraith? Easily punished by using a win/loss ranking system (like Halo 3 did) instead of a credit system. Feel free to hog kills, but if you’re not helping your team, you’re not helping yourself.

3. Camping the spawn? Same as 2.

4. Not participating in an objective game? Same as 2 and 3.

Removing the sniper is the wrong solution because it is not just used for griefing; it is primarily used for legitimate, developer-intended gameplay. There are solutions that can be taken to address the griefing behavior without overly limiting legitimate behavior.

Friendly Fire in Living Dead is an entirely different situation, because there is no situation in which betrayals in Living Dead can serve a legitimate purpose. Regardless of how much you may enjoy the “suspense” of being betrayed, there is still no legitimate reason for anyone to betray you, or for you to betray others.

The two are not related.

> > interferes with a victim’s ability to move around the map
>
> Uh… soft kill zones anyone?

Soft kill boundaries prevent players from exploiting imbalanced parts of the map that were not intended to be playable space.

Betrayals interfere with a player’s ability to move within the intended and balanced playable space.

Once again, the two are not related.

As a general piece of advice, lumping several entirely distinct situations into a single category purely on the basis of some superficial similarity is a terrible – and easily-countered – method of debate. I’d recommend trying to avoid it.

cont’d

cont’d

> > and can get a victim infected
>
> That is the victims poor shotty and pistol work. And the zombie had nothing to do with this?

If the victim spawns near a zombie, facing away from them or in some situation or position that makes it difficult for them to defend themselves irrespective of skill, then that would, in fact, be an infection that resulted solely from the betrayal. Reach’s spawning algorithm is not, and never will be, perfect.

> > Most notably, it even leads to Infection-specific glitches.
>
> This happens rarely,

The huge numbers of people who have commented on the bug both here and back in Bungie.net’s Optimatch – including people who literally made new forum accounts just to report it as a bug – all beg to differ.

> and because it is a glitch it should not have been considered in this update.

So 343i shouldn’t fix glitches in the game if they are able to do so? That sounds entirely backward.

> > Sometimes while driving the Revenant on Hemorrhage, I will get flung hundreds of meters in the air and die. Should you then remove the Revenant because of this glitch?

Again with the association fallacy. A glitch that happens frequently as a direct result of players completing their objective is not similar to a glitch that is rare and not a direct product of completing one’s goal.

> The fact that you can compare pressing a trigger on an x-box controller with mass murder scares me. How about using a snowball fight as an example? Tossing snowballs at your “teammates” while the other “team” is hiding AFK is a more appropriate metaphor. But then you would probably use ‘jabbing icicles in your “teammates” eyes’ in your metaphor.

“Turning a match in X game into a match in Y game screws over the people that specifically chose to play X – especially given the fact that you could just as easily play Y elsewhere.”

Do you have a relevant counterargument?

> > Bungie and 343i obviously wanted people to choose, to some extent, what they want to play, or else they would not have given us a set of playlists with a voting system.
>
> I seem to recall something called a “Title Update” being applied to almost every playlist without any regard for the original Reach advocates. And the Team Slayer TU voting is a joke (with different maps and gametypes applied to each vote).

That’s a nice red herring you have there. How much does it weigh? Personally, I prefer things with a little more substance… :stuck_out_tongue:

343i limited – not revoked, just limited – one form of choice, yes. They limited people’s ability to choose between TU and Vanilla, by further decreasing the number of Vanilla choices. But tell me – what specific and direct effect did that have on people’s choice to play Infection versus some other gametype? Did the change to TU somehow remove “Living Dead” from the playlist menu?

No?

Then we’re still meant to choose whether or not we want to play Infection. Which means that when miscreants go on betrayal rampages in an attempt to turn Living Dead matches into FFA Slayer games, those griefers are still interfering with people’s right to choose.

> And those people who want to “pad stats” have just as much of a chance of being a zombie

At which point, they AFK.

> Which is all well and good, but that doesn’t make it a “core element”.

We obviously have a different view of what a “core element” is.

> Except that there’s already something to keep players on their toes: the zombies.

But I thought you said all the stat-padders AFK’d?

> Actually doing well at the game, on the other hand, is rewarded and is a favorable behavior.

Rewarded by the removal fan-favorite maps. Yeah…

> Sword Base’s camp spots could easily be held down by a single player.

Lol. Maybe with an aim-bot. With two zombies charging at the same time, the back one could easily strike before the human reloaded.

I love all the changes to this playlist and well and truly overdue

Cobb, I admit that you bring up some good points, and respect your logic in refuting mine. However I don’t feel that it is appropriate to keep changing the game because some people have a problem with it. Your arguments for removing friendly fire in LD could just as easily be applied to complete removal of the Banshee. And in a more extreme sense, you could logically argue that T-Bagging should be banned.

Bring back friendly fire in Living Dead.

> > Except that there’s already something to keep players on their toes: the zombies.
>
> But I thought you said all the stat-padders AFK’d?

They do. When the imbalanced maps are replaced with balanced ones, however, the stat-padders won’t be able to stat-pad, and so they will simply leave – and be replaced with people who actually like a well-designed Infection experience. When it becomes fun to play as a Zombie, people will play as a Zombie.

> > Actually doing well at the game, on the other hand, is rewarded and is a favorable behavior.
>
> Rewarded by the removal fan-favorite maps. Yeah…

Fans of Infection, or fans of “One-Sided SWAT Magnums Stat-Pad Exploitacular”?

> > Sword Base’s camp spots could easily be held down by a single player.
>
> Lol. Maybe with an aim-bot. With two zombies charging at the same time, the back one could easily strike before the human reloaded.

