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#Halo

7/2/2012 9:43:12 AM
23

Forget easy/legendary. Let's build a new difficulty.

First of all, it's 4:00 AM here, I'm sleepy and it's really dark, so any grammar mistakes that are pointed out will be cleaned up by morning. Now that we have that little tid bit taken care of, let's get down to business here. I hate easy, mode. Simply because it is essentially what you'd think it is, and doesn't represent the game, and I think nobody should play on it. I also hate Legendary, but I'll talk about that a bit later. Recently I was watching a video on Youtube, that opened the prospect of an Organic difficulty, something that stayed the same, but could also be tweaked by the player in many ways. Unlike some games, which carry Universal difficulty, something that is only tweaked by player skill, Organic difficulty can be tweaked in many ways, making it the most exciting idea I've seen in a while. And I'll explain why. Organic difficulty is one difficulty that is default (unlike in Halo, where you select a difficulty.). I bet you're typing out right now "[i]But what if I want to play casually on easy? Or test myself on Legendary?!?!?[/i], well, organic difficulty [i]is[/i] in fact tweakable, but not through programming, but rather through In-mission experiences. For example, let's say for the tarter sauce fight, you start out with no help. But through a short side "quest", such as breaking open a cell, or going to a phantom LZ, you now have help. That is Organic difficulty, being able to change fights through what you do, not by what the system programs before you even start the mission up. Now what would we do with the other difficulties? Well, dump them. Uh oh, here it comes "[i]Oh invasion, you big noob! You just can't handle Legendary, so you make us deal with your stupid little excuse for a difficulty! Yeah, no way we're going to lesson to such a noob like you!"[/i]. Do I hate Legendary? Uh, I guess. Now don't start saying how I'm a noob again, I have reasons. Believe me, I do. For one, Legendary, to me, is meant for the slow paced player. Due to the fact an enemy can take like what, up to three times the damage as normal, and they kill [b]you[/b] in about 2 seconds, many people draw out fights using, what's that? The n00b combo. Others resort to completely ditching the the slow paced path mostly used, and decide to glitch. Or just simply speed run it and add the lucky charms factor to Legendary (as if it already wasn't there.). Organic difficulty on the other hand, would use a well balanced difficulty (most likely Heroic.) and add ways for the player to more directly impact their experience by allowing players to add or remove certain elements, depending on what the play wanted (challenge wise). Thoughts and opinions are always welcome. As expected, keep it clean. Oh, and for anyone who wanted to see the video, you can click right [url=http://www.youtube.com/watch?v=upH5UfKbi0c]here.[/url] However, do not expect to understand the video fully, as it brings up points from RPG's that you guy's have not played and wouldn't understand as hardcore FPS fans.
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  • Very nice reply Ghost. I can see you put some thought into it, so I will do the same for you. [quote] [b]Posted by:[/b] Sliding Ghost Agreed. Legendary used to be fast. [b]H2[/b]: There's an emphasis on cover, enemies are more aggressive and domineering. Often, you'll be placed into a battle right at the start (Regret, Gravemind, Heretic boss fight) with little time to prepare. This is when people start dying a lot and proceed by trial and error. No level of preparation can truly help. Jackal sniper spawns are often set so they're easy to memorize but it's still a pain in the ass dealing with them. The player is much more vulnerable. Dual wielding stains the sandbox. But the presence of button combos, glitches, skulls, still functioning grenades (before they were nerfed to 2 per each), still decent movement speed, and other things manage to keep gameplay fast. [/quote] When I was talking about draw outs, long periods of time going by, I was mostly thinking back to the Cairo Station. Where I would most likely be left with a plasma pistol and one of the marines pistol, and HAD to use the noob combo to continue with the level. You're points on the Jackal snipers are also true. However they can shoot faster than you can, and most likely have stronger numbers across the entire map point. Now that...That's a pain. [quote]I rarely use the noob combo in H2, preferring other methods.[/quote] Some could say that is product of Organic difficulty. I feel as though it penalizes the player too much. [quote][b]H3[/b]: Main enemies (Brutes) gain more health as they rank up, the highest ranking enemies get unbelievably cheap advantages (power armor deflects grenades, can't be supercombined, Invincibility equipment), the AI are speeded up, and we see AI flaws (going around Chieftains to whack them in the back) and freedom (which means poor pathfinding, unpredictable behavior, kamikaze).[/quote] The fact that the best way to dispose of what is supposed to be the most feared enemy type in the game is to dance around them while he carries an eight-foot hammer is incredibly stupid. Not to mention if an AI is near a crate, they almost always get on allowing gaps to get out shoots. [quote]This is where gameplay is slowed down to a crawl. Often you're spawned in rooms with no way to flank. There's a heavy emphasis on equipment. [u]Without using equipment, H3 campaign is probably the longest campaign next to Reach.[/u][/quote] Yep, I felt is was actually slower to be honest. In Reach, you always have an AA, meaning you have something to your advantage at all times. Whether that is good or bad depends on what you think is best, but it helps decrease draw times. Or atleast that's how I play. [quote]I rarely use the noob combo nowadays due to exploitable invincible friendly AI and other things. The slowed down cqc makes it so much easier to just assassinate Brutes and melee Flood.[/quote] I was mad at H2 for its' insanely hard Legendary mode, yet I crave it after playing H3. Headshot flood, melee a brute, proceed. There is no depth, no secret. I felt Bungie was trying to do the right thing, but they just came short due to enemy weakness and AI. [quote][b]Reach[/b]: This is where gameplay is ruined. Took the worst of everything from each Halo game. Things carried over or "evolved" for the worst. The game is AA based. Without using AAs, you're screwed unless you resort to cheap tactics.[/quote] Due to the fact everyone picks on Reach, I'm the self appointed white knight. It's okay, I like mixed discussion. In Reach you always had an AA, unlike in Halo 3. [quote]I rarely use the noob combo, though I see a lot of guides with people using it.[/quote] A thing Reach brought to the table was a surplus of needles. A needler rifle can easily take shields down with its insane speed. Just a recommendation. I personally like it, but others can't find what I have found in the needle rifle. [quote]I skimmed through, but this reminds me of my setups, where I can control AI movement and activity and participation. I'd definitely appreciate such a difficulty.[/quote] Yes, that is almost exactly what Organic difficulty is! Using in-game resources to create or mend a challenge. [quote]Taking a look now.[/quote] Tell what you thought. I'm curious to see other opinions. [Edited on 07.02.2012 1:54 PM PDT]

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