THE OFFICIAL HALO FEEDBACK THREAD

> Now I have read your update on the TU changes, if I may express my honest opinion as a person who has used Active Camo often, It is actually on of the most under-powered abilities, At the very least second to Hologram.If 343 Industries is going to reduce the timers on that ability, at the very least, in my opinion make it a more potent ability, such changes that I may recommend would be.
>
> ~Reduce the time it takes to have Camoflauge completely activated.
>
> ~Reduce the sensitivity of the camoflauge to movement.
> As it is currently, is that even the slightest movement causes the entire camoflauge to nearly fail or at least break to a point where it is highly noticeable, make it so we can at the very least move at a decent pace with it.
>
> For instance in Halo 2, and even in Halo:CE we could run with Camoflauge without being seen.In fact Camoflauge was the ability I most looked forward to in Halo: Reach, unfortunately it fell way below what I expected and therefore disappointed me, and more than likely many others.
>
> To Recap
>
> Reduce the time it takes to be completely camoflauged.
>
> Make Camoflauge less sensitive/weakened to movement, even fast movement
>
> If its intended to be used to make quick escapes, make it so that it can be used at higher speeds.Anyway I hope my feedback gets considered, (and possibly tested for the lulz, God how I hate that word…) Good luck, See you Star-Side.

Well I remember you saying something about Reach being perfect… I hope that was a joke. I’d like for you guys to actually fix all the bugs and remove the horrible maps that where put into reach playlists. Especially fix the horrible bulltrue system… Also please make infection more fun like it was in Halo 3. This game is getting kind of boring since you guys haven’t fixed any of the map/bug problems yet.

Oh on another note, please bring back the weekend super jackpots… I don’t know what the hell you guys were thinking when you took those out.

NO Bloom and No AA’s. Please bs angel Please. No Sprint either. Ugh I hate it. Please think of classic playlists again for halo 4 incase any of that stuff is in the game.

Empire. And yes Ive typed this kind of thread before. This just reiterates my passion for classic gameplay.

On the 343 forums there should be a section dedicated to fan fiction, pictures, machinimas, and anything the fans have created that’s dedicated or part of Halo.

I know it seems like everyday at least one person makes a thread concerning the ranking system but if people actually think beyond the initial downsides and look deeper into what a ranking system brings to the overall online experience they might change their mind.

For me Reach is a great game with a brilliant netcode, lots of customisation, fun gametypes and solid core gamplay. However its the small things that happen in the majority of games that really spoil the overall experience. Some examples are:Having teams with different numbers of guests (e.g some big team games, 1 team has 2 and the other has none) Im not saying that all guests are less skilled than the average player but the majority are because “their guests” who probably dont play halo on a regular basis. This small but significant difference normally pushes the game to the side without guests which can be frustrating.

Unfair teams. An example is in double team where the teams are as follows
Team 1 k/d
player 1 1.57
player 2 1.8Team 2 k/d
player 1 1.61
player 2 0.78 Above is an example that happens more often than not where the game is unfair from the very beginning.

Both player 2’s should be on the same team however this is not always the case.

Quitters- self explanatory

Betrayers for guns/vehicles- Dont care about the main objective (winning) and ruin the experience for others.Somethin else that is so small but can be so frustrating is when teamates take a warthog by THEMSELVES to the other side of hemmorage instead of a mongoose/ waiting for a spawning teamate.

Please 343 make a ranking system that works and gives people a desire to win and play for fun by winning games instead of the current system which is essentially a custom game finder.

P.S I know people are going to say arena works but the population itself shows that it does not. also there is no ranking for objective players/ solo players that like to play lonewolves or any other type of player that does not like team slayer. A proper matchmaking system would allow all types of players to play their playlist in a more enjoyable way.

I would recommend having a test run of a ranked playlist(halo 3 ranking system) for 1 month and if succesfull implement more playlists if not keep the current system.

Halo4, bring back duel wield, and SMG’s. We are SII’s again so its time to be the bad Yoink! we once were. Yes SIII’s are bad Yoink! but SII’s tend to look just a bit more bad Yoink!(in the games anyway).

