> > I certainly hope so…let’s just say that I am glad they are releasing another Halo game next year so Reach won’t be the Halo game with the most users online at one time.
>
> they need to go back to what made CE and H2 great, high skill gap but still open to new players
>
> then they need to make strict MM matching so you dont have 10 year vets going against brand new players , guests, and COD converts
>
> also a good ranking that locks you at 50 and or around your max rank and then starts an arena style competition amongst 50s will prevent players from making new accounts
>
> iono just my ideas
this. exactly this.
what halo needs is the massive skill gaps that halos 1 and 2 had. that is why those games are titans, and the rest looked like sheep in comparison.
when halo was about SKILL, and DEVELOPMENT people LOVED it.
theres few things more fun than picking up an awesome game with GOOD mechanics, and learning that any and all time and effort you put into getting better will help you do exactly that.
to be completely honest, i actually feel sorry for the people who started playing halo with halo 3 and reach, who havent extensively played halos 1 and 2. halos 1 and 2 are LEAGUES ahead of halos 3 and reach. sure they might not have been the ‘prettiest’ games, but OH MY GOODNESS did they PLAY WELL.
now, im pretty phenomenal at halo 1 and 2. the funny thing about that is, im not even 1/5th as good as i could be because the skill gap in those games is so GIGANTIC.
skill gap this, skill gap that, but what about the new players? when you make GOOD mechanics that are straight forward, intuitive, logical, and non contradictory, people will fall in love with the game with ease, even if they arent that great at it.
but urza! if the game has too big of a skill gap, wont new players be turned off from the game? thats where matchmaking comes in. you simply pair like-skilled players together using some formula (one that hopefully 343 will be able to change without a title update), as best as you can, and watch people duke it out and play for hours on end.
i think matchmaking should be something like this:
kills + assists / deaths (all statistics for the past 3 months) weighted at 25%
win percent weighted at 50%
and something that takes the skill level of who you are playing against into consideration, weighted at the final 25% (resembling 1 to 50, or using 1 to 50). what i mean by this is, if the average level of the players on your team is level 40, and the average for the other team is level 36, the following will happen:
if you WIN, you will gain LESS experience.
if you LOSE, you will lose MORE experience.
so basically, you gain less experience for winning games that you should win, and lose more experience for losing games you should win.