Things Nobody Has Brought Up

It’s pretty obvious where a lot of the community stands on a many H4’s typically talked about issues. So I won’t talk about those. But there are some that I’ve noticed that other people haven’t brought up, as far as I know.

The first issue is the kill text on the side of the screen. In all of the other Halo games, the text specifically said what type of kill was made (“player x splattered player y”, “player y lasered player z”). I can see how a lot of people wouldn’t care about this, but I definitely paid attention to the text in the older games. I let you know specifically what was happening to your team around the map. For instance you could tell if half your team was getting taken out by a sniper. Now in H4, it just says “player x killed player y” or “player y betrayed player z”. Does anyone know why the text was dumbed down? Also when your team mates die, there are no read x’s anymore. This makes it more difficult to tell where the action is going on in my opinion.

And speaking of betrayals, my second issue is what the announcer says with betrayals. It used to say “betrayal” when you betrayed someone and “betrayed” when you got betrayed (obviously). Now it just says “betrayal” in both cases. This has led me to wonder what happened in certain cases when the announcer has shouted “betrayal” at me. And then after thinking about how I could have betrayed someone, I’ve realized that I was the one who got betrayed (this happened a lot when I was playing Grifball). I think this makes it a little bit confusing at times.

Also, why is betraying basically limited to hammering in Grifball and splattering in other playlists? The fact that you could accidentally betray someone at any time added a little bit more fun to the gameplay, if you ask me. Instead of your team mates being immune to accidental betrayals.

Another issue (maybe people have mentioned this one, but I haven’t seen it anywhere) is what happens when you get medals during a game. Why do the medal emblems seem so small when you earn them in H4? I used to like seeing them flash across the screen when I got them in the older games, don’t know about the rest of you.

Lastly, there’s an issue I have with the campaign. After playing it, I realized that it boils down to doing just two activities: hitting buttons and bringing down shields. That’s really all it is. It feels like one button after the other that you have to go activate/deactivate. And it was like that for the entire campaign.

On a side note, I really wish there were Choppers in H4. The Chopper is one of the coolest vehicles I have seen in a video game or in real life. But there were none to be seen in the game. Is this because the Chopper is a Brute vehicle and there weren’t Brutes in H4? Anyway, I would like to have seen it in H4.

Something that I just remembered is the lack of death sound effects in in H4’s mm games. It seems like there are just one or two that you hear in H4, and even those don’t happen very often. Most of the time, it seems like when someone dies they don’t even make a sound. In the other games, you could count on hearing some hilarious sound effect when you or someone nearby you died.

It would be cool if you guys could list some of your own observations that other people may not have brought up. It would be interesting to discuss them.

> And speaking of betrayals, my second issue is what the announcer says with betrayals. It used to say “betrayal” when you betrayed someone and “betrayed” when you got betrayed (obviously). Now it just says “betrayal” in both cases. This has led me to wonder what happened in certain cases when the announcer has shouted “betrayal” at me. And then after thinking about how I could have betrayed someone, I’ve realized that I was the one who got betrayed (this happened a lot when I was playing Grifball). I think this makes it a little bit confusing at times.

This is the only thing that I have a problem with right now. It’s really annoying to not be able to tell if you betrayed someone or if they betrayed me!

I agree on the lack of kill text. More importantly though, is that when kill text flashes up in flashes up in the SAME color. In past Halo games, when an enemy killed one of your teammates, it would flash up in red text before becoming white. This way you would know that one of your teammates was just killed. This was a very simple thing that really helped in knowing who just died and whether they were on your team or not.

I agree with the betrayal announcing. Just seemed like a complete oversight.

Medals do show up on your screen. They are small though, on the left side of the screen I believe. Look for them next time. You get tones of medals for different things.

I don’t agree on the campaign issue listed. You’re really simplifying what you do in Halo. You could argue that “pushing buttons” could be a whole range of things. In Halo 4 you manually arm the missile at the start. You bring the Cartographer back online, You target the particle cannon.

I’m pretty sure that the player kill text is the way it’s always been. Maybe you’ve only noticed it in really bland matches where everyone gets standard kills.

And the whole “button pushing” complaint is useless. All you’re doing is pushing buttons? I don’t know about you, but I’ve been killing enemies, not just pushing buttons. I don’t get what people want. A more interactive button pushing sequence? Qucktime putton pushing? Puzzle button pushing? Gimme a break.

Yeah you have to kill enemies, that’s part of every Halo game obviously. But that’s not what the objective is in most of the missions. Like I said, in H4 it’s to push a button or something similar. The enemies are just what stand in your way while getting to the objective. I don’t want “puzzle button pushing”. I want more diverse objectives. That’s all.

And no. The kill text is totally different. It has nothing to do with “bland kills” in games that I’ve played. Maybe you haven’t played the old games very much. Not sure where you’re getting your info from.

