Not just a guideline. They are setting requirements to make matchmaking. Navpoints on arena maps are required.
I’m currently finishing up a sweet Map in Forge and will take this in consideration/disable some navpoints.
Even though at first I didn’t mind them, at least for 1-2 items, because I thought they might be placed a liiiittle too sneaky.
But on the other hand, I like the thought of people more exploring the map on their own.
I guess play-testing will show.
I don’t think it even needs to be playtested lmao. The formula worked in the original trilogy.
Yea, the difference is, that forge maps aren’t in official rotation. So there is not that much time for people to explore the map over and over again ![]()
I agree timers have made me lazy.
However I like the call out button to instruct team mates to pick up weapons power ups when they arrive.
Lmao. I used to betray teammates when they took a power weapon before me. It made the game funny. Also can’t do that anymore with friendly fire off.
When people did that to me I used to bark at their heels until they betrayed me again then boot them.
If you’ve got a map that’s potential match making quality? I would keep going.
Getting hung up on nav markets is a distraction.
Just put them in and go for it.
Good luck.
If I may…
The problem with most tools is not the tools, but the implementation thereof.
I am very much in favor of navpoints being used on static spawn devices. However, this leaves us with a problem that needs a remedy: A lack of explorability. I do not believe removing the navpoints is the solution. The solution should be to introduce atypical powerups / power weapons “At random” in such a way that those who pay attention to the map around them, such as the sky, forerunner lights in the wall, etc., can determine the locations of these spawns.
In old halo, explorability was a given. In new halo, we can google everything, and we have to adjust design to account for this.
frankly, it didn’t make the game funny unless you were doing it to your friends.
I’d lol when randoms did it to me. Winning in social matches didn’t matter to me. Just my performance. I’m not trying to sound biased here just showing yall I’m a different style player I guess.
So randomize weapons and make maps memorizable by location and not weapon? Another thing that would just divide the community. These subdivisions are making Halo as a franchise worse.
I’ve been asking for an option to turn it off.
Why are they playing against vastly more skilled players?
They should be playing those who are more in line with themselves, no?
Not at all, but how does Navpoints play in on that?
And it can’t be fun for new players to know where and when power items and weapons spawn? They can ignore them all they want, there’s nothing on the map or in the game which force them towards it other than their own desire to get it.
I’d even argue that fighting for power items lead them to be better players, if they choose to go for the weapon / item.
I guess for the first several games it makes things harder to find. I enjoyed when I had an itch to find something.
If they decide to keep them moving forward, a way to balance this could be to keep the navpoints on the sandbox, but change their locations to where not everything is in the middle of the map and remove the timers from them. Maybe that would give new players a sense to where they are located, and also rewarding players that kept the timer in mind.
So it’s not fun for new players as it is now is what you’re saying?
To test new things?
It’s a remnant from the Random Ordnance drops in Halo 4.
Somewhere along the way they figured it maybe helped with map flow and encouraged confrontations at key locations, which they saw as a positive.
I’m certainly on the fence about them.
Yes it will.
I’m sorry but what is this nonsense?
Literally one of the core design elements of Halo’s PvP sandbox is to try and maintain control of power weapons and keep them out of the enemy team’s hands and in yours.
Halo 2’s Multiplayer Map Pack bonus DvD the pack devs explain this design concept being essential to their map design; describing a good map not just as interesting topography but also as where weapon placements and vehicle placements are.
Damn it sucks when the devs can’t try something new. I feel bad for them. But it also drives the player base down it seems. This makes a lot of players unhappy which makes the devs unhappy.
Not as hardcorely though. There were so many styles of players per game. The noobs, the drunks, the trolls, the scrubs, the sweats, the toxic players, and the vets. Sometimes everyone switched their style of play just to screw around. Lots of people were happy. I thought I would try to take risks more often when I went to check on rocket spawns or sniper spawns. Sometimes they were available and sometimes they weren’t. Sometimes I liked to guess. Then players started beating me to them because they either had the timers in mind before I did or had a lucky guess or spawn before me. Then eventually we both would have the timers in mind and we’d fight over them more. I guess what they’re doing with the navpoints now eliminates the skill gap more, it helps casuals that aren’t sure of the locations, and causes players that are better to win more. But it does one thing different. It removes the ability to take that wild guess. Sometimes I couldn’t get better no matter how much I played. I guess I just liked to have a fighting chance to win a battle every now and then. I wasn’t insane but wasn’t terrible either. Guess I was the neutral player in the middle that had my own little weird place in the game.
Excuse me what?
Even better, look at the thread name.