THE OFFICIAL HALO FEEDBACK THREAD

I don’t know if I already posted these…

Infection Bugs

If a Human joins after the round starts, their alliance status may be glitched. Specifically, they show up to all players – even fellow Humans – as an enemy. They even grant aim assist! If the glitched Human is killed by a teammate, however, it still counts as a betrayal (though the killer will not hear the announcer say “Betrayal!”); even so, the glitched Human is liable to die several times without knowing what’s going on, and their teammates are liable to get booted before they figure out what’s happening.

If a Human joins right as the Last Man Standing is killed, the newly-infected Zombie will keep the LMS waypoint, and the joining Human will not receive a waypoint or the medal. I do not remember if they receive the LMS traits, but I doubt it.

Sometimes, certain Player Traits will desync. For example, I’ve had many games where as a Zombie, I don’t see any of my allies’ waypoints even though the settings state they should be visible. As a Human I’ve also seen (and been infected by) Zombies without Forced Color (even though the gametype had it set for them). This may be an incomplete manifestation of the alliance status desync bug listed above.

Everyone knows this one by now, but: if there is only one Safe Haven currently on the map when the game tries to select a new one, it will fail; no Haven will be selected, and the announcer will repeat “Hill moved” until the end of the round. I am not sure if this changes should a new Haven spawn in after the glitch has started.

Stockpile Bugs (may exist in other gametypes)

If an Armor Ability is the STP_GOAL, its visible boundaries may desync. Specifically, if the wearer dies, the location of the AA will desync (as it is attached to a corpse, and corpses don’t sync in multiplayer). This will in turn cause the visible boundaries of the goal area to desync, although the goal area’s real position is tracked accurately. The desync is purely graphical, in other words. This could possibly be fixed by syncing corpses whose equipped AAs have gametype labels.

Forge Bugs

A manually-entered set of rotation values is converted back-and-forth by the game engine. If you enter an irregular (non-snap-based) set of values, release the object, and then reselect it, the values will be converted from the set you entered into the game’s internal representation, and then back again. In fewer words: what you get isn’t always what you gave. This can make the construction of structures with complex rotations (i.e. optimized circular towers) unnecessarily complicated.

Delete All Of These only deletes items if they are of the same type as the selection and if they have the same gametype label. This makes the function indescribably useful for deleting lost items without sacrificing others of the same type, but makes it less useful for its intended purpose. It would perhaps be better to have two functions; “Delete All Of These With Same Label”, which keeps the current functionality, and “Delete All Of These” which actually deletes all of these.

Possibly as a consequence of the above bug, Rotation Snap can break and rotate an object several times what the snap was (i.e. an object snapped to 90 only being movable to 0 or 180). Rotation Snap is also highly unstable when the Edit Coordinates dialog is opened.

Often when rotating a large Forge piece, one may be inexplicably forced through the ground and killed immediately. This can happen even when you grabbed the piece near its center of gravity (meaning that you shouldn’t have moved more than a couple of feet).

A massive amount of physics lag can be caused by placing two Grids into a map’s hardcoded terrain and setting both to Normal physics. The lag is so intense that everything slows down – even menus – to the point where “frames per second” isn’t as accurate a phrase as “seconds per frame”. As you can imagine, troublemakers can do this when in Forge with others, and it becomes extremely difficult to boot them when they do.

File System Bugs

Complete and total loss of Campaign data is a very common complaint. Armor data (stored client-side) is usually also missing, though it generally syncs with the Matchmaking servers and hence it’s rarely, if ever, truly lost.

There are many cases in which the database gets “confused” when saving a map. Generally, the result is that when selecting Map A, the game instead loads Map B. Map A becomes completely inaccessible and unusable.

The “Save” command in Forge is either broken or insanely counterintuitive. Let’s say that you open “Map C”, and use “Save As New Map” to save it as “Map D”. You then make a few more changes and use “Save”… but it is Map C that is overwritten, even though you are now currently editing Map D.

The entire file system loads files slower than my years-old, not-a-current-model iPod. This is despite Reach having the processing power of the entire Xbox 360 powering it. My copy of Reach has to sort less than 270MB of files, while my iPod has to sort well over 1515MB of music. Reach is doing less than 17.8% of the work that my iPod is doing, and hence should not be the slower of the two.

