Regarding all things Free-For-All.

I am very glad to know that a true FFA experience will now have a permanent playlist come next Monday, however some details are still a bit murky about this playlist, and I think I and some others would like some clarification on it.

What’s the lobby count for Rumble Pit? 6 or 8? I recall many people saying that 8 was just a bit too much for the Community FFA Playlist. I would prefer 6, but either way the cookie crumbles, I think we’d like to know before-hand. I saw the maps that will be included at launch of this playlist, and I’m worried about how chaotic the pace would be on these maps should we have 8 players: Skyline, Abandon, and Shutout. These are roughly the size of the maps in the Community Forge FFA playlist, and those playlists are just super hard to catch a breather in. If you’re no-shields, chances are you won’t get them back unless you respawn. There’s really just no escaping the line of sights and players.

Next, I have some input for your CSR designations for free for all playlists. As the Bulletin says, Regicide and Rumble Pit will use individual scoring (duh), and playlists with individual scoring are more focused on a fun, yet fair, skill pairing system as compared to a purely similar skill based pairing system that team scored playlists will use.

I think it’s a little redundant to do this. Two playlists devoted to an FFA cause share a gametype philosophy (Infinity settings) and have similar CSR scoring. I believe it’d be optimal to move for a system that Halo 3 had in regards to it’s FFA playlists.

On the Social (or looser CSR scoring, as we’ll know it come launch of CSR) side of things, we can have Rumble Pit. Infinity Slayer style with a few gametypes. Infinity Slayer itself, Regicide, and whatever other FFA gametypes that are cooked up, as long as the Infinity style gameplay is kept there with it’s personal ordnance and all. Make it 8 players as that lends itself more to the hectic and constant action side.

On the flip-side, Ranked (or the stricter CSR scoring, one that applys the pure-skill matching of Throwdown whilst applying this to FFA), we have Lone Wolves. This can be a variety of gametypes also, as long as all the gametypes are consistent with Rumble Pro settings. Make it 6 players as that lends itself more to controlled scenarios and chances to recover from a fight.

This way I believe it’ll work similar to how the dynamic between Team Infinity Slayer and Team Throwdown works. The more laid-back or chaotic-lenient players will have a home on the looser CSR scoring playlist, Rumble Pit. The more hardcore and controlled-variable preferring players will have a home on the stricter CSR scoring playlist, Lone Wolves. Everyone wins as far as FFA goes with these playlists, as ultimately, the CSR on BOTH sides should match good players with good players, and bad players with bad players. Respective of how well they perform in each playlist, of course.

4v4 team scenarios may be the field that Halo excels best in, but bringing up second place is a good old free for all experience. As proven in Halo 3, a Lone Wolf 50 was as skilled as a Team Slayer 50, they just played differently.

If Halo 4 wasn’t terrible, I’d play that Lone Wolves playlist

I’d be all for that.

I’m a huge FFA player (as a random, it’s my favourite playlist because I don’t have to worry about team-mates) and after having played Community Forge FFA and comparing it to Reach and Halo 3 Lonewolves/Rumble Pit (respectively) it’s safe to say that Halo 4 ffa plays very poorly.

One thing about previous games is that the maps were far larger, and lack of sprint and instant spawns kept the chaos to a minimum, so a skilled player could go to work in those playlists.

In Halo 4, it’s almost impossible to do crap without getting shot from 4 different directions.

A Lone Wolves playlists featuring 6 players and rumble pro settings, with a few upsized maps would be fantastic, as right now I can’t bear to play FFA in Halo 4.

They need to change a few things when the playlist comes out.

The first is JIP. I was put in a game last night where the leader already had 12 kills. There’s no point in even trying to win at that point. It needs to have a lower cutoff point.

The next thing they should change is the rocket spawn time from two minutes to maybe 2:40 or 3 minutes.

Finally, get rid of instant respawn.

Along those same lines rumble pit could be 8 players and lone wolves could be 6 as another way of pleasing seperate groups.

The Forge FFA playlist is one of the few good things about Halo 4 matchmaking. Just remove POs, disable JIP, disable instaspawn, and maybe I’ll come back to playing Halo 4 regularly.

. No JIP
. Rumble Pro means skill determines the winner and not random PO drops
. I’m not sure where I stand on 6 or 8 players. The default maps like Haven can support 8 but some of the Community Maps certainly would benefit from a lower player count
. There’s too many 1 hit kill weapons like the Railgun, Rockets, Sticky Detonator, Snipers on the maps. I’m ok with Rockets + 1 Sniper but having constant weapon drops every 2 minutes where 5 or 6 1HK weapons are there just makes for a whole lot of re-spawning and less gun skill on display
. I am ok for objectives in there too

I personally don’t like Haven for FFA, so boring and repetitive, However I do like Abandon. FFA is meant to be fast paced. If you remember the days of Midship, Lockout, Ivory Tower and Warlock, they were all small and 8 players worked fine. I’m not sure what the settings are, but, they do need a respawn time. Insta spawn will not work in FFA nor will JIP.

EDIT Just to make a suggestion, I would love to see an option to chose a five to ten minute game, rather than first to twenty five etc… Better stick to my customs for that though.

> FFA is meant to be fast paced. If you remember the days of Midship, Lockout, Ivory Tower and Warlock, they were all small and 8 players worked fine.

The difference is there was no sprint and no personal ordnance drops. Imagine a Midship game in H4. That would be a disaster. Also, Lockout and Ivory Tower had multiple levels so you had time to catch a breath since you didn’t have to constantly be in battle. The default maps will most likely work with 8 people, but those community maps won’t.

> > FFA is meant to be fast paced. If you remember the days of Midship, Lockout, Ivory Tower and Warlock, they were all small and 8 players worked fine.
>
> The difference is there was no sprint and no personal ordnance drops. Imagine a Midship game in H4. That would be a disaster. Also, Lockout and Ivory Tower had multiple levels so you had time to catch a breath since you didn’t have to constantly be in battle. The default maps will most likely work with 8 people, but those community maps won’t.

I think we just have to face that 343’s idea of halo is large maps and big battles. It’s just a shame they couldn’t get that right with btb objective on release. I would love some dedication towards ffa, but at this late stage of the games life span (which unfortunately hasn’t been that long) I can’t see them doing much more with ffa.

> I personally don’t like Haven for FFA, so boring and repetitive, However I do like Abandon. FFA is meant to be fast paced. If you remember the days of Midship, Lockout, Ivory Tower and Warlock, they were all small and 8 players worked fine. I’m not sure what the settings are, but, they do need a respawn time. Insta spawn will not work in FFA nor will JIP.
>
> EDIT Just to make a suggestion, I would love to see an option to chose a five to ten minute game, rather than first to twenty five etc… Better stick to my customs for that though.

Midship with loadouts, personal ordnance, random ordnance, sprint, and instant-respawn? Your memory of Midship would be tainted, and so would mine. :frowning: