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#Halo

12/17/2011 3:33:38 AM
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What did you dislike about CE?

We've had moments of fun in this game but there has been times where things just irritated us and we wanted better. Here's what I dislike: -instant checkpoint reversion by death When you die, the camera should zoom out and follow your body. But there comes a time when you instantly revert. You don't get to enjoy that explosive death you just suffered. This also comes as a surprise so when I'm doing something and I'm about to manually revert, it comes out of nowhere. -heavy landing stun and damage I like doing tricks like falling from 2 ledges to the overshield or doing the bridge jump but when I slide off the supply case (and I'm right next to the ground might I add) and still die, that's just a pain in the ass. Sliding should at least cause some friction. H2 corner sliding would have been a great addition to CE. -AI being removed This was very minor in CE but it's unfortunately there nonetheless. -instant splatter As much as I like splattering multiple Hunters and Goldies with a Ghost or hog, I don't like being a victim of my own vehicle rampages (that includes the Banshee). With vehicles like these, I shouldn't have to play cautiously. -unusable Wraith There's nothing more disappointing than flipping a Wraith but not being able to drive it. -random geometry As much as I like shaping rocks on AotCR for my diabolical plans, I'd much rather see a pattern that I could get acquainted with. -it's easy to run off a ledge or platform The later Halos had walking.
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  • [quote]In regards to if it would be the same level of skill if you took away the skillful things in the game to compensate for a gamepad, then no. If using a gamepad would be more skillful then let it make the game have a higher skill gap. If you compensate it makes it easier for just anyone to pick up and play.[/quote] Let me rephrase my question. Suppose game A is constructed in such a way that it has a much larger skill gap than game B. Suppose someone comes along and slows down the movement in game A, and adds a bit of aim assist to it, which reduces the skill gap. Will game A now necessarily have a smaller skill gap than game B, and why? Why couldn't game A's skill gap not possibly still be a bit higher than, or the same as, game B's? [quote][b]Posted by:[/b] Dr Syx What I meant before with the increased skill ceiling with the Mouse/Keyboard alone was that there was a great skill gap both ways. It's much easier for someone to pick up a controller and start playing than it is on a keyboard/mouse. The inherit difficulty of simply using these devices along with the reward once you're great at it is what makes the skill gap enormous. Not just the end result.[/quote] This argument seems to depend on the following (admittedly informally stated) proposition: [i]If something is easy to pick up the basics of (or get comfortable with, or whatever), the skill of users of that thing will not vary as as greatly as if that thing was not as easy to pick up.[/i] I can't accept this without justification, at least not in a general sense. It does not seem intuitively self-evident, and it suffers from some uncomfortable implications. For instance, it suggests that the much less general ("less general" since in colloquial use it is aimed primarily with learning curve, without consideration toward things such as talent) statement of "easy to learn, hard to master" cannot be accurately applied to anything. [quote]Limiting Formula One engines and limiting the amount of area a wet suit can cover are better suited analogies to not letting people use keybinds/macros. Making them use a controller instead of a keyboard/mouse would be the equivalent of telling them to use a metal ping-pong paddle instead of a Tennis racket while playing Tennis.[/quote] Nah. keybind/macro limitations are more akin to F1's traction control limitations. And there's nothing wrong with ping-pong paddles; people do play games akin to tennis with them. And how do they keep it reasonable? By using a smaller court, a court which the paddle sweeps out a proportionally greater area of. In a sense, it's not dissimilar from the use of assist or slower movement to make console shooters make sense.

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