> A massive amount of physics lag can be caused by placing two Grids into a map’s hardcoded terrain and setting both to Normal physics. The lag is so intense that everything slows down – even menus – to the point where “frames per second” isn’t as accurate a phrase as “seconds per frame”. As you can imagine, troublemakers can do this when in Forge with others, and it becomes extremely difficult to boot them when they do

Thanks for the idea…

Okay, so i was thinking about tactical diversity of grenades and equipment the past weeks and have come to the conclusion that future halo games need the following:

General Purpose, anti infantry, anti vehicle and defensive grenades - Consider human grenades for a moment. Currently we only have the frag grenade. It would be classified as a GP (General Purpose) grenade as it is designed for an anti infantry role, but can take on anything less than a scorpion. But what if you are faced with a situation that calls for more than just the frag. There could be a freaking Blitzkreig on its way to steamroll you, or waves of enemy ground forces marching in. I am suggesting that role-specific grenades be introduced. I will continue with the human example as the covenant may not be in. If your men have HE/anti tank grenades, enemy tanks would be ripped up by its explosive power.

But then the ground forces stomp in, eager to avenge their fallen armor. HE/anti tank grenades may have lots of explosive force and range, but don’t have shrapnel or anything to really shred the enemy. Your men need Flame/Incinidary grenades to burn flesh and deter the not-so-eager enemy troops. “Oh so just bring back Halo 3’s flame grenade!” i hear you shout over the loud gunfire. There were two problems with that weapon. Firstly, it was a brute weapon and they may not return. Secondly and most importantly, They just exploded on impact and lit the ground nearby on fire for a few seconds. These new UNSC incinidaries would actually act as a frag, meaning that they wouldn’t explode on impact and would actually make a fire explosion.

Mongeese accompany the troops, but a well placed incinidary to the face of the driver will do the trick. But warthogs are pushing though the fire and delivering troops by the masses. They get too much for your men to handle and you decide to order a retreat. But as your leiutenant stands up to run, his head explodes into red as five rounds punch through helmet and bone alike.

This is where defensive grenades come in. Now i am not sure exactly what they should be, whether they are blinding flashbang types or vision blurrers or EMPs or whatever, so i will use smoke grenades for this example. You lay some fire down and toss some smokes out. As your enemies are clouded, your men retreat to a falcon (or similar). What happens next? Do you make it home safely or do you get EMPed and/or blown up? Grenade diversity is important and adds a whole new layer of fun.

Are there any plans on launching some kind of special edition of Anniversary? I haven’t heard anything about at HaloFest, and I know it would be difficult to justify it, because the game launches at a price point of 40$, but many of us think the 10th anniversary would be a perfect time to have a making-of for the remake-I mean, not just some ViDoc- that shows the development process at 343 Industries.
I love Making-ofs and I enjoyed Halo 2 and 3 ones a lot, but I missed something like that in ODST and in my Legendary edition of Reach.

Since some players are finally reaching the zenith of ranks, any way to create even higher ranks or some sort of “Prestige” mode?

I love Halo, wish i could go to halofest played HALO CE, 2,3, ODST and Reach and i hope in Halo CEA or in a DLC or map in Halo 4 Multiplayer to Bring Back Guardian from Halo 3 in THe Reach Engine.

Im thankful for you guys to host one of the biggest blockbuster title;s for the consoles.

The following is my opinion for halo 4:

All of them are terrible.
I’m talking about AA’s. Even Sprint. I cannot stand any of them.
Halo 1,2, and 3 were unbelievably great games but reach added AA’s and it has by far done the worst (In terms of population).

My opinion is that all of the AA’s should go even sprint.

Now by the way this is my opinion as well as many others. It does not mean I am right in some I-know-what’s-best-for-everybody way. AA’s are fine for some people and if you want them in, then you are entitled to your own opinion. And that’s fine. Maybe you like AA’s. However, I speak for everybody who wants halo back to the old style. In our opinion, it is the best most competitive and most fair style. This is our opinion. I speak for those people.

Please 343 bring that halo and all of its followers back.

Halo Reach had so many people the first week and after seeing what AA’s brought to the table, the population is now down to a fraction of that first week number. It’s got to say something. That’s got to be reviewed as a possible reason why the game took a nose dive with many.

I only play classic now. I will not play any other playlist but classic. If that playlist was never implemented then i would not be playing reach now.

Please bring back the great memories I had from the previous halos.
Empire

Would it be possible to allow spawning in vehicles in gametypes other than Race in the TU? Also, would it be possible to let projectiles go through teleporters?

I love Halo, I really do, I always have and always will, please make Halo the best it can be :slight_smile:

Halo forever <3

i hope that in halo 4 masterchief holds the gun the same was as he did in halo 1… it looks so much cooler

343 - I have faith in you. I feel Halo is in good hands, even though you have big shoes to fill. I was a little weary when I first heard about the exchange of the Halo title, as it’s the one and only game I play. I’m not a huge gamer, but I’ve been with Halo since day one. Halo is different and I hope you don’t fall to far from it’s core sources. Keep it familiar, but fresh. Halo is about getting lost in the world and story at hand. It’s about uniqueness, vehicles, guns, and interesting A.I.

