Settling the Controller vs KBM debate with data

I don’t think is necessary to determine that aim assist is overpowered. But it would be a good way to get some data to calibrate aim assist. Unfortunately due to how matchmaking works and the current population it would be very difficult to avoid the effects of skill based matchmaking.

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LOL!

I mean, in a way you can consider what I did was a controlled study. I defiantly wouldn’t say that aim assist is a possibility and not proven, my video clearly shows it’s there and tracking the opponent. Numbers in one thing but, so is real world practice.

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I meant more that the aim assist causing an unbalance is a possibility that she says is unproven until the study is done, not its existence. But yeah, I’m way more engineering minded than she is, so like you I tend to trust things that are “tangible” (are games really tangible?) more than she does. She wants to collect data for everything lol

Lol. Why so hostile? People are allowed to have differing opinions. Your opinion on this is not objective despite how much you think it is.

I’m all for having a fair game. That’s not what’s in question here. I’m just stating that I believe retaining what little population still exists outweighs the potential to maybe bring some players that gave up on the game back. If 343i could miraculously do both, that would be fantastic. It’s just that I don’t see that happening. They struggle with the basics so it would be unfair to expect them to incorporate expert level refinements.

then here i ask the same question more what i ask the OP also.
you know what will happing if there mess with the aim assist since the PC players feel its something the controler not needs you know the big risk’s you get by doing that?

As a PC player, I do think controller needs aim assist in a crossplay game. It’s the nature of the input. I do also think, however, that the intensity of the aim assist can and should be adjusted - in small increments - to try and achieve a better balance between the game doing the aiming and the user doing the aiming, thus allowing skill to be the determining factor in a 1v1.

for a 1 vs 1 maybe yea but this is halo where there is no 1 vs 1 fights in any match’s.

so far i know there are all threads to bring the halo 5 aim assist settings back since halo infinite are lower then from halo 5 so that means more there have lower it all and to do it now more is only become more worse and its only asking for more hate threads.

There will be hate threads no matter what they do. And hate threads should never be a preventative to a fair game. And I will respectfully disagree that there are never 1v1 fights in Halo. Often times, even in BTB, you can end up in a 1v1 fight against another player, in my experience anyway.

https://forums.halowaypoint.com/t/lack-of-aim-assist-in-infinite/8773/1
319 page’s long
so far i have read then there all find that the aim assist is to weak in halo inifnite so to make it more weaker is only become more worse and then you end up in the big risk problems.

there is also a other option what the OP calls more the ‘‘Lazy’’ solution when its the best solution there is for this Controler Vs KBM problem is stop with the Force crossplay and chance it to option then there can turn it off and you fix the problem for good.

What if pc players get less bloom? I’ve noticed how awful the sidekick feels on mouse. Lmao.

That’s how destiny 2 did it intially for pc.

They’ve already lowered it quite a bit from past Halo titles. While you could get closer with micro adjustments, it’s never going to be 1:1. Controller is apples, mnk is oranges.

If they do lower AA even further, it’s going to be pretty damn tough to hit shots at all. Great for competitive play where skill should be determined by aim, but most players are casual. That being said, there was plenty of aim assist on Bungie era Halo titles and they were plenty competitive so aiming gunplay is not the only factor.

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For people who WANT to play crossplay, not balancing it is not an option. Yes, crossplay should be optional, but no, we shouldn’t avoid confronting the alleged balance issue just because that option is there.

That could be an interesting solution, but I’d also wonder how that would impact weapons without bloom, like the BR. I’d think bullet mag would be similar in terms of impact (sailing fewer rounds due to increased inaccuracy) and apply across all weapons regardless of whether they receive bloom.