Maybe in some game types we can carry two single hand guns and two double hand guns? There for we would have three weapon sets. Two guns on your back which both require two hands, and two guns on your legs which need one hand. Just an idea.

Here are some suggestions to implement to the file system in Halo 4. Please have a read, and leave some feedback, or your own ideas!

> Foreward**"]

The main systems that should be in place are systems that follow behaviors such as these:

  • Efficiency: In terms of speed, and effort.- Accessibility: The features should be easy to access, and easy to use in it’s simplest forms, whilst offering complexities for advanced users- Functionality: The system should do the tasks it is required, with no bugs.

> Functions And Features**"]

Functions and features that I see fit to include in Halo 4 are thus {The Reach system is used as a basis}:

  • A way to update a map or game-type on your file share, without removing the Download and ‘Like’ counters.- Create, edit and delete ‘File Sets’ from console- Categorising (preset, unlike tagging) should be added to optimize searching for maps. Although a system like this is easily abused, it will still assist in finding the files you want.- Searching for content easier and more efficient.- Ability to set a graphical representation of a map (rather than Reachs static Forge world icon). This could be done is several ways. I recommend choosing a screenshot from the saved screenshots on the local machine, or file-share.- Folders! Please allow similar gametypes, films and maps to be organised into sub-folders.- Playlists. I’ll elaborate later.

> Saving A File**"]

Currently in Halo Reach, when a file (in this case, map) is saved, two prompts are sent to the xbox guide, to allow input for two fields, the map name, and the map description. I think this system is poor and under-performing. I would highly recommend a GUI layer, in which fields are selected, and an on-screen keyboards appears.
The fields that should be available are the following:

  • Map Name <a>(required)- Map Description- Map Version <a>(Example: 1.0, 1.1, etc. Heavily Validated)- Category- Competitive- Social- Infection- Mini-Game- MLG- Grifball- Aesthetic- Race- Puzzle- Other- Preview <a>(opens up a new overlaying UI layer to navigate and chose a screenshot)
    The name would be the only required field, but for a user who would like to keep everything together, or to better improve search results, this is an ideal input screen.

> Playlists**"]

A playlist is unlike a Matchmaking playlist, and can be renamed, but essentially, it is a group of tied game-types and maps.
For example, I am hosting a LAN party, and I want transition between each game as smooth and quick as possible. I would pre-create a ‘Playlist’, and on the day, in the pre-game lobby, instead of loading a map, then thinking about what the game-type is called, and searching through ALL the game-types to find it. What happens is a playlist is selected instead of a map or gametype, and from there, a list of pairs of game-types and maps can be found
, selected, and immediately played. When the game ends, the host will be prompted to either play the next game in the playlist, replay the same game, or end the playlist.
This is an ideal situation, as it allows maps and game-types to be bound, as well as removing that mind-blank you get whilst hosting a lobby, either LAN or Xbox LIVE.

> Searching**"]

Searching is pretty simple, so I won’t go into too much detail.
Essentially, when a player is searching for a map (as an example, of course), they should be given 3 options.
Search By Gamertag, Search by Keyword, or Custom Search.
The first two are rather self explanatory, the third will open a search screen with every associated parameter to the search, for example: Name, description, tags, etc, all covered by one input field, then the player chooses constraints/filters, such as category, tag, etc. Another option is to change the ordering of the results, popularity (Downloads / Likes), Alphabetical by name, Alphabetical by Gamertag, and Date of creation.

>

That’s my ideas down, I’d like to hear yours, community!

> Community Ideas**"]

  • Once a file is found using file search, there should be a way to view the author’s file share immediately.

I’m probably not the only one who would love this idea, so there’s chance some people have already suggested this: Red vs Blue-voices in Firefight. The nerdgasms would be so epic that generations unborn would cry out in pleasure.

(God I feel awful for paraphrasing and changing Killzone on a Halo forum).

