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> > > I know they have next to no chance of returning outside of custom games options, but while awkward in Reach, I found them very fun and tactically rich in H4. And for that matter I loved Loadouts as well, though I often disagreed with the official set-ups. I also miss the more flexible scoring options.
> > >
> > > Ya know what? I like Halo 4. Despite how the mechanics were recieved, they made custom game creation/adjusting the best in the series. While I totally understand Infinite doing its own thing, I’d really like those options back. Except for Ordinance. Actually so long as its optional add that too. Add everything that ever happened in this series. Dual Wielding, whatever.
> > >
> > > Have your official playlist rulesets, but give me the power to flex in custom game creation. The power to make Halo 4 with dual wielding.
> >
> > As fun as it’d be to have everything back as options, there are a few things to consider.
> >
> > -Control scheme: Think of how many different combinations of enabled/disabled mechanics there are, and what possible new things they may have for Infinite. Halo 5’s controller scheme felt crowded with what it had, now think about having Dual Wielding, equipment, AA’s and Spartan Abilities enabled, and going in with whatever Infinite might have.
> > -Assets: Equipment and AA’s require their own assets, Meshes, code, sound and animations. Dual Wielding require single wield weapons, and having a small number of single wields wouldn’t exactly make dual wielding that fun, or? Then there’s the question of how to handle them in terms of damage? All single wields get a damage reduction while dual wielded? Are all single wields going to be made available everywhere else in the game? Are these single wields made soley added for Dual Wielding in custom options? And as such bloating the “sandbox proper”? Not to mention that these features also need to be tested individuelly and as groups in combinations of each other.
> > -Resources: i343 has limited resources, additions like these would most certainly take away from other things in the game development where those resources could be used to make the “main game” better, more polished.
> > -“Value”: Kind of difficult for me to pinpoint a specific descriptive word for this.
> > Now, these features would be Custom Game options only, meaning they’d be absent from any other mode than multiplayer.
> > If we consider that any game up untill now has tried to make each mechanic / trait / feature something the player would have access to and be made to use as much as possible, then the value of the work put into these would be very low, as the mechanics / traits / features wouldn’t be used as much.
> >
> > It’s not impossible, but I find it highly improbable they’d do it. Even more unlikely that they’ll pull it of well if they actually decide to go through with it.
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> - Control would be the biggest issue since the Ability button was put to other uses in H5. This is a legit complication that I have thought about. No clear answer here other than customs specific controls which would be over doing it.
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> - Game development is developing things like assets and sound.
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> - We’d only need three dual wield weapons that are mix and match ready. That’s a decent enough number to balance around, too.
>
> - No need to nerf damage when dual wielding them, simply make them weak solo. Encourage the main point, if you’re choosing to have that in a customs game. And they would be exclusive to customs, for exactly the reason seen in this thread. Misunderstandings nearly went into debate. That’s why I rather these be optional.
>
> - I don’t have much sympathy for the AAA games industry in terms of resource management. I feel this would make the game better and now I gotta hear about resource management. How about they don’t waste resources on campaign and do this for me and custom creators?- What is the value of the several Forge items, Warzone weapon variants, campaign environments, and armor pieces that were probably seen and used a few times ever?
So you want to take away from the experience that more than half the community plays the game for (literal whole communities have arisen around campaign play , which is what got most of us into this series to begin with ; no matter what game you started playing Halo , the campaign was likely the first experience) , to enrich parts of the game aimed at a niche audience. Even if it is or was only played once fully thru , most Halo fans have finished the Halo campaigns just to stay up on the story (Compared to most games where 10% of players on average see the end). What is bolded is highly doubtful.
I’m not trying to belittle the customs crowd or map creators , a lot of them do great work. However , to expect the main draw of the game to be reduced so they can expand the offerings wanted by a smaller group , just isn’t good business. If the Halo community at large was made of mostly customs players , or had an abundance of highly skilled forge creators , this might make sense. Unfortunately , customs have been losing popularity since the end of Halo 2 , it was a regular ocurence to have multiple friends in different custom lobbies during it’s heyday , or even have open invites on Bungie forums to join customs , or get an invite from a previous MM opponent (before the proliferation of “1v1 me bro”). Since then not so much.
And I am not trying to say that expanded custom tools and options would not be well received , on the contrary , I think most Halo players feel the more custom options you have the longer the game can last , but not at the expense of the main single player story (which is becoming more and more rare in today’s gaming landscape).