As I said I my [url=http://www.bungie.net/Forums/posts.aspx?postID=71633845]previous thread.[/url] Halo 4 is only looking better and better. However today in this week's [url=http://halo.xbox.com/blogs/Headlines/post/2012/04/25/The-Halo-Bulletin-42512.aspx]bulletin[/url] 343i explained about some of the more "controversial" issues some more.
[quote][b]A Halo 4 Multiplayer-focused Extravaganza: The Text Version[/b]
Last week, a pile of boxes arrived on the studio's doorstep. Nestled within the confines of the corrugated cardboard were copies of the May issue of Game Informerthe pages of which contain the inside scoop about Halo 4, its characters, and various gameplay modes. If you have yet to absorb its abundance of information, prepare for a sliver of enlightenment as we're going to touch on just a few of the recently revealed multiplayer topics.
[b] Weapon Drops[/b]
Traditionally, power weapons spawn at set locations on a map. After looking at what has worked in the past and what we wanted to change for the future, we decided to build a new weapon spawning system from the ground up for Halo 4. Our primary goal was to make the system accessible to both new and returning Halo players, and also to make it fit within the context of Infinitya massive vessel that is the new home of Halo multiplayer.
Initial weapon drops happen at the beginning of a match. After that, timers are set for when they drop in, and subtle UI elements communicate the time and destination of their impending arrival. Drops will be appropriate for each map; for instance, long-range weapon drops (i.e., sniper rifles) are likely to occur on large maps while close-range weapon drops (i.e., shotguns) are likely to occur on tight quarter maps.
There are two important things to note about weapon drops: you'll have the ability to customize ordnance in custom games, and not-at-all-random is a more accurate descriptor than random.
[b] Player Spawn System[/b]
Evaluating the average number of living players on a map at a time, how long it takes to see an opponent, how quickly you can get back into action after dying, the length of time you're dead versus the length of time you're alive, and overall expected life spans were all things we considered when determining the player spawn system in Halo 4. Ultimately, we opted to give players freedom over this feature.
So, in certain modes (not all), players can control the timing for when they spawn. That means that, when you die, you can choose to spawn immediately, take a short breather to select your loadout, or plan your next strategy based on how the game is going. Objective game types use specially-tuned spawn timers that are designed to suit game length, object respawn times, and scoring.
Just like weapon drops, you'll be able to tweak (or turn off) these settings in custom games.
[b] Sprint[/b]
The decisions people make in matchmaking give us an invaluable amount of information about both the game and various gameplay elements. The information we gleaned from Reach allowed us to learn a lot of lessons from Armor Abilities. That and the balancing we've done within the sandbox led us to make the decision that everyone will have Sprint in Halo 4meaning you will no longer have to choose between base mobility and an extra ability.
The levels in Halo 4 are designed for this faster mobility. You're continually driven right back into action, not away from it. You can try to use Sprint to flee combat, but you're not likely to be successful because everyone else will have it, too, thus ensuring someone will be right on your tail, shooting your back while you attempt to escape, and probably causing your untimely demise.
It's also worth mentioning that just because everybody has Sprint, base movement is not slow. If you're familiar with previous Halo games, we looked at the speed and mobility of Halo 3 as the inspiration for Halo 4.
[b] Forerunner Vision[/b]
Forerunner vision, one of the Armor Abilities that will debut in Halo 4, is still being tweaked, so I'm going to keep the details light today. While it's being described as letting you see through walls, it's more accurate to refer to it as sonar, where it sweeps out from its origin point to detect surrounding objects.
As with all Armor Abilities, it has tradeoffs: there is a delay before you get the knowledge of where other players are located, situational awareness is affected by the visual treatment of that mode (in its current iteration, it can best be described as shimmery), and other players within the range receive auditory cues when you activate it. So they will know when you're peeking.
We'll share more about this Armor Ability, and others, in the months leading up to launch.
[b] Spartan Ops[/b]
One of the biggest changes we've made to multiplayer is making story an integral part of the experience. Our new Halo 4 cooperative mode, called Spartan Ops, is an ambitious example of that. If you're a fan of Firefight, we anticipate you'll enjoy this objective-based multiplayer mode.
Along with introducing an ongoing CG series that will tell a story over the course of a season, Spartan Ops will also give you the opportunity to play weekly missions that relate to that fiction. This mode will provide an outlet once you complete the Campaign to further the story past the game's end.
Spartan Ops is part of the Halo 4 package, i.e., not paid DLC.
Our vision for the Halo 4 multiplayer experience is to continue the tradition of giving you the tools to craft your own custom experience. A lot of these settings can be tweaked, and, right out of the box, you can put the disc in and have the experience you want in system link games, tournaments, etc. Giving players choices, and empowering them to make choices for how they want to play, is a priority for us.[/quote]
Thoughts?
