Promote A competitve Halo 4

“People may think they’re the neighborhood heroes, think they can hang with me… you won’t be able to.” Tsquared, 2006

This quote perfectly describes the mindset of most Halo players in the HCE+H2 Days and present to a lesser extent. Everyone loved playing Halo with their buddies competing against each other in friendly(and sometimes not so friendly) competition to see who was king of the neighborhood. It was all about who was better with the pistol, who could use all the weapons and power-ups on the map most effectively,who was getting sniper, who could best who in BloodGulch CTF or Chill Out Slayer it didnt matter what game settings it was everyone wanted to embarass each other and have bragging rights the rest of the week until you LAN’d again all while having fun playing the game. This is the mindset that was the driving force behind the creation of MLG and Halo as the flagship/premiere game, this is the driving force behind why people lugged their TV’s and Xbox’s over to their friends house every week to LAN, this is the driving force behind why people went through the trouble to play HCE on XBC and still do, this is the driving force behind why so many Halo fans love the first two Halo games multiplayer and dislike Reach, ultimately this is the driving force behind Halo multiplayer and FPS games as a whole and their success in a way. It was an infectious competitve mindset that drove people to play Halo multiplayer and want to get better and prove they are the “neighborhood heroes” to their friends and enemies.

So why do so many people that play Halo feel this way? In Halo, a balanced system exists. Each player starts out exactly the same, on a leveled playing field. It is then left to the players skill to dominate the map, control sight lines, and assertively hold the power weapons. Map geometry also can be used usefully by the player, as well as the less restricted movement. Game mechanics like jumping, strafing, and higher health adds to the skill required. These extra variables (which are not random in any way) can completely be manipulated by the player. Assume players of equal skill: the player who is jumping will win. The player who is strafing verses the one who isn’t will win. The player with more health will win. However, with players of differing skill, the one who can use these extra variables to his advantage, even if he has lower health, can come out of the battle as the victor. This is what promotes competitive gameplay in Halo. A testimony to this is MLG’s consideration of Halo as the ultimate competitive shooter in the Halo 1 to Halo 3 era for console shooters.

With Reach, the competitve mindset and frenzy for Halo multiplayer is not there. The game is simply not the Halo we all grew up playing and love and pales in comparison to previous Halo titles on a competitve level. There is many factors that contributes to this, but I will name a few. Game mechanics like AA’s ruined the level playing and symmetrical starts of Halo and thus the balance and satisfaction of knowing you beat your opponent on a 100 percent even playing field is not there. People sprint away to make up for their mistakes too often, people roll around like silly gymnasts, people spam camo and gain a unbalanced advantage as well as annoy everyone around them by jamming their radar, people fly around in the air removing the need for strategic map movement and map control, the game has no competitve edge whatsoever and is not fit for that gameplay and gamers realize that. Second is bloom, Halo has always stressed gun accuracy and consistency and while the DMR bloom has been fixed now in some playlists its still random and inconsistent in Default Reach making the DMR a inconsistent weapon. At closer ranges 1v1 DMR battles become coin flips, and skill no longer determines these battles sometimes but luck. This takes the entire aspect of the need for accuracy and consistent aim away from Halo(Not just the DMR but the AR and others also) and more importantly the sense of control from the player to determine his fate and replaces it with confusion and frustration from a unfitting and broken game mechanic. Lastly, there is no longer a visible skill-based ranking system and clan system to feed the competitve mindset of Halo players and get competitve matches and form clans to get better at the game as a team and play other clans through clan matches.

Halo 4 must be a competitve Halo game and return to the model of the Halo trilogy in order for it to be sucessful and revive the essence of Halo multiplayer to the series. It needs to be the console game people play for competitive gameplay again, there needs to be that frenzy from gamers to want to hop on Halo and own some noobs while having fun playing the game. Even CoD is beating out Halo in promoting their game that way now which is a disgrace with their whole “Noobs vs Veterans” and “COD Elite” taglines which feeds the competitve mindset of most FPS gamers. Halo 4 multiplayer should be promoted and play like THE FPS you play for friendly competition between friends, it should be the console game everyone wants to be good at. Everyone should want to be a 50 or a General in a playlist, everyone should want to be like Walshy or want to have a team/clan with their friends like Final Boss in H2+H3 because thats how it was with the Halo trilogy people wanted to play Halo competitvely and we saw it as THAT game and still do and thats the main reason the multiplayer was so sucessful.

TLDR: Halo was the first true competitve FPS for console and the most popular one, the way to get Halos hype back is to bring that competitive gameplay back with Halo 4 and get people psyched and in a frenzy to play Halo multiplayer again. Remember this video from H2? It shows the true passion for Halo multiplayer and this is how H4 should be promoted and designed for. Bungie explains and understands 100 percent why people love Halo multiplayer here its about competing with and against your friends in a great competitve Halo game and the fun that comes with that.(Video link below)

Yes.

