So I’m going to Talk about some Key Multiplayer elements that need to be fixed in order for Halo 5 to actually have a lifespan that’s longer than 3 months.
Ranking:
- The Ranking system in Halo 5 needs to be better than Halo 4’s. There needs to be two different sets of Playlists. Ranked and Social. Social would be gametypes like Invasion, Infection/flood, assault, Two flag CTF, Big Team, Grifball, Ricochet, Stockpile, headhunter, oddball, action sack ect. And these would Have AA’s.
And Ranked would be Slayer, SWAT, Oddball , One Flag CTF, and Doubles. And these wouldn’t Have Sprint and AA’s, and Custom loadouts.
Ranked Playlists would Still have your Overall rank like Corperal, and your overall skill level like 10.
Social would Have just the Overall rank.
When you click on a Playercard, it Shows the Rank, and Skill level similar to how Halo 3’s was. This would Also show a legacy system with Halo 4, CEA , Halo 2 anniversary ( Hint hint 343 ) along with Brief stats.
Maps:
- 343 did a great Jobs with Maps. I loved the amount of detail but into them.( Such as the Warthog hanging on a chain in Exile) However, the layout of most maps were seemed very repetitive in my opinion. They were mostly Arena styled, and radial and circular. So I feel the maps need to be more uniuqe and have different flows to to them. One thing I would like to see back is Maps with interactive elements such as the train in Halo 2’s terminal, and the Stalagmites you could shoot and have fall and kill your enemies in Waterworks.
Customization:
- A few things that are needed are the Ability to play as elites in multiplayer again. It’s needed. And It’s understandable where in certain game modes like Invasion where your forced to play as a Spartan. It would be nice if we had the option to put our emblem where we want on out armor. It would be nice to see all of these options: FOR BOTH ELITES AND SPARTANS
Helmet- With attachments like in reach.
left shoulder
Right shoulder
Forearms
Hands
Chest - With Attachments and variations of each chest sets like in reach.
Utility- Like in reach( -Yoink!- pack, health pack, grande belts)
Visor
Knee guards
legs
boots
Armor effect
Firefight/multiplayer voice- Pete Stacker, Arbiter, Shipmaster, Johnson ect.
Color Picker- The Color picker would give all the colors as it normally does, but gives a dimmer type thing where you could change the Tone, Tint and shades of the armor and emblem.
So What you guys think?
I think maps are probably the most important element for Halo’s multiplayer, since they are creating the gameplay for the most part.
How I think the maps could be improved and with them the multiplayer gameplay and experience:
> I am of the opinion that you don’t need much stuff in Halo to create a great multiplayer experience when you play on fantastically designed maps.
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> I asked myself why Halo 4’s and Reach’s maps are often generally considered the worst maps in Halo’s map history.
> Of course you can argue that elements like Sprint play a role in here but Sprint is just an additional factor and I think one of the major issues is the general design of the maps that likely had to suffer from too much stuff it had to consider and incorporate.
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> I think the map themes, the sandbox/gametype compatibility of maps and the weapon placement on maps need significant attention and advancement to increase the general quality of maps and multiplayer gameplay and to create proper spaces for Halo’s large amount of varied multiplayer elements.
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> Advancements in (constructional) themes
> When you compare the maps, especially Halo 4’s but even older ones, you will realize a vast majority of them share the same fundamental theme. They are build around a center.
> That centric design has seemed to become classical for Halo’s maps and don’t get me wrong there is absolutely nothing wrong with high quality centric design but nonetheless it has also become quite repetitive, at least for me.
> You need diversity in themes when you want to create diversity in the maps and their gameplay.
> Maps that share the same theme will function/play quite similar. Maps that have an individual theme will function/play individual.
> Therefore, beside the centric theme I would really like to see more varied kinds of themes as well.
> I.e.: linear, vertical, dissolved or special themes (i.e. special: “Forerunner theme”: a map that changes/transforms/shifts on set intervals).
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> Advancing the Sandbox/gametype compatibility
> Over the years there were more and more varied things (gametypes, weapons/vehicles, Equipment/AAs, etc.) added to the game with that the maps had to work with.
> I often see the suggestion: place it on the map and it will work and harmonize.
> But simply placing it on the map won’t make that automatically happen. You have to consider that the map has to incorporate all that varied things into its design, otherwise it won’t play well or like it was intended to be played.
> Now the maps have been designed to “work” with nearly everything but the more was added the more the maps lost personality and individualism, disregarding the issue that the maps struggle with handling all those varied elements of the game.
> I think to advance the compatibility of maps, maps should get designed more specific and individual, what means that you pick only a handful of certain elements out of Halo’s MP sandbox and incorporate it into the design of a map.
> Especially gametypes but even AAs could play important roles in that kind of design and profit from it.
> Instead of implementing AAs as tools to enhance the individual player (and likely cause several issues) you could incorporate certain ones into the design of a map and therefore implement them as tools to actually enhance the gameplay experience.
> For example, a map with a vertical/ aerial theme could incorporate Jetpack as a necessary movement mechanic into its design.
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> Advancing weapon placement
> I think weapon placement is a craft in its own. When I hear that power weapons create or dictate map flow, I cringe. The map itself has to create and dictate the map flow and not an additional item. Power weapons or weapons in general on the map can either harmonize and support that natural flow or interrupt it and harm it by creating an additional unnatural flow.
> When you notice that people leave the key spots (main combat zones) or “getting off track” to get a weapon then there is something wrong with the weapon placement.
> I think it shouldn’t require actual map knowledge to figure out where the weapons are located. A well-designed map naturally “leads” the player to the locations and with thoughtful weapon placement it is comprehensible for the player to find a certain weapon in a certain location.
> That means weapons should be placed around the key spots and not around rest areas and i.e. a sniper should be placed on a “lookout” and not inside a base.
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> Quantity and Quality
> Of course when you advance map design in such a way it would mean that you would have to design a lot more maps for the game, what could be a potential issue.
> However, the result would be unique maps with individual, interesting and creative themes that actually all play different. Each would have its own unique gameplay and combat experience, its own personality.
> Plus designing “specific” maps is “easier” than designing “all-purpose” maps since you do not have to consider as much elements, hence the quality of the final results can be generally better as well.
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> Conclusion
> Other than many other things, the maps are essential for Halo’s multiplayer. The map creates the gameplay for the most part.
> That’s why I think when you want to significantly advance Halo’s multiplayer experience you have to advance its map design or rather should start with advancing its map design and of course the elements that are directly connected to it.
> A large variety of individual and creative map themes should/could become a great staple of Halo’s MP.
> And personally I would prefer and appreciate amazing and individual maps that offer amazing and individual gameplay over every other potential new addition.
[Link to the thread]
I like the idea for the armor.
I think the ranking stucture should be like this:
ranked- halo 3 ranking system
social- halo reach
I like both system and they both should be included.
Maps: there should be your normal 4v4 small maps with some medium for your classic arena style shooter.
Then for btb there should be massive scale maps with 32v32 for a bigger style gametype and a lot of vehicles.