[Edited on 04.25.2012 10:41 PM PDT]
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*starts a clap*
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Spartan ops no paid DLC? YEASSSS
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There goes exterminations in TS..
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[quote][b]Posted by:[/b] l Latsu15 l There goes exterminations in TS..[/quote] How so?
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[quote][b]Posted by:[/b] l Latsu15 l There goes exterminations in TS..[/quote] Cry me a river.
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Just keep that friggin' Armor Lock out, and i'll buy it.
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I recognise your username OP. Have I played you in a game before? My GT is 'randomrosso93' Anyway. I haven't noticed that the bulletin was even out. About to read now.
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Sounds like they want the run in and die strategies of Cod. Great.
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[quote][b]Posted by:[/b] Xannder Sounds like they want the run in and die strategies of Cod. Great.[/quote] Yeah totally. How dare they bring back the faster pace of the game from the Halo 2-3 days. What the hell are you talking about?
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Looks like it'll be a decent game. Sprint as a default ability is an apt decision. [Edited on 04.25.2012 10:58 PM PDT]
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[quote][b]Posted by:[/b] Xannder Sounds like they want the run in and die strategies of Cod. Great.[/quote] Right, because "fast-paced" equates to "run in and die".
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Instant respawn is NOT classic Halo. That sounds exactly like Cod's play style. What are YOU talking about? Fast paced- Game goes quicker, so score goes up faster, only because people are dying quicker. The only reason it is "faster" is because the newer/less experienced players are being destroyed. I'm all for the "lets r*pe the noobs," gameplay, but I don't enjoy the mindlessness of Call of Duty's gameplay. eg run in and die. Watch 343 lower the over all health of everyone. [Edited on 04.25.2012 11:03 PM PDT]
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[quote][b]Posted by:[/b] Xannder Instant respawn is NOT classic Halo. That sounds exactly like Cod's play style. What are YOU talking about? [/quote] >Implying that CoD is the only game with instant respawns.
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[quote][b]Posted by:[/b] AquaBlader [quote][b]Posted by:[/b] Xannder Sounds like they want the run in and die strategies of Cod. Great.[/quote] Yeah totally. How dare they bring back the faster pace of the game from the Halo 2-3 days. What the hell are you talking about?[/quote] Your comment screams ignorance on experience's part. Halo 2 played nothing as they described it, neither did Halo 3.
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[quote][b]Posted by:[/b] Xannder Instant respawn is NOT classic Halo. [/quote] That might have something to do with the fact that this is 5 games after Halo: CE.
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[quote][b]Posted by:[/b] LonE ZealoT [quote][b]Posted by:[/b] AquaBlader [quote][b]Posted by:[/b] Xannder Sounds like they want the run in and die strategies of Cod. Great.[/quote] Yeah totally. How dare they bring back the faster pace of the game from the Halo 2-3 days. What the hell are you talking about?[/quote] Your comment screams ignorance on experience's part. Halo 2 played nothing as they described it, neither did Halo 3.[/quote] Bring it on bro. Instead of bunny hopping around the damn map I can sprint.
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Really this news is nice to hear. I'm still, if not more excited for Halo 4 now. [Edited on 04.25.2012 11:06 PM PDT]
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Yes, well the last 5 games have had at least 5 second respawn, and I can't think of any other games that have instant respawn other than brain dead Cod.
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More excited now.
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Still sounds bad.
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Still not impressed. Why have Forerunner Vision when Halo has always had the Motion Sensor? And why develop a "perk" if it's going to be so noob that no one with skill will use it, especially if we ALL have a motion sensor? Unless they're getting rid of the Motion Sensor...
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[quote][b]Posted by:[/b] Chicharito 14 Just keep that friggin' Armor Lock out, and i'll buy it.[/quote] They already said that Armor lock will not be returning for Halo 4.
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Base movement speed not slow, but then compares it to Halo 3? Well I suppose it's faster than Reach's at least. [Edited on 04.25.2012 11:28 PM PDT]
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[quote][b]Posted by:[/b] JJAB91 [quote] Spartan Ops is part of the Halo 4 package, i.e., not paid DLC. [/quote] [/quote] Hell to the -blam!- yeah.
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[quote][b]Posted by:[/b] Im SteelAssassn Base movement speed not slow, but then compares it to Halo 3? Well I suppose it's faster than Reach's at least.[/quote] Halo 3's wasn't that bad. Haven't played it in a while, but I think it was similar to Halo 2's.
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I just hope that Spartan Ops has SP capability.