What do you think are some mistakes or misteps from past Halo games that should be noted and should be left out of Halo 4?
Bloom.
> Bloom.
I agree.
Taking away the BR
Armor lock
Halo 2. Almost all of it. If it had not been for Live, that might have been the end of the Halo series right there.
ODST. Game was great, price was not.
Reach. Almost all of it. It was probably one of the biggest troll moves ever by Bungie. Mess the game up so badly that people start to dislike it, then move on to other games.
Continuing to bring back the Flood was a mistake. They were the most boring enemies to fight and yet we had entire levels with nothing but them. The Flood should be dead and never return. We like to think that we are versing intelligent enemies, not mindless zombies ruled by a big poo under the sea.
Useless weapons. Happens all too often.
Saving the universe. We have saved it three times already. Enough. No one cares about the universe anymore. Let’s drop the endless cliches and come up with a rich story with moral shades of gray along the way. Give the gamer a deeper experience.
Living Dead. This one is personal, but I don’t understand why anyone would play that -Yoink- gametype. Please remove it and improve gametypes like BTB and Invasion.
> What do you think are some mistakes or misteps from past Halo games that should be noted and should be left out of Halo 4?
AA’s, bloom, equipment, progressively slow movement, Spartan Laser, non-hitscan precision weapons, H3 ranking system, arena ranking system, “hidden trueskill”, the armory, non-regenerative health, making Covenant vehicles floaty and slow (since Halo 3), Reach vehicle combat.
Movement acceleration
Look Acceleration
low jump height
slow movement speed
The lack of regenerating grenades as an option in customs
bloom
Reach’s “amazing” matchmaking settings which match someone of high skill with someone of low skill and with people they have nothing in common with…
----what I’d like to see in H4
DLC playlists like in Halo 3
A ranked FFA hopper
More emphasis on Competitive play-styles as far as I care the arena can go die in a hole somewhere
Smaller playspaces so we don’t have to deal with the impostering of objects two feet in front of us -.- I’d rather have something the size of Foundry or sandbox rather than Forge World tbh as it’s just… too much for what people want to make.
I understand people want to make HUGE ramps or racetracks so provide a map like that for them but make it only as big as the right side of forge world (the beach, the island, and the rock, no Colosseum or hemmorage or that area above the colosseum. We can’t really do anything if we’re limited because someone decided to get overzealous and claim the world when really we only needed something the size of a hospital. I mean honestly if you’ve got 8 people do you really want to have to render the entirety of Russia when your map only exists inside of a box? >.> just saying that’s a hardcore waste of resources…
The vehicles need to be pushed back. The
Bloom
AAs
Heath system
Independent Vehicle Health
Fall damage
Arena Ranking System
Cr Rank System (I think Cr should stay but also have a revised 1-50 system on top)
Halo 3’s netcode
Halo 2’s aim assist
Halo: CE’s grenades
Reach (the whole game)
- Broken Bloom
- Severely unbalanced weapons (BR/DMR beats all)
- Fragile vehicles (Reach vehicles)
- Frame drop and low draw distance
- Small/Limited maps (online/campaign/Firefight)
- Maps from campaign in MP/Firefight and Vice versa
- Random deaths of important characters for no reason
- No dedicated servers (hosts, lag, blackscreen, quitters)
Bloom or excessive spread on precision weapons.
Loadouts.
Overly realistic physics: heavier vehicles and more responsive strafes feel much better from a player’s perspective.
Useless sandbox elements: everything should have kill times balanced with its ease of use and a defining trait that makes it useful somewhere (for example plasma stun).
That will do for now.
Everything after Halo 3.
Bloom
AAs
Changing the vehicle balance/health system in Reach
The removal of VIP
Making the DMR and Sniper able to damage vehicles
Making the Banshee so OP
Not noticing the Gauss Hog shoots through Forge pieces
Slowing down movement speed
Lowering jump height
OP Grenades
Making theatre only watchable with three people person (me, myself, and I :P)
The Reach ranking system
Screwing up the Power Ups (Camo is a joke)
Reach campaign- I disliked it, could have been so much better
I can go on, actually. But really, we’ve all heard it before.
UNEQUAL SHIELDS AND HEALTH.
Seriously, this has been the source of many woes since Halo 2
While I don’t believe CE was perfect it had a simple health system.
75pts of Health and 75pts of Shields.
