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Sikslik7

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Everything posted by Sikslik7

  1. Before you clear your local save data, completely unplug your console and plug it back together. Sometimes after resetting the router and doing all of the above it works. You may want to try to download a free to play game like Warframe, which can help when a game freezes or doesn't respond in a similar manner to MCc right now. That way you don't have to switch discs to get a game to work properly. If none of that works, recent the save cache.
  2. Is Frito Lay a subsidiary company of PepsiCo?
  3. Who plays Minecraft on Xbox One other than staff?

  4. Drizzy is streaming some good old MCC with other members: http://www.twitch.tv/drizzy_dan

    1. Drizzy_Dan

      Drizzy_Dan

      I'll stream again later in m 1v1 against GSD

  5. Drizzy is streaming some good old MCC with other members: http://www.twitch.tv/drizzy_dan

  6. Forge has always been, and hopefully always will be a work in progress that gets better with each game. Based on what we have seen from the Halo 5 beta and Halo 2A forge in MCC, I expect forge in Halo 5 to be much better than it's predecessors. I expect this not because of just a new iteration, but as many of the issues forge has faced in the past are not present in Halo 5. However, although forge should be better, I have a feeling that the forge community will be even worse off, despite the progress. Here are some things that has been/always will be problems with forge that many people don't realize. I'll break these into some different categories to help explain the issues. Console Power: Held back by split-screen, Frame-rate Drops, and Spawning. Splitscreen: Modders have proven over and over again that consoles can handle increased item count, despite Bungie and 343i claiming the console can't handle more. The truth is, they are right, the game cannot function properly with high item count as long as there is split-screen. Split-screen is the main reason for the item count. When playing split-screen, the console has to do 2-4 times the amount of work than a console with only one player. This is because the console has to keep track and generate the map for each player, what they see, and how objects interact with each other. Well-known maps that make it into matchmaking have to be edited and fixed to make sure it can be handled by split-screen, especially when you have bad connection and multiple consoles with split-screen actively being used in a match. The community made Invasion maps by THFE in Reach that made it into matchmaking are a testament to this. THFE did an amazing job with those maps, fixing plenty of issues, and cutting back on parts of the map to make it playable. As someone who saw the initial finished products (before they were to be made for matchmaking), I can attest to the changes made and see the amount of work they had to make to the maps and innovation they used to bring maps in that would have never been able to be played in matchmaking. Removing split-screen helps the console process the game better for players, and allows for more usage of forge mode to the optimums. Frame-rate Drops: Item clipping (also known as Screenlag) has been an issue since Reach, and is part of an ongoing battle against frame-rate. This is caused by items that have different properties than normal (glass, lighting, metallic shine, etc). It is also caused by having two items on top of each other, which flash back and forth between the items being seen. Forgers spend a lot of time having to shift blocks and redo entire areas because of these object interactions, which are both distracting to players and create more work for the console. Being a more powerful console, The Xbox One has the ability to overcome the drops much easier. From the forge maps we saw in the Halo 5 Beta, the items seem to have a much more simplistic texture and design. This is good news for the community, as the console will be working less to generate the same structures. For an example of some issues that carry over: Spawning: In Halo Reach, Invasion was one of the most intensive gamemodes ever made for Halo, and Halo 4 had dominion, another intensive gamemode for the Xbox 360. This was due to items being spawned in, changing properties, and plenty of invisible and visible zones, objects, etc. In addition, the spawning formula for the games were unique in these gamemodes, being dictated by player choice, spawn zones, and the current possessions of a team. Halo 2A forge has shown that the Xbox One can handle this, with the switches, timers, and special objects that were introduced in Halo 2A forge. Based on how spawning weapons in Halo 5 Beta worked, spawning looks fairly optimistic. Forge Mode: Controls, item labeling, Items, and features. Forge Controls: Forge has relatively retained the same controls since it was first implemented in Halo 3. Additions have been made, such as being able to duplicate and lock items, but some features were removed and brought back (precision editing). Overall, this has gotten better with time, but there is still one beef I have with the controls: spinning an object 45 (or 30) degrees twice. Any forger knows exactly what