Multiplayer ideas (343i please read this)

So after playing every Halo game I have sat down and come up with some ideas for the multiplayer. Since there would be no sense in writing this in the Reach section because Halo 4 is coming out, I thought I would drag my ideas over to the newest game. Now this is strictly my opinion and I don’t expect anyone to agree with me, but if you do great, if not that is fine too. All I ask is that you respect my opinions/ideas and be mature if you leave a comment.

So lets talk about the abilities really quick. Now this is simple, you get the normal use you had in Reach, but they take a bit longer to recharge. Reason for this is because you have sprint as your primary so the need to use your other ability shouldn’t be relied on so much, like Jet Pack for example. So I think giving a longer recharge on the abilities would help balance the game.

Next is power weapons. I am tired of seeing more than 2 power weapons on a map. For example: Powerhouse. You have a focus rifle, shotgun, hammer, grenade launcher, rocket launcher. That is just WAY too much. I think there should be a MAX of 3, but I would prefer 2. If one team gets both power weapons, oh well you will have to take it back from them. But if a map has 4+ power weapons and you’re playing Team Slayer that is just over kill.

Addition to the abilities and power weapons is a physical feature. In Reach you could run with any weapon which is good and bad. Its good because you aren’t restricted from the flow of the game, but its bad because your overpowered if you have a power weapon such as a sword or hammer. Let me explain; say you have the sword and your running around the map Zealot. Its just one big circle and you are moving at such high speeds which doesn’t give the opponent time to react or even have a fighting chance to fight back. That is what makes it bad. Now this goes for the same thing with Jet Pack and rocket launchers. You go high in the sky and out of harms way while unleashing the rocket shell at your opponent.

So here is what I came up with. When you have a sword, rockets, or hammer you cannot sprint with it and if you have Jet Pack you cannot fly with sword, rockets, or hammer. That is one idea, the second idea is that you can sprint or use Jet Pack with these weapons, BUT your ability meter will go down much faster and recharge at the same rate as if you were not using those abilities with those weapons.

And lastly, keep the community maps in their own playlist. I don’t want to see Halo 4 main multiplayer get corrupted with community maps like Halo Reach. I want to see the DLC’s and standard launch maps in the multiplayer cycle. Halo Reach multiplayer map cycle is pure garbage.

Well these are all my ideas for right now, I will add more if I think of some. Feel free to comment on them and again this is strictly my opinion and if you post something please be mature and respect mine and other peoples opinion. Thanks for reading.

> So after playing every Halo game I have sat down and come up with some ideas for the multiplayer. Since there would be no sense in writing this in the Reach section because Halo 4 is coming out, I thought I would drag my ideas over to the newest game. Now this is strictly my opinion and I don’t expect anyone to agree with me, but if you do great, if not that is fine too. All I ask is that you respect my opinions/ideas and be mature if you leave a comment.
>
> So lets talk about the abilities really quick. Now this is simple, you get the normal use you had in Reach, but they take a bit longer to recharge. Reason for this is because you have sprint as your primary so the need to use your other ability shouldn’t be relied on so much, like Jet Pack for example. So I think giving a longer recharge on the abilities would help balance the game.
>
> Next is power weapons. I am tired of seeing more than 2 power weapons on a map. For example: Powerhouse. You have a focus rifle, shotgun, hammer, grenade launcher, rocket launcher. That is just WAY too much. I think there should be a MAX of 3, but I would prefer 2. If one team gets both power weapons, oh well you will have to take it back from them. But if a map has 4+ power weapons and you’re playing Team Slayer that is just over kill.
>
> Addition to the abilities and power weapons is a physical feature. In Reach you could run with any weapon which is good and bad. Its good because you aren’t restricted from the flow of the game, but its bad because your overpowered if you have a power weapon such as a sword or hammer. Let me explain; say you have the sword and your running around the map Zealot. Its just one big circle and you are moving at such high speeds which doesn’t give the opponent time to react or even have a fighting chance to fight back. That is what makes it bad. Now this goes for the same thing with Jet Pack and rocket launchers. You go high in the sky and out of harms way while unleashing the rocket shell at your opponent.
>
> So here is what I came up with. When you have a sword, rockets, or hammer you cannot sprint with it and if you have Jet Pack you cannot fly with sword, rockets, or hammer. That is one idea, the second idea is that you can sprint or use Jet Pack with these weapons, BUT your ability meter will go down much faster and recharge at the same rate as if you were not using those abilities with those weapons.
>
> And lastly, keep the community maps in their own playlist. I don’t want to see Halo 4 main multiplayer get corrupted with community maps like Halo Reach. I want to see the DLC’s and standard launch maps in the multiplayer cycle. Halo Reach multiplayer map cycle is pure garbage.
>
> Well these are all my ideas for right now, I will add more if I think of some. Feel free to comment on them and again this is strictly my opinion and if you post something please be mature and respect mine and other peoples opinion. Thanks for reading.

