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HOW FANS HELPED SHAPE THE MULTIPLAYER OF HALO 5: GUARDIANS
BULLETINS BLOGS CALENDAR ESPORTS FORUMS
See Halo 4, Reach, and H3 to an extent. When custom settings have to be created to have a viable competitive game then a problem exists. It splits the community down the middle, and causes more separation and ends up hurting the game.How so. You get to keep your old school slow halo on custom games.
Two things. One 11% isnt enough for them to concede anything, at least not to me it isnt. Go ahead and publish those results.
HOW FANS HELPED SHAPE THE MULTIPLAYER OF HALO 5: GUARDIANS
BULLETINS BLOGS CALENDAR ESPORTS FORUMS
Will refrain from criticism but theres a lot of selective wording in here and flat out lies. Ya'll have fun with this game man.
How do you know they're lying about statistics only they have access to?
Is it that unbelievable that the people who want halo to be old school slow and basic are the minority and M$ has already entertained that crowd with halo MCC?
Also.. i enjoy debating halo with you cuz u actually understand it very well
What happened with Titanfall? I just picked it up and is 2200 people playing......
No wayHalo 5 will be the next Titan fall
Halo 5 will be the next Titan fall
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HOW FANS HELPED SHAPE THE MULTIPLAYER OF HALO 5: GUARDIANS
BULLETINS BLOGS CALENDAR ESPORTS FORUMS
COMMUNITY BLOGS
BY JOSHINGTONSTATE - 17 MINUTES AGO
Late last year, we gave you a first look at the future of Halo multiplayer with the release of the Halo 5: Guardians Multiplayer Beta. This was a huge endeavor for everyone on the Halo 5: Guardians team and one that we approached with nervous excitement. After all, this was the earliest that we have ever released a beta for a Halo game, coming almost a year before release. Putting a work-in-progress game out in the wild this early was a leap of faith, and something new for our studio. How would fans react? What results would we find?
In the past, betas for games on console have typically been used for online scale testing in the weeks prior to a game’s launch. In our case, we provided a true ‘working’ beta that was a snapshot of our game in development. Halo 5: Guardians represents one of the most substantial evolutions of core combat in franchise history. We felt it was crucial to get it in the hands of fans early to ensure we have enough development time to react to key learnings and deliver the best possible game when we release later this year. This represented a shift for us as a team and a studio by sharing the development process with our community and having you help shape the game.
The level of engagement and response from our community shattered all of our expectations. Over the course of the three week beta we saw nearly 20 million games played, accounting for 290 years of collective game time. Throughout the beta we monitored feedback channels including web forums, reddit, Twitter and Facebook. From these sources we tracked literally thousands of pieces of detailed feedback.
To coincide with the beta, we also launched the Halo Community Feedback Program (HCFP) to directly engage with the most passionate and experienced members of our fan base. Over 19,000 of you have already signed up for the HCFP, with the average amount of Halo played per HCFP participant clocking in at over 900 hours (that’s more than 37 days of Halo playtime per participant!). So far, we have conducted two surveys and we plan to continue expanding this program as we see it as an important tool to help shape our game for launch and beyond.
The team has spent the past few weeks poring over player feedback from the aforementioned sources. From this we have developed an extensive list of improvements for the game. What follows is a short summary of items that we are addressing for launch. Some of these improvements were already in development and didn’t make it in time for the beta. The majority of changes address issues that surfaced during the beta and relate to feedback coming directly from the community. It’s important to point out that there will be a massive list of additional improvements and bug fixes that are not captured here, as we hosted this beta almost a year from release.
SPARTAN ABILITIES
For Halo 5: Guardians we’ve developed a consistent suite of abilities that are available to all players on the battleground. These abilities give Spartans increased mobility in combat and open up new gameplay possibilities. Throughout the beta we saw fantastic response from fans as they put them through their paces. One of my favorite moments was watching legendary pro Halo player Dave “Walshy” Walsh as he streamed a game of Slayer. Walshy came up behind an unsuspecting enemy and just as he was about to strike for the assassination, his opponent jumped up, using his Thrusters to propel himself back over Dave’s head and take him out with an assassination of his own. The stunned look on Walshy’s face was priceless.
In the ViDoc that introduced the new Spartan Abilities before the beta went live, I touched on the fact that a portion of the Halo community strongly prefers to play without sprint. The results from the HCFP surveys showed that nearly 11% of HCFP participants felt that Halo should not have sprint. It is important that we continue to evolve Halo multiplayer while ensuring that legacy Halo players feel right at home. As a result, I’m happy to say that we will provide toggles in custom games so that sprint and the other Spartan Abilities can be turned off. By putting these tools in the hands of players we will give them the ability to play the game their way, enabling them to create a more traditional style of Halo if they prefer.