I am talking about, when you spin and object once along the x or y axis, and then along the z axis (or vice versa). For example, you can't have a block 1x3 be both a diagonal bridge between catty-corner blocks and at a 45 degree angle with the floor. Instead of doing as you would expect, the game spins the block in an all new angle, not relative to only one of the x,y, or z axis respectively. It would be nice to have an "undo button" whether it be movement, or deletion. Item Labeling: This has been an issue since it's advent in Halo Reach, allowing objects to be used in only certain gametypes, under certain conditions, and to be a specific object (KOTH hill, Headhunter score zone, etc). To use these objects you have to learn how to label, and what to label, which is hard to do with complicated gametypes such as invasion or Dominion. With Halo 2A, they broke down the objectives into easier to use items. Although you still have to label them KOTH Hill, flag spawn, etc., the naming of the objects was mainly so you could identify the objects in-case you had multiple at the same spot (like and Infection safe zone and a KOTH hill). Item labeling has gotten much simpler, but the labeling still offer increased customization from the gametype's options. Items: You have to have a decent variety of items, of various sizes and shapes, with a mixture of natural terrain and buildings. Item textures need to work well together and with the environment around it, and cannot be overly bland or complicated. There needs to be some more complicated or user-feedback items, such as destructible cover, etc. Overall, many items which can be used in many ways. Some items have been almost worthless in most maps, but shine in others. Give forgers a large palette to chose from, and they can use the items as they see fit. Mistakes have been made with items in the past (rounded corners with Halo 4 being one). Forge Features: This is the most diverse category of Forge. There have been great additions, such as magnets, spinning by a certain angle, phasing, etc. Others have been cosmetic, sure as changing colors of objects. Many of these have helped people get into forge and make forging faster (remember trying to put bridges together in Reach?). Trait zones and gravity volumes are another one of these features, which can be edited and used some the gametype does not have to be special for the map. Killzones and safe zones have helped created good boundaries for players, even when some forgers don't know how to use them properly. The thing is, these features have been used in many cases as a substitute for something that already works well (precision editing/magnets). Typically for every feature added, another disappears, or is hardly usable anymore. It is like getting a prosthetic leg and then losing your other foot, are you really better off? The Game: Gametypes, Customs, and The Community. Gametypes: Whoa, we already talked about gametypes! No, we talked about objective objects. Here is the important thing: gametypes are part of the core of forge innovation. Don't believe me? Let's look at some examples: In Halo 4, there was no sided CTF. It had to be forged in to make one flag (the attackers) inaccessible, but close enough so that the attackers knew where to score it. THFE created an Invasion-like gametype called Conversion in Halo 4, which had to be forged into the map. Many of the action-sack and custom maps in Halo Reach and Halo 4 were from gametypes such as stockpile and Headhunter. Many were modded gametypes, like gun-game, mini-slayer, etc. Allowing older gametypes to make an appearance, even if not played in matchmaking, allows for forgers to make maps that can be used in customs. Customs: Customs has been a core part of Halo since the beginning. Having your friends or random people get together in a lobby and play mini-games, competitive maps, and all sorts of other creations is one of the most enjoyable parts of Halo. Forging is a huge part of customs, and if the forge community is not strong, or can't get their maps tested in customs lobbies, customs is reduced to replaying the same simple mini-games and base maps on a game. The Community: From launch, the community needs to be able to support forge. If a working fileshare is up within two months, especially in conjunction it being up on Halowaypoint.com, maps will be able to be spread across the community, and allows players to see a cool map online in a video, click a link, and ready it for download on their xboxes the next time they get online. Additionally, the community, the members of the Halo universe, need to play Halo and help forgers test their maps and keep the game alive. If the online population dies off in a few months, there is no incentive to make maps, as no one will ever play them. Sadly, with the removal of split-screen, this hurts the community. It also hurts forgers who just want to test out if a gametype works by turning on a second controller. Now they have to find a friend or a random person online to help them test. So yeah, there are many issues with Forge that have been/ always will be there. If you want to talk about what I have said, please feel free to discuss, as I am more than open to a dialogue about forge or my thoughts.
  7. Sikslik7