@Bold: Halo Reach does not promote movement as well as previous iterations, and limiting power weapons would make this problem even more significant. From a map maker’s perspective, power weapons are used to keep players moving to designated areas of the map. The less desirable items on the map, the worse the map will flow. (This applies to the OS and Camo as well. They both used to be great ways to keep players moving, until they were replaced by AAs).

@Underline: This hits home. I am a forger, and it’s disappointing to use the mediocre maps in MM, to generalize the quality of forge maps overall. Do not blame this on the forgers, blame this on the CCs who chose that they were good enough for MM. I don’t think you realize how ridiculously limiting it is to try to make a solid map that has minimal framerate drops in split screen mode. If the framerate problem in forge is fixed in H4, you should expect higher quality maps in MM.

I agree on the map cycling, i paid for the dlc but never get to play it because only community maps sword base and countdown ever show up.

> > So after playing every Halo game I have sat down and come up with some ideas for the multiplayer. Since there would be no sense in writing this in the Reach section because Halo 4 is coming out, I thought I would drag my ideas over to the newest game. Now this is strictly my opinion and I don’t expect anyone to agree with me, but if you do great, if not that is fine too. All I ask is that you respect my opinions/ideas and be mature if you leave a comment.
> >
> > So lets talk about the abilities really quick. Now this is simple, you get the normal use you had in Reach, but they take a bit longer to recharge. Reason for this is because you have sprint as your primary so the need to use your other ability shouldn’t be relied on so much, like Jet Pack for example. So I think giving a longer recharge on the abilities would help balance the game.
> >
> > Next is power weapons. I am tired of seeing more than 2 power weapons on a map. For example: Powerhouse. You have a focus rifle, shotgun, hammer, grenade launcher, rocket launcher. That is just WAY too much. I think there should be a MAX of 3, but I would prefer 2. If one team gets both power weapons, oh well you will have to take it back from them. But if a map has 4+ power weapons and you’re playing Team Slayer that is just over kill.
> >
> > Addition to the abilities and power weapons is a physical feature. In Reach you could run with any weapon which is good and bad. Its good because you aren’t restricted from the flow of the game, but its bad because your overpowered if you have a power weapon such as a sword or hammer. Let me explain; say you have the sword and your running around the map Zealot. Its just one big circle and you are moving at such high speeds which doesn’t give the opponent time to react or even have a fighting chance to fight back. That is what makes it bad. Now this goes for the same thing with Jet Pack and rocket launchers. You go high in the sky and out of harms way while unleashing the rocket shell at your opponent.
> >
> > So here is what I came up with. When you have a sword, rockets, or hammer you cannot sprint with it and if you have Jet Pack you cannot fly with sword, rockets, or hammer. That is one idea, the second idea is that you can sprint or use Jet Pack with these weapons, BUT your ability meter will go down much faster and recharge at the same rate as if you were not using those abilities with those weapons.
> >
> > And lastly, keep the community maps in their own playlist. I don’t want to see Halo 4 main multiplayer get corrupted with community maps like Halo Reach. I want to see the DLC’s and standard launch maps in the multiplayer cycle. Halo Reach multiplayer map cycle is pure garbage.
> >
> > Well these are all my ideas for right now, I will add more if I think of some. Feel free to comment on them and again this is strictly my opinion and if you post something please be mature and respect mine and other peoples opinion. Thanks for reading.
>
> @Bold: Halo Reach does not promote movement as well as previous iterations, and limiting power weapons would make this problem even more significant. From a map maker’s perspective, power weapons are used to keep players moving to designated areas of the map. The less desirable items on the map, the worse the map will flow. (This applies to the OS and Camo as well. They both used to be great ways to keep players moving, until they were replaced by AAs).
>
> @Underline: This hits home. I am a forger, and it’s disappointing to use the mediocre maps in MM, to generalize the quality of forge maps overall. Do not blame this on the forgers, blame this on the CCs who chose that they were good enough for MM. I don’t think you realize how ridiculously limiting it is to try to make a solid map that has minimal framerate drops in split screen mode. If the framerate problem in forge is fixed in H4, you should expect higher quality maps in MM.