> Yes.

Si amigo.

Halo 4 needs the Halo 2 ranking system. 1-50. No bloom and get rid of AA all together.

They need to make the 1-50 system a bit harder, in Halo 3 I think it was way too easy to get a 50. They should make it like Halo 2’s system except just a bit easier so that only the great players could achieve that skill level.

Other than that, this thread pinpoints exactly what Halo 4 needs to be, Halo Reach ruined the competitiveness in all the players that have dedicated their gaming career to Halo.

> They need to make the 1-50 system a bit harder, in Halo 3 I think it was way too easy to get a 50. They should make it like Halo 2’s system except just a bit easier so that only the great players could achieve that skill level.
>
> Other than that, this thread pinpoints exactly what Halo 4 needs to be, Halo Reach ruined the competitiveness in all the players that have dedicated their gaming career to Halo.

This. Reach is not competitive at all. It is almost hard to watch at MLG events.

AA’s are terrible. Sprint is garbage for halo. Bring Back old school Halo!!! Enough with the non sense already.

I agree that Halo should become more competetive than it is now, however it wont bring back all the players who left, aside from the ones who left Halo because it lost its larger competetive features.

There are players who left Halo simply because it wasn’t as fun as CoD, or other games. In Halo, you have to run around picking up weapons found on the ground, everyone starts with the same guns. While that is the greatest formula for competetiveness, there are players who don’t like the same thing over and over again. They like to mix things up, they do this is CoD through classes and loads of different weapons and personalization.

I am probably not the best one to speak to the entire community about the different levels of gaming, however, among my buddies we all share different preferances, but more often than not my buddies perfer CoD.

I have friends who state that: “If Halo had customization and classes, it would be the only game I play.” This is actually how most of my friends reacted when I asked them why they perfered CoD and other games over Halo. Their arguments are that: “Halo is the same thing over and over again, there is barely a difference in play style.” In those remarks, the last one is very correct. Halo is very linear and play’s similarly with every game you play. Now, there are people like you and me who perfer Halo for what it is, we like the way it plays, but as long as Halo keeps its current multiplayer formula we wont gain any population except for those who left Reach because of its less skill revolving gameplay.

Personally, if we want to get a larger population, we have to mix the old with the new. Now what does that mean? We have to attempt to please both populations . . . many will say that is impossible, but I don’t think it would be so hard. As much as I hate AA’s, there are players who like them, well, if Bungie had made playlists with no AA’s and playlists with AA’s from the beginning, wouldn’t the players who like them, and players who don’t like them have been satisfied? Yes. We would have pleased both play styles in this case.

If we want a large population again we have to keep more and more players interested, now this doesn’t have to be done by features like AA’s. One feature I KNOW would help the population, is a working clan system and clan gametypes (I made an entire thread about this). Another thing would be if Halo 4 could push the limits to give us larger BTB battles, where vehicles are the only real way to get around, and the max player limit is pushed a little.

See, we don’t need game breaking mechanics . . . like AA’s, however, don’t just dismiss cool idea’s for gimmicks and immediately shoot them down. I saw a thread earlier about drop pods, now maybe that wouldn’t work in MM, but what if they were in the game? Wouldn’t it make a great feature for Firefight or custom games? I think so! I made another threads about something similar that I called: Shot pods, but I am not going to dig it up from the grave.

I could think of a few more examples, but really . . . I don’t represent all who don’t play Halo.

What I think is funny, is that most of the people on these forums play Halo competetively (including me). They want the game to revolve around skills, to be (almost) exactly like Halo CE and 2, thing is, whether they realize this or not they are the minority. Really, anyone of my friends . . . with the exception of two, don’t share the same veiws about Halo that I do, or these forums do. Now, these people are the vocal majority, but that doesn’t mean they represent all players.

More on topic: I perfer the BR over any single shot weapon of choice, and hit scan is the way to go.

Halo: Reach was made to appeal to a large audience. The small demographic of the pro - competitive players is not what Reach was aimed to please. The more people who can feel good at a game, the more people will buy it, enjoy it, and profit the company making the product. And then you are left with a few people who scream in the forums about how unfair it is. My boyfriend says it perfectly.

"The competitive player is the smallest group with the loudest voice."

Don’t get me wrong, I am loyalist and recently turned into a more competitive Halo player. I dislike Reach and support to the cause of bringing quality back into Halo. There is nothing in the game to strive for, the demographic that plays is bringing in all sorts of distasteful people. But the facts are these.

There is no way to make everyone happy, and in the end the money will bury our voice under silly endeavors like the casual players Kinect, banishing the competitive player in a lot of nostalgic memories of what once was.

