Just a simple question. Do you think Halo Infinite’s FFA needs 6 or 8 players? Leave you thoughts below and feel free to specify if you think one of the options works better in other games as well.
- 6 players
- 8 Players
0 voters
Just a simple question. Do you think Halo Infinite’s FFA needs 6 or 8 players? Leave you thoughts below and feel free to specify if you think one of the options works better in other games as well.
0 voters
Depends on the map honestly. Smaller maps would probably be best with 6, but some of those 4 vs 4 maps are rather large and could probably do 8 players.
Much prefer 6ses and do not like that they changed it.
With 8 players it actually feels like third partying is less common.
Much more individual fights.
Rumble Pit is 8 already, no?
I know they just switched ranked.
@pervadiso Yeah, it is. Ranked was 6 then upped to 8. And in H5 FFA was 6 players. It’s swapped back and forth over the years. I’m just curious what people prefer.
@General_Fox I feel this too. Although weirdly, Catalyst has the most 3rd partying of the bunch, despite being bigger than most. Most be the long sightlines.
I didn’t play enough FFA in previous games, but I think eight is a good number. I didn’t realize it was only six in ranked until someone mentioned it the other day.
I do intend on playing some ranked so I’m glad it’s back up to eight.
I’m not sure why six would preferrable other than that’s what people are more used to.
Personally, it’s a spawning thing and (in some cases) a 3rd partying thing (that’s just how FFA be). On some maps you’re basically spawning right in front of people.
Halo CE, 20 years ago, had 16 player FFA and it was great. Only voted 8 here since there wasn’t a better option.
8 is too chaotic with these maps and these spawns.
Once again it’s RANKED, not customs and not social. There has to be some regulation and rules in place to keep things balanced enough for the competitive skill aspect to matter.
Rumble Pit remains my most hated game mode because of just how chaotic it is, and the prime reason is undoubtedly just too many players in these smaller maps. Had quite a few instances last week when me or someone else was spawning directly in the line of sight or behind someone else and killing them/getting killed when I had Rumble Pit Challenges. Would like to at least try and see what it would be like with two less players.
8 in slayer 6 in objective.
Interesting. CE was a bit before my time, so I didn’t know it went that high. I know you could do stuff like that in customs, but I’m only discussing ranked and matchmaking.
Do you think differences in weapon sandbox and map design influenced this change to a lower player count?
@M1STA_WU1FY Yeah, sometimes it seems like winner is whoever can steal the most kills. A valid strategy, all the same.
Is this your thoughts on Social as well or do you think 8 players is ok there too?
@Sarge221 Yeah, the sightlines are wild.
Well, CE didn’t have matchmaking. So every game night was a customs night, essentially. Plenty of good times with only snipes on blood gulch and boarding action, or rockets on prisoner, or shotty on chrion. Just pure chaos with friends and cheep pizza.
You should do neither of those things.
Take that up with the challenge maker upper
Nothing better in Halo than seeing enough people fighting all over the map. On hills, in caves, inside bases, on top of bases, at the sky, everywhere. I never imagined back then that in the future we’d settle with less.
I am not allowed to sufficiently answer that here. I’ll just say that it’s not because any of that. There were really small maps like “Wizard” without any genius or special map design and still 16-player FFA was all fun and great. Even more if you consider that there were explosions, blood, scorch marks, bullet marks and other battle visuals.
It all felt fast paced even though there was no sprinting and ledge grabbing back then. Here’s one such FFA match on Wizard from an old video that I quickly found on YT (the uploader seems to have hidden the chat for the recoridng):
https://www.youtube.com/watch?v=sqnSwzWCfmU
Lol if the grenades don’t kill you the framerate will XD
Idk, if I’d call it settling for less. Some maps/modes just aren’t designed to be played with too high/too low player counts. Take Infection (standard rules) for instance. It can be played with as little as 2-3 players, but it’s generally more fun with high player counts. Or take BTB. You wouldn’t play it with teams of 4 or less would you? It would defeat the point. Then obviously in ranked, chaotic settings like that wouldn’t be allowed.
tl;dr I think it’s possible to unbalance a mode by using improper match settings.
Halo desperately needs this back.
Imho calling it unbalanced doesn’t mean much, since in FFA everyone has it as bad as you do. Chaotic or harder? Yes. Unbalanced, I think not. The best will win either way.
I would, but it would be less fun. I have, many times in Halo CE, and usually it is less fun, but sometimes it’s refreshing and chill to play big maps with only a few people, while chatting with them all.
On the other hand, it is also refreshing and interesting to play smaller maps with a looot of people. Something that I cannot do in Infinite. The game doesn’t allow me to play Bazaar or Launch Site with 24 people. Why not? We’ve had our fun in the past with 16 people in much smaller maps than these two. They’ve made “Deadlock” a BTB map and it’s not that much bigger than the aforementioned two.
This separation of maps into BTB and Arena hinders various fun scenarios, by trying to make it all optimal. For me it feels as being restricted. For others perhaps it wouldn’t be fun, but… if only you could see the information of what map and how many players playing in it, you’d decide whether you liked to join or not…
I don’t mind that they are controlling the chaos in ranked, however, they’re doing the grave mistake - in my opinion - to balance / tune weapons. Core weapons shouldn’t ever be tampered with directly. They should only be balanced by the map’s layout/design i.e. the map’s layout along with the weapon spawn points should empower or limit the weapons… as it was being done in the past. But in Infinite I should try to remember that the BR does different damage in ranked than in social and who knows what else fine little detail.
P.S.: If 16 or 24 feels like a lot of players, then try 32 players - which Jedi Academy supported (and later on with some updated clients, it reached up to 64). Another 20-year old game. The same was true for Unreal Tournament and other games.
Examples (featuring only 20 out of 32 players):
https://www.youtube.com/watch?v=uxY9hVHDysc
https://www.youtube.com/watch?v=KEQrvpuY_kU