THE OFFICIAL HALO FEEDBACK THREAD

Here is the url address to the comment I posted above:
http://halo.xbox.com/forums/general/f/14/t/34847.aspx

(apologies, I could not add it in that post because I exceeded the 7,500 character limit per post)

Here is another thread that is interesting:

> I read in the Be Fair 343 thread about player and stats carry over I
> wanted to make a dedicated thread
>
> What are your thoughts on the following?
>
> Imagine Halo 4 coming out, you play it, alot, you unlock all the armour, get to top rank, then halo 5 comes out
>
> Do it again? Not exactly
>
> Armour
> More armour varieties are better. Doubling the armour in Halo 5 from Halo 4 would be great. Yes, disk space is a problem, but let’s ignore that.
> You spend all this time unlocking the armour, and it’s you, your personality, the way you want people to see you. So let’s carry it over. Any armour you unlocked in Halo 4 will be unlocked in Halo 5. If you unlock armour in Halo 5, that’s also available in Halo 4, then you unlock it there too. Same to Halo 6, carry yourself over
>
> Rank
> There needs to be more ranks. Ranks based on skill, ranks based on play time, etc. This would only apply to play time rank, obviously. But if you get to the top rank in Halo 4, then you should start at a high level in Halo 5. Maybe 10% of your old rank, rounded down?
> Reach level 50, start at level 5
>
> Credits too, 10% of your credit amount
>
> fileshare
> my god this would be nice. If 343 wants to do so, have Halo 4 maps playable with Halo 4, on the same engine, maybe tweeked spawns and such, so if you make a nice map in 4, play it in 5
>
>
> Thoughts?
>
> my battery is dieing, if I need to edit, I will later

http://halo.xbox.com/forums/general/f/14/t/34861.aspx

Things I want in Halo 4 firefight
**-**achievements for each individual map like ODST. Having achievements for each map significantly increased the replay value of each map.
-More specificley, 3 achivements for each map
-par score
-200k
-1 million

Bring back ODST firefight and have it in matchmaking
Please bring back a classic ODST firefight gametype in Halo 4. At least have this as an option in the playlists. I don’t know, it just seems like Bungie got lazy with firefight and just whipped something together for their last game. I’m not trying to insult them; I just think they could have done a better job. They could have at least had achivements for all the maps like they had in ODST. Believe it or not, I still havent’t beat all the par scores for ODST. Being two years later, you would think I would have unlocked them by now, but it just shows you how much repay value ODST really has. There are so many Halo fans crying out for this classic experience were you actually feel vulnerable and don’t have to rely on magic infinite ammo cabnets. ODST was truely a more enjoyable firefight experience and just felt more refined. Please bring it back.
PS. Just look around at all threads asking for ODST style firefight in Halo 4. The Halo community wants it !

How’s this for some feedback,

What is the deal with this seemingly permanent voice chat block on my account?

A significant portion of the gameplay in team based combat should be establishing tactics among your team.

Since there is a significant reduction in competitive single player since Reach, I’d like to think that the Arena has some promise towards cohesion with respect to winning.

Dido. I would turn up in game voices personally.

> 343,
>
> Please give us the option of controlling music, sound effects in volume? Ever since Halo 3, I could barely hear my weapon, and then it becomes difficult to immerse your self in the experience. :slight_smile:

If you’re putting out a Halo game out every year, please don’t make each one a first person shooter. I would love to see more Halo games in different Genres and different time periods. Don’t burn me out.

For the sake of the betterment of future Halo FPS’ along with future games in general…343 Industries along with Microsoft Xbox Live needs to effectively discipline players who:

  1. quit out vs. get quitted out on
  2. betray vs. get betrayed
  3. -Yoink!- vs. get teabagged

NOTE
The aforementioned should be taken into account with respect to the frequency of individual negative experience relative to the frequency of the genaral population of players’ negative experience relative to the frequency of individuals causing these negativities relative to the frequency of the general population of players causing these negativities.

Currently disciplinary action is not near the effectiveness it should be in order to properly deter players from significantly negatively influencing the game’s overall experience.