You’re either thinking only of the Shotgun, or underestimating players’ ability to aim the Magnum at a target who is forced to move in a straight line without jumping (due to the small size of the corridor).

> Cobb, I admit that you bring up some good points, and respect your logic in refuting mine. However I don’t feel that it is appropriate to keep changing the game because some people have a problem with it. Your arguments for removing friendly fire in LD could just as easily be applied to complete removal of the Banshee.

I can see the point there: change for the sake of change is rarely a good thing. In fact, that alone was the cause of many of the problems that Reach has, and that its predecessors didn’t.

Living Dead is not being changed just for the sake of change, however. The changes are being made to address indisputable problems with the playlist. Tons of people have presented rational and logical explanations for why some things are broken, and in the overwhelming majority of cases, people supporting broken gameplay elements have consistently failed to produce any logical argument that stood up even to a light breeze, let alone an actual debate. The removal of Friendly Fire was one of those things that has been discussed time and time again by the community, with an abundance of logical arguments supporting the removal and a total lack of logical arguments opposing it.

It may seem odd that logic is so important in debating what is supposed to be fun, but it actually does work. Many of the things in Living Dead – including Friendly Fire – were “one-way” fun: fun for the person doing it, but frustrating and irritating for the people to which it was done. The object of the changes is to replace all of that with “two-way” fun, which may be less intense for any given individual, but more fun for the group overall.

> Cobb, I admit that you bring up some good points, and respect your logic in refuting mine.

I do appreciate that you respect my points, and I regret the fact that I haven’t been particularly respectful to you.

Recently, there have been several threads demanding the return of Friendly Fire. In nearly every single such thread, the OP would pretend to have some other justification for Friendly Fire, but once someone got them talking, the OP would openly admit that they only wanted it back because they want to be able to troll and grief other players – not because they think it makes a positive contribution to the playlist. It’s like a thief trying to come up with excuses for why stealing should be legal.

I assumed that your thread would turn out to be the same – that you only wanted FF back for griefing, and that all this about suspense was just an excuse to hide that fact – and perhaps that was an incorrect assumption.

This update essentially kills Living Dead for me period, not to sound extreme but it was equivalent to telling someone that they’re been fired from their job after 10-15 years, I’ll find something new but it’s hard news.

I spent nearly an entire week playing nothing but Living Dead, trying to get an achievement on a defiant map (the final achievement) and here is what I gathered from my week of near endless zombie killing.

First off, Living Dead is supposed to be Halo and Zombies mixed, the appealing portion to Zombie apocalypse is that it’s not Zombies you need to worry about, it’s people you don’t know who may or may not be suffering a mental breakdown. Any Zombie movie/tv show will show that not everyone is a “team player” you need to be aware of those that mean you harm and those that mean you harm, to remove betrayal is essentially a “how long can you last before an actual zombie gets you”, and takes away from the appeal of Living Dead, it then becomes a MW3 Death match or a crappy Slayer. In Slayer, you can go berserk as much as you want but you need to be wary of your team mates otherwise you betray them and, (as stupid as the system works) you get booted on the first or 2nd betrayal.

Secondly, relieving pent up stress. I’m a human, and I go outside, I work, I deal with people I don’t care about, come home, clean up after pets and family and want to play a game where I can relieve my pent up rage. My rage was building after my horrible week on top of not being able to find a Zombie match on a Defiant map (and in the rare instances where i did, I was always against a team and never got it). Sometimes just betraying team mates, ruining their challenges (challenges shouldn’t be “easy”), getting a little rage message, hearing them scream or just knowing your angered someone can really make someone feel very good about themselves. My BEST Halo moments came from betraying, giving me the laugh and joy I needed to forget my problems, I’m not saying its the best way, especially for people who want a legitimate game, but of the tens of thousands of people who play, your not always going to have a good clean game, and people need to deal with that, you can’t be serious about a game or traitors all the time.

Thirdly, Camping. Playing Living Dead as long as I did, I learned practically ever nook and cranny to every Zombie map, spots where you can camp and spots where you might as well bend over for Zombies. And the #1 thing I disliked more then ANYTHING where the people who could abuse going outside the boundaries and find that one spot where the count down ceased, then they could shoot you by rushing you or watch people fall to their death and win. It was in THOSE instances where I felt that they needed to be risking their chance to win like the rest of us, and I could blow them out of their hiding spot or use my pistol to get them down from high and unfair places. So many times people could hide in those near invincible spots and rack up 30-40 kills a game then send you a message stating how much you sucked, it’s a crappy feeling when your shown up by someone who won without running into danger like legitimate players.

And Finally, It’s not like we don’t get penalized for betraying. One of the survival rules to Living Dead is working together to survive with limited ammo. You can’t pick up the ammo of those who’ve fallen, and when you betray, your score goes down and you enrage someone and possibly his friends. When that happens your time to spawn becomes longer, giving you less time to earn kills (Standing as the last man does nothing if you don’t have enough points to win), you also enforce the rage of other players who decide to team up on you, and even if your betrayed, as long as you don’t betray them back, you put them at more of a disadvantage as their un-replenish-able ammo becomes less and less helpful. Then the people we betray avoid us, so matchmaking becomes slightly more difficult as you eventually rack up a list of people who don’t want to play with you.

So in short, please 343, PLEASE change the update back to the way it was before, put betrayals without booting options back into Zombies. We need it, as humans who just need a little something that makes us smile without the fear of being booted for just wanting a little fun.