The limitation of power weapons is 50/50. Some would find it a good thing and some would find it a bad thing. So I respect both sides. As for the community maps not going into main multiplayer matchmaking I do not blame the forgers themselves, I can agree that the CCs pick maps that aren’t good for matchmaking and leave the ones that are good out. I am a forger on both Halo 3 and Reach so I feel your pain with the framerate issues and such. I still think that community maps should have their own playlist though. Its still matchmaking, but its not forcing the community to play on them if they don’t want to. Allowing the community to decided whether they want to play on community maps or launch/DLC maps is a great idea in my opinion. There is no limitation to the map selections and both support matchmaking which players earn credits and rank up, but it gives them the choice of which playlist they want to be in.

Who knows, maybe the maps made in Halo 4 will be better and bringing them together wont be such a bad idea, but if its going to be like how Reach is then I don’t want them brought together.

> I agree on the map cycling, i paid for the dlc but never get to play it because only community maps sword base and countdown ever show up.

I am in the same boat. There is Squad DLC, but there is only like 200 people in it. They should carry over the DLC to regular Team Slayer and give us more options, but then we will have the problem of never seeing the DLC maps still because in order to see them EVERYONE has to have them.

Not to be a cynic but 343i doesn’t care what you have to say on the forums.

> Not to be a cynic but 343i doesn’t care what you have to say on the forums.

Either way, its still nice to get the ideas off your chest and out to the community and see what others might think :slight_smile:

> > > So after playing every Halo game I have sat down and come up with some ideas for the multiplayer. Since there would be no sense in writing this in the Reach section because Halo 4 is coming out, I thought I would drag my ideas over to the newest game. Now this is strictly my opinion and I don’t expect anyone to agree with me, but if you do great, if not that is fine too. All I ask is that you respect my opinions/ideas and be mature if you leave a comment.
> > >
> > > So lets talk about the abilities really quick. Now this is simple, you get the normal use you had in Reach, but they take a bit longer to recharge. Reason for this is because you have sprint as your primary so the need to use your other ability shouldn’t be relied on so much, like Jet Pack for example. So I think giving a longer recharge on the abilities would help balance the game.
> > >
> > > Next is power weapons. I am tired of seeing more than 2 power weapons on a map. For example: Powerhouse. You have a focus rifle, shotgun, hammer, grenade launcher, rocket launcher. That is just WAY too much. I think there should be a MAX of 3, but I would prefer 2. If one team gets both power weapons, oh well you will have to take it back from them. But if a map has 4+ power weapons and you’re playing Team Slayer that is just over kill.
> > >
> > > Addition to the abilities and power weapons is a physical feature. In Reach you could run with any weapon which is good and bad. Its good because you aren’t restricted from the flow of the game, but its bad because your overpowered if you have a power weapon such as a sword or hammer. Let me explain; say you have the sword and your running around the map Zealot. Its just one big circle and you are moving at such high speeds which doesn’t give the opponent time to react or even have a fighting chance to fight back. That is what makes it bad. Now this goes for the same thing with Jet Pack and rocket launchers. You go high in the sky and out of harms way while unleashing the rocket shell at your opponent.
> > >
> > > So here is what I came up with. When you have a sword, rockets, or hammer you cannot sprint with it and if you have Jet Pack you cannot fly with sword, rockets, or hammer. That is one idea, the second idea is that you can sprint or use Jet Pack with these weapons, BUT your ability meter will go down much faster and recharge at the same rate as if you were not using those abilities with those weapons.
> > >
> > > And lastly, keep the community maps in their own playlist. I don’t want to see Halo 4 main multiplayer get corrupted with community maps like Halo Reach. I want to see the DLC’s and standard launch maps in the multiplayer cycle. Halo Reach multiplayer map cycle is pure garbage.
> > >
> > > Well these are all my ideas for right now, I will add more if I think of some. Feel free to comment on them and again this is strictly my opinion and if you post something please be mature and respect mine and other peoples opinion. Thanks for reading.
> >
> > @Bold: Halo Reach does not promote movement as well as previous iterations, and limiting power weapons would make this problem even more significant. From a map maker’s perspective, power weapons are used to keep players moving to designated areas of the map. The less desirable items on the map, the worse the map will flow. (This applies to the OS and Camo as well. They both used to be great ways to keep players moving, until they were replaced by AAs).
> >
> > @Underline: This hits home. I am a forger, and it’s disappointing to use the mediocre maps in MM, to generalize the quality of forge maps overall. Do not blame this on the forgers, blame this on the CCs who chose that they were good enough for MM. I don’t think you realize how ridiculously limiting it is to try to make a solid map that has minimal framerate drops in split screen mode. If the framerate problem in forge is fixed in H4, you should expect higher quality maps in MM.
>
> The limitation of power weapons is 50/50. Some would find it a good thing and some would find it a bad thing. So I respect both sides. As for the community maps not going into main multiplayer matchmaking I do not blame the forgers themselves, I can agree that the CCs pick maps that aren’t good for matchmaking and leave the ones that are good out. I am a forger on both Halo 3 and Reach so I feel your pain with the framerate issues and such. I still think that community maps should have their own playlist though. Its still matchmaking, but its not forcing the community to play on them if they don’t want to. Allowing the community to decided whether they want to play on community maps or launch/DLC maps is a great idea in my opinion. There is no limitation to the map selections and both support matchmaking which players earn credits and rank up, but it gives them the choice of which playlist they want to be in.
>
> Who knows, maybe the maps made in Halo 4 will be better and bringing them together wont be such a bad idea, but if its going to be like how Reach is then I don’t want them brought together.

