Jump to content

Planet Etrius

Members
  • Posts

    77
  • Joined

  • Last visited

Everything posted by Planet Etrius

  1. He doesn't hear Kat and doesn't bother listening to her. He never ever presses the Back button for weapon details when it prompts him. He doesn't try using armor lock to see what it will do.
  2. No. People do not want random and cheesey. People want serious and innovative. The typical competitive crowd however has issues with making the game funner by extreme changes and there's nothing wrong with that, but don't assume that because we don't have as much of issue with those changes that it's because the game is noob and casual friendly. Everything isn't about competition.
  3. http://www.youtube.com/watch?v=E_PScPtB1uE&feature=related If you view his other gameplays before this and probably afterward he is a stereotypical noob that has no basic instincts (like shooting around a jackals shield), doesn't think paying attention during missions might help, will walk over something that prompts him to use it like a health pack, never shuts the hell up in general, etc. Just watch ok, but mainly the videos before this one. I'm not bashing him for being bad, but he's clowning the game and hating on it then bitching when he sucks. I have seen much worse, but I decided to put this out now. It's an epidemic.
  4. I do wish so much of the Bungie.net fans were INTELLIGENT enough to do the same...
  5. I guess it's a bad habit, especially on Bungie.net where it's the core meme of 1 in 10 people...
  6. If either Halo or the fans are so ******* intolerable to even the simplest of real innovations, or can't give something new a chance without collapsing then **** this game or **** these bitchy fans. This game will not survive in glory if it's impossible to evolve in anyway. I personally am tired of the same ******* ****. Whatever then. It doesn't have to be something like AAs, but something unique and new. If you guys honestly believe it's just impossible for any producer to supply our kinds of needs without blowing you guys off fine, but you guys keep bitching over such fine details and its ridiculous. Oh, there's no BR so **** teh Halo game...
  7. Why do so many halo players have to be so racy and alienating? Like when I host a custom game there'll be players who always act like "OMG this ass hole wants to do his map....". I don't intentionally try to put on bad maps. I care people have fun, but people keep acting like I'm a little ***** that can't take criticism. I can. I don't know if a map is fun until I play the game. I've had a lot of fun games with people and some slower ones. I realize that, but even if a game is slow usually people socialize and screw around. They act like they have to shut up and bear it when I'm the leader, and sometimes people will ass blast me or even flip the **** out on me after a game ends after being quiet for the whole time. Some times I'll have a game that is going smooth and at a good pace too, but at the end of the game like half the party will leave and people will make some **** ass comments. I know it's just me, but why is it that people JUST HAVE TO ****ing make me a "have not" and be so unnatural to me. I know this sounds like I'm bitching about bullies or whatever. Bullies are old. I'm not calling them random asses, but maybe they are and maybe they're not. People acting impulsive and uncooperative is ******* old as ****. That's why it's frustrating. And it's just frustrating. Ok so IDK, tips would help. I feel like people are just not trying to have fun and naturally **** blocking me for reasons I don't ******* know like people always do to people.
  8. You just heard "COD" and freaked the **** out. I heard this before too and I doubt he was speaking in terms game play. He could have meant maybe map aesthetics or.....I don't ******* know, but just because something may even be similar to another game doesn't make it that game.
  9. I think I'd be a bad teacher but I agree. I think part of it is that most gamers this generation are used to all the details and even strategics to an extent being embedded in the game mechanics and features. In Halo you are the detailed game mechanics. Since there are not really any extra features on top of its FPS the player has the potential to develope even more unique and useful play styles based on a more simple game mechanic pallet of weapons, equipment, and vehicles with some detail + diversity in each category. It's like hip hop. The player is the artist and the art. There aren't many parts that you use and a lot of other people are probably using the same stuff but the instrument you're playing can do a million different collaborations and the style of music (gameplay style) is you. And I realized I need to revise my OP too. Found it hard to read.