> I’m probably not the only one who would love this idea, so there’s chance some people have already suggested this: Red vs Blue-voices in Firefight. The nerdgasms would be so epic that generations unborn would cry out in pleasure.
>
> (God I feel awful for paraphrasing and changing Killzone on a Halo forum).

Hahah, Shotgun Grif… Wait, no. Caboose. No-one wants to be Grif…

Fix the Firefight voices for the incoming map pack for Reach, because in the last map pack (Defiant) the voices were and are only in english , Im mexican and my disc have spanish voices only so when I play Unhearted the firefight voices are completely in english. So please add multilingual voices this time if you have the time of course

I would like a new forge world for Halo 4. A green forge world has already been done, Sandbox was essentially a smaller scale forge world. You can check desert and green/forest off the list. What have you got left? Snow, maybe?

Just Random Ideas:

Lets call it “Forge Planet” for the time being. Forge planet will be a huge snowy ice cap map with a clear light blue sea dotted with multiple ice bergs, both small and large, near the slope of two giant snowy/rocky mountains overlooking the dark blue/orange sky as the sun sets with a huge glacier/cave system underground and maybe even some “Aurora Borialis” action for the skybox.

Map remakes it should have:

  1. Waterworks with a new icy feel in the caves.

  2. Sidewinder at the left mountain side.

  3. Ice Fields remake, between and around the two mountains halfway up.

  4. Lockout on one of the bigger ice bergs.

New maps:

  1. Valley- in the bottom of the area between the mountains, corridor-style feel. Little cover. Some small caves around for mobility. More stuff.

  2. Coastline- set in the coastline, BTB, tanks, aircrafts (not sure if banshees are in the game, so…), hogs and Splazers.

  3. Crashsite- a Covenant ship crashed against the side of the mountain. This will have small, close quarters combat inside the ship as well as open combat on the mountainside.

Think something like this for the graphic style:

http://www.wallcoo.net/nature/snow_mountain/images/%5Bwallcoo%5D_snow_mountain_Image_AP29123.jpg (maybe more rocky)

http://ipadappsclub.com/scenery/00043_full.png
(pretty spot on)

Personally I would love it, I’m sure others would too. I do trust you will do your best though, can’t wait to see what you come up with.

Movement

Sprint and double jump are default movement capabilities in Halo 4. By tapping the jump button again while you are in the air you gain a set amount of extra height. This would help bring some vertical mobility into your movement. A permanent high jump would not work because there are many instances when you do not want to expose yourself for the duration of the high, floaty jump and would prefer a lower jump. A permanent high jump would also not work because it is too predictable. Once you learn the single jump height, which never changes, you can follow a target very easily even if he is jumping. The double jump would allow you to choose when to employ a low, single jump or a high, double jump. This will allow you to “juke” your enemies in the Z axis as well as the X and Y by traditional strafing.

My idea for Sprint and Double Jump to be default movement capabilities has a balancing factor. As you Sprint, you drain the AA meter and must wait for it to recharge to be able to Sprint again. The Double Jump would drain the same meter. I am thinking two Double Jumps should drain the meter completely. This way it forces you to choose between Sprint and Double Jump or a combination of the two.

(Just so everyone knows what I mean about the meter: it’s the circle above your radar that goes down as you Sprint)

Let’s look at these scenarios:

You hear gunfire and Sprint over to get into the fight fast. Since you have now drained your Sprint meter you can not Double Jump until it recharges. The choice you made was to get to the fight faster in exchange for your ability to Double Jump during the fight.

You are fighting an enemy and use two Double Jumps to throw him off during your gun fight. You win your gunfight but now cannot Sprint to safety because the Sprint meter is drained from using two Double Jumps.

Causing Double Jump to drain the Sprint meter will not allow people to constantly Double Jump around the whole map. You get two and then it must recharge.

Double jump and Sprint would not use any more buttons than a Reach configuration. Sprint is the AA button and Double Jump is the jump button.

Secondary Fire Modes

The button for switching grenades would be moved to the D Pad and changing fire modes would replace it.

The fire mode of a weapon is remembered even if you switch weapons (if you are in secondary fire mode and switch weapons when you switch back you will still be in secondary fire mode on that weapon).

