I don't know why I didn't find this months ago, but this REALLY describes why I, alongside other PC players, loathe Microsoft's decision to not release the full game to PC. Edit: Sorry to spit in the face of our almighty lord and saviour Tom French
Actualy i cleared that up the second time around "Long term formulation implies thinking ahead, multiple steps in advanced. Now this is subject to change depending on the context, longterm formulation in chess is very different than that of an fps game like halo." Of course i'm not arguing for 20 10 or even 5 minutes of strategy, within the context of halo i've never experiened this. But "surviving one life" doesn't do my example justice either. Sounds liks you're choosing to ignore the rest of the scenario So are you saying you would advocate 10x pace? If not you'd agree with me that there is a balence to be struck, and we merely disagree on where that balence should be
I can't possibly imagine why anyone would consider any planning in any Halo game "long term". You can conveniently redefine these definition boundaries to fit your needs but that does little to answer my reasoning. Yes, if everything could scale accordingly, I would enjoy Halo to be a much faster paced game. 10x the speed would require 10x more mental skill and 10x more technical skill.
Thinking multiple steps ahead, is thinking long term RELATIVE to moment to moment decition making; which is a result of high pressure gameplay. But fair enough, as always these tend to get bogged down with semantics. However i highly doubt you would design or even want to play a game that plays at 10x speed than that of Halo or Quake.
No server browser and no theatre. I get its a free game but not shipping with a server browser is down right silly for a Microsoft PC game.
I've settled on the name "Vessel"(sorry Chunk). After more than 20 games, I can safely say that this map definitely works for 1v1, though I'm likely going to end up labeling it 2v2. It will usually go to time with only 2 players, but the leader will have at least 12 and there isnt much looking for each other going on at all. I have a ton of pieces left, but I can't see myself using them all. I tried adding some rigs in the distance, but took them out because they looked super blurry and the textures would pop in as you got closer to them in the play space. I'll probably add some more small aesthetic touches, but the map is pretty much done. I really hope you guys get a chance to try it out. The layout is simple, but the map has a ton of depth if you try and get creative with how you play it. https://www.halowaypoint.com/en-us/...nmeister_14235f15-ce08-4846-99ba-896d2ee5edad
HA! That would require a team of individuals who know the basics on how to make a Halo game, or an FPS in general!
Unless the rules have changed in my absence, anything that doesn't violate the rules is allowed. It's basically on and off topic discussion.
This is like the Forge community's fight club with different rules: 1) ALWAYS talk about the arguments on this thread in XBL parties. 2) Come back here and argue/bicker some more. 3) Repeat from step 1