    Hello

    Welcome to the forums! If you ever need any help, don't be afraid to ask.
  8. So if there was a Reach event in the coming weeks, who would be interested?

  9. I knew something was going on Mods. Ash, I look forward to working with you in the coming months, welcome to the staff.
  10. GSD and I played our match. We both won one round and tied the third. GSD had more total kills. We played an additional round in-case you wanted us to do so, and GSD won that round. Matches are in my fileshare.
  11. 1977 "We are the Champions" - Queen Was the US really a champion in the 70's after Vietnam? Was there time for the "loser" veterans? The economy was dealing with both rapid unemployment and inflation. Was the US till the best, the champions of the world? Did it have other nations' best interest at heart with coups and political games in smaller countries? Was the US really being a champion for the world?
  12. I'm the one playing GSD in the first round...
  13. Here is how I see it. You have a few options based on some circumstances. The options: 1. You don't buy Destiny 2. You buy Destiny base game (If you have an Xbox One you get it for the Xbox One over the 360) 3. You Buy Destiny and the Expansion DLCs. In September Taken King comes out, with plenty of new content. If you are getting it for the 360, you buy it and the first two expansions now, saving $10 if you buy the two out now together with the game via the Xbox Live store. If you have an Xbox One, I actually suggest you wait, and just preorder the Destiny: The Taken King game version to be released in September. It will be $60 instead of Destiny's current $30, but you end up getting all three DLC and save around $20-30 than buying the DLC separately. 4. You wait to buy Destiny (and possibly it's DLCs) until after Halo 5 has come out and you have more time to play it, as you want to play Halo 5 more. Don't deny it, you want to play Halo 5 more than Destiny. I won't actually recommend or not recommend the game, as I dislike it due to it not fulfilling many of the promises and things Bungie said it would have about a year to three months before from it's release, and then denied saying them (Exploring Space in ships, players dropping in on ships in free roam, and extended free roam (see below). I also found issues in the Beta that further disenfranchised me from the game. It's been a year, so I may pick up Destiny around Christmas (when I get some time to play it). For how the game actually plays now and all the great stuff about it, listen to Azaxx, as he plays it to the exclusion of everything else, except his moderation duties. If you don't have an Xbox One yet, I would suggest not getting Destiny, and instead put that money first towards getting an Xbox One and Halo 5, which comes out a month and a half after The Taken King DLC. That's another thing, when Halo 5 drops, will you switch over completely? If the answer is yes for a few months, then I would hold off on Destiny until it drops price or The Taken King edition goes on sale at a later date. With reverse compatibility coming to Xbox One, holding onto a 360 to keep being able to play those games is not as big of a deal. I kept my Xbox 360, but mainly because I didn't spend a whole lot of money on games and saved up for an Xbox One and games. Another thing to consider is that other than Halo 5, many games are coming out for the Xbox One (Gears of War Ultimate Edition, and new Gears game in the future, Lara Croft, Battlefront, CoD, Rainbow Six, etc). Would you want any of those games more than Destiny? This is what I would be considering for whether or not to buy Destiny, now or in the future, being in September or after Halo 5 comes out. Take my advice and consider what I have said, and listen to those who actually play the game. Also, the video I mentioned (skip to 2 minutes):
  14. Have you tried a Trump steak? If so, how was it?
  15. In order to turn on skulls, you have to start a mission from the beginning or a built in rally point. If you have played half of a mission, saved and then tried t po activate skulls with the save, it doesn't work. You have to start from the beginning again.
  16. I would love to see a grifball playlist, especially cross-game. I think it would have some demand. As for Action Sack: Most of the gametypes used in Halo 4 required modding and forging, and Halo 3 required a decent amount of forging. 343i is not going to mod the game, nor are they going to spend the time forging. The community has to be the ones forging the maps and making the gametypes. If they gain popularity, I could see Action Sack making a return, but even then, doubtful. My suggestion is to find others who play customs on a regular basis to fulfill your Action Sack needs. Both here and on Halocustoms there are customs lobbies fairly often, so you should be able to find people fairly quickly. If you happen to have any remakes of older Action Sack games and gametypes, I'd love to get them from you. Also, Welcome to the forums! If you ever need any help, don't be afraid to ask!
  17. I don't think this is an issue. You should be able to jump around the playlist, and jump straight into the Prologue of Halo 4. Since your progress is shown on the other missions, I think you should be fine doing that. Otherwise, try play Pillar of Autumn and seeing what happens.
  18. Forge was never in Halo ODST. You could forge on the Halo 3 maps that came with it, but those are already in MCC. MCC is about porting over games, as they were, with as little changes as possible. Adding in Forge for firefight is something that has never been done, in any Halo game, and 343i are not going to go back and add it for minimal use by the community, especially with Halo 5 around the corner. As for Firefight, yeah, It would be nice to see it back, but according to 343i, there aren't any plans to bring it to MCC, same as with Halo Reach. It sucks, but frankly really isn't worth it, especially with the Xbox One going to be reverse compatible in a few months. Also, Welcome to the forums! If you ever need any help, don't be afraid to ask!
  19. All skulls are unlocked for campaign use with MCC from the beginning for all games, including Halo 2 and 3. Finding skulls in either game does not lock the others.
  20. Well, here is my desktop at the moment. I typically have it cycle between a variety of movie and game promotional posters.
  21. Gosh, this is about a month late, I totally forgot to follow up on my request in the Staff chat. Staff versus Members playdate: @Buns [member=Drizzy_Dan] [member=German ShepherdD] [member=SikSlik7] [member=Yoshi1176] [member=Fishy] [member=Self Destruct] [member=You Know YOLO] [member=Laplace] [member=Archangel Tyrael] [member=Yang Xiao Long] [member=The Director] [member=JudgeMent] [member=Mr Kittens and Gibberish] (Orbis) [member=Glitter Destruct] [member=Jack of Harts] Others?
  22. You can play up to 4 players, but only 2 local. The other two have to be on another Xbox.
  23. Almost every other night members of the forum run customs on MCC, especially on Halo 3. Otherwise there is larger events held on weekends, which are posted both in the event forums and the calendar.
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