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The Official Halo Thread


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#526
LPPrince

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Perhaps it's nothing but is it possible Microsoft's considering a PC version of the Master Chief Collection?

 

 

They said as much already.



#527
OdanUrr

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They said as much already.

 

When? :huh:



#528
LPPrince

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When? :huh:

 

When they first announced Windows 10, I believe.

 

Something about closer integration between PC and Xbox One, with a mention of a potential PC Halo MCC.



#529
OdanUrr

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When they first announced Windows 10, I believe.

 

Something about closer integration between PC and Xbox One, with a mention of a potential PC Halo MCC.

 

That's what I'm talking about. The official Windows 10 event is going on right now and there was no mention of it.



#530
LPPrince

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That's what I'm talking about. The official Windows 10 event is going on right now and there was no mention of it.

 

Well, you never know. I remember hearing about the potential of it anyway.



#531
Guest_Caladin_*

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yeah can stream xbone games to pc, F*ck yeah thought no-one



#532
RZIBARA

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yeah can stream xbone games to pc, F*ck yeah thought no-one

 

how is streaming xbone games on PC bad exactly? Do people just hate on xbox for the hell of it?



#533
LPPrince

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how is streaming xbone games on PC bad exactly? Do people just hate on xbox for the hell of it?

 

Yes actually, people do. Its silly.



#534
RZIBARA

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https://www.halowayp...e-beta-test-faq

 

WTF 343. Just do a recall



#535
OdanUrr

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https://www.halowayp...e-beta-test-faq

 

WTF 343. Just do a recall

 

That would be better for the consumer but more expensive for Microsoft. I feel for console gamers who have to deal with the fallout of this shoddy release.



#536
LPPrince

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BLUE TEAM WINS!

 


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#537
RZIBARA

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Here is a list of all the changes happening, according to Josh Holmes from 343i

 

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 & bug fixes for all Spartan Abilities (Thrusters, Clamber, Ground Pound, etc.)

WEAPONS

 

At the core of any first-person shooter is gunplay. For Halo, the experience of aiming and firing weapons is king and we put a lot of effort into making sure that it feels great. We want the player to feel connected to each weapon, so that it feels like a natural extension of the player. We want the right amount of feedback to sell the sensation of firing the weapon. And of course we want all of the weapons to be balanced against one another so that each one is effective within its own encounter range without a single weapon becoming dominant.

With the introduction of our new Smart-Link aiming system we’ve given all weapons the ability to zoom. This new system creates a more natural feel and reinforces the connection between Spartans and their weapons. The advantages of a zoomed weapon are balanced by the ability to de-scope and force your opponent out of zoom if you land your shots first. Our goal is to balance all weapons to be equally effective both in and out of zoom while continuing to respect the function of each mode.

Our newest weapon, the Hydra, received a mixed response from fans. Hard to use at first, it took some time for players to realize how effective the Hydra is at curving shots around cover at range from within the new Smart-Link system. Once it clicked, people began mopping up, but many players still felt that the weapon didn’t have enough utility in general combat. We’ll be buffing the weapon to make it more effective out of zoom and ensure that it feels like a true power weapon.

Some of the other improvements that we’ll be making to weapons in the game follow:

  • Sniper Rifle: improve scope experience to making it less “clunky” and faster to scope
  • DMR: adjust position of the scope to improve visibility
  • Bring back the SPNKr Rocket Launcher as a legendary version of the weapon
  • Reduce bonuses for automatic weapons in Smart-Link & w/ headshots
  • Remove grenade detonation in mid-air based on weapon fire
  • Ability to turn on/off vibration feedback for weapons
  • General tuning and bug fixing for all weapons
PRESENTATION

The arena multiplayer experience was designed with a competitive theme. We imagined this to be a place where Spartans would train against one another in preparation for upcoming battles. As such there would be a certain amount of comradery, gamesmanship and fanfare involved. We approached match presentation as though these showdowns might be broadcast within the UNSC to other enlisted military watching intently as the Spartans trained.

Each match includes an intro and a victory sequence. These are meant to reinforce your identity within your team, to show important locations within each map prior to battle and to celebrate the winners of the match. Despite the fact that the intro and victory sequences in particular seemed to be universally loved by Halo bros, we weren’t 100 percent satisfied with the tone of these moments in the game. Expect the final sequences to feature considerably fewer chest bumps and high fives.

