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> > How can something like projectile weapons be described as good in an online game? It has been proved in many videos showing their inconsistency, worsening when online (shows variance even on LAN, with targets standing still during the test). Examples include the BR taking between 4-7 bursts on the target even when stationary.
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> That’s not a projectile vs hitscan problem. That’s a BR exclusive thing. All projectile scan means is that the bullet has a unit of time between it leaving the gun and it hitting the target. It doesn’t directly affect the actual gun. A Rocket Launcher, by design, is always a projectile scan weapon. Making that hitscan turns it into an explosive railgun with no charge up.
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> Halo 3’s BR specifically has a random shot mechanic where only the first shot in a burst is directly on the center of the reticle, but the second and third shot may be anywhere inside the reticle. This is to limit the BR’s effectiveness at longer ranges. Basically, trying to prevent Halo 5’s BR pre-patch.
I should have explained it further. My point was that it is a problem even at medium ranges. At long ranges it is fine, as without it, the BR indeed would be OP. A rocket launcher of course must stay projectile, but based on what we see in halo 3, I think BR’s should stay hitscan but reduce their accuracy beyond medium range. As projectile has further issues when you consider internet connections (some tests ive seen show bursts that hit the target not even registering damage on the opponent). If I could find that video I will edit with a link.
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> > How do you know their opinion wont be changed when they are shown how their ideas effect the gameplay, in ways they did not know?
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> I don’t claim that people’s opinions can’t be changed. They certainly do change. My intention was just to comment on the authoritative tone of your post. It might have been unintentional, but it came off as if you had all the answers for how to improve Halo, and everyone who disagreed with you in the survey is wrong. You’re essentially asserting no one who disagrees with you on these issues has weighted the pros and cons carefully.
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> > Why should everything revolve around feelings rather than testing said changes to ensure it is as modular as possible and works in both competitive and casual environments, like Halo used to be designed?
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> It’s easy enough to speak altruistically as long as you can imagine that the most altruistic decision wouldn’t go against your personal preferences. It’s easy to say “oh, just ensure that everything works in both competitive and casual environments”, but the reality is that many things don’t. It’s not just that casual and competitive players might have contradictory ideas of what makes the game fun, but that in both groups there will be people with contradictory ideas. Any design decision you make will be guaranteed to leave someone unhappy, but who will it be? If you want the decision that leaves the most people happy, you’re back at majority rule.
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> You’re going by your feelings just as much as anyone else. Now, in case of the examples you were using—projectile weapons and sprint—there are enough people that feel the same way that you can feel comfortable making assertions about how bad these mechanics are as if it wasn’t entirely subjective. But all that’s really going on is that you are bothered to some extent by certain things about these mechanics (such as inconsistency of hit registration), and you don’t find enough redeeming value to make you like the mechanic. The only thing that someone needs to do to have a differing opinion is to be less bothered by the botheresome aspects, and find more redeeming value. And how that is possible is based on the fact that people value different things.
I made it clear before that the problem is on both sides, my examples were just the easiest to outline my point.
Going off my feelings? Not at all, I state why a certain change effects gameplay and back it up with what I know/tests explaining it. If I were basing everything on feelings I would just easily say sprinting feels wrong in Halo and thats it. How is it subjective when you have clear shots landing on the opponent, not registering as damage? How can that be subjective? In pursuit of fairness, which should be a core value to us all, such an effect is unfair. Lets say you have 10 duels with a player (lets say splitscreen to remove connection issues), always at the same range, standing still. Whoever wins wont have the better aim, it will be whoever got the better luck with the spread (yes I have tested this myself-in offline). I understand your point on something like sprint, thats fair enough depending on the arguement. But I cant see it for random registration. I get it does have positives, but based on what I’ve seen in many tests there is no doubt negatives outweigh them.
On point of competitive/casual, we make a core gameplay that is simple, and ensures map design is as free as possible (i.e classic gameplay). Then the competitive and casual playlists can have their own modifications to it. Much like how HCS playlists have their own versions of maps or gameplay, or like how MLG playlists in Halo 3 had different settings. Having a basic foundation that is able to be modified to suit anyone is why Halo 3 was so popular (i.e big community in customs). We could even have armour abilities switched on or off (these abilities will be “nerfed” or removed, to suit the maps, rather than maps being cut/modified to suit abilities) for maps in the casual playlist (just for fun).
The problem with Halo 5 is, the maps are forced to fit the gameplay. Which is why we see repetitive map design in Halo 5, while Halo 3 had a lot of variation in its maps. Sure, we could use classic maps with Halo 5 gameplay, but then it will be chaotic (like reach but worse-i.e energy sword +sprint on sword base…). So, imo, maps should be designed based on classic gameplay. Then depending on each map, have different abilities suiting each one (they could even be map pickups as opposed to spawning with them-like equipment in H3). There are many interesting things we can do with a classic foundation, we are limiting Halo’s potential if we stick with spawning with enhanced mobility.