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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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  • [quote][b]Posted by:[/b] Sliding Ghost What kind of marksman?[/quote] Low shielding with poor camo. [quote]As for high powered shields, I know from experience that there's no point if there's an easy flaw to them (H3 Chieftains being assassinated) or if they're impossible to override without friendly AI assistance (H3 Guilty Spark required Johnson to hit him while H2 Tartarus didn't have to be hit by Johnson. You could DIY with a beam rifle).[/quote] I made some tweaks. This idea is pretty new, but I like it. Say there is a highly shielded zealot, and a phantom that both shoots and drops reinforcements. You enter the Arena with a few rockets. Destroying the phantom would stop the backup fire and spec-ops elites providing fire against you also. However you would have to scavenge for ammo from the corpses of the elites. Or you could take the easier road and use the rