the things that halo 5 shouldn't have!

list the things that halo 5 shouldn’t have and why

1: Go there, push that button
Why: BORING!

2: QTE Bossfights.
WHY: Look, a QTE at times like in the elevator in H4 is fine…just not to fight a boss.

3: Same AI.
WHY: Halo AI used to be epic. These days, it’s just boring. Enemies behave to predictably. You know exactly what an Elite will do, or how to take care of a Jackal. Why not make them smarter? Why not do something no shooter has done so far: giving them the ability to switch weapons to adapt to situations like we also do?
Why not have friendly AI that actually hits something, or can drive properly?

4: More classic maps.
Why: Been there, done that. Don’t work that well with new gameplay. Even if Sprint etc would be removed they don’t play the same as before. Best to go for quality maps that are made specifically for the new way of playing.

5: Camo as AA.
WHY: I’m not opposed to AA’s (think they should mostly be left for BTB and possibly Invasion), but having active camo as a starting feature was just dumb.

So there we go.
Something else than the inevitable “no DMR”, “no AA’s” etc post that will pile up after this…

  • The Mantis – This vehicle, as fun as it is, is far more detrimental than it’s worth. It’s role in gameplay is already used up by the Scorpion and the Wraith, and it’s implementation into each map has resulted in the destruction of map flow to the extreme.
  • Panel-Based UI – Halo 4’s user interface was heavily flawed, it’s hard to deny that. Not only is it a pain to navigate, but it also lacks the informative aspect of previous UIs in Halo. For a perfect UI, 343i should take a look at Halo Reach.
  • Excessively Linear Campaign – As the user above mentioned, completeting missions by “pushing buttons” and “defending generators” isn’t a very entertaining experience nor is it one that encourages replayability. CE and Reach had a perfect formula for Campaign structure and Halo 5 should follow suit.
  • Sub-par Audio Implementation – Despite the talent that Neil Davidge and Kazuma Jinnouchi displayed in the Halo 4 OST, the soundtrack that they composed rarely stood out during gameplay. The fault doesn’t lie with the composers, but rather the audio director. To allow more fluidity with the soundtrack and the game, the composer of the soundtrack should have complete control of its implementation into the game.
  • Nonfunctional Armor Permutations – Halo 4’s armor was hideous in appearance. For every good set of armor, there were twelve more terrible ones. While this may be fixed by the recent change in art directors, the point still stands that armors should look believable and not try to look ‘cool’.

Sprint - (My number 1) For reasons already discussed

AA’s that aren’t map picks - For reasons already discussed

Random Ordnance - Name says it all really.

Cluttered maps (and not all BTB maps)

Any remake that resembles the maps Complex, Sword Base, Epitaph.

Auto Flag Pickup - For reasons already discussed

Oddball Throw - For reasons already discussed

Animation Assassination - Why should you be at a disadvantage for getting a 2nd kill if you get the drop on someone.

Random Bloom - Halo Reach

Forge World - For reasons already discussed

Any remake that resembles the maps Complex, Sword Base, Epitaph.

Any system where you have to unlock weapons - Because playing someone who has unlocked a DMR/BR when you have an AR is sooooooo fair.

The vote for map system - Because the same maps get picked all the time.

Any remake that resembles the maps Complex, Sword Base, Epitaph.

Any weapon that resembles the saw or that cannon thingy that shoots green blobs.

Good list

> 4: <mark>More classic maps.</mark>
> Why: Been there, done that. Don’t work that well with new gameplay. Even if Sprint etc would be removed they don’t play the same as before. Best to go for quality maps that are made specifically for the new way of playing.

One thing I do agree about classic maps is I would prefer more brand new maps than old remade maps, but if there are going to be map remakes, I think it should be the PC maps or Halo Reach maps. That’s just my opinion, and if you disagree that’s fine.

-Palmer. I know she will be, but I really hate her.

-rehashed spartan ops mission. So much for being that ‘talk around the water cooler,’ eh 343?

-jetpack, camo as AA’s. Infact, jut make them all on map only.

-no more re-skinned Reach weapons/vehicles please. Everything from the ground up.

-Keep the plot centered to the game. I dont mind reading books to get
it, but I’m not everyone.

-Take out the perks and ordnance drops. Or atleast tier the ordnance drops properly. I shouldnt be getting a needler on valhalla while everyone else is getting binary rifles.