@ Bold: I understand that you are talking about having too many power weapons being overwhelming (I felt that way with Ivory Tower on H2), but limiting weapons does negatively affect the map’s flow. This isn’t opinion.

@Underlined: I understand your concern, but if forge maps are excluded from the main playlists, they will never be taken seriously. If somebody makes a map that is good enough to be chosen in MM, I believe they deserve to have their map treated like a real map, not put into a category that’s fate will be sealed as a “goof off playlist”.

I appreciate that even though your experience in MM with custom maps has not been enjoyable, you are still open to the possibility that H4 might play out differently. You handle yourself in a respectable fashion.

> > I agree on the map cycling, i paid for the dlc but never get to play it because only community maps sword base and countdown ever show up.
>
> I am in the same boat. There is Squad DLC, but there is only like 200 people in it. They should carry over the DLC to regular Team Slayer and give us more options, but then we will have the problem of never seeing the DLC maps still because in order to see them EVERYONE has to have them.

August update have no squad DLC

I paid 1600 msp to rent the maps I guess and I’ll never pay 1200 msp for Anniv. ones because 40$ for that game is enough yet I haven’t got my defiant achievements

> > > I agree on the map cycling, i paid for the dlc but never get to play it because only community maps sword base and countdown ever show up.
> >
> > I am in the same boat. There is Squad DLC, but there is only like 200 people in it. They should carry over the DLC to regular Team Slayer and give us more options, but then we will have the problem of never seeing the DLC maps still because in order to see them EVERYONE has to have them.
>
> August update have no squad DLC
>
> I paid 1600 msp to rent the maps I guess and I’ll never pay 1200 msp for Anniv. ones because 40$ for that game is enough yet I haven’t got my defiant achievements

oh wow, I didn’t know about that update. That really pisses me off. Bungie never pulled something like that. WTF >.<