Utility Rifle
Primary Fire: 3-shot burst, has bullet spread, effective from close to far-medium, similar to the BR

Secondary Fire: Single shot, has slightly more bloom than current DMR, effective from far-medium to long range, similar to the DMR

SMG
Primary Fire: Fully automatic, no bloom, gun rides upward and randomly left and right as you fire, has a large flame animation at the end of the barrel, is noisy, effective from close to close-medium ranges, similar to Halo 3 SMG with faster ROF and wider spread

Secondary Fire: A suppressor is attached that greatly reduces the noisiness, reduces the bouncing left to right, removes the flame at the end of the barrel, does not give the enemy indicators of where the damage is coming from (when your screen turns red around the edges), effective range is reduced to extreme close ranges (similar to the Shotgun)

AR
Primary Fire: Fully automatic, reticle blooms as the gun is continuously fired, effective range from close to medium ranges

Secondary Fire: Fires a burst of 6 bullets at once, must reload after every burst, bullets spread widens rapidly which decreases effective range to close to close-medium range, bullets can ricochet, similar to Flak Cannon

Shotgun
Primary Fire: Similar to Reach Shotgun

Secondary Fire: Fires an electronic stun round that drastically slows the targets movement speed for a short time, an electric shock will be shown across the targets screen to notify him of his disability, has an effective range out to close-medium ranges, aesthetically the Shotgun will now be a double barrel to accommodate this new round

Magnum
Primary Fire: Similar to Reach Magnum

Secondary Fire: No scope, reduced effective range to close range, shots are less accurate, dum dum (hollowpoint) bullets cause more damage popping shields in one less shot than primary fire and killing an unshielded enemy with two body shots, aesthetically the Magnum will now have taped magazines with normal bullets in one mag and dum dums in the other

Focus Rifle
Primary Fire: Similar to Reach Focus Rifle

Secondary Fire: Beam color is now green, the beam decreases the time it takes for the target’s shields to recharge (almost like a healing ray), it does not heal health, hitting a shieldless player with it will distort their vision

Plasma Launcher:
Primary Fire: Can fire up to four sticky bombs, these will stick to walls, floors, the ground, rocks, players, and vehicles, they emit a distict blue glow and low hum to warn players of their presence even if they cannot be directly seen, they will not explode until you detonate them

Secondary Fire: The detonator, causes the sticky bombs to explode, if you die with sticky bombs unexploded they will disappear

Options for Custom Games.

Weapon Skins / Damage Modifiers

It should be possible to change the color of a weapon.

For example, you could make your Magnum gold.

It should be possible to change the damage of a weapon.

For example make your Magnum do 700% damage.

The damage modifier could be tied to different colors.

For example the gold Magnum could do 700% damage while the black Magnum does 70% damage.

Scopes could be attached to weapons.

There would also be a “Damage Range” modifier because a Shotgun with a Sniper Scope would be useless without increasing the Damage Range.

In the loadout box the guns are normally white. They could be changed to the skin color for weapon mods and show a scope with a number (2x,3x,4x) where appropriate.

These modified weapons could be saved and reused in different game types. Just like there is a “Map Variant” section there would be a “Weapon Variant” section.

“Noise Level” modifier:

5 is default (what the weapon normally sounds like)
6-9 is louder
1-4 is softer
0 is silenced

Movement Speed / Jump Height Modifiers

There should be three movement speeds and three jump heights. They would be represented by a Red, Yellow, Green labeling system. Yellow means default movement speed or default jump height. Red means moves slower or jumps lower. Green means moves faster or jumps higher.

The movement speeds and jump heights are independent of each other so you could have someone with Red movement speed but Green jump height.

They would be represented in the loadout box by coloring certain parts of the Spartan. The arm color would tell movement speed and the leg color would tell jump height. Green arms and Red legs means moves fast but jumps low.

Damage Resistance

Damage resistance could use the same color coding system where Yellow is default, Green is tough, and Red is weak. In the loadout box the Spartan’s chest color would show his damage resistance.