-Take the custom loadouts. I dont mind everyone having prefernces and I’d rather everyone be happy with their decisions rather than fighting over the map ‘because it’s AR starts, not BR!’ But make it more like Gears where we get to pick just a simple rifle and everything else be on the map. No plasma grenade/pistol starts. No boltshot. Just maybe DMR, BR, AR, Carbine.

-kill cameras. Nuff said.

-NEVER allow the ADS into Halo, it’s never been in, but don’t muddy the waters of Halo by appealing even more to the CoD crowd in a horrible fashion worse than you did with 4.

Here’s a simple bullet point list of what I think should not be in Halo on Xbox One.

  • Custom loadouts - It was futile from the start. Halo is and has always been an arena shooter. Many can argue that the transformation was for the greater good, and that it was a way for the franchise to adapt; but judging from the results of Halo 4, as well as the fact that many popular shooters already cater to the idea of user-customizable, in-game-effective assets, Halo needs to return to the popular arena shooter it once was, without attempting to preform some sort of “balancing act” with weapons, abilities, etc.

  • Spartan Ops - I would prefer complete campaign missions with new environments and discoveries rather than what were quite frankly similar objectives and situations in the same, reused environment. In addition, Firefight offered a bit more variety and user preference input through customizable settings, despite using set environments. I considered Spartan Ops simply a super-locked and limited Firefight experience. What went with that was limited replayability as well.

  • Default Sprint - Sprint needs to be turned into an optional feature, not a primary, necessary-to-core-gameplay one. I wouldn’t say to remove it completely from the game, however, its introduction into the Halo multiplayer has made for some pretty bollix gameplay. It has a place in some areas of the game, but the lack of user accessibility to customization to the ability makes it very difficult to tune to the liking of the players. If and when it does return, more likely than not as an option rather than a necessity, there needs to be an ample amount of user tweaking available in the base player trait settings.

  • Point-Based Ranking System - A return to the experience system, along with the possible and maybe necessary combination of competitive ranks to create a Global Rank, needs to be made. Please note that I am referring to the point system that Halo: Reach and Halo 4 use, which basically gives the same amount of points, despite your performance in-game. Points need to be limited to buying power in the armory, which creates a motivation to earn as many kills and additional commending feats as possible. The “everyone wins” approach with receiving a standard amount of points as everyone else is flawed and doesn’t make the game enjoyable, or the experience unique. An additional note: even other shooters that use the point system actually reward you on your performance; so why was this factor ignored in the inception of the point-based ranking system in both Halo: Reach and Halo 4?

  • Linearity - With next-gen hardware comes many great and new advantages and abilities. One that I would like 343i to take advantage of is the ability to create larger, more in-depth environments in the campaign. Halo 4’s linear story design is for the most part understandable, considering they were creating such a beautiful game on 7-year-old hardware. However, with the Xbox One, there is almost no excuse to take advantage of the capability of larger worlds and spaces.

I guess I’ll consider those my primary five.

Edit:

> Panel-Based UI – Halo 4’s user interface was heavily flawed, it’s hard to deny that. Not only is it a pain to navigate, but it also lacks the informative aspect of previous UIs in Halo. For a perfect UI, 343i should take a look at Halo Reach.

I agree with this as well. However, I wouldn’t mind another flat UI like Halos 2, 3, ODST, and even Wars. It would also match the current Windows theme when you consider it.

> <mark>-NEVER allow the ADS into Halo</mark>, it’s never been in, but don’t muddy the waters of Halo by appealing even more to the CoD crowd in a horrible fashion worse than you did with 4.

They won’t, ADS will NEVER be in a Halo game ever, it’ll never happen, that’s like putting ADS in Half-life or Quake. It would be unnecessary.

> They won’t, ADS will NEVER be in a Halo game ever, it’ll never happen, that’s like putting ADS in Half-life or Quake. It would be unnecessary.

Ironically, you could have said the same thing about custom classes in Halo 4 before its release.

I’m willing to believe that ADS will more than likely make its way into Halo if 343i didn’t rethink their strategy for the development scheme of “innovation”, the one they had during Halo 4’s development period at least.

> > They won’t, ADS will NEVER be in a Halo game ever, it’ll never happen, that’s like putting ADS in Half-life or Quake. It would be unnecessary.
>
> <mark>Ironically, you could have said the same thing about custom classes in Halo 4 before its release.</mark>
>
> I’m willing to believe that ADS will more than likely make its way into Halo if 343i didn’t rethink their strategy for the development scheme of “innovation”, the one they had during Halo 4’s development period at least.

I actually found that one a fine idea, just wasn’t perfected yet.