> > > > So after playing every Halo game I have sat down and come up with some ideas for the multiplayer. Since there would be no sense in writing this in the Reach section because Halo 4 is coming out, I thought I would drag my ideas over to the newest game. Now this is strictly my opinion and I don’t expect anyone to agree with me, but if you do great, if not that is fine too. All I ask is that you respect my opinions/ideas and be mature if you leave a comment.
> > > >
> > > > So lets talk about the abilities really quick. Now this is simple, you get the normal use you had in Reach, but they take a bit longer to recharge. Reason for this is because you have sprint as your primary so the need to use your other ability shouldn’t be relied on so much, like Jet Pack for example. So I think giving a longer recharge on the abilities would help balance the game.
> > > >
> > > > Next is power weapons. I am tired of seeing more than 2 power weapons on a map. For example: Powerhouse. You have a focus rifle, shotgun, hammer, grenade launcher, rocket launcher. That is just WAY too much. I think there should be a MAX of 3, but I would prefer 2. If one team gets both power weapons, oh well you will have to take it back from them. But if a map has 4+ power weapons and you’re playing Team Slayer that is just over kill.
> > > >
> > > > Addition to the abilities and power weapons is a physical feature. In Reach you could run with any weapon which is good and bad. Its good because you aren’t restricted from the flow of the game, but its bad because your overpowered if you have a power weapon such as a sword or hammer. Let me explain; say you have the sword and your running around the map Zealot. Its just one big circle and you are moving at such high speeds which doesn’t give the opponent time to react or even have a fighting chance to fight back. That is what makes it bad. Now this goes for the same thing with Jet Pack and rocket launchers. You go high in the sky and out of harms way while unleashing the rocket shell at your opponent.
> > > >
> > > > So here is what I came up with. When you have a sword, rockets, or hammer you cannot sprint with it and if you have Jet Pack you cannot fly with sword, rockets, or hammer. That is one idea, the second idea is that you can sprint or use Jet Pack with these weapons, BUT your ability meter will go down much faster and recharge at the same rate as if you were not using those abilities with those weapons.
> > > >
> > > > And lastly, keep the community maps in their own playlist. I don’t want to see Halo 4 main multiplayer get corrupted with community maps like Halo Reach. I want to see the DLC’s and standard launch maps in the multiplayer cycle. Halo Reach multiplayer map cycle is pure garbage.
> > > >
> > > > Well these are all my ideas for right now, I will add more if I think of some. Feel free to comment on them and again this is strictly my opinion and if you post something please be mature and respect mine and other peoples opinion. Thanks for reading.
> > >
> > > @Bold: Halo Reach does not promote movement as well as previous iterations, and limiting power weapons would make this problem even more significant. From a map maker’s perspective, power weapons are used to keep players moving to designated areas of the map. The less desirable items on the map, the worse the map will flow. (This applies to the OS and Camo as well. They both used to be great ways to keep players moving, until they were replaced by AAs).
> > >
> > > @Underline: This hits home. I am a forger, and it’s disappointing to use the mediocre maps in MM, to generalize the quality of forge maps overall. Do not blame this on the forgers, blame this on the CCs who chose that they were good enough for MM. I don’t think you realize how ridiculously limiting it is to try to make a solid map that has minimal framerate drops in split screen mode. If the framerate problem in forge is fixed in H4, you should expect higher quality maps in MM.
> >
> > The limitation of power weapons is 50/50. Some would find it a good thing and some would find it a bad thing. So I respect both sides. As for the community maps not going into main multiplayer matchmaking I do not blame the forgers themselves, I can agree that the CCs pick maps that aren’t good for matchmaking and leave the ones that are good out. I am a forger on both Halo 3 and Reach so I feel your pain with the framerate issues and such. I still think that community maps should have their own playlist though. Its still matchmaking, but its not forcing the community to play on them if they don’t want to. Allowing the community to decided whether they want to play on community maps or launch/DLC maps is a great idea in my opinion. There is no limitation to the map selections and both support matchmaking which players earn credits and rank up, but it gives them the choice of which playlist they want to be in.
> >
> > Who knows, maybe the maps made in Halo 4 will be better and bringing them together wont be such a bad idea, but if its going to be like how Reach is then I don’t want them brought together.
>
> @ Bold: I understand that you are talking about having too many power weapons being overwhelming (I felt that way with Ivory Tower on H2), but limiting weapons does negatively affect the map’s flow. This isn’t opinion.
>
> @Underlined: I understand your concern, but if forge maps are excluded from the main playlists, they will never be taken seriously. If somebody makes a map that is good enough to be chosen in MM, I believe they deserve to have their map treated like a real map, not put into a category that’s fate will be sealed as a “goof off playlist”.
>
> I appreciate that even though your experience in MM with custom maps has not been enjoyable, you are still open to the possibility that H4 might play out differently. You handle yourself in a respectable fashion.

I can see your point about removing to many power weapons, so that is why I respect both side ^.^ as for limiting weapons, your not limiting all weapons just the heavy weapons like Sword, Shotgun, Rockets, Sniper, Hammer, etc. You will still have your basic weapons that can be used to take on the enemy, but heavy weapons add that extra security to the player and punch to the enemy, as well as other reasons.

