And this is why I don't advise 343i on their game tweaks lol. I definitely agree with the decreased magnetism, and the smaller hitboxes, to a point. Magnetism, full steam ahead. But with the hitboxes, I don't want hit"boxes" per se, I want Hit"Heads"/"Arms" etc. If I shoot you in the face, I want you to die, not have the bullet go through some magical empty space between the helmet I see, and the hitbox hiding underneath.
Oh God yes. Anyone who suggests hitboxes smaller than the graphics themselves would be genuinely mad, but also having nothing bigger than the graphics either would be ideal.
While I know next to nil about coding and such, it sounds like a fairly simple concept if "virtual bullet/data packet" comes in contact with "helmetcollisionfield" depending on what bullet, sniper/DMR etc. then it would do damage. But again, I know nothing of game coding xD
Just watching the forge video from RTX again and pausing it when he goes into the menu to edit the player trait zone you can see the options that are there currently. They are when you first open it up: Trait Zone Alpha Trait Zone Bravo Trait Zone Charlie Trait Zone Delta The next layer of menus down gives: Shields and Health Movement Sensors Appearance Under Shields and Health we have: Damage Resistance Shield multiplier Shield recharge rate And under Movement it shows: Player speed Jump hight Player gravity Vehicle usage Under Appearance: Active Camo Waypoint Those are the only options shown in the video and considering how little space the menu takes up on the screen I doubt there were any other options. This is all based of the video from RTX where they state that it is not final build though, so they may add more options in there so the odds of us seeing fall damage modifiers in there are still up in the air. But I personally don't see them thinking like that.
Thanks for the breakdown there. The whole trait zones function is something I'm actually excited about. It opens up so much room for creativity in map design for us forgers.
Oh it's perfectly simple, it's a decision made at design stage rather than a challenge faced by those coding the game. CE had (unless I'm very much mistaken) hitboxes exactly in line with the visuals. This was easier because there was no armour variation, but still. The reason hitboxes are increased, as well as magnetism, is (as far as I understand) largely to help with the latency issues introduced with online play. This is why they went overkill on all these fronts in Halo 2, with hitboxes the size of the moon and bullet magnetism greater than the gravity of a black hole. It gives a little more leeway for shots which look to have hit on the client box but slightly missed the edge of the visual model on the host box. However, it's a careful balance, and if I'm totally honest I never really trusted Bungie to make hitbox decisions based only on just about allowing for the issues of latency, but instead suspected that there has always been at least a small aspect of making it a little easier to hit people.
That's probably true but it's not necessarily problematic. Fine aiming on a console is always tricky (just try killing your own teammates - big hitboxes or no, it's a *****). So they compensate with a blend of bullet magnetism, larger hitboxes, and aim assist. Aim assist in particular has been notable and game-affecting throughout the entire Halo series - I've been periodically annoyed by it since CE, though it's a necessary evil. The other things don't strike me as particularly different in conception. Perhaps they're even a little BETTER than aim assist - if a slightly larger hitbox would make a moderate nerfing of aim assist possible, I'd be all for it. (I hate when an enemy crosses in front of my intended target, throws my aim off, and costs me an easy kill.) The hardest balancing act in designing these games has to be making them suitable for competitive play, but not brutal and unforgiving on people just starting out. Bungie may have erred more toward the latter than the former as the series went on, but I am inclined to give them a LITTLE benefit of the doubt just because those decisions are complicated, with lots of other factors including latency to worry about, and ultimately there really is no perfect answer.
This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. This. I hate aim-assist with a passion.
Remember, they did say most of the menus and such were based off Reach, so they may just be placeholder traits based on Reach's options. Although i'm willing to bet i'm wrong.
I'm sure they'll add a trait to raise or lower the points gained off of a kill in the trait zone. If they add that option, I will create a minigame of it.
I think they said that there's only 4 different types of trait zones, but you can place more than one of each type
Makes sense. Especially considering the lift volumes or whatever they called them. That give you a lot of versatility. Edit: Sorry, grav volumes. Spoiler http://youtu.be/lnHPPsQFovY?t=28m1s And is being able to have a reverse gravity field insanely epic or what? Straight up Spire style lifts anywhere you want them, and any shape or size within the constraints of the system. I'm totally stoked.
I think hitbox sizes were fine in Halo 3, head in particular, Sniping in both 2 and Reach is too easy if you ask me, and this is also a large part of why bloom fell so flat on its face. If it weren't for hitboxes being generous and significant magnetism pulling bullets in even when the player is firing fast, spamming wouldn't be nearly as effective and bloom would fill its role better. It wouldn't totally negate the random element, but it would make spamming much less reliable to the point where I think fewer people would have gravitated to it on 100% bloom. On a personal note, I dislike large hitboxes because it creates a disparity between aiming and hitting. I agree that aim magnetism is frustrating in its own right, but for the the instances where I have my reticle dragged aside by it are few and far between, though definitely annoying as hell. I also find that it's generally vehicles (mostly Ghosts) which are guilty of doing so, simply because they can be close enough to snag you but fast enough to jerk you significantly far away from where you were aiming, a player moving even at full speed is less likely to do this (though still capable by all means). This is not seeking to generalise, instead simply speaking to my own preferences in balance terms, but I care less about how the finer competitive mechanics play out in the games which are more likely to include Ghost's, ie. BTB. On the other hand, hitboxes affect every single encounter. All that said, I think significant bullet magnetism is the worst of the three, as it creates the biggest disparity between what you input and see on screen, and what happens. I feel its the biggest example not only of the game "doing it for you" but also the one where you get the least feedback on what's going on until after the kill has been made. Even with theoretical 100% aim assist, where you lock on to a player the second they're visible, at least you can still definitively see precisely when to fire. You only have to look at the frankly stupid sweep sniping possible in Halo 2 to see how big a role bullet magnetism can play, and how it undermines the skill required to use a weapon which noobs and pros alike will agree should be difficult. On this note, I think the discussion of making the game approachable and enjoyable is a complex one, but not necessarily helped as much as is often said by these mechanics. For the most part, they're more influential when it comes to precision weapons (with the exception of reticle magnetism, which is another reason why I consider it the least frustrating of the three), and so increasing them tends to make precision weapons more powerful for a given skill level than it does with autos or CQC. One could well argue that this makes guns like the Sniper or DMR more approachable to less-mid skill players, but actually I'd argue that the more prominent affect will be that the players who gravitate to these guns anyway will just find it easier to pound on players who don't. Sure, Andy Assault Rifle may be more inclined to try the DMR once in a while, but I feel that his overriding impression will be how much more players (who aren't even that good with a DMR in the context of the wider skill gap, but gravitate to it as a matter of course) dump on them in the majority of games.
Yea basically the same as teleporter channels. You can have many trait zones but only 4 different ones. It looks like you can put down 16 of them at a cost of $50 each on the vid. So you could have 4 set to alpha, 4 to bravo and so on or any combination thereof.
From what I have gathered so far it seems that chief will crash land on requiem.there is some weapon on requiem that is why the "storm" branch of the covenant are there.they want the weapon.the promethians however are guarding the weapon from the covenant and chief.