Player collision, fall Dmg have no place in Infinite here’s why

What you’re describing is poor map design. There is a simple solution to it: larger doorways. Fundamentally changing game physics isn’t even a remotely appropriate way to address it. It’s like designing a map without any doorways and thinking that removing all collision from the game is even remotely appropriate to address the issue.

There is really no good reason for removing player collision. if you as a designer arrive at a situation where you’re seriously contemplating removing it, you must have made a sequence of bad decisions prior to it.

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The problem was that many complained that in Halo 5 they were killed quickly because a random member of their team threw a grenade and left you without shields, and bam, you’re dead, this has happened to me and it also bothered me, maybe that’s why 343 has disabled this option.

I’ve personally had more problems with player-on-player collision in games like COD and Battlefield than I have with Halo. Halo’s higher jump height allows players to avoid being cornered (intentionally or not) by teammates by simply jumping over them.

I’ve also never really had a problem with teammates blocking doorways in any of the Halo games since they’re generally 2 players wide. Key routes that aren’t at least 2 players wide is more of a problem with the way the map is designed than it is player collision.

Fall damage has always been a split issue but ultimately I believe it restricts map design further than a simple death pit or the more creative map hazards would. Punishing players for dropping out of bounds is fine, but punishing players for dropping well within the map bounds is not. No fall damage definitely compliments Infinite’s equipment too.

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Actually I think firefly fire was off for social if I’m correct it was only for ranked

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It’s not only the doorways for example people have been complaining about having their teammates run into them with rockets on bazaar this also has a narrow ledge imagine getting rockets being at low shields only to get body blocked by a teammate

Looking over things, and the campaign video, it looks like fall damage is a MP thing as chief twice takes a jump that would kill an MP spartan IV in the video.

My guess is it is a balancer to make the repulser more useful in multi player.

If u kick though ur in a 3v4 not ideal

It’s still a map design matter. In fact, this isn’t even about map design; it’s about weapon placement. Besides, so what? There are multiple problems in the scenario you’ve described: me choosing to get the Rocket Launcher on low shields, me ignoring where my teammates are, and my teammate being uncoordinated. Two of these problems are me problems, one of the is a teammate problem, none of them is a game design problem.

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I’m glad friendly fire is off, I’m constantly running into griefers in MCC and it kills the experience.
Friendly fire only belongs in ranked.
and I agree fall damage has no place in infinite, personally I find fall damage in video game annoying.

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You’re not. Not at the same time, this is player/team awareness. Its supposed to be part of Halo’s skill gap. As is friendly fire.

Griefers/teamkilling sucks but I’d rather deal with them on a rare occasion than every match requiring zero thought put into placement of explosives cause you can’t hurt your team mates.

Halo Infinites implementations like this, is treating us like we’re stupid and I don’t like it.

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Would agree with the friendly fire, doesn’t really have a place in Halo, at least unless it’s an extra mode.

The Other two i don’t agree with, I do prefer having fall damage as it would keep you from jump off a 1000m Building. Doesn’t mean you should die doing so, BUT Shields being drained and temporarily “stunned” would be nice.

Player Collision i don’t get why that’s gone, with Player Collisions you can get pretty creative on the maps.

Fall damage I don’t really mind one way or another. I think with the introduction of the grapple hook it makes sense to be off though.

I’d prefer if friendly fire was on all the time, but I can live with it as long as it’s there for ranked.

Player collision though I 100% want back. It’s not like I won’t play with it being missing, but I really enjoy being able to double jump off of one another.

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You’d be at low shields because the entire server would be litting you up the moment you break for rockets. Where else are they going to put rockets in the middle of the map where you’d get destroyed?

I just hard disagree with you on the door point it’s stupid to have a map design like that and it doesn’t add to the skill gap when most players are solo queuing. FF being off for social is nice since I don’t have to worry about being team naded all the time most people FF or not don’t care how they nade as long as they get the kill.

The small doorways could be made bigger to accommodate team collision.

Don’t really care or have a problem with fall damage unless the damage is very high compared to the fall distance but player collision should only be active with enemies meaning that you can ghost though team mates but not enemies.

I find it very idiotic that you always have these kind of car races at the start of a round when 2 or more decide to go in the same direction. I’m glad this is gone in Infinite.

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Fall damage isn’t necessary. Not sure why it’s a conversation. I hear it’s an option coming to custom games?

Friendly fire. I dunno, I think Halo has always had a Nade centric combat and Friendly fire on Nades eventually taught people to SHOOT instead of Nade everything because they end up adding to the enemy score instead. It may seem counter intuitive to griefing, but suspensions and Matchmaking punishments exist for a reason and people who are like that should be moved out of the games by design of their own inability to play within the spirit of the game.

No Player Collision is just annoying. There are plenty of games that have narrow doorways and halls that only 1 player can go down. If you don’t play intelligently your team loses. That’s how games are played. Instead now I have to suffer for other players inability or impatience. Don’t jump in front of a team mate with a rocket should be your problem, not mine. But now it’s mine.

Out of all of them, No player collision is the MOST annoying.

I think the game does need to present some consequences for your actions if they are poorly planned.

If you don’t have friendly fire, why bother thinking through and carefully placing your shots? Just fire until the enemy is dead, you are dead, or run out of ammo.

If there is no player collision, positioning and awareness of your teammates becomes less of a concern. Just go wherever.

If there is no fall damage, why worry about finding a safe route through the map or planning a trajectory with your grapple hook? Swing your heart out.

The realism argument is one reason to include these things, but for me Halo is a game first and the depth of the game experience must take priority. A significant amount of strategy and depth goes out the window if you remove these things.

Make these options for custom games or social gametypes where they are not needed or inappropriate, sure. But the core game experience should incorporate these limitations into the sand box. The limits, and overcoming them, are what makes victory all the sweeter.

It’d be simpler if they just developed sneaky spots resembling the ones from halo 2.
If a spartan can land from space, a spartan should be able to jump down 4 stories or so.

  1. I believe the game should have consequences too regarding FF just in comp though for social I would want to just goof around
  2. on fall dmg I just don’t agree I don’t see how making the game realistic in that sense makes the game any more fun IMO which is what I care about
  3. Limits aren’t exactly fun because you can’t overcome them like in IRL that’s why they are called limits and they limit the endless ways you can use the movement in this game significantly