I will keep an open mind with the whole community maps being brought into Matchmaking on Halo 4 because there is more to be offered in the Halo 4 forge, so maybe it wont be so bad. I can agree that if the map deserves a spot in real matchmaking it should be there, but the people who choose them I fear will pick ones that will ruin the multiplayer, just like Reach; but again I will keep a open mind and see what happens ^.^ If all goes well then I am okay with them being brought in :slight_smile:

I appreciate you talking in a mature manner. It is nice to see the Halo community has members that aren’t rude to people for their enjoyment. Thank you, and thanks to everyone else in advance to who is also mature and respect in this thread ^.^

> > > > > So after playing every Halo game I have sat down and come up with some ideas for the multiplayer. Since there would be no sense in writing this in the Reach section because Halo 4 is coming out, I thought I would drag my ideas over to the newest game. Now this is strictly my opinion and I don’t expect anyone to agree with me, but if you do great, if not that is fine too. All I ask is that you respect my opinions/ideas and be mature if you leave a comment.
> > > > >
> > > > > So lets talk about the abilities really quick. Now this is simple, you get the normal use you had in Reach, but they take a bit longer to recharge. Reason for this is because you have sprint as your primary so the need to use your other ability shouldn’t be relied on so much, like Jet Pack for example. So I think giving a longer recharge on the abilities would help balance the game.
> > > > >
> > > > > Next is power weapons. I am tired of seeing more than 2 power weapons on a map. For example: Powerhouse. You have a focus rifle, shotgun, hammer, grenade launcher, rocket launcher. That is just WAY too much. I think there should be a MAX of 3, but I would prefer 2. If one team gets both power weapons, oh well you will have to take it back from them. But if a map has 4+ power weapons and you’re playing Team Slayer that is just over kill.
> > > > >
> > > > > Addition to the abilities and power weapons is a physical feature. In Reach you could run with any weapon which is good and bad. Its good because you aren’t restricted from the flow of the game, but its bad because your overpowered if you have a power weapon such as a sword or hammer. Let me explain; say you have the sword and your running around the map Zealot. Its just one big circle and you are moving at such high speeds which doesn’t give the opponent time to react or even have a fighting chance to fight back. That is what makes it bad. Now this goes for the same thing with Jet Pack and rocket launchers. You go high in the sky and out of harms way while unleashing the rocket shell at your opponent.
> > > > >
> > > > > So here is what I came up with. When you have a sword, rockets, or hammer you cannot sprint with it and if you have Jet Pack you cannot fly with sword, rockets, or hammer. That is one idea, the second idea is that you can sprint or use Jet Pack with these weapons, BUT your ability meter will go down much faster and recharge at the same rate as if you were not using those abilities with those weapons.
> > > > >
> > > > > And lastly, keep the community maps in their own playlist. I don’t want to see Halo 4 main multiplayer get corrupted with community maps like Halo Reach. I want to see the DLC’s and standard launch maps in the multiplayer cycle. Halo Reach multiplayer map cycle is pure garbage.
> > > > >
> > > > > Well these are all my ideas for right now, I will add more if I think of some. Feel free to comment on them and again this is strictly my opinion and if you post something please be mature and respect mine and other peoples opinion. Thanks for reading.
> > > >
> > > > @Bold: Halo Reach does not promote movement as well as previous iterations, and limiting power weapons would make this problem even more significant. From a map maker’s perspective, power weapons are used to keep players moving to designated areas of the map. The less desirable items on the map, the worse the map will flow. (This applies to the OS and Camo as well. They both used to be great ways to keep players moving, until they were replaced by AAs).
> > > >
> > > > @Underline: This hits home. I am a forger, and it’s disappointing to use the mediocre maps in MM, to generalize the quality of forge maps overall. Do not blame this on the forgers, blame this on the CCs who chose that they were good enough for MM. I don’t think you realize how ridiculously limiting it is to try to make a solid map that has minimal framerate drops in split screen mode. If the framerate problem in forge is fixed in H4, you should expect higher quality maps in MM.
> > >
> > > The limitation of power weapons is 50/50. Some would find it a good thing and some would find it a bad thing. So I respect both sides. As for the community maps not going into main multiplayer matchmaking I do not blame the forgers themselves, I can agree that the CCs pick maps that aren’t good for matchmaking and leave the ones that are good out. I am a forger on both Halo 3 and Reach so I feel your pain with the framerate issues and such. I still think that community maps should have their own playlist though. Its still matchmaking, but its not forcing the community to play on them if they don’t want to. Allowing the community to decided whether they want to play on community maps or launch/DLC maps is a great idea in my opinion. There is no limitation to the map selections and both support matchmaking which players earn credits and rank up, but it gives them the choice of which playlist they want to be in.
> > >
> > > Who knows, maybe the maps made in Halo 4 will be better and bringing them together wont be such a bad idea, but if its going to be like how Reach is then I don’t want them brought together.
> >
> > @ Bold: I understand that you are talking about having too many power weapons being overwhelming (I felt that way with Ivory Tower on H2), but limiting weapons does negatively affect the map’s flow. This isn’t opinion.
> >
> > @Underlined: I understand your concern, but if forge maps are excluded from the main playlists, they will never be taken seriously. If somebody makes a map that is good enough to be chosen in MM, I believe they deserve to have their map treated like a real map, not put into a category that’s fate will be sealed as a “goof off playlist”.
> >
> > I appreciate that even though your experience in MM with custom maps has not been enjoyable, you are still open to the possibility that H4 might play out differently. You handle yourself in a respectable fashion.
>
> I can see your point about removing to many power weapons, so that is why I respect both side ^.^ as for limiting weapons, your not limiting all weapons just the heavy weapons like Sword, Shotgun, Rockets, Sniper, Hammer, etc. You will still have your basic weapons that can be used to take on the enemy, but heavy weapons add that extra security to the player and punch to the enemy, as well as other reasons.
>
> I will keep an open mind with the whole community maps being brought into Matchmaking on Halo 4 because there is more to be offered in the Halo 4 forge, so maybe it wont be so bad. I can agree that if the map deserves a spot in real matchmaking it should be there, but the people who choose them I fear will pick ones that will ruin the multiplayer, just like Reach; but again I will keep a open mind and see what happens ^.^ If all goes well then I am okay with them being brought in :slight_smile:
>
> I appreciate you talking in a mature manner. It is nice to see the Halo community has members that aren’t rude to people for their enjoyment. Thank you, and thanks to everyone else in advance to who is also mature and respect in this thread ^.^