Invasion

Invasion needs to become more class based using the movement speed, jump height, and damage resistance modifiers for different classes. The rest of Halo needs to be less class based as in no loudouts at all. Everyone starts with the same abilities and anything you need is a pick up on the map. This type of approach would drive gameplay, of Invasion vs other gametypes, in two very different and very interesting directions.

Heavy Weapons

Close Quarters Heavy Weapons

Flame Thrower - wide field of effect, low damage per second, flame animation obscures vision

Cryo Streamer - shoots a stream of liquid nitrogen, small area of effect, high damage per second

Long Range Heavy Weapons

Mini Gun - wide field of effect (bullets spread out), low damage per second

Gauss Cannon - small area of effect, no splash damage, high damage per second

Explosive Heavy Weapons

Missile Pod - low ammo count, decently fast rate of fire, can lock onto vehicles, effective to mid range without lock on, missiles cause mild splash damage, high damage per second

I think that we should have Multiplayer armor customization just like in Reach for Halo 4. Only we should add the following:

1.) Changeable HUD (be able to swap from default to HUDs from Halo: CE, Halo 2, Halo 3, and Halo: Reach)

2.) Changeable HUD Color (swap from blue, brown (you know, the Halo 3: ODST HUD color), red, and green)

3.) More Visor Color Options (like red, green, purple, etc.)

4.) Unique Armor (have some unique armor pieces that only a fraction of the rest of the population has. *this has been shown possible in Fable 3 weapons, only you could trade with friends.)

5.) Detailed Color Customization (be able to detail individual sections of armor pieces, like a light here, scratch there, shoe heal, etc. We should also only be able to detail your spartan like that on the computer, on the Xbox it should be the standard color detailer we have now.)

CONSTRUCTIVE FEEDBACK:
-Do not abuse Halo, we love her.
-Bring back classic emblems we all miss
-Make emblems more visible in game, secondary color visible in game
-Don’t change MC’s armor. Please.
-Please make less shingaurds and more helmets
-Bring in an overwhelming number of usable weapons and vehicles to enhance Forge and Custom games. Don’t worry about balancing.
-Bring us maps we’ll love &lt;3

-Vehicle combat should emulate that of H2 or H3, not Reach
-Please allow the Banshee to look all the way down again

Please please please please please please please please please remove spartan evade from all MM playlists.

It is so unfair

It is just as cheap as the unmodified armor lock. Don’t modify spartan evade just take it out.

> I would like a new forge world for Halo 4. A green forge world has already been done, Sandbox was essentially a smaller scale forge world. You can check desert and green/forest off the list. What have you got left? Snow, maybe?
>
> Just Random Ideas:
>
> Lets call it “Forge Planet” for the time being. Forge planet will be a huge snowy ice cap map with a clear light blue sea dotted with multiple ice bergs, both small and large, near the slope of two giant snowy/rocky mountains overlooking the dark blue/orange sky as the sun sets with a huge glacier/cave system underground and maybe even some “Aurora Borialis” action for the skybox.
>
>
> Map remakes it should have:
>
> 1) Waterworks with a new icy feel in the caves.
>
> 2) Sidewinder at the left mountain side.
>
> 3) Ice Fields remake, between and around the two mountains halfway up.
>
> 4) Lockout on one of the bigger ice bergs.
>
> New maps:
>
> 1) Valley- in the bottom of the area between the mountains, corridor-style feel. Little cover. Some small caves around for mobility. More stuff.
>
> 2) Coastline- set in the coastline, BTB, tanks, aircrafts (not sure if banshees are in the game, so…), hogs and Splazers.
>
> 3) Crashsite- a Covenant ship crashed against the side of the mountain. This will have small, close quarters combat inside the ship as well as open combat on the mountainside.
>
> Think something like this for the graphic style:
>
> http://www.wallcoo.net/nature/snow_mountain/images/%5Bwallcoo%5D_snow_mountain_Image_AP29123.jpg (maybe more rocky)
>
> http://ipadappsclub.com/scenery/00043_full.png
>
(pretty spot on)
>
> Personally I would love it, I’m sure others would too. I do trust you will do your best though, can’t wait to see what you come up with.

