343i:
I am not a 343i hater. If you go back through my posts, you will see a common theme: I like H4 and I believe you tried to make a great game, and when it fell short of expectations, you have tried hard to make the game better (albeit belatedly). However, some of the decisions you made in pursuit of that goal are truly mystifying.
I say this not as a Halo veteran. H4 is my first Halo. Now, you can take one of two things away from that admission:
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I am a n00b and don’t know my nether regions from a hole in the ground . . . and thus can be safely ignored.
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Some of the criticisms you dismiss as senseless paroxysms of a “nostalgia-blinded vocal minority” are, in reality, shared by a wider pool of players.
If you choose #1, feel free to stop reading now.
While just about every aspect of the game has been crucified by someone on these forums, there are a few popular themes:
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POD + random ordnance + static ordnance + 2 spare clips for each places too many power weapons in play during a game and make it possible for an entirely random event to determine the outcome of a match.
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Some AAs (specifically AC, Jetpack, and perhaps PV) result in gameplay that is less enjoyable than were those AAs removed.
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Some perks either removed features that were expected to be a normal part of the game (i.e., resupply) or obviate a tradeoff deliberately included for balance (i.e., awareness).
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Some loadout options (PP, stickies) make vehicular combat less enjoyable than were those options not available.
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Sprint and descope.
I used to have a group of other causal gamers I played with on Thursdays. These guys are not competitive gamers by any stretch of the imagination - they just play for fun. Anyway, for various reasons (including frustration at the game), that no longer happens. Though they have never posted on Waypoint, I can confirm that they were frustrated with #1 - #4. So it’s not just a vocal minority - there are an unknown number of nonvocal players who share the same complaints.
Based on #1 - 5 above, several of us here proposed some potential fixes. Nearly all of these fixes - some of which were well-received by other posters - involved creating a hybrid gametype that included some Infinity elements but dumped the most objectionable ones. I note that at least one of these was included in the GC version of Infinity. This means there must be some recognition on your part that the default POD handling is one of the most objectionable aspects of Infinity.
Moreover, many of these proposals wanted Infinity + Hybrid and Hybrid + Vanilla as 2 separate 4v4 playlists - one to satisfy the more casual crowd, and the other to satisfy the more competitive crowd, with Hybrid being the common gametype to serve as a bridge between the two.
So while this assertion is not beyond question, I think it is reasonable to state that a hybrid gametype for inclusion into Infinity would have met with the largest amount of approval.
This is where things get mystifying. Instead of providing some kind of middle-of-the-road gametype, you decided to provide Slayer Pro without motion tracking for both 4v4 and BTB. Who was objecting to motion tracking in the Infinity playlists? No one. I do not know why this was thought to be a good idea. Fortunately, BTB was rectified - but lack of motion tracking in 4v4 guarantees that the other benefits of Pro will be infrequently experienced because most casuals do not want to play without motion tracking.
So instead of providing a gametype that removes some of the most frustrating aspects of Infinity while retaining basic functionality to which casuals and many semi-competitive players do not object, you removed a feature that guaranteed most casuals would avoid the gametype.
Then you followed that up with Legendary. Originally billed as a hybrid gametype, what came out was anything but. The restrictive settings combined with the need to either study the maps in Forge or get trounced multiple times while trying to figure out weapon locations sealed the doom of this playlist from the beginning. I understand that there are merits to the style of play in Legendary and that there are a group of players who really enjoy playing it. But who thought that this playlist had any chance of having a broad appeal? How many casuals are willing to work through tens of 600-210 slaughterings before simply walking away?
If we didn’t know the answer before, we know it now: Not many.
And if that weren’t enough, the easily foreseeable failure of Legendary is being followed by an even worse decision to incorporate it into the Infinity playlists. Casuals will not enjoy being forced to play it - many of them already hate Pro, and Pro is light-years closer to Infinity than Legendary is. We already have too many issues with JIP / quits. What’s going to happen when a full team who wants to play Legendary meets a team of randoms? Well, if the full team wins the vote, then the game will be played as a full team vs. one or two poor fools who didn’t dashboard in time, one of whom goes AFK after 3 minutes. And if you want to play Legendary - but you don’t have a full team - you’re pretty much S.O.L. Good luck collecting more votes than your own. Great fun to be had by all.
I’m not one for conspiracy theories, but this chain of events would not be difficult to spin as follows:
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You want to prove that the complaints by the vocal minority are exactly that and do not reflect the larger player pool as a whole.
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You take the suggestions of the vocal minority and deliberately implement them in such a way as to guarantee an unpopular result.
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You point to said results to prove that the vocal minority does not reflect the opinions of the larger player pool as a whole.
I cannot imagine that is actually what you are doing (at least, I sincerely hope not), but quite a convincing argument could be made that you are. And it really is puzzling, given the amount of effort you spent on the weapon retune and similar items, which were much appreciated by many. I do not understand.
It’s not just Legendary, either. Who wanted more perks - especially one that saves drivers from Splasers, Fuel Rod Cannons, and all turret-mounted weapons except rockets? The complaints about vehicular combat in Infinity are that the ubiquitous PPs and PGs make vehicular combat less fun - so you turn around and implement a perk that eliminates the ability to kill the driver by almost every other means? What sense does it make to give people a perk that makes the most frustrating behavior even more lucrative to do?
Please. Just stop, listen, and seriously think about what you are doing. Give us:
- Team 4v4 Slayer playlist with Infinity and Hybrid options
- Team 4v4 Slayer playlist with Hybrid and Classic (i.e., BR starts) options
- All objective playlists with Hybrid & Classic (and maybe Infinity)
Please stop giving us what we don’t want.