Oh I forgot to mention. I play custom maps 90% of the time, and MLG settings 95% of the time. If I had to deal with sprint and sword/shotgun, or jetpack with grenade launcher/rockets, I would be complaining too. lol

I agree with armor abilities having a longer recharge timer.
I agree with community forge maps having seperate playlist.

Everything else no imo.

Some interesting ideas here, Jedi. The slower recharging meter on the Armor Abilities is certainly intriguing, but I wouldn’t discount the notion that 343i are already doing something a little like this, especially in comparison with the recharge time for AAs in Reach.

As to your suggestions about limiting some abilities when using certain weapons, I’m afraid to say this kind of thing just reminds me of how much needless imbalance AAs in loadouts have the tendency to inherently introduce into gameplay, thus warranting such drastic measures as those you’ve suggested.

I’d personally simply rather that all AAs were transformed into pickups, as this redresses the inherent imbalance off spawn, whilst simultaneously further encouraging map movement. However, I know (or at least, strongly suspect) that this kind of thing is simply never going to happen (at least during Halo 4. I’d like to think that 343i are able to learn from what look set to be fairly drastic mistakes in this area and move back towards this model for future games in this new trilogy.)

As to your suggestions about excluding community maps from the main playlists, as a formerly avid forger and member of various forging communities, I have to agree with GoGo Gadget. One of the primary factors inspiring so many of the great forgers that Reach has produced was the notion of one day getting their maps into a popular playlist. Having said that, I still view community playlists as a great place to introduce players to new maps, but the voting statistics and feedback threads on forums, in response to the maps in such playlists, should then directly inform the MM Systems Team’s decisions in regards to introducing the maps into a main playlist.

Such a system would be much more preferable to the highly opaque and secretive process surrounding the Community Cartographers during Reach’s lifespan.

