Introduction
Whenever I come browsing across the forums at Halo waypoint its usually because I either want to complain or make a suggestion for the next game, and I have noticed I am not the only person who does this.
So anyone out there who wants to help me impart wisdom to the forums comment and reply to this thread.
Competitve & Casual striking a balance
Lets go with the theory there are two types of Halo player the “Competitive” and the “Casual” now clearly there is a big difference in the two play styles and therefore opinions.
So the best way to cater both types of player is to split them into two hoppers just like Halo 3 did. So “Competitive” and “Social”. Simple hey, yes and just like that we have fixed the problem of how we cater both audiences.
Now lets go a step further. The competitive hopper contains maps and gametypes suited for competitive players and the social one contains maps and gametypes for casual gamers.
Yes but that then leaves ranking players. Now weather you like it or not there has to be a reward for the players who have spent time getting better at the game, This is where Halo 3’s trueskill comes in, Just like Halo 3 winning games in competitive playlists will gain you skill which then sums upto your highest skill.
This is then tied into Halo: Reach’s credit ranking system to prevent bad players or less devoted players gaining all the goodies that you get for dedication and perseverance.
Lets also why we are at it bump the trueskill margin upto “100” to give better skill based matching. Anyone who dislikes this idea go read Microsoft Research’s paper on trueskill it is actually designed to be worked with “1000 - 10,000” rating points, but 100 is sensible.
The Sandbox
At the end of the day Halo has and always should come down to one thing Consistency, Things need to be consistent. The bloom is an example of something that is not consistent, and you can often see a kill that you should have got snatched from you by a random bloom shot.
That’s not to say no bloom however, IF it were implemented like GOW3’s it would actually add a skill factor whilst keeping consistency.
Another thing is map design for competitive playlists must use drop spawning and have one or two power weapons on the map maximum, A reduced weapon set also helps as it make it even more consistent for really competitive players.
AA’s are fun and cool if they return but they’re not for competitive, Keep them in the social playlists.
Hitscan or no hitscan, You debate that. I have no opinion.
Increased movement speed, jump height and kill times is widely requested and makes for a more fast-paced action packed and entertaining game on both the competitive and social front.
Read this now:
At the end of the day it’s down to the developers at 343 we all know that, but we have a voice so let it be heard by replying to this post your are expressing one such voice. By not replying you are standing by and doing nothing to benefit the game you love and enjoy. So give us a break and reply.