2 playlists, ranked competitive and unranked social, playlists contain the different game types to choose from. its done. competitive players have their own place and casual players have their own place.

YES!

Yes I agree with everything that was said. 343i, allow everyone to start on even playing field. Also, think about how to make the maps fun again instead of the dull forgeworld maps.

> Halo: Reach was made to appeal to a large audience. The small demographic of the pro - competitive players is not what Reach was aimed to please. The more people who can feel good at a game, the more people will buy it, enjoy it, and profit the company making the product. And then you are left with a few people who scream in the forums about how unfair it is. My boyfriend says it perfectly.
>
> "The competitive player is the smallest group with the loudest voice."
>
> Don’t get me wrong, I am loyalist and recently turned into a more competitive Halo player. I dislike Reach and support to the cause of bringing quality back into Halo. There is nothing in the game to strive for, the demographic that plays is bringing in all sorts of distasteful people. But the facts are these.
>
> There is no way to make everyone happy, and in the end the money will bury our voice under silly endeavors like the casual players Kinect, banishing the competitive player in a lot of nostalgic memories of what once was.

No, your right, you can’t please everyone all the time, but it’s not that hard to please two larger audiences at the same time. I’ll use Halo Reach as an example:

No AA’s playlist or Classic: Plays exactly like competetive Halo 2 or 3 just with different mechanics. Competetive players flock to this playlist and enjoy it.

AA or new: Halo with AA’s, this playlist is just for fun, enjoy.

Well, you can’t please all the players all the time, but these two playlists apply to different players . . . I don’t get it, if this were included from the beginning or Reach’s life wouldn’t the AA liking audience, and the non-AA liking audience both enjoy their own sepereate playlists? Wouldn’t we have pleased both audiences? Each playlist would have it’s own Slayer, Objective, BTB, etc. It’s only the mechanics that are different. Any player who wouldn’t want AA’s at all that wants no AA playlist is in the wrong. He wouldn’t have to play with AA’s, he could play his classic experience, and the players who like AA’s could play their playlist. In this case, both sides are pleased.

> > They need to make the 1-50 system a bit harder, in Halo 3 I think it was way too easy to get a 50. They should make it like Halo 2’s system except just a bit easier so that only the great players could achieve that skill level.
> >
> > Other than that, this thread pinpoints exactly what Halo 4 needs to be, Halo Reach ruined the competitiveness in all the players that have dedicated their gaming career to Halo.
>
> This. Reach is not competitive at all. It is almost hard to watch at MLG events.

I agree, the visible Halo 2 ELO ranking system was the best. They could even have visible level progress bars as moons and and -Yoink- like they did in H2 that was really cool. They could make it easier to level up somewhere between H2 and H3 difficulty would be optimal.

Jason Jones explains in the Vidoc why we need a skill-based ranking system:

“Your probably going to want to play with people of your skill level, because if not your probably going to lose more often and your not going to be having as much fun”.

It amazes me how they could get all these things right in H2 and -Yoink- them up in Halo Reach. Must have been a different Bungie team or something lol.

> > Halo: Reach was made to appeal to a large audience. The small demographic of the pro - competitive players is not what Reach was aimed to please. The more people who can feel good at a game, the more people will buy it, enjoy it, and profit the company making the product. And then you are left with a few people who scream in the forums about how unfair it is. My boyfriend says it perfectly.
> >
> > "The competitive player is the smallest group with the loudest voice."
> >
> > Don’t get me wrong, I am loyalist and recently turned into a more competitive Halo player. I dislike Reach and support to the cause of bringing quality back into Halo. There is nothing in the game to strive for, the demographic that plays is bringing in all sorts of distasteful people. But the facts are these.
> >
> > There is no way to make everyone happy, and in the end the money will bury our voice under silly endeavors like the casual players Kinect, banishing the competitive player in a lot of nostalgic memories of what once was.
>
> No, your right, you can’t please everyone all the time, but it’s not that hard to please two larger audiences at the same time. I’ll use Halo Reach as an example:
>
> No AA’s playlist or Classic: Plays exactly like competetive Halo 2 or 3 just with different mechanics. Competetive players flock to this playlist and enjoy it.
>
> AA or new: Halo with AA’s, this playlist is just for fun, enjoy.
>
> Well, you can’t please all the players all the time, but these two playlists apply to different players . . . I don’t get it, if this were included from the beginning or Reach’s life wouldn’t the AA liking audience, and the non-AA liking audience both enjoy their own sepereate playlists? Wouldn’t we have pleased both audiences? Each playlist would have it’s own Slayer, Objective, BTB, etc. It’s only the mechanics that are different. Any player who wouldn’t want AA’s at all that wants no AA playlist is in the wrong. He wouldn’t have to play with AA’s, he could play his classic experience, and the players who like AA’s could play their playlist. In this case, both sides are pleased.

