Hey all!
For those who don’t know me, I’m Sangheilioz, the site admin for Mythic Nation. I was 28th out of the 43 (at the time of this writing) individuals who completed Halo 3 on Mythic difficulty, and 6th out of 25 (again, at the time of this writing) to complete Halo: Reach on Mythic. For those who do not know what Mythic difficulty is, please click here for a summary. Go ahead, I’ll wait.
As site admin, and one of the leaders of the Mythic community, I want to make a few small requests regarding features in the upcoming Halo 4.
The first is that we see a return of the typical skull palette as seen in Halo 3, ODST, and Reach. While Anniversary was fun to play, Mythic was something of a joke due to the inclusion of skulls that make things easier, such as Bandana and Grunt Funeral. For a community dedicated to tackling the campaigns on the hardest possible settings, having skulls that provide an advantage divided us deeply, as we split hairs on what was truly “Mythic”… all skulls or hardest settings? At the very least, I pray you separate detrimental and advantageous skulls clearly, or perhaps implement a separate interface for advantageous effects entirely.
The second request is that when/if an API is made available for fans to access game data, that more information is made available than what was provided by Bungie’s API. For example, whether a mission was started at the beginning, at a rally point, or at a checkpoint. Whether the mission was completed or if the player quit and what skulls were active are also important pieces of information that were absent to us in the previous iteration of the API (hence why we needed to require saved films AND online game stats to verify runs for recognition in our community). Basically, the more information we have access to, the less limited our creativity will be, and I don’t think I need to remind you of the vast potential of the Halo community’s creativity.
Third, with the Iron Skull, should it make the cut (and I sincerely hope it does!) I would like to see its effects altered to completely remove checkpoints when active, at least while playing solo. As it stands, the Iron Skull in solo can be circumvented by saving and quitting, making the skull essentially a free point multiplier. I would rather see checkpoints totally disabled by the skull, so that saving and quitting results in the save being at the start of the mission.
Fourth, if a “custom challenge” tool makes an appearance in Halo 4, it would be beneficial to have more refined controls for it. Such as forcing to start from the beginning, or requiring no deaths. More specific objectives such as being able to set Kill X of enemy Y with Z action/weapon would also make for interesting possibilities.
Finally, should a Cr system similar to Reach’s be implemented, I request that you not cut off payouts in the campaign like what happens now. Currently, once you reach Silver in a campaign commendation, you receive no Cr for individual actions that contribute to that commendation. Because of this, there is discouragement to continue enjoying the campaign and attempting new campaign challenges as we do not receive the same compensation for our time as we would in matchmaking, or firefight. It really is a shame that there seems to be a punishment for those who spend so much time truly mastering the campaign.
While these are not all of the concerns myself and the Mythic Community have, they are some of our highest-priority requests. I’m sure there are many more things the community would like to see, and I invite discussion in this thread as to what else could help to make Halo 4’s campaign experience the best it can possibly be.
Thank you.