I’m sure in no way will Halo 4 be a let down. Just remeber why you remade CE, for fanboys like my to have those nostalgic moments. Also, and I know you will, listen to what the community has to say - all the way through production and you will succeed in making a game as if it was made by it’s original creators.

Let’s make another unforgettable 10 years!

Dear 343, I would like to say I have great faith in you. I am very happy at the direction your taking Halo and you are already doing a great job with it. I have never been more happy with what you guys are doing and I have no doubt that Halo 4 will be the best game ever.

Regarding this weeks weekly challenge:
Co-op Dash - 30343 cR
Clear any Campaign mission on Heroic, in co-op, in 9 minutes or less.

While I appreciate the higher payouts than before, you have, like Bungie before you, created a timed campaign challenge which is either exceptionally hard, or ridiculously easy.

The only 4 levels it is even possible on, in theory, are:
Winter Contingency
ONI: Sword Base
Nightfall
Tip of the Spear

On Winter Contingency you’d have to steal the Falcon and break the level, and even then you’d have to do it without deaths and would be VERY close to the solo world Record.
On ONI you’d have to be very organised, very aggressive and use several skips, including using the TL in the first ONI courtyard. The solo record is on 6:35 and it was VERY good.
Nightfall, forklift skip makes it incredibly easy with a bit of luck. Without that, it’s incredibly difficult and would require running through most of the level anyway, and then very good coordinated fighting from Powerhouse onwards. I just tried it solo and it took me 11 minutes.
Tip of the Spear is possible. But again you really have to know what you’re doing and be very coordinated on the fighting.

In my opinion, you’d be better off doing more single level challenges so you can control the difficulty more, make it more interesting and, more importantly, give levels other than Nightfall a play!

E.g. If you’d made it ‘Complete Pillar of Autumn on Heroic, in co-op, in 22 minutes or less’ that’d be far more interesting. It’s totally possible (the record on Solo Legendary is just 15:56), and would mean that people would either have to find a lot of shortcuts themselves or, ya know, seek help from a guide or speed run and would still learn a lot.

So, in summary, I don’t know why you even bother having the ‘any level’ ability when it’s essentially going to just be “everybody break Nightfall” week.

EDIT: Ok, I just jumped into the Campaign Co-op playlist, got ONI, and got the weekly with a couple of matched players first try. Guess I overestimated how hard ONI would be. Still, I was there, did most of the tricks, and I’m the world record holder on this level for legendary! The vast majority of people are still surely still going to do Nightfall. These players I matched with definitely wouldn’t have done it without me.

> > Now that AI is in firefight i’m hoping to see them in custom firefight options. I would love to control how many troops, what troops you have there accuracy, hearing, sight, spawn weapons ext. please 343
>
> Great Idea, I would also like to be able to adjust their aggression levels and tactics used to take down an enemy. Options like defend or fight dirty.
>
> Since this is the only Firefight map with friendly AI, Has the AI programming for driving vehicles been improved? I would like to spend some time in the gunner position on the warthog.
>
> A control system needs to be put in place to direct the AI drivers on which paths to take around the map. Something in third person view while a player is using the turret on the warthog. The player could move his gun sight over a group of enemies and click a controller button to target them. The AI driver would take the best route to get the player within the firing range of the warthog turret to kill the targeted enemies. Other controller buttons could be assigned for control basic stop and go, flee and creep functions. The whole system could be called the back seat driver system.
>
> I was wondering if the Banshees on this firefight map are able to be Skyjacked? This is one of the few Firefight medals that I do not currently have in my medal chest.

After further thought, It is probably easier to just assume direct control of the warthog when in the gunner position. A game option to drive the warthog from the gunner position when using an AI driver. The player would use the same controls to drive and fire. This would eliminate the problems with AI drivers in campaign and firefight. It would be similar to how the bombardier had control of the aircraft when dropping bombs during WWII.

In light of the upcoming release of Halo 4, I thought I should voice my opinion on how to deal with showing us gameplay mechanics, and/or campaign.

I don’t intend to sound forceful or demanding; rather suggest a method to reveal new aspects of gameplay without spoiling the whole game, considering that the possible announcement of an entirely new story arc could spoil a lot in my eyes.

Halo 4 appears to be taking a huge change in direction in terms of both gameplay and story based mechanics compared to what we once knew.

