> scientists design and study, where as the players just play, they do not design it, they do not study it.
>
> the scientists creates cars, the drivers use the cars.
>
> the player, you, would be the driver, so, by your logic, the drivers would know alot about designing a car?
>
> i highly doubt it.
what i am saying is, competitive people are connoisseurs of halo, and halo mechanics. more than that, however, they typically understand how everything works, and not only that, they will also be able to tell you how each individual thing can effect multiple other areas of the sandbox. they have a knack for detecting imbalace, and inconsistency, 2 things that they seek to purge from halo.
if you dont understand that this spot is blatantly overpowered (which was the point), then i have zero faith in your competitive opinion. sorry, thats just how it is.
like i said, its like a FORTRESS in the SKY. seriously. get up there and look around. pretty amazing to have line of sight to about 50% of the map, from TOP CONTROL where they have to have a JET PACK or DOUBLE JUMP.
you can stand there indefinitely, also.
> face it, you don’t know much about game design, all you know is how to play, there is a difference you know, game design has a lot more to it and takes years of study at college to understand, self teaching yourself it can only get you so fare, the rest will have to com from experience in the field.
no. what YOU need to realize is that i have a VERY GOOD understanding of how the game plays to begin with, ON TOP of being amazing at it. this is a blatant balance issue, and it is NAMED as a callout.
i bet a LOT of people on the forum would have rather had ME in charge of core game mechanics for reach than BUNGIE. i could have done 100000x better than they did with reach, thats for damn sure.
its not even about what you need to be a game designer, its about making mechanics and maps that actually make sense from a balance standpoint. this is one example of a blatant balance fail in the minds of probably 95% of the competitive minded people.
> any feedback and ideas will be completely biased to how you play the game and, because people choose to play differently to you does not mean they know less then you, the chances are that they know and understand just about as much as you do, just have a different view and opinion on the matter due to a different play style.
true, but there are some things that i have more experience with. a lot of the feedback i give isnt even playstyle dependent, its more like common sense and having mechanics that actually make sense when you look at them logically. bloom, no-bleed melees, jet pack, and armor lock are massive fails IMO. im also a strong advocator of what the majority wants / needs / would benefit from (like consistent weapons, that have bloom that actually WORKS AS INTENDED).
> the people, in the halo community that are going to have greater knowledge on game design will be the forgers since they have to learn about certain aspects to be-able to create a map that fits the game play for the game, or, to even influence and create a different game play, though, their play style still has an effect on it.
it doesnt take a pro-forger to realize a spot on top of the map where you can see virtually half of the map, with three different things to hide behind, thats also damn near impossible to grenade, and CAN ONLY BE ACCESSED WITH A JET PACK is something that is a LITTLE BIT OVERPOWERED. maybe just a tiny bit.
> so, please, enlighten me on how being able to play a game teaches you game design?
being able to play a game makes ALL the difference in game design. the things i push for are logical, intuitive, straight forward, non contradictory, consistent, skill-rewarding mechanics. these are things that everyone benefits from.
take a look at starcraft as a prime example. skill is PARAMOUNT to success in that game. do they make the game for bad starcraft players, moving forward? NO, THEY DONT. they make it, and balance it around the HYPER COMPETITIVE PROS.
SC2 is kinda huge, just sayin. as was halo 1, and halo 2. even halo 3 pulled its weight in this department!
reach took the ‘balance’ and destroyed it for giggles and funzie times. we all see how that turned out, right?
> it just doesn’t make sense to me, it is completely illogical, stupid, and is just a demonstration of a big ego, people supporting you does nothing but inflating your already large ego and makes you feel stronger and more powerful when in reality, you aren’t as smart, logical and reasonable then you are, you are just an average person like me, that guy in that house miles away, that person with kids.
it has nothing to do with ego. it has to do with confidence. i am confident i know what im talking about because i dont operate on a whimsical set of opinions based on what i prefer. my opinions are always grounded in logic, reasoning, and common sense. common sense, in this matter, is prevalent. i truly believe the recognition of this spot as being ‘overpowered’ is common sense. what do you mean ‘in reality’ im not as logical, smart, or reasonable? were typing on this forum in real life. im real, you’re real. were reals.
tell ya what. riddle me this:
if you are choosing between 2 people to cater to:
A.) the players who are bad at the game, and dont care about balance, and dont know how mechanics work or how they interact with the sandbox.
or
B.) the players who are GOOD at the game, CARE about balance, DO understand how the mechanics work, and know their full implications on the rest of the sandbox?
im not sticking you in either of these groups, nor am i doing that with anyone else. this is a purely hypothetical question, so taking offense to it would be silly.