I’d recomend a complete restructuring. Do away with playists. Make it so that you can just select the gametype and map (or just the map, or just the gametype, or just the gametype category; to improve search speeds) so that you always get the game that you want. (No more frikking slayer pro on sword base. Or slayer pro in general) Make there be a search restriction to block out parties, save for parties your size. (going into team objective against a party of 5 people who’ve just watched a powerpoint presentation on what to do is the worst part of Halo: Reach) And one last specific note on infection- Keep the 12 people, but make it 4 rounds long, and have everyone be a zombie exactly once. Do the math 12 people, with 3 singled out per round, over four rounds. 4x3=12, everyone gets equal opportunity, and it gets rid of the second worst thing in matchmaking: Being the zombie 3 times in a row.

I think these changes would be great for matchmaking, and would make it a helluva lot better. This is craZboy557, signing off.

> I agree on the map cycling, i paid for the dlc but never get to play it because only community maps sword base and countdown ever show up.

And I hate having to play in the DLC playlist just to play on the maps .

> Some interesting ideas here, Jedi. The slower recharging meter on the Armor Abilities is certainly intriguing, but I wouldn’t discount the notion that 343i are already doing something a little like this, especially in comparison with the recharge time for AAs in Reach.
>
> As to your suggestions about limiting some abilities when using certain weapons, I’m afraid to say this kind of thing just reminds me of how much needless imbalance AAs in loadouts have the tendency to inherently introduce into gameplay, thus warranting such drastic measures as those you’ve suggested.
>
> I’d personally simply rather that all AAs were transformed into pickups, as this redresses the inherent imbalance off spawn, whilst simultaneously further encouraging map movement. However, I know (or at least, strongly suspect) that this kind of thing is simply never going to happen (at least during Halo 4. I’d like to think that 343i are able to learn from what look set to be fairly drastic mistakes in this area and move back towards this model for future games in this new trilogy.)
>
> As to your suggestions about excluding community maps from the main playlists, as a formerly avid forger and member of various forging communities, I have to agree with GoGo Gadget. One of the primary factors inspiring so many of the great forgers that Reach has produced was the notion of one day getting their maps into a popular playlist. Having said that, I still view community playlists as a great place to introduce players to new maps, but the voting statistics and feedback threads on forums, in response to the maps in such playlists, should then directly inform the MM Systems Team’s decisions in regards to introducing the maps into a main playlist.
>
> Such a system would be much more preferable to the highly opaque and secretive process surrounding the Community Cartographers during Reach’s lifespan.

I would love for the armor abilities to be pick ups only. That is how original halo was and I personally miss that. And for the community maps I think if they did have their own playlist it would make a good portion of the community happy because they aren’t forced to have to play on them like we do with Reach; BUT I agree that if the map is great and deserves to be in main playlists than so be it. I can’t really put my foot down on the community maps for Halo 4 just yet because Halo 4 offers a lot more to forge so it might be better than how Reach is, so I am going to keep an open mind :slight_smile: I am active forger and have a lot of great maps, but the framerate is what kills it. I agree with you that having community maps in main matchmaking gives the forger motivation to make the map and try to submit it, etc. We shall see how Halo 4 goes :slight_smile:

If they do add community maps in say Team Slayer, I would only like to see 2-4 the max so we can have the launch maps and DLC maps cycle in evenly with the community maps. I pray they Halo 4 map cycle is better than how Reach is.

> I’d recomend a complete restructuring. Do away with playists. Make it so that you can just select the gametype and map (or just the map, or just the gametype, or just the gametype category; to improve search speeds) so that you always get the game that you want. (No more frikking slayer pro on sword base. Or slayer pro in general) Make there be a search restriction to block out parties, save for parties your size. (going into team objective against a party of 5 people who’ve just watched a powerpoint presentation on what to do is the worst part of Halo: Reach) And one last specific note on infection- Keep the 12 people, but make it 4 rounds long, and have everyone be a zombie exactly once. Do the math 12 people, with 3 singled out per round, over four rounds. 4x3=12, everyone gets equal opportunity, and it gets rid of the second worst thing in matchmaking: Being the zombie 3 times in a row.
>
> I think these changes would be great for matchmaking, and would make it a helluva lot better. This is craZboy557, signing off.

This sounds like Battlefield 3 search lobby. You pick the gametype say “Team Slayer” and then the map and it throws you into a lobby/server. That could work. But now (correct me if I am wrong) if you did that you could be going into a game that has already started since they support drop in / out matchmaking. I like the idea you have for infection, although I don’t really play much infected unless its something fun like a mini game; but I could see that being a good addition.