You’re ganna add 3 really awesome maps. The new three look great.
Yet you fail to make a good TU. Glad the Bugger Shot is going to be kinda weaker.
Yet players were asking for more then BS changes (no pun intended).
The DMR has no changes? Oh great because the weapon thats supposed to be mid-long range skill machine for pros BUT ended up the semi automatic feeling death machine that kills everything in it’s path at any range is just ganna still wreck.
The Carbine is still going to be -Yoink- at anything other then close range and first shot.
Automatic weapons stay down and useless in 50% of all maps.
Hell 343. You coulda made 4 changes
>Weaker DMR
>Beefen up Carbine
>Fix the Bolt Shot
>Add classic playlist.
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Ok. You say your ganna add a TU. YAY. Awesome.
You’re ganna add 3 really awesome maps. The new three look great.
Yet you fail to make a good TU. Glad the Bugger Shot is going to be kinda weaker.
Yet players were asking for more then BS changes (no pun intended).
The DMR has no changes? Oh great because the weapon thats supposed to be mid-long range skill machine for pros BUT ended up the semi automatic feeling death machine that kills everything in it’s path at any range is just ganna still rape.
The Carbine is still going to be -Yoink- at anything other then close range and first shot.
Automatic weapons stay down and useless in 50% of all maps.
> Read my post please I said how they fixed the Booger Shot (Bolt shot) two times.
>
> Also we have to wait until MAY for something we could get now or sooner?
>
> You dont need months of math and formula to figure out the DMR is -Yoink!- OP. I knew it my first 2 days of playing.
Read my post. I put ASSUME in there.
Also, Halo 2 was busted up and it didn’t get its first TU until 6 months later. So you had bugs and OP weapons and Dual-Wielding.
> The only thing that really got me was this.
>
> "• Fixed aliasing split screen HUD issues. "
>
> Please tell this means the frame rate issues with split screen are fixed.
it may be better, but it’s not like they could just direct every Xbox that ran splitscreen to www.downloadmoreram.com
The DMR is too important to Randoms. Just like AAs and Ordnance drops due to everyone playing solo instead of team orientation. Nerfing it is only going to anger a lot people because they have to rely on such tools in this day and age of XBL.
There’s other underlying issue that need to be fixed if you really want those mechanics gone.
lol bolt shot is still way too effective, I just had a play with it. It should drain its clip completely when using an overcharged shot - why does it take what a full clip fired individually to kill but only 5 rounds in a single charged shot?
Anyway this will make very little difference in its use. The BS was not what was killing this game and map movement it was just an annoyance - the DMR is what is complained about the most and it has not even been mentioned by 343.
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> another TU is coming
-Yoink- YEAH MAN, AFTER PLAYING FOR 4 MONTHS I GET TO WAIT EVEN LONGER FOR A SIMPLE BALANCING ISSUE THAT COULD HAVE BEEN RESOLVED BY A SIMPLE BETA? HOW STUPID IS EVERYBODY ON THESE FORUMS. PEOPLE LIKE YOU MAKE ME DOUBT HUMANITY HAS ANY SENSE OF COMMON KNOWLEDGE.
First of all, “booger shot?” What are we, five year olds?
Second, title updates costs both time and money, I would just be glad that we are even able to get updates to games… Recall that ten years ago we didn’t even have that option.
Third, May is just around the corner, so have patience.
> > The only thing that really got me was this.
> >
> > "• Fixed aliasing split screen HUD issues. "
> >
> > Please tell this means the frame rate issues with split screen are fixed.
>
> it may be better, but it’s not like they could just direct every Xbox that ran splitscreen to www.downloadmoreram.com
That’s my biggest problem with Halo 4. Split Screen frame rate issues on Complex(worst map in the game), Forge Maps, and DLC maps etc…
It’s unplayable. I’m almost going to stop playing Halo 4 because of it.
I’d like to pop in here for a second to give you my personal view on TU’s as they pertain to all video games in the market today. Granted, I am no designer, so this is just my outside view on what a designer has to do to while balancing.
Look at this image for just a few seconds. Pretend if you will, that this represents a game’s weapons/sandboxes/armor abilities/Loadouts/etc. Imagine trying to adjust one of the sticks in the pile and account for changes to the other sticks without toppling the entire pile.
While my knowledge is indeed limited, this is how I view the monumental task of balance in a game. Ever have a knot in your shoelace as a kid, but you could undo it easily? Ever had that knot which didn’t want to budge without you having to go to the bottom part of the laces and pull them so tight that it gave you enough slack to finagle your way out of the predicament, but then you had to readjust everything again to make it right? That’s what I see game designers having to do, and I do not envy them one bit!
Also noteworthy is bs angel’s mention in the bulletin: “<mark>there’s more balancing to be done and more matters of contention to address</mark>, and we are actively working with the Halo 4 game team to investigate the feasibility of additional fixes.”
> I’d like to pop in here for a second to give you my personal view on TU’s as they pertain to all video games in the market today. Granted, I am no designer, so this is just my outside view on what a designer has to do to while balancing.