  10. New players to Halo especially from COD seem to be missing the greater depth to Halo's style and not actually understanding the factors that are there. You can see in their gameplay that a lot of the time they'll just rush, spam grenades (because they think that's the only way to get a kill in reasonable time), fly around carelessly with the jet pack, and just generally play with very ill distinguished play style. This is all because the different factors like strafing, map movement, knowing how and when to team up, knowing how to be useful when away from the team, using gameplay mechanics (EMP, popping shields before headshots or melee), and etc. don't really present themselves in Halo's style. New players also don't explore much. Now usually I don' care about that kind of stuff because I'm a more laid back player, but I just think this may be driving players away from the experience like some of my newbie friends. They just don't know how to get into it. They think it's just about shooting at the guy long enough until he dies and crazy shenanigans. Well the second part is true, but if you can't learn how to develope a play style or just utilize the different factors with a natural flow then it becomes like a shallow "all thrills and no tactics" shooter. And that's not what Halo is. It's not Bungie's or 343's fault though, but maybe that could be a good thing to focus on. You can add more order to something without imposing structure that could take the flow or style out, and you can make utilization of the different factors more prominent and necessary. One of my friends also mentioned "How come I'm already better than most people at the game?" or something like that. I just replied "Maybe you were already good and didn't even know it.", but now I get that he was either trying to say that the game had no skill set or that it just sucked in general. He played with no real style too so you can tell how much fun we had playing together...
  11. Can we stop impulsively saying and whining"Oh **** Bungiez / 343 U made this **** like C0D Modern gay ****! They made the jump height lower. So it's automatically "not Halo"? Man this forum....
  12. I haven't played those playlists yet, but honestly now I'm ok if they just take bloom off of precision weapons. That makes sense.
  13. I don't have a problem with equipment loadouts or loadouts in general really. The only thing that kind of annoys me now is bloom because it seems like the shots always go to the very edge of it most of the time.
  14. I hope they don't "Keep Halo Halo" <More like stagnant...
  15. Yeah, I was actually one of the people spamming on the forums about change and adding a whole bunch of stuff when Reach was still being made. I still don't believe in "keeping Halo 'stagnant'".
  16. More accurate assault rifle with Halo 3's damage. I see now the range is fine but with this I'll be completely satisfied with it. And an ODST SMG-like UNSC rifle or carbine whatever. And don't give up trying to evolve Halo 343!
  17. Disclaimer-TL/DR: Read underlined and bolded parts. I originally made another thread regarding how changes can break Halo and how we should be careful about that, but I didn't get much real feedback or attention besides a lot of views. I'm remaking it now because I believe the points I discussed in it were legit and thoughtful. I made my last thread discussing the commonly agreed upon core aspects of Halo: Weapons (Include Grenades) Equipment (May usually branch into the other core elements) Gameplay Aesthetics / Bonuses And later on I suggested some other branch aspects. These 3 however I think are usually seen as the absolute core of Halo. And you can see how equipment in Halo 3 did branch off in the aesthetics department in the sense that some of them were weapons, but aesthetically different. They were also a bonus gameplay element. Dual wielding in Halo 2 also flowed into aesthetics and weapons department as well without contradicting them. And the man cannon added a new dimension to map control and transportation. These can and were considered big changes, but admittedly the changes in Reach were not just big. They were drastic additions that did not really flow from the natural core of Halo and ended up upsetting many fans. Though I wish the community were more tolerant I can see the value in all perspectives. We need to be careful about how we change Halo. Now I say these 3 are the ultimate core because many people believe weapons, grenades, and map control are the core of Halo. I just put grenades in with weapons and replaced it with a new layer, "Gameplay Aesthetics",. Gameplay aesthetics / bonuses often play into either weapons or map control and so do equipment. For example equipment in Halo 3 played a bit into the weapons category with the trip mine, and energy drain. They could also be used for map control like the gravity lift. They were also bonuses in their own category like the regenerator and bubble shield. Dual wielding in Halo 2 also played into the weapons category. Now I'm going to add an outer core and I will now call the three that I just talked about the "gameplay layer". The outer core is composed of items on map, consistent enviroment, and "equal" initial player palette. Now let's look at Reach. At first I had absolutely no problem with the title gameplay wise, and I still really don't except I will admit armor-lock does get pretty