Btw I find Halo a more unique shooter because it doesn’t have ADS.

> > They won’t, ADS will NEVER be in a Halo game ever, it’ll never happen, that’s like putting ADS in Half-life or Quake. It would be unnecessary.
>
> Ironically, you could have said the same thing about custom classes in Halo 4 before its release.
>
> I’m willing to believe that ADS will more than likely make its way into Halo if 343i didn’t rethink their strategy for the development scheme of “innovation”, the one they had during Halo 4’s development period at least.

There’s a pretty large difference in terms of effects on gameplay between ADS and loadouts. With loadouts, you’re really only expanding on equipment and the core gameplay itself isn’t completely rehashed (this is popular debate, but still a reality). However, if you try to add a feature that forces you to aim down the sights in order to kill people in a game with long kill times and faster movement speeds, you’ll run into severe complications.

If ADS were to be implemented into Halo in the same way that it exists in Call of Duty, things would get messy. Combat would become extremely cumbersome due to the fact that’d you’d have to constantly hold down the sights during engagements, strafing would become impossible due to a lower movement speed when sights are held, the ranges of weapons would be inflated to compensate for people being able to shoot farther with all weapons, and hundreds of other small issues would arise as well.

The benefits of ADS are obsolete in a game with long kill times, and I’m quite positive that 343i understands that just as well as I do.

> > They won’t, ADS will NEVER be in a Halo game ever, it’ll never happen, that’s like putting ADS in Half-life or Quake. It would be unnecessary.
>
> Ironically, you could have said the same thing about custom classes in Halo 4 before its release.
>
> I’m willing to believe that ADS will more than likely make its way into Halo if 343i didn’t rethink their strategy for the development scheme of “innovation”, the one they had during Halo 4’s development period at least.

There is a way that ADS could work in Halo, but that’s just by making the zoom function for a certain weapon an ADS animation/look. I don’t see any reason why that would be done, and I don’t see any benefit that would have, but they could do it.

  1. Sprint

  2. Flinch

  3. The terrible UI Halo 4 has.

  4. Loadouts

  5. Perks

  6. QTE’s in Campaign

  7. ADS

  8. Micro-transactions

  9. A short campaign

  10. Jet Pack

I’m really digging Andycu5’s points.

I’m basing my feedback on what didn’t work in past Halos and what I think would make for a great evolution in the ongoing Combat Evolved franchise…

  • Perks. I hate the word fundamental because it gets tossed around so hyperbolically at times, but I think perks take away a fundamental part of Halo. They scream of “all feature no benefit” and I cannot shake the suspicion they are the root cause of so many other Halo 4 shortcoming like shield charge, vehicle durability, aim, and can even argue it hampered a better AA implementation.

  • The “same old” melee system. It’s part of the golden triangle but it’s seen the least evolution of the bunch. Assassinations were a great modification to beatdowns, but why stop there? How about quick (2-4 seconds, 2-4 button taps) melee fights? Imagine - punch, grapple/defend, and kick for example. Add a few animations for each action (for instance, a punch becomes a pistolwhip if you’re carrying)… Boom, you’ve spiced up close quarters combat, helped set a baseline for weapons balancing across all distances, and have a brand new way to show off sweet 360 graphics.

  • Timidity. I suspect 343 always viewed Halo 4 as giant testbed for Halo 5, and they intentionally overreached on all the extra goodies. Wouldn’t you rather they get some things wrong now than with the game that stands to have the same impact CE did 10+ years ago? 343 wasn’t afraid to try new things and because of it they learned and gained phenomenal experience. They’re armed and dangerous. Don’t hold back, 343. Knock our socks off.

> - The “same old” melee system. It’s part of the golden triangle but it’s seen the least evolution of the bunch. Assassinations were a great modification to beatdowns, but why stop there? How about quick (2-4 seconds, 2-4 button taps) melee fights? Imagine - punch, grapple/defend, and kick for example. Add a few animations for each action (for instance, a punch becomes a pistolwhip if you’re carrying)… Boom, you’ve spiced up close quarters combat, helped set a baseline for weapons balancing across all distances, and have a brand new way to show off sweet 360 graphics.

Melee button mashups was actually seen in the Halo 2 e3 demo, but sadly BUNGiE took it out in the final product. :frowning:

Ah yes it’s been awhile since we’ve had on of these threads, might as well hop on the bandwagon…

Basically for me it comes down to map design and vehicular warfare.

Brown maps with rocks strewn everywhere.