Some of the other improvements that we are making to Spartan Abilities and general mobility coming out of the beta:
Increase base speed (faster base movement)
Increase strafe acceleration (faster, more responsive strafing)
Reduce top sprint speed (narrow the delta between base movement and sprint)
Modify Ground Pound controls to prevent conflicts w/ crouch jumping
General tuning it’s all about team. The one exception is during the initial placement process when the system is solving on individual skill. The biggest complaint we heard was in the case of a losing team member that significantly outperformed the other members of their team. Many players felt that in this case the penalty for losing should be reduced.
Philosophically we believe that in a team sport the only thing that should matter is wins and losses. We also believe that incentivizing players to prioritize their own individual stats in a team game can undermine team play. A player’s Kill/Death Ratio (the stat that tends to be focused on in these discussions) is not always a reliable indicator of impact on team success. A player may have inflated kills from finishing off enemies that their teammates have damaged, or may have pursued kills at the expense of positioning and map control. The simplest and best way to assess performance within a team sport, is the team’s success.
Bonuses and penalties are based on the relative strength of the teams at play. Teams are assessed on their collective skill at the beginning of the match. You gain more by winning against a team that is considered to be stronger than your own. Likewise, losing to a more skilled team will result in a lesser penalty to your CSR. These gains and losses are further modified by a player’s individual CSR relative to the teams at play. So for example, a lower tier player gains more from a win than someone at a higher CSR tier. We will continue refining these bonuses
No wayHalo 5 will be the next Titan fall
There it is. Nothing more than they dont want to admit it. Base movement speed is what game speed revolves around. But nah this is what happens when you have people who dont really get how Halo plays, led by a guy who ran the SOCOM franchise into the ground at the head of it all.- THAT STAT ON 11% WOULD PREFER NOT TO HAVE SPRINT IS PRETTY OBVIOUSLY A LIE. I WOULD PUT THE NUMBER AROUND 60-70%. THE PROBLEM IS SEE THAT 343 SEEMS TO BE HAVING IS THAT THEY ARE CAN'T ADMIT A MISTAKE. I BET THEY TRULY WANT TO REMOVE SPRINT BUT THEIR PRIDE IS IN THE WAY IN HAVING TO ADMIT A MISTAKE. THEY WOULD RATHER TRY AND CONVINCE YOU THAT IT IS GOOD.
- WAS THE BETA EVEN OPEN FOR 37 DAYS? HOW CAN THE AVERAGE BE 37 DAYS PER A PERSON?
- WHAT IS THE POINT OF SPRINT IF YOU ARE GOING TO SHORTEN THE DELTA BETWEEN BASE SPEED AND SPRINT? WHY NOT JUST INCREASE BASE SPEED AND GET RID OF SPRINT. IF THE DIFFERENCE BETWEEN THE TWO SPEEDS ARE CLOSE ENOUGH IT SEEMS REDUNDANT.
- I AGREE WITH THEIR RANKING SYSTEM. WINS AND LOSSES IS WHAT IT IS ABOUT. IF INDIVIDUAL STATS AREN'T BEING HIGHLIGHTED AS MUCH THEN IT FORCES PEOPLE TO TALK AND COMMUNICATE IF THEY HOPE TO ADVANCE. LET'S GET GAMES VOCAL AGAIN. FEELS LIKE I'M PLAYING GAMES IN A COFFIN LATELY.
The name alone guarantees that, I've never disputed that. Usage is what I've been arguing, and it will fail in that regard.
The game will be a success, regardless of usage. The sales will be through the roof as usual.
The name alone guarantees that, I've never disputed that. Usage is what I've been arguing, and it will fail in that regard.
The game will be a success, regardless of usage. The sales will be through the roof as usual.
The game will be a success, regardless of usage. The sales will be through the roof as usual.
Bro u applied logic and common sense to something gauged by idiots. Even tho video games is a "geek" activity, the powers that be are all idiots.The name alone guarantees that, I've never disputed that. Usage is what I've been arguing, and it will fail in that regard.
The game will be a success, regardless of usage. The sales will be through the roof as usual.
I mean that besides COd, a lot of games don't have staying power. Wolfenstein, infamous ss , titanfall they're all pretty much forgottenWatch dogs was just bad, good idea and concept, horrible story.
I mean that besides COd, a lot of games don't have staying power. Wolfenstein, infamous ss , titanfall they're all pretty much forgottenWatch dogs was just bad, good idea and concept, horrible story.
Sucks that corporate america doesn't care about how fun the game is / repayable / player retentionThe name alone guarantees that, I've never disputed that. Usage is what I've been arguing, and it will fail in that regard.
The game will be a success, regardless of usage. The sales will be through the roof as usual.
We get shafted because the community views a successful game as a game that is played for a long time / has a large player retention whereas publishers base the success of a game on profits
Thats one of the reasons why i think the "new wave" of extremely popular games will continue to be these small, but fully functional and FUN indy-ish games.
Bro u applied logic and common sense to something gauged by idiots. Even tho video games is a "geek" activity, the powers that be are all idiots.The name alone guarantees that, I've never disputed that. Usage is what I've been arguing, and it will fail in that regard.
The game will be a success, regardless of usage. The sales will be through the roof as usual.
Your arguement is totally correct but in their eyes they succeeded