‘Get to the damn point -Yoink!-!’ you’re probably saying - all in due time my friend.

What do I want? Not to be spoiled - Halo 4 appears to be exploring the background of the Forerunners and their past. I’m all for that, I love the information we might uncover, the new enemies we might encounter and possibly entirely new weapons - but what do I actually want? Well, really - I don’t want anything spoiled from your videos, keep the story completely secret other than a few diminutive pieces from trailers (Similar to the concept art one).

‘How do you get past demonstrating this without spoiling anything?’ You might ask. Well - Simple! If you’re going to be showing us gameplay mechanics, you could possibly take the easy option of showing us on a somewhat scenic map with several enemies (Possibly Covenant/Spartans to avoid spoiling things) alongside some of the key gameplay pieces, using this map throughout every piece you want to show us. Think of this as a ‘devmap’ you might use when testing/developing - but orientated for public display. You could also consider releasing some form of back story in the guise of A) DLC (for Halo: Reach maybe) or B) through some sort of animated short or comic.

Or maybe something completely different. I understand there’s not exactly much backstory to add for the Chief - considering he’s the main character and expecting more casual fans to have read into the back story might make things a little confusing to them - but possibly a way to introduce some of the newer aspects without it just being a simple announcement at E3 or something.

I have the impression that some of you are going to say rude and insulting things towards me and just reply “Well don’t watch the videos!” but I want to know about the game, but at the same time I want the story to be kept in tact for me. If 343 don’t want to any of my suggestions, and simply want to take the easiest way out of not spoiling this for anyone - simply add a warning to every gameplay video which might spoil somebody’s experience in discovering the campaign - be it through SPOILERS in the title, or a ~5 second panel at the start (Similar to the ERSB/PEGI notices you get).

Turret Accuracy is something that I think should be changed in this next title update. The main reason is that the turret is useless on the try-pod, you can’t hit Yoink! making the infinite ammo it has unnecessary because everyone just rips it off. But then the problem is if it is accurate with infinite ammo it can actually work the way a turret is supposed to and become and unstoppable force but then as gameplay goes, that’s just no fun. So I think the best way to fix the turret is to make it slightly more accurate then it is when you have it picked up but then instead of having it have infinite ammo, it has 400 rounds (maybe an option to make it infinite ammo in forge or in gametype settings?). And in halo 3 the turret was a death trap in most cases anyways, in reach its a useless death trap the way it is.

What do you guys think?

Elite Battle, Elite Slayer, Elite whatever you want to call it but we need an Elite playlist besides invasion that is only and always is elites. Maybe it could come alongside the TU. Loads of people want this.

Chrome Armor. I mean shinny Like, BOOM!

I’d dig it. In fact, i think that in all honesty, Elite Fans should get at least a small treat for being patient this whole time… Posting about a playlist, intergrating Elites in MM, more Invasion maps, tweak the elites or balance them, whatever. My point is that, please, with all due respect, Elites deserve at least a EvE team playlist, with a side of objective, of course. My best guesses are that the format should be 4v4 or 5v5, or anything that will make them stand out.
I understand that the Covenant weapons are “firepower” inferior, but I’ve noticed that they can be “used” as effective, if not better. Takes a brighter mind to know how to use them, largely because they require more strategy and guiding, so anyone who can guide and shoot will find pleasure in burning an opponent.
The S and E diffrences are slight. I tested their differences in depth before, and learned that the Elites shields and spartans shield finnish recharging at the same time. The difference is that the Elites shield have less delay, but recharge at a slower rate, as Spartans have a greater delay, but a higher recharge speed. Dues to the size of the Elites (Larger Target), their shield takes one more hit in terms of DMR fire. A spartan takes 4 on shields, and the 5th on the head, while Elites have 5 on the shields and the 6th on their head. As for speed, their regular speed and jumping is a bit faster and higher, but that’s what make them unique.
As for one my last point is, why have Preffered Species if I can only be a spartan in regular MM? Why cant we have something else other than Invasion? As far as people that I always end playing with, they all hate Elite Slayer, so why not take it out from Team Slayer and set it in its own floor. That way both haters and lovers get what we want. I understand Invasion, heck even Invasion Slayer and Elite BTB…but I barely play it, and I have been scince the first hour reach came out, so I know plenty, though i might not be able to fully express it, I regret that Elites are the backstage workers while Spartans bask in the Spotlight, even in Invasion.
Is it too much to ask? :confused:

For MM i’d love to be able to customize the Elite’s like in H3 and still, of course alot of stuff for the Spartans!

Also to be able to play with Reach’s control settings.

Campaign - Just as ever, be Halo.