My whole post disappeared. Ah well. Once more with feeling!

I believe in opening games to everyone, I believe in allowing casuals a chance. But I fear the qualities that once made Halo the game it was will die within the next trilogy. Money is the driving force of the industry, as it is with anything else. Our cries will go unnoticed if a fine profit is being made. We see what happened to CoD, same game prettied up three times but they still make a lot of money because a lot of people feel good at it, a lot of people buy it.

Leave the noobs their rockets, and neatly place a BR along the corner wall. My Brothers and I, we shall remember the days when our headshots laid straight and our practice was rewarded.

I kind of agree, although I do find reach a lot of fun, I think not starting people on an even footing was a mistake.

> Halo: Reach was made to appeal to a large audience. The small demographic of the pro - competitive players is not what Reach was aimed to please. The more people who can feel good at a game, the more people will buy it, enjoy it, and profit the company making the product. And then you are left with a few people who scream in the forums about how unfair it is. My boyfriend says it perfectly.
>
> "The competitive player is the smallest group with the loudest voice."
>
> Don’t get me wrong, I am loyalist and recently turned into a more competitive Halo player. I dislike Reach and support to the cause of bringing quality back into Halo. There is nothing in the game to strive for, the demographic that plays is bringing in all sorts of distasteful people. But the facts are these.
>
> There is no way to make everyone happy, and in the end the money will bury our voice under silly endeavors like the casual players Kinect, banishing the competitive player in a lot of nostalgic memories of what once was.

I disagree.

Simply look at it this way:

Halo 1 and 2: most successful games of the franchise. Most competitive games of the franchise.

Halo 3: extremely successful, also quite competitive; less so than the previous installments, less popular as well.

Halo Reach: not successful; not competitive.

sure sure, correlation != causation, but in the context of Halo, i would stand behind the fact that competitive gameplay drove a near-majority of the population to play; it also gave the game a more solid fanbase, and allowed the more casual players to feel like they were playing a popular, skill-based game that they still could have lots of fun in. the competitive community’s death also heavily impacted the social community’s life; in the end, the overarching community has suffered a pretty serious mass exodus.

In Reach you have no incentive to win. Sure credits for armor and a meaningless rank but I would rather have bragging rights within the community and have my countless hours of practice mean something.

> 2 playlists, ranked competitive and unranked social, playlists contain the different game types to choose from. its done. competitive players have their own place and casual players have their own place.

I don’t like quoting myself, but the simple answer is usually the better answer. halo will always be competitive, and it is only half down to the game. the other half is how competitive the players are with what they are given by the game(AA’s for example, and mini nukes). If reach was more like halo 3 or 2, do you think it would have been more competitive?

> Halo: Reach was made to appeal to a large audience. The small demographic of the pro - competitive players is not what Reach was aimed to please. The more people who can feel good at a game, the more people will buy it, enjoy it, and profit the company making the product. And then you are left with a few people who scream in the forums about how unfair it is. My boyfriend says it perfectly.
>
> "The competitive player is the smallest group with the loudest voice."
>
> Don’t get me wrong, I am loyalist and recently turned into a more competitive Halo player. I dislike Reach and support to the cause of bringing quality back into Halo. There is nothing in the game to strive for, the demographic that plays is bringing in all sorts of distasteful people. But the facts are these.
>
> There is no way to make everyone happy, and in the end the money will bury our voice under silly endeavors like the casual players Kinect, banishing the competitive player in a lot of nostalgic memories of what once was.

Thats good that the game is made to appeal to a large audience and Halo always has had a very diverse community, but competitve gameplay in FPS multiplayer should come first and foremost as everyone plays to compete against other people and likes to be good at their game,sport, or videogame of choice. Everyone likes to -Yoink!- their opponent and rip someones head off with the sniper you cant show me one person who doesnt. Its human nature for people to want to be the best at something and compete to their full ability its part of what drives our -Yoinking!- economy for gods sake.

EVERYONE goes into competitve multiplayer with the goal to win and compete while having fun, just like people who play sports all have competitve mindsets and want to beat their opponent and improve.

Tell me whats more fun to ANY true Halo gamer. Playing a competitve match of HCE multiplayer with friends on balanced maps, with balanced and competitve weapons, with everyone on a 100 percent even playing field and the trash talking flying or playing Halo Reach with gimmicky and unbalanced AA’s, on oversized and illogical maps, with inconsistent weapons on a uneven playing field with people spamming AL and jetpacking everywhere around the map.

A logical,balanced, and competitve game is more fun to any true gamer than a Gimmicky,unbalanced, and non-competitve game.

Its not that hard to make a competitve Halo game thats fun for everyone. The Halo trilogy were perfect examples of that appealing to all gamers while being fit for competitve gameplay.