The multiplayer experience in Halo Reach falls well short of expectations. Rather than flame, rant, and argue, I’ve decided to use these forums as an outlet for my ideas. Before I begin however, I would like to mention that I consider Halo to be, above anything else, a competition. I competed in local Halo 1 tournaments, Halo 2 MLG Events, Halo 2 MLG Online tournaments, one Halo 3 MLG Event, one TGN Halo 3 Event and my team won a reserved MLG Pass on Gamebattles for the first Halo 3 season. I played Halo 1 on XBC in 2004 and I’m still pretty good at that game. My favorite game was Halo 2 and my combined games from all my gamertags is well over 12,000. That being said, I absolutely hated Halo 3 and Halo Reach. No disrespect to anyone who enjoyed those games, but this thread will generally attack the innovations used during those two games.
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The basis of any competition is an equal playing field. In Halo, this specifically refers to Reach’s Armor Abilities and Halo 3’s equipment. These additions prevent the game from developing the way it is supposed to. They give players unnatural advantages. Some people compare AAs to the H1/H2 powerups of Camo and Overshield, but I believe there is an inherent difference. Powerups are given to only one player at a time (excluding the Halo 1 glitch) and last for a finite period of time. It is also important to note that powerups are generally located in a strategic area of the map where both teams have a fairly equal chance of obtaining them. AAs and Equipment also have a major impact on the second and third items in the list and more information can be found there.
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Faster kill times make for better games. I already have a thread dedicated to this section, so I will keep this short. The most popular shooters have very fast kill times with their primary guns (pistol in h1, br in h2/h3, dmr in reach). Armor Abilities extend the length of battles and generally impede kills from occurring. The growing trend of extended kill times with primary guns also creates an imbalance when compared to power weapons which are still generally instant-kills. Here is the link [http://halo.xbox.com/forums/games/f/7/t/19156.aspx
3](http://halo.xbox.com/forums/games/f/7/t/19156.aspx). Proper mechanics in video games are essential. By this I mean that a video game must flow without obstructions and work in the exact same manner for each player, in any situation, every time. In Halo this means a few a things. There should not be a bloom. The bloom is completely random and violates the mechanics principle by not working the same way for every player. In a larger sense, a highly skilled player should always defeat a player of average skill, and the bloom complicates this. I know this may sound somewhat odd, but Halo separates itself from other shooters by the science of player-health. In this I mean that a player always knows exactly how much damage they must inflict on their opponent to kill them. Halo 1, 3 pistol shots to the head or 4 if you miss the head once. Halo 2, 4 Br bursts as long as the last one is a head shot. Even Halo 3 had a similar Br burst mechanic. However, Reach does not follow this principle. With the bloom it is often extremely difficult to know how many more times you will need to fire in order to kill your opponent. A violation of this principle is also seen in Armor Abilities and H3’s equipment. These new inclusions muddy the water on knowing how much damage your opponent has taken, and how much health you have left.
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The skill of the individual and he/she’s ability to work with teammates must reign supreme. I don’t believe that anyone wants to see a beginner get absolutely destroyed by a skilled veteran, but this division of skill must exist. Rather than design aspects of the game to favor the beginning player, a 1-50 ranking system is necessary to allow top players to play other top players and beginners to play beginners. I have seen a good team beat a bad team in Halo CE, 50-8 and then when that good team plays an amazing team, get beat themselves 50-8 (Team Slayer). This is an essential part of competition. Dumb-ing the game down to allow casual players to compete is a flawed principle. Rather than create a game that is fun and hope it is competitive, follow the Halo 1 example and create a game that is competitive and IT WILL BE FUN.
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Button combinations can work in shooters. I know the idea of button combinations seems exclusive to fighting games, but Halo 1 and Halo 2 showed us that they can work in shooters as well. Button combos add depth to the game. I believe the double melee in Halo 1, as well as BxB and BxR in Halo 2 should be included in future Halo games. I realize these may not make physical sense in the game but if you compare this to Active Reloading in Gears of War (which essentially says that reloading your gun quicker makes the bullets stronger) it doesn’t have to. Button combinations also place more power in the hands of the individual and allow them to contribute more to the game.
I know there are more factors that make a video game great, but I believe these are as important as any. Any feedback would be appreciated.
TL;DR. 343i needs to look at what made Halo 1 and 2 successful before designing the multiplayer for Halo 4.
P.S. Sorry for any grammatical mistakes or typos. I’m not proof reading this.