Other improvements we’ll be making to presentation based on fan feedback:

  • Post-death replay: this will become an opt-in feature. After death, players will see a traditional follow-cam and have the option to view a replay of their death from the killer’s perspective (as long as the feature is enabled within the playlist)
  • Medals: decrease frequency and number of medals displayed in the medal feed
  • Spartan chatter: players will have the option to turn this on or off in the settings menu
  • Adding highlights to placed/dropped weapons to make them easier to see
  • General tuning for announcer and Spartan chatter to reduce the frequency of events and focus on the information that matters most to players

COMPETITIVE SKILL RATING (CSR)

 

Halo 5: Guardians features a brand new seven-tier competitive skill rating system. We put an early version of this system through its paces in the beta and uncovered a number of bugs that are being addressed.

Probably the most common question that we heard about CSR was regarding recognition of individual performance. The system is designed to reflect wins and losses at the team level. Individual performance is not taken into account when calculating bonuses/penalties to CSR; 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 & penalties to reflect the difficulty of each match.

Our skill rating system is one of the pillars for competitive play of Halo 5: Guardians and we’ll be continuing to refine it throughout development. The focus for our team coming out of the beta includes:

  • Improved skill detection during placement phase
  • Improved skill matching
  • Improved team balancing
  • Prevent skill boosting
  • General bug fixing & tuning

MATCHMAKING

 

One of the challenges with matchmaking for a competitive Halo experience is the need to find matches of appropriate skill (due to the skill gap between players) and ensure that matches don’t start unbalanced. These priorities are weighed against matchmaking speed. If you loosen the skill requirements and allow games to start with less players (backfilling live with join-in-progress) it makes the process much faster, but it does so at the expense of fairness. We need to balance these factors carefully and for beta we weren’t satisfied with the balance that we achieved. 

Coming out of beta we have a number of fixes and improvements already in flight for matchmaking but at a high level our focus is on the following:

  • Much faster matches
  • Better skill matching
  • Better feedback to players in the lobby and matchmaking experiences
  • Allow players to set desired datacenter for matchmaking (may impact matchmaking speed and skill balance)
  • Improved party vs party matchmaking
  • Hide CSR ranks until in match to de-incentivize quitting
  • Punish quitters with CSR penalties and matchmaking bans
  •  

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#538
LPPrince

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Image from a commercial shoot-

 

http://www.reddit.co...speculate_away/

 

tjIA5BG.jpg


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#539
SmilesJA

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Chief awakening from a hangover?



#540
SmilesJA

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The guy on the right kind of looks like Locke.



#541
LPPrince

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Even Spartans are not immune to stubbed toes



#542
EarthboundNess

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I can't help but see that pic as a continuation of the alcoholic, post Halo 4 Master Chief from these animations.

 

 

Locke's there to help him get his act together.


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#543
RZIBARA

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The alternate versions of those vids are also hilarious. Especially the party one, when MS is talking about Bungie lol


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#544
LPPrince

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God, he really does need Cortana



#545
RZIBARA

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New patch  out

 

MATCHMAKING

  • Made a variety of updates to improve matchmaking performance and success rates
  • Improved matchmaking search times/time to match
  • Improved stability throughout the matchmaking process across all titles

PARTIES

  • Improved party stability

HALO 2

  • Made improvements to multiplayer shot registration
  • Improved campaign stability across a variety of levels
  • Addressed stability issues for matchmaking and custom games
  • Fixed issues around resuming H2A Campaign from “remastered” mode
  • Improved medal display consistency

HALO: CE

  • Fixed issues regarding aim assist which resulted in the reticle being pushed away from an enemy
  • Improved shot registration consistency between host / client in peer-to-peer custom game matches
  • Resolved a variety of UI inconsistencies, including team color randomization, medals, and in-game scoreboard display


#546
Riven326

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BLUE TEAM WINS!

 

Hopefully the resolution. 720p on a next-gen console is embarrassing.



#547
RZIBARA

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I think MC is going to die in this game... they better not let that happen. Either way, very interesting trailer

 



#548
OdanUrr

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I am so not into this new character. At this point, I hope he dies early in the game.



#549
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343 has stated that they're going to keep Chief around. Granted though, I think it's the only exception. Everything and everyone else is fair game for 343. They seem intent to kill off characters. 

 

At least they're listening to fans somewhat, especially in regards to Halsey and Palmer. Read Escalation #16, and I was glad Palmer finally got knocked down a peg, while getting called out by Halsey. Before that, Palmer was 343's golden girl and creator's pet. To me, she's everything that's wrong with the S-IV program.



#550
OdanUrr

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343 has stated that they're going to keep Chief around. Granted though, I think it's the only exception. Everything and everyone else is fair game for 343. They seem intent to kill off characters. 

 

At least they're listening to fans somewhat, especially in regards to Halsey and Palmer. Read Escalation #16, and I was glad Palmer finally got knocked down a peg, while getting called out by Halsey. Before that, Palmer was 343's golden girl and creator's pet. To me, she's everything that's wrong with the S-IV program.

 

Does that mean I made the right choice not to read the comics?