> Yeah you have to kill enemies, that’s part of every Halo game obviously. But that’s not what the objective is in most of the missions. Like I said, in H4 it’s to push a button or something similar. The enemies are just what stand in your way while getting to the objective. I don’t want “puzzle button pushing”. I want more diverse objectives. That’s all.
>
> And no. The kill text is totally different. It has nothing to do with “bland kills” in games that I’ve played. Maybe you haven’t played the old games very much. Not sure where you’re getting your info from.

You’re not looking at it correctly. The button push at the end of the checkpoint isn’t the sought after objective, it’s merely a means to an end. Which is why I say it’s a pointless complaint. It’s just like every other shooter’s objective system, except you have to press X at the end. If anything, it’s more in-depth than other shooters.

And I could swear that I’ve seen “X killed Y with grenades” in Halo 4. Maybe not. But the thing I don’t like is how pointless that system is in the first place. In order for me to care, I have to know what team those people are on. Why can’t it be like every other shooter and put the friendly’s name in blue and the enemy’s name in red?

My problem with the kill log text is the all caps and that there is almost no dissemination between teams. I think it uses the same language if your teammate kills someone or if they are killed…if you don’t go in with a full party or pay attention to the names, it’s harder to realize if a teammate died.

If they had the red X back, that would help with the issue since you could see that a teammate died, and where.

I think it would be cool if they were able to change the color of the font for the kill log though…

Example: Ricard Julianti was killed by Source308

It would be much easier to glance down at it and see if your teammate died. I mean, the radar is right below it so it’s likely you look there anyway (depending on the gametype.) You wouldn’t have to look to the other side of the screen and try to remember the score from before either.

Idk, just a suggestion…I think it would be pretty sweet though.

I agree that FF should be turned on again…people who betray for the Mantis need to be taught a lesson. Aside from “grow up” anyway

pretty much all your “issues” are just player preferences adapted from the previous titles. I can think of design change choices for all the things you mentioned that make sense to me. I’m not sure if there is a lack of kill text like you mentioned, but even if there was, it is only to prevent you from gaining so much information about the enemy. If I killed someone with an energy sword, I certainly don’t want the game to tell the other team “Temphis killed so&so with a energy sword”, that just might ruin my entire strategy with it. as for the lack of indicator where your last teammate died, it actually does tell you where they died, on your radar. they removed it from the hud, likely cause they felt that telling you were everyone dies on your team would be more screen clutter, but also likely because of the reasoning I mentioned before for the kill notes.

as for medals being so small, I don’t know if you noticed, but halo 4 has a lot more medals, and I tend to get 2-3 with most kills. it’s less screen clutter, and makes a whole lot more sense then showing the medals once at a time.

campaign was great, especially the button pressing parts, they were objectives, or sort of a reward, for killing all the enemies in the room, and who doesn’t like pressing buttons anyway? why doesn’t multiplayer have more buttons? I like my dominion terminals, they are satisfying to activate.

anyway, as if you couldn’t tell, I don’t really agree with you, I feel like these things aren’t issues, and in some ways, even add to the experience, despite being different then what we first experienced in previous titles.

> > Yeah you have to kill enemies, that’s part of every Halo game obviously. But that’s not what the objective is in most of the missions. Like I said, in H4 it’s to push a button or something similar. The enemies are just what stand in your way while getting to the objective. I don’t want “puzzle button pushing”. I want more diverse objectives. That’s all.
> >
> > And no. The kill text is totally different. It has nothing to do with “bland kills” in games that I’ve played. Maybe you haven’t played the old games very much. Not sure where you’re getting your info from.
>
> You’re not looking at it correctly. The button push at the end of the checkpoint isn’t the sought after objective, it’s merely a means to an end. Which is why I say it’s a pointless complaint. It’s just like every other shooter’s objective system, except you have to press X at the end. If anything, it’s more in-depth than other shooters.
>
> And I could swear that I’ve seen “X killed Y with grenades” in Halo 4. Maybe not. But the thing I don’t like is how pointless that system is in the first place. In order for me to care, I have to know what team those people are on. Why can’t it be like every other shooter and put the friendly’s name in blue and the enemy’s name in red?

“player x killed player y with grenades” was only in Reach. So was “player x killed player y with a headshot”. Reach seemed to have the most specific kill text.

> pretty much all your “issues” are just player preferences adapted from the previous titles. I can think of design change choices for all the things you mentioned that make sense to me. I’m not sure if there is a lack of kill text like you mentioned, but even if there was, it is only to prevent you from gaining so much information about the enemy. If I killed someone with an energy sword, I certainly don’t want the game to tell the other team “Temphis killed so&so with a energy sword”, that just might ruin my entire strategy with it. as for the lack of indicator where your last teammate died, it actually does tell you where they died, on your radar. they removed it from the hud, likely cause they felt that telling you were everyone dies on your team would be more screen clutter, but also likely because of the reasoning I mentioned before for the kill notes.
>
> as for medals being so small, I don’t know if you noticed, but halo 4 has a lot more medals, and I tend to get 2-3 with most kills. it’s less screen clutter, and makes a whole lot more sense then showing the medals once at a time.
>
> campaign was great, especially the button pressing parts, they were objectives, or sort of a reward, for killing all the enemies in the room, and who doesn’t like pressing buttons anyway? why doesn’t multiplayer have more buttons? I like my dominion terminals, they are satisfying to activate.
>
> anyway, as if you couldn’t tell, I don’t really agree with you, I feel like these things aren’t issues, and in some ways, even add to the experience, despite being different then what we first experienced in previous titles.