>
> Look at this image for just a few seconds. Pretend if you will, that this represents a game’s weapons/sandboxes/armor abilities/Loadouts/etc. Imagine trying to adjust one of the sticks in the pile and account for changes to the other sticks without toppling the entire pile.
>
> While my knowledge is indeed limited, this is how I view the monumental task of balance in a game. Ever have a knot in your shoelace as a kid, but you could undo it easily? Ever had that knot which didn’t want to budge without you having to go to the bottom part of the laces and pull them so tight that it gave you enough slack to finagle your way out of the predicament, but then you had to readjust everything again to make it right? That’s what I see game designers having to do, and I do not envy them one bit!
>
> Also noteworthy is bs angel’s mention in the bulletin: “<mark>there’s more balancing to be done and more matters of contention to address</mark>, and we are actively working with the Halo 4 game team to investigate the feasibility of additional fixes.”
So much this ^^^^^^
People seem to fail one change will cause a whole chain of changes that need to be made to make the game work well.
Game design isn’t as easy as people here think it is. I see a lot of folks on these forums talking as if they know how it is done, and as if they could build a “perfect Halo”. Which also doesn’t exsist because what I like in Halo is completely different from whatever everybody who reads this likes. In other words: somebody will always be pissed.
We Dutch have a saying: The best sailors stand on land.
Which means as much as people from the outside always claim to know things better than those who actually know what they’re doing. Pretty much how this community is acting most of the time…
Once a game is finished it is a complex structure of elements working in synch with each other, and making changes takes a lot of time, and often isn’t even possible.
Don’t worry Rukizzel, i wont mind if say…a bug that kill’s you after you shoot 5 rounds with the DMR that appears after you nerf it a bit.I’m sure others wont either.Maybe even a bug that causes the game to think your carrying a turret and you move half the speed.Me and the other DMR haters wont mind i assure you.
> While my knowledge is indeed limited, this is how I view the monumental task of balance in a game. Ever have a knot in your shoelace as a kid, but you could undo it easily? Ever had that knot which didn’t want to budge without you having to go to the bottom part of the laces and pull them so tight that it gave you enough slack to finagle your way out of the predicament, but then you had to readjust everything again to make it right? That’s what I see game designers having to do, and I do not envy them one bit!
> 343 said that the first Major TU (this one) will take care of glitches, exploits, etc.
>
> The second major TU will take care of sandbox balancing. <mark>I assume it will come out in May</mark>.
Yeah, I will be completely done with this game by May, Gears of War Judgement and Bioshock Infinite, I won’t even bother with this game anymore. 343i dropped the ball, I will be gone by May. Better luck next time 343i, although I may not even bother with your next game if you keep going at it like you’ve been doing.
It just seems that 343 didn’t really look at the game before they released it.
For example, a flood getting on the back of a mongoose just stands on the air behind the mongoose with it’s claw pointed like a gun.
I really don’t know why they thought taking away infection, a gametype where many variants were made because of it’s settings and putting flood in, a gametype where you can’t change what weapon the infected have is a good idea.
It just doesn’t make sense to me why they would do that.
They even blocked off a lot of the cool scenery in some maps.
Like in the bottom of erosion, they have a kill boundary 10 feet above the cool green sludge, so making a cool interesting map where you have to dodge the sludge and jump around is not going to happen because of this kill boundary.
And on Ragnarok, it seems a little VERY useless to have a soft kill boundary at the edge of the map right before the invisible barrier…
And to what rukizzel said, what they did is they made the BR have individual bullet damage in the burst, where in Halo 3 the first bullet is the only one that did the damage (anyone who scoured every corner of Halo 3 should know this).
That being said, the BR’s low accuracy rating makes it so not all bullets will hit from far away. But because the DMR’s bullet power is 1 to every 3 BR bullets, it makes the DMR extremely OP because it is very accurate in the first place so it hits almost every time.
This is just from speculation, but it seems that an easy fix would be to lower the DMR’s accuracy, making it a close range weapon and to make the BR’s accuracy just a pinch higher.
> I’d like to pop in here for a second to give you my personal view on TU’s as they pertain to all video games in the market today. Granted, I am no designer, so this is just my outside view on what a designer has to do to while balancing.
>
> Look at this image for just a few seconds. Pretend if you will, that this represents a game’s weapons/sandboxes/armor abilities/Loadouts/etc. Imagine trying to adjust one of the sticks in the pile and account for changes to the other sticks without toppling the entire pile.
>
> While my knowledge is indeed limited, this is how I view the monumental task of balance in a game. Ever have a knot in your shoelace as a kid, but you could undo it easily? Ever had that knot which didn’t want to budge without you having to go to the bottom part of the laces and pull them so tight that it gave you enough slack to finagle your way out of the predicament, but then you had to readjust everything again to make it right? That’s what I see game designers having to do, and I do not envy them one bit!
>
> Also noteworthy is bs angel’s mention in the bulletin: “<mark>there’s more balancing to be done and more matters of contention to address</mark>, and we are actively working with the Halo 4 game team to investigate the feasibility of additional fixes.”
Treyarch has come out with multiple weapon balancing updates already for their game. Why does it take 343 months and months while other developers seem to have no trouble with this?