i think nav points are important in order to make multi objective gametypes for multiplayer
I read OP’s message as being specific to nav markers and countdown timers for power weapons and power-ups, not icons for flag/ball/hill/etc.
ok jeez i was getting a little worried for a second.
they said this though
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reply to
Campaign features in multiplayer are a no go, sorry…
I’m referring to here mainly are the drop pods and vehicles that come in during match. Not static spawns. Sorry for being vague.
i haven’t seen a drop pod in a very long time. i guess i dont play btb enough lol
Yeah I used to play ranked slayer all the time in Halo 3 and now am playing BTB in Infinite. I would play more if there was a ranked slayer playlist with static weapon/vehicle spawns and no navmarkers on sandbox items.
It’s kind of a moot point.
Good teams and players know the timing of weapon spawns etc.
And keen players actually set timers. I think you can even buy gaming monitors with timers built in to them?
But when you have good teams playing each other - they both know when things are going to pop up. So in the end, what’s the point of hiding it?
The only time it makes a difference is when a good team is playing a bad team. They want to use these “mysterious” timings to dominate and humiliate their opposition.
It’s much more fun to have both teams come together and fight for the items.
I think it’s great that you think it’s more fun to do that. Sometimes I liked being humiliated by other teams if they dominated me. Would make me wanna come back and dominate a team in the next game.
Also understand the extent as to why this could also bring in more quitters to the game from dominance. This is what banhammer was for. I didn’t like fighting over the weapons with the enemy team as much as I liked getting to these power weapons before my other teammates did. I had a shotgun or sword and camo on one side to fight a sniper on an asymmetrical map. Or vice versa. And if it was a symmetrical it was balanced to where both sides had sniper and shotgun with rockets/laser in middle. Not let’s put everything in the middle and fight over it. I’m not trying to say what they’re doing with it is objectively bad. I’m saying it changed the gameplay. I enjoyed the design of the original trilogy’s maps more.
Frankly that should just be in the game. Didn’t there used to be Team Social (AR starts casual settings), Slayer Pro (BR starts, radar, no ranks), and the Team Hardcore (BR starts, ranks, no radar)?
I swear it was 3 categories and not just 2.
I think those playlists were in MCC at one point.
Yes and this is why Halo 3 worked so well because everyone played what they wanted and fought less back in the day. The biggest complaint about 3 was folks that didn’t like the BR meta. That small fanbase shouldn’t be ignored but they also need their own place in the game.
The Nav points only go for Power Wepons and items, the other wepons and otems are all still memory based.
For example tgere is a nav point in Live Fire for tge Power wepon in the center of the map. But a new play would not know thatcthe Bulldog/Heatwave spawn under where the power weapon is, or know that the BR/Commando spawn at the opening near the cliff side.
There is still map knowledgevthat is needed
Ever since the balance updates I’m more ok with the sandbox switching off weapons, not everyone will understand it at first but I guess keeps things more fresh. What I’m saying with the navpoints is it wasn’t broken to begin with before they added the mechanic in. Not every Halo fan is exactly open to too much change. Just don’t understand why they’re so scared to just take Halo 3’s level design, sandbox, story, features and expand on that.
Based skill gap opinion from OP. I hate looking at nav points on my hud. Not having them also adds a level to the gameplay. If i pick rockets up and nobody is around, then everyone on the opposing team automatically knows that there is someone at rockets. More importantly it deals with memorization with respect to keeping weapon timers and locations in mind while also keeping track of power weapons on map. If youre going to play halo you need to get good. If the learning curve is tampored with then the gameplay and fun garnered from self improvement take losses. These facts dont care about casuals feelings
Also comes to consideration the level design as well. Sides were supposed to control the power weapons on their side of the map, then fight for the opposing teams power weapons. Not split it in the middle and battle over them. I remember being introduced to Halo from the early stages. My friend loaded us into custom games and he would dominate me. I wanted to get better by attempting to improve my learning curve to locations of the sandbox and timers to them. Learning curve shouldn’t only be about aim and skill. It should be about exploration as well.
It’s just a guideline isn’t it?
You can do whatever you want on your own map(s).
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.