To play multiplayer modes without being online. How badass would that be?
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A forge firefight is my dream
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OP's translation: I wish I could fight dumbass bots so I could feel bad-ass once in my life. Every time I play online I get stomped on :<
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[quote][b]Posted by:[/b] mr frodo To play multiplayer modes without being online. How badass would that be?[/quote] It's called campaign.
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That would be cool, but it's probably not happening.
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[quote][b]Posted by:[/b] GohanRules 12 Already confirmed not to have them.[/quote]
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[quote][b]Posted by:[/b] Loaja343 Also, it would be nigh on impossible to code bots that could navigate Forged maps, due to the near endless combinations of geometry and terrain.[/quote]^This is actually the real reason Bungie gave when asked why we couldn't have them in Halo 3 or Halo: Reach.
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I don't think that enough people are screaming out for bots for 343i to give a -blam!-. It's just business.
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[quote][b]Posted by:[/b] Xerxes2552 It's certainly possible to design good bots on the console, it's just up to the developers if they want to cater to that particular segment of the community.[/quote] I think one of the problem here is 343 (and Bungie, maybe) got strict deadlines from Microsoft, so...
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Bots in Section 8: Prejudice (an XBLA title no less) do extremely well in a complex sandbox with multiple weapons (and knowing which weapon and ammo type works better against shields or health), vehicles, jet packs, and they can even prioritize and work together to complete dynamic objectives that pop up during game play. Also, in Enemy Territory: Quake Wars, the bots were amazing with teamwork, providing health, ammo, deploying equipment in intelligent areas, etc. As for bot programming on Forged maps, I'd recommend designing an auto-navmesh system in the vein of Counter Strike: Source. It's certainly possible to design good bots on the console, it's just up to the developers if they want to cater to that particular segment of the community.
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[quote][b]Posted by:[/b] petitminou [quote][b]Posted by:[/b] Loaja343 [quote][b]Posted by:[/b] Deadlock v3 Bots would be extremely hard in an environment like Halo, with multi-level maps, weapon pickups, vehicles, jumps.. not to mention strategies like weapon switching depending on player shield and health status (i.e. plasma to bullet), crouching for motion sensor stealth, correct and realistic armour ability usage and strafing. Not even beginning to cover the shear complexity of objective gametypes, proper map control and vehicle piloting. AI is easy in a game like quake where it's mostly twitch gameplay but for Halo it would be incredibly difficult to make a bot which wouldn't seem like a down syndrome baby strutting around the map. (No offence intended to down syndrome babies)[/quote]This. Also, it would be nigh on impossible to code bots that could navigate Forged maps, due to the near endless combinations of geometry and terrain.[/quote] But not completely impossible?[/quote]I'm not a game designer, how would I know?
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[quote][b]Posted by:[/b] petitminou [quote][b]Posted by:[/b] Loaja343 [quote][b]Posted by:[/b] Deadlock v3 Bots would be extremely hard in an environment like Halo, with multi-level maps, weapon pickups, vehicles, jumps.. not to mention strategies like weapon switching depending on player shield and health status (i.e. plasma to bullet), crouching for motion sensor stealth, correct and realistic armour ability usage and strafing. Not even beginning to cover the shear complexity of objective gametypes, proper map control and vehicle piloting. AI is easy in a game like quake where it's mostly twitch gameplay but for Halo it would be incredibly difficult to make a bot which wouldn't seem like a down syndrome baby strutting around the map. (No offence intended to down syndrome babies)[/quote]This. Also, it would be nigh on impossible to code bots that could navigate Forged maps, due to the near endless combinations of geometry and terrain.[/quote] But not completely impossible?[/quote] I never thought about that Deadlock, but you're right.
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[quote][b]Posted by:[/b] Loaja343 [quote][b]Posted by:[/b] Deadlock v3 Bots would be extremely hard in an environment like Halo, with multi-level maps, weapon pickups, vehicles, jumps.. not to mention strategies like weapon switching depending on player shield and health status (i.e. plasma to bullet), crouching for motion sensor stealth, correct and realistic armour ability usage and strafing. Not even beginning to cover the shear complexity of objective gametypes, proper map control and vehicle piloting. AI is easy in a game like quake where it's mostly twitch gameplay but for Halo it would be incredibly difficult to make a bot which wouldn't seem like a down syndrome baby strutting around the map. (No offence intended to down syndrome babies)[/quote]This. Also, it would be nigh on impossible to code bots that could navigate Forged maps, due to the near endless combinations of geometry and terrain.[/quote] But not completely impossible?
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[quote][b]Posted by:[/b] Deadlock v3 Bots would be extremely hard in an environment like Halo, with multi-level maps, weapon pickups, vehicles, jumps.. not to mention strategies like weapon switching depending on player shield and health status (i.e. plasma to bullet), crouching for motion sensor stealth, correct and realistic armour ability usage and strafing. Not even beginning to cover the shear complexity of objective gametypes, proper map control and vehicle piloting. AI is easy in a game like quake where it's mostly twitch gameplay but for Halo it would be incredibly difficult to make a bot which wouldn't seem like a down syndrome baby strutting around the map. (No offence intended to down syndrome babies)[/quote]This. Also, it would be nigh on impossible to code bots that could navigate Forged maps, due to the near endless combinations of geometry and terrain.
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Bots would be extremely hard in an environment like Halo, with multi-level maps, weapon pickups, vehicles, jumps.. not to mention strategies like weapon switching depending on player shield and health status (i.e. plasma to bullet), crouching for motion sensor stealth, correct and realistic armour ability usage and strafing. Not even beginning to cover the sheer complexity of objective gametypes, proper map control and vehicle piloting. AI is easy in a game like quake where it's mostly twitch gameplay but for Halo it would be incredibly difficult to make a bot which wouldn't seem like a down syndrome baby strutting around the map. (No offence intended to down syndrome babies) [Edited on 07.14.2012 12:14 AM PDT]
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that would be sick!
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[quote][b]Posted by:[/b] GohanRules 12 Already confirmed not to have them.[/quote] Dream killer...:-(
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[quote][b]Posted by:[/b] SwiftPhantom It does, it's called Firefight.[/quote]Firefight is not the same concept as bots...smartass.
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[quote][b]Posted by:[/b] nuchy [quote][b]Posted by:[/b] SwiftPhantom It does, it's called Firefight.[/quote] Halo 4 doesn't have firefight man.[/quote] But... what if they could've made it like ODST's? :,(
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[quote][b]Posted by:[/b] hisfamily I would love that. Forge Firefight would be a dream, but it probably won't happen til Halo 5.[/quote]
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[quote][b]Posted by:[/b] Unit 076 The only reason why I love Black Ops more than CoD4[/quote]
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It does. Not, lol.
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[quote][b]Posted by:[/b] SwiftPhantom It does, it's called Firefight.[/quote] Nobody likes a smartass, you know what he means.
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[quote][b]Posted by:[/b] SwiftPhantom It does, it's called Firefight.[/quote] Halo 4 doesn't have firefight man.
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I really loved bots in Unreal Tournament in 1999. Something tells me though that will probably never see bots in a Halo game...sadly. Bungie back when they made Halo games and now 343 don't seem to like the idea of bots in Halo. Because if they did we probably would have had them in CE...possibly. Hell games older then Halo have had them like UT and they're pretty fun...
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Bot's would be ok but honestly they are always so brain dead I would rather just play Campaign.
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It does, it's called Firefight.