While it’s possible they lowered quite a bit, I’m not talking about tanking it super low. Literally talking small percentage adjustments. So, for instance, let’s assume the intensity of AA or bullet mag is set on a 0-10 scale - 0 is off, 10 is auto-lock. Let’s then assume it’s set to 6 currently, as an arbitrary value in that range. If it were to be adjusted downward by 5%, we’d drop from 6 to 5.7 (6-(6*0.05)). This should be largely unnoticeable by the community at large, and allows the impact of the change to be measured against data I’m sure 343 has previously collected. That is what I advocate for any changes to AA/BM - small percentage changes that modify the game’s aim assist/BM systems, but should also be largely unnoticed by players.

so that means more that in halo 5 the aim assist was to strong more and there have lower it all in halo infinite that means there still need to lower it more since the PC players are not happy about when its all lower then Halo 5?

The balance of Halo 5’s AA has nothing to do with the balance of Infinite’s AA. Infinite is designed, from inception, to be a crossplay game, and its balancing must take that dual input environment into consideration. Halo 5’s aim assist balancing is broadly immaterial to this discussion as it was a single input environment.

for the xbox players that have play halo 5 Warzone or matchmaking a lot see the diffrend in halo infinite all with the aim assist more.

this is for a lot off players the first big mistake there have make with the game more to make it crossplay more when its not going do anything good more.

what do we have so far all thanks to crossplay more.
PC cheating problem.
and a Controller VS KBM discusion fight more.

i tell you more what the big risk’s are if there lower the Aim assist more.
1: the hate against Crossplay is only becoming more and more so ‘‘fixing’’ it is only to make it more worse since more and more players are going to hate it and wane see it more gone at some point.

2: the controler players are going to complain more about it and there is only becoming a biger problem if the PRO players are also going to start to complain about it that its to low.

3: the multiplayer only become’s more worse since a lot off more players are leaving the game more and faster since its unplay able more for then.

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Again, immaterial to the discussion of balancing a crossplay game.

We have the ability to play with friends regardless of platform, we have a player population that is less segmented and therefore healthier. Crossplay is, regardless of cheating/balance issues, a net positive on gaming.

Quite frankly - crossplay should be an option (default to On IMO), but players hating it is generally just whiny players. Crossplay is the future of gaming, particularly social gaming.

Please read my post, I advocated a small percentage adjustment. Going, for instance, from 6 to 5.7 in terms of strength/intensity. This is not “going too low”.

I don’t believe that people will leave the game with such a small percentage adjustment.

yeah i dont even use my right stick at all!

I totally agree and had actually made accounts to do exactly that when ranked reset. That said, I can tell you that my KBM stats were pretty damn consistently those numbers from start to finish but your wife is absolutely right.

I haven’t decided if it is worth the time to complete the test because I would want to get a significant number of games on both accounts and now that I have spent time on controller, I don’t really want to deal with the frustration of KBM since truth be told, 343 will not fix it.

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Makes sense. Would a small adjustment even do anything? As in, if the adjustment is so small that controller players don’t even notice, how would this appease the mnk crowd?

At what point do you call the micro adjustments good? Say 343 tweaks it down by a small percentage how do you even quantify if that tweak “worked”? If you look at data exclusively, it doesn’t paint the full picture. Matching accuracy on controller vs accuracy on mnk has too many variables and leaves the human factor of feel out entirely.

My thought here - without inside knowledge of how the system works - is that such a change would result in less time AA is assisting with aiming and/or less “stickiness”. Small changes to this behavior would result in fractions of a second less on target, meaning less accurate shots, but not a perceptibly worse experience. A tenth of a second may not be noticeable to a user, but is noticeable to the games hit/miss calculations for fired shots.

The assumption here - and I 100% admit it’s an assumption - is that 343 collects data regarding both input and things like accuracy, headshot accuracy, KDA, and time on target and actually analyzes it - most game studios do similar things, so I believe it is a reasonable assumption. And the assumption that this whole discussion rides on is that this data displays a discrepancy of x% between the inputs for these various metrics, with AA/BM giving a bump to controller users. Assuming this is true, IMO, call it good when that x% is within margin of error, or at least lower. I do agree it’ll never be perfect, but my suggestion is to aim for better over “perfectly balanced”.

Edit: Though, I will add, as a live service game changes weapon balance and things like this over time, this process would likely need iterated on over and over, so I’m not sure it’ll ever be finished. But that is the burden you take on yourself as a studio when you aim for a live service.