Additionally for the sake of the specific betterment of future Halo FPS’, 343 Industries should better recognize that majority of loyal Halo fans and/or devoted players are of a more mature audience than realized. Therefore:

Proposition 1 = Better categorize and compartmentalize playlists with respect to Author gametypes and maps vs. community gametypes and maps.

Proposition 2 = Better categorize and compartmentalize playlists with respect to competitive excluding quitting out and betrayals vs. social exluding quitting out and betrayals vs. downright messing around including betraying, quiting out.

Proposition 3 = Better understand and uphold each individual player’s matchmaking needs in order to promote a better more positive experience. Do so by increasing the depth and comprehensiveness of matchmaking preferences in order to put each individual player with and against players of a greater similarity in personality and overall game experience expectation.

Thank you,

Sincerely ARCTIC ZEROMAN (Proud member of Eternal Zero Gaming Community)

One thing that has always bugged me about Halo: Reach was the campaign and storyline. Don’t get me wrong reach is a fantastic game with a level up system to die for but the mission locations in the campaign always let me down. Remember in Halo 3 the mission Silent Cartographer (I think) the bit where you got given a warthog, had scorpion backup a helluva lot of fire power and was thrown into a pit of choppers, ghosts and wraiths, later adding the Scarab. That for me was one of the most fun parts of the campaign mainly because of the sandbox feel of it. The way I could decide to take a scorpion and charge the enemy line, or take a chopper or 'hog with a friend and try and use a ramp to drive onto the Scarab. Not only was the gameplay fun but so was the glitches. Because when I had gone over the campaign a million times with my friends I could start to try and try to have fun with the game engine either by trying to ghost boost out of the map with a friend (before the annoying into of limited ghost boost and return to battlefield map borders) or get no-cliped off of the map by jumping on a Scarabs legs (my favourite glitch of all time). Now remember reach. Tip of the Spear, you’ve just gotten the rocket hog but don’t drive away just yet, look into the distance. See the heaps of ghosts vs Warthogs and the line of Scarabs, in Halo 3, you where in that line, you where in that huge mess of a battle instead of being so covert and precise as Noble team. That always made me sad to, everytime I play Tip of the Spear I am reminded of the good old days and off how they where replaced with the more direct and realistic storyline of Reach. But to be honest, Halo was never meant to be a realistic game and thats one of the things that made it stand out, in games like CoD or Gears hell even Battlefield, your a human, and limited as such, but Halo was great because you weren’t “just human” you where so much more. Try jumping of a building, sniping a guy then hijaking an enemy plane. Not in CoD you can’t, but in Halo that was just another day at the office. A fun day. And I’m not saying the Reach campaign is bad because its not, nothing really compares to jumping of a skyscraper and hijacking a banshee in mid-air. But you would have to do it fast or you would die onces you reach a certain fall speed. And its the little things like that that make me miss Halo 3. So what I’m trying to say 343 is this, don’t change the general Halo formula that is and awesome super soldier who can do some cool Yoink! moves. Don’t get rid of the the sandbox mess for a more realistic feel. But most importantly don’t sell out in anyway. In true honest when I was first told about 343 taking over Halo I thought Halo was doomed, but with the release of CEA soon to come and the way 343 are using Reach to listen to the fans. I can say that whatever the feel of 343’s future games I’ll be -Yoink!- about in campaign for along time to come…

Just an anti-bloom argument. This was a thread I made, but I figured it would be better off here where you guys at 343 can read it.

Scenario 1:
>We’re both standing still.
>My DMR is aimed 1 reticule’s length to the left of your player’s head.
>Your DMR is also aimed 1 reticule’s length to the left of my head.
The fact that we can even hit each other right now is ridiculous, by the way.
>We both start spamming at exactly the same time, and we don’t move our reticules.
>There is no way to tell who will win, even when we are under the exact same conditions.

Scenario 2:
>We both have our reticules aimed at each other’s heads, both of us standing still.
>I’m going to pace my shots, you’re going to spam yours.
>There is no way to tell who will definitely win.
>This applies at all ranges.