annoying sometimes. That's about it though. I wish the campaign were more impressive like in H2 and CE, and I still don't completely understand if my connection or the game is responsible for my lag in games at times (upstream bandwith?). I'm only going to focus on gameplay though. So why was the community in such a uproar with Reach? Let's look at my "Ultimate Core's" gameplay layer. Where do armor abilities fit in? They're not intended to be directly used as weapons, most of the time. One of them fits into map control, but let's just call a rule here. Anything that is useable by the player as some kind of equipment or acts in loadout form is considered a gameplay aesthetic or bonus. Now how does this play into the other two gameplay layers? Sprint, evade, active-camo,.... let's throw in armor lock, and hologram are bonuses. That makes jetpack the only one that really plays into any of the other two categories, map control,. Now back to weapons and the armor abilities. Sprint and evade are designed to do 2 things which are to increase speed, and increase capability to close distances with ease and quickness. Any other factors come from the players use of it. Many people may not have a problem with this, but according to my attempt to articulate the hardcore fanbase we have a huge prblem and it's in "equal" initial player palette, and items on map. If a product in one branch of Halo contradicts another then is it a failure?. It seemed so with Reach to much of the community. Now let's look at jet pack, armor-lock, and active camo: Jet Pack This is seen to play into map control in a negative way, and it includes issues of sprint and evade. Armor Lock "Kills"-Weapons, and includes issues of sprint and evade Active Camo "Kills"-same issues as evade and sprint Hologram I'm gonna say it's a harmless bonus Now Loadouts? "Kills"-equal initial player palette, items on map, and part of the point of map control -Halo players do not tolerate asymmetric balancing gameplay-wise very well. Armor abilities just are not the same as equipment. They are entirely new bonuses and only contradict the other branches without making up for it in popularity or favorable traits that many people can cling to with faith. And the same with loadouts also. Maybe loadouts can be tweaked more easily though to please more of the fans. I think what I'm getting at is that it's not impossible for Halo to evolve, but we should be careful about how we do it. And change should almost always build off of these 6 core aspects and not directly contradict each other. My personal view and disappointment in Reach to an extent was that what happened with Reach wasn't enough. And at the same time maybe the changes in Reach were misguided.
  18. This forum moves so slow and it seems like the majority of this population is full of creators not followers. An exaggeration I know, but it's ironic because no real discussions are being made or serious community articulations.
  19. hmmm....I like the in depth team building thing
  20. Do some people think their channel of playing is the only one? I'm just gonna put this out there ok. Sometimes it seems like pros' rationality is if I miss a shot when he makes a shot then I'm a bad shot. If I make a shot when he misses a shot then it's bull crap. If I get a kill and he can't understand why then I'm lucky. Some people in Halo seriously act like shooting is all that matters and they're completely oblivious to other factors like map movement, battle interferences like a unmanned warthog blocking my or their shot,...how you generally plan your moves and utilization of weapons, and etc. I'm just not a hardcore gamer ok. Sometimes when I'm in a better non-bored mood to play then I'll usually play better. People lose games and people win games. If you're a pro and you do play good games a hell of a lot and then you lose a game does that instantly make you a noob or mediocre? People will play generally better in games and maybe they are generally better, maybe they tried a bit of a different strategy and took advantage of situations more correctly. Sometimes there will just be situations where a player may get that once in a bit killocolypse or a couple overkills and that happens not always because of luck either. Because Situations will happen and a player may be sharp enough to take advantage when it comes up and do better. And if you're a pro who got into that once in a bit bad situation just because you made a bad move then that doesn't automatically make you mediocre either. When regular players have those moments yes it can be considered "lucky", but there is always a underlying conscious influence that you have to take advantage of. I don't go for vehicles much anymore and neither do a lot of people in games. So maybe one time I decide to take the driver seat of a warthog and we end up mowing down the other team. Some players attitude is just "OMFG NOOB!" or "Damn vehicle *****!". I feel that way too at times and especially when it's the vehicle mow down, but they're just taking advantage of your gameplay and rationality in gaming.
×
×
  • Create New...