This uneven health:Shields ratio has been a problem for a long time. It is the reason the Halo 3 deathcharge is so ridiculous which led to the limited no bleedthrough system we have now. It causes damage methods without damage modifiers(Melee/Grenades) to become either overpowered or ridiculously nerfed
It also forces grenades to be either pitiful out of necessity like H2/H3 or makes decent grenades OP like the ones in Reach.
This imbalance also inherently unbalances the relationship between projectile and plasma weapons. Because shields are so much more important it forces either projectile weapons to be buffed in order deal with plasma weapons or it forces plasma weapons to be artificially nerfed against health.
Going to an even health system in H4-H6 will make the whole experience more fair and balanced. While CE wasn’t perfect it was this aspect of CE which is truly elevates it beyond everything else in the series.
Reach: The fileshare system in reach is some what of a pain (the file browser was usefull) You can’t upload from the fileshare like halo 3 and can’t view in matchmaking.
Forge maps to customs it isn’t as simply as halo 3
Custom games need to have more options for example Alpha zombie settings
No VIP
No Objective firefight (gen.defense: the gen. where in bad spots Phantoms can hit them)
No basic forge for firefight
Limited forge scenery (this started to become a problem in the later halo 3 DLC)
{solution: update-able forge library for all maps or the one map that can be completely edited}
Armor abilitys should match gametypes
Loadouts not every map should have jet-packs
Weaken vehicle combat (Vehicles play a big part in halo and need to go back to halo 3 but the banshee, halo ODST banshee was better than H3)
More big maps (halo 3 had several big and medium maps but reach you get few. With the Forge 2.0 they could of had the more to small maps countdown with the control room. Forge can make small maps by blocking sections of bigger maps)
> Forge can make small maps by blocking sections of bigger maps
This is an awful idea. Each map should be made independent of each other.
Mistake: Halo Reach.
> Halo 2. Almost all of it. If it had not been for Live, that might have been the end of the Halo series right there.
>
> ODST. Game was great, price was not.
>
> Reach. Almost all of it. It was probably one of the biggest troll moves ever by Bungie. Mess the game up so badly that people start to dislike it, then move on to other games.
>
> Continuing to bring back the Flood was a mistake. They were the most boring enemies to fight and yet we had entire levels with nothing but them. The Flood should be dead and never return. We like to think that we are versing intelligent enemies, not mindless zombies ruled by a big poo under the sea.
>
> Useless weapons. Happens all too often.
>
> Saving the universe. We have saved it three times already. Enough. No one cares about the universe anymore. Let’s drop the endless cliches and come up with a rich story with moral shades of gray along the way. Give the gamer a deeper experience.
>
> Living Dead. This one is personal, but I don’t understand why anyone would play that Yoink! gametype. Please remove it and improve gametypes like BTB and Invasion.
Flood were my favorite part of H1,H2,H3 campaign:(
Moral gray shades FTW!!!
Halo 3
-shortening campaign
-not having weapon ammo on multiplayer/forge
Halo Reach
-grenades having much too short of a fuse
-vehicle health and damage system done terribly (as opposed to Halo 3)
-sniper rifles are a joke. They shoot way too fast, are incredibly easy to aim, and have absolutely no business “wrecking vehicles”
-file shares arent accessable during the matchmaking lobby
-multiplayer used campaign maps
-custom game settings are all -Yoinked!- up. I understand why when I have 200% damage resistance and 200% damge modifier my shots dont do the normal amount of damage.
-lack of custom game settings.
-forge world has many issues. The pieces are aesthetically mediocre and all the pieces are blue and grey. The pieces are designed for specific uses and arent very universal. The structure section lacks a “tubes and cylinders” section witch could of included various open tubes and enclosed cylinders that would be classified as diameter x height. The gametype creating is very inconvenient on forgeworld.
-armor lock destroying vehicles
-sprint recharging all at once instead of progressively.
-weak camo
-rank system based on playing a lot instead of being good
-challenges: there could be legit challenges that take skill like getting 15 kills in game or earning a killing frenzy but instead there are challenges like win 10 games today or kill 100 enemies that shout out “play our game a lot”
-disapointing campaign. to put it shortly: it could of been soooo much better
-ODST firefight was pretty good. Reach firefight is aweful. Although I think it would be best to leave out firefight in Halo 4 and focus on making matchmaking, forge, and the campaign better
> What do you think are some mistakes or misteps from past Halo games that should be noted and should be left out of Halo 4?
is it cheating to say everything in reach minus the hitscan netcode?
seriously. just take reach’s netcode, and use the mechanics from halo 3 and the halo 4 will me an overwhelming success.
lets not have another Reach repeat, shall we?