As you can see, bloom is, in fact, random. In scenario 2, there is a more likely outcome (At certain ranges, anyway), but there is still no way to tell for sure beforehand.

Now let’s look at both of those situations without bloom.

Scenario 1:
>We’re both standing still.
>My Bloomless weapon is aimed 1 reticule’s length to the left of your player’s head.
>Your bloomless weapon is also aimed 1 reticule’s length to the left of my head.
>We both start firing at the same time.
>Neither of us ever die, because we weren’t even aimed at each other to begin with.

Scenario 2:
>We both have each other’s reticules aimed at each other’s heads, both of us standing still.
>Because bloom is out of the picture, we have to fire at equal fire rates.
>Assuming we both started at exactly the same time, we will both die at the same time.
>This applies at all ranges.

343, please acknowledge the fact that bloom is random and very un-Halo.

Another Halo 4 wishlist
-longer campaign
-faster flying vehicles (the banshee was so boring cuz my Grandma could walk faster than it could fly. And you couldn’t use your weapons with speed boost enabled, but in Halo 1 you could use both weapons while going fast. That was much more fun.)
-more things to collect and discover
-hidden weapon caches
-longer reload animations (Halo 1 style)

Give us the Halo 3 Rank System back!!!

I don’t like the divisions AT ALL.

Notice the Fan Base for Reach has dropped dramatically and I feel like alot of it is the Armor Abilities and Ranking System.

Everyone I talk to wishes you got a number rank like the good old Halo 2/3 days. I like the idea of not losing my rank or “division placement” because I haven’t played in a while and someone else, who has played 60 arena games today had 4 games of camping with a Shotgun to get their rating over 1600 gets to take my place when obviously they aren’t more skilled, they just have more free time. After all, they only need to do good 4 games and they are safe.

You need to go back to what was working!!

Most people don’t do Arena because you only have a 4v4 match-up.

Make some more options for us.

Swat/Doubles/Snipers/BTB with a ranking.

Remake some of the most popular Halo 3 maps.

Halo 2 & 3 were more fun when it came to having some friends over and enjoying it. Reach is just frustrating to my friends because of all the possibilities of survival. You corner someone and they either Armor Lock til their friend comes over, they do the “Pop Out, Punch, Pop In” crap that you can do with AL or they jet pack away like a coward.

Just go back to what made Halo good. It’s that simple.

> How’s this for some feedback,
>
> What is the deal with this seemingly permanent voice chat block on my account?
>
> A significant portion of the gameplay in team based combat should be establishing tactics among your team.
>
>
> Since there is a significant reduction in competitive single player since Reach, I’d like to think that the Arena has some promise towards cohesion with respect to winning.

Agreed. I hate having to unmute players on my team that have the "chat block". If i want to mute them, It’s as simple as selecting their GT and selecting mute. Don’t mute the people I need to develop a strategy with.

A Gold Ultra Elite… Thel’s original suit of armour before being stripped of it?? The “updated-canonised” HD version?

Thoughts for Halo 4
Allow the Chief to carry more ammo for his weapons like it was in Halo 1. I recently read one of the books that mentioned the chief picking up 400 rounds for his AR, so it would be nice if the games followed the books more closely in regards to ammo supply.
The Warthog
I liked how the Warthog handled in Halo 1 and also in Reach. It just felt more enjoyable the way it gripped the terrain and rode effortlessly over bumps. This made it feel like it had better shocks and was funner to drive all around. As for future Halo games like Halo 4, I think the hog should handle more like it’s Halo 1 counterpart.

u guy should get all the armor from halo reach also every visor color and solid colors like solid black

Carry Over system:

Carry over systems have been done in games before. They are never automatic. In the Armory section you would have a submenu for the Carry over, it would have a via Waypoint button and a via Hard drive button. When you select an option it would check your data, see which games you have and which armor you have unlocked, you would then be prompted to select a game and from there you would select “download all”, “select and download” or cancel. If you choose select and download you would go through and select he pieces you want. Any armors that you don’t carry over can still be unlocked normally. No one is suggesting that you be forced to do this. It would be entirely optional.