I didn’t ask for you to agree or disagree with me. I asked for you to share observations you have about the game that people haven’t already said. Because, just maybe, we are interested in what other people’s preferences are.

I guess I’m in the minority, because I thought the campaign sucked.
Most of it was just a grind - especially playing Legendary when you had to unload almost a full clip into some Elites and the over-armoured Knights were a knightmare (sorry).

Hold on a minute till I get into my flamesuit.

Right. In my opinion the Reach campaign was far superior - I became more emotionally attached to the rest of Noble Team. I can still remember the palpable shock I felt when Kat was sniped, or the determination as my character stood on the ridge staring at New Alexandria, Jorge’s tags dangling from his fist.
The H4 campaign simply didn’t move me in the same way - in fact, in my opinion it is by far the worst of the series (here’s hoping H5 is better).

> I guess I’m in the minority, because I thought the campaign sucked.
> Most of it was just a grind - especially playing Legendary when you had to unload almost a full clip into some Elites and the over-armoured Knights were a knightmare (sorry).
>
> Hold on a minute till I get into my flamesuit.
>
> Right. In my opinion the Reach campaign was far superior - I became more emotionally attached to the rest of Noble Team. I can still remember the palpable shock I felt when Kat was sniped, or the determination as my character stood on the ridge staring at New Alexandria, Jorge’s tags dangling from his fist.
> The H4 campaign simply didn’t move me in the same way - in fact, in my opinion it is by far the worst of the series (here’s hoping H5 is better).

Woah woah woah, buddy, slow down there. In my “humble” opinion, Reach’s campaign was by FAR the worst of the Halo series. There was ZERO plot. As deep as it got was Carter saying “Ok Noble, we got a job to do here” for the 15th time. There was no sense of epic scale in the environment and there was an utter lack of the kind of vehicle gameplay experienced in levels like “The Ark” and “Assault on the Control Room”. The ONLY thing that was remotely interesting about Reach’s campaign was the Sabre battle, which didn’t last very long.

Halo 4, by far, was the best in terms of story and atmosphere. You can argue gameplay, though.

Possibly because it was my first Halo (I actually played the games fitting in with the timeline) this colours my opinion.
Also, I much prefer ODST as my second favourite.
As for MM - I do enjoy the H4 MM much more than Reach’s but, truth be told, I think the CE Anniversary MM wins hands down. It’s the Pistol.

Agreed in some points. I like the way medals appeared and disappeared in Halo 3. I miss hilarious sound effects from dying Spartans. The specific kill text is also something I like to be returned.

The button activation thing in the campaign? Mh… nah it’s ok. I can deal with it.

The matchmaking looks a bit sterile. No X, no sounds.

343i needs to investigate what’s the best balance of information and readability on the screen. It can change a lot.

Most of all the paragraphs written by the OP are true. I agree.

Don’t forget the fact that the announcer says “Team mate joined” or something like that, even when they joined the other team. Also when one team is nearing victory, the announcer says “Next kill wins.” Which is also misleading for the loosing team. All in all, the announcer is quite confusing.

> > I guess I’m in the minority, because I thought the campaign sucked.
> > Most of it was just a grind - especially playing Legendary when you had to unload almost a full clip into some Elites and the over-armoured Knights were a knightmare (sorry).
> >
> > Hold on a minute till I get into my flamesuit.
> >
> > Right. In my opinion the Reach campaign was far superior - I became more emotionally attached to the rest of Noble Team. I can still remember the palpable shock I felt when Kat was sniped, or the determination as my character stood on the ridge staring at New Alexandria, Jorge’s tags dangling from his fist.
> > The H4 campaign simply didn’t move me in the same way - in fact, in my opinion it is by far the worst of the series (here’s hoping H5 is better).
>
> Woah woah woah, buddy, slow down there. In my “humble” opinion, Reach’s campaign was by FAR the worst of the Halo series. There was ZERO plot. As deep as it got was Carter saying “Ok Noble, we got a job to do here” for the 15th time. There was no sense of epic scale in the environment and there was an utter lack of the kind of vehicle gameplay experienced in levels like “The Ark” and “Assault on the Control Room”. The ONLY thing that was remotely interesting about Reach’s campaign was the Sabre battle, which didn’t last very long.
>
> Halo 4, by far, was the best in terms of story and atmosphere. You can argue gameplay, though.

Agreed. Reach had NO PLOT, biggest reason why it’s the worst in the series.

Sorry, I was compelled to chime in.