How about a number of environments instead of one? I think Forge would be far more enjoyable if we had grass, snow, desert and a number of other environments.

Halo 3 Rewarded Team-Work in Matchmaking (Win or go without, essentially)
Halo Reach Rewarded going Solo. (More kills = more credits, when you boil it down.)

Halo 4 needs to find a player reward system that rewards you for a good game, but at the same time promotes teamwork and Objectives. Reach unfortunately has no credit incentive to complete objectives, when arguably they are the backbone of Halo.

As a basic system. I was thinking about having a credit system, like Reach, but then instead of commendations pooling credits, have fixed rates. Eg: 1 kill = 1 cR. 1 mid level medal = 1 cR (for example double kill, killing spree, etc). high level medals = 5 cR (Rampages, killtaculars, etc). Rare medals = 10 cR (Perfection, Killionaire, Extermination, etc).
Objectives games would function differently, where credits would be rewarded to things such as:
Objective carrier kills, Objective stolen, Objective plant/arm/capture, etc.

When a game ends, this value of credits will be shown, and then a modifier will be displayed. This modifier would be playlist or game-type specific. The modifier would be the weighted average of other ‘sub-modifiers’ if that makes sense.
Some examples.
Team Slayer:
Win/Loss. Boolean, 3 for win, 0.5 for loss.
Kill death ratio: = kdr

For instance, a player plays a game of Team slayer, accumulates 100 credits by the end of the game, before the modifiers. The payer won the game with a k/d of 1.17.
(3 + 1.17) / 2 = 2.085
2.085 * 100 cR = 209 cR

Multi-Flag CTF
Win/Loss. Boolean, 3.3 for win, 0.5 for loss.
Flag Captures, Flag carrier kills, etc. Calculated per game, put on a normal distribution. So if a player gets all the flag caps in a game, they will get a high multiplier (~5), if none, then maybe a multiplier of 0.8

For instance, A player finishes the game with 125 credits, before modifiers. The player killed one flag carrier, scored 2 flags, and stole one from an enemy base. A total of 10 flags were stolen in the game, and 5 were scored.
This puts the player in the upper quartile (assuming it’s a 4v4), lets say for sake of example, a multiplier of of 3x
(3.3 + 3) / 2 = 3.15
3.15 * 125 = 394 cR

Notice that the objective game received more credits? This is due to the high multiplier, due to playing a good game. As it should be.

I’m not saying this system is perfect. It’s far from it, it’s just the idea. But personally I think this system will combine the Halo 3 and Halo Reach systems to provide a much more rewarding incentive to play the game as it is intended.

Community, any thoughts?

Feedback on Halo’s Match-Making Gametype Voting.

In voting for gametypes in Halo Games The voting for just one to play your favorite gametype for that Match Making session should not be limited to one, but rather all that apply. The highest collective tally of player present votes wins the gametype to be played (none of the above is also included). In the act of a tie the top of the list wins as it stands now.

Far too often I see players screaming at each other wanting others to vote for their favorite when the countdown to vote begins. When one realizes that what he or she wants to play will no doubt be out voted the incentive is to vote for the next best thing that can win. I have a solution for this and a better way to calculate data on what players like most in gametypes. Without even second guessing it is practically a more accurate poll for the devs and offers a common sense value to the pregame lobby to not try and barter votes for our favorite gametypes.

Hey when you guys start updating the playlist in Halo Reach, could you make an update to the living dead playlist.

I do not play the playlist due to the lack of gametypes and maps… I feel like since that is the highest populated playlist and all it has is default maps and two gametypes that it should be updated with the forgetacular maps.

Just suggesting!

Also for the CEA playlist it would be nice to get Hemhorrage and Reflection in the mix!
You could just change the weapon positioning on Reflection, and change the weapons and teleporters on Hemhorrage, and even put in classic vehicles if you really wanted to!

I would think it would be really nice to see those two maps added in with the classic playlist knowing that they are remakes of classic maps