In regards to Forge, I think we should be able to scale objects. It would be a really useful feature. I don’t know how much you guys keep up on what other companies are doing, but you should look to the Fox Engine by Kojima Productions as a source of inspiration. I’m not saying copy them but they’ve been able to do some amazing stuff with it and I think if you managed to do something similar, we’d even be able to forge Firefight maps.

> You guys should get all the armor from halo reach also every visor color and solid colors like solid black

Fixed.
Also, I think that instead of having visor color an armor part, why not have it apart of the armor color menu.
Also, solid Black, would be nice, but then every one would be using black, Black should be main for the visor, secondair armor coloring, and emblem coloring. Also, I would like to see one of two things, either more color options like Reach’s beta had, or some simple coloring patterns for your spartan, coloring patterns that changes what part of the armor gets what color.

I hope you guys add some fun items in forge map ( as well expanding forging other maps than forge world itself) like computers, long computer screen seen in sword base, bed, chair, table, food?, canteen, radio, and other little gimmicks which some can be grab for special objective or some fun. Machinima is pretty popular and would help Rooster Teeth production on Red VS Blue series.

I would like to see all of the custom gametype options that were removed from Halo 3 brought back to Halo 4. The more settings, the better. I realize this means more development & test time, but this allows us to get so much more life out of the game.

Missing options:

  • KOTH scoring options (on hill, off hill, uncontested) - Many fun KOTH variants were lost due to removing these options.
  • Invulnerable vehicles - This was changed from Halo 3, making it so you are forced to shoot the driver when vehicles are invulnerable. This change killed the crazy carts gametype.
  • Regenerating grenades - Removing this killed the stickies only gametype.
  • Choppers - By far the funnest vehicle to drive & splatter with in any Halo game to date. This makes the crazy carts game buckwild.
  • More point values for the different scoring options. How about 1-50, instead of 1,2,5,10? Why the missing values? All settings in the game should be like this. Letting us choose the exact values for points, time, etc. allows us to create more gametypes.
  • Allow all scoring options for all gametypes (where applicable).
  • Team Scoring: Sum of team, min score, max score, low option
  • Assist points
  • Elimination bonus

New custom gametype/forge options:

  • When you assign an object to a team in forge, make that object only apply to the assigned team. Examples: Only red team is allowed to drive certain vehicles, only blue team can use certain teleporters, etc.
  • Allow a no-weapon option for special gametypes.
  • Allow disabling of vehicle weapons.
  • Allow placeable, non-moveable turrets (cannot be ripped from their base).
  • Unique loadouts per team.
  • Adjustable instant win setting for headhunter.
  • Vehicle spawn times are broken. For example, if you set them all to a 1 second respawn, only the banshee will actually respawn 1 second after being destroyed.
  • Rendering issues for 3 or more players on the same box. I would rather have fewer objects to place than not be able to see a player/vehicle/object across the map. In ForgeWorld, it could have been made to allow “turning off” sections of the map, so that the game didn’t have to render/handle so much scenery.
  • Allow selecting of multiple objects in forge, so that if you decide to move part of a map, you don’t have to move it piece by piece or rebuild from scratch.
  • Allow copying of selected forge objects, to duplicate sections of a map.
  • A show-all option to help locate missing objects when forging.
  • “Scaling” of objects, so that you don’t have to place so many objects. This could easily apply to block-shaped objects. For example, you could double the width of a block, and then tile the texture on 4 sides.
  • Adjustable man-cannons. Allow us to adust the strength with a 0-100% slider, instead of having only 3 different strengths.
  • Man-cannon types: allow the use of Halo 3 style or Reach style man-cannons. Halo 3 man-cannons just added to your velocity, depending on how you hit it, while Reach man-cannons actually set a new velocity, based on the direction of the man-cannon.
  • Would also be nice if there was no collision detection with the geometry of the man-cannon base. In Halo 3, the base was flat & didn’t get in the way of vehicles driving over it. This allows for much more forging options.

I enjoyed having to find the skulls in halo 2 and 3 + it gave me time to look around for easter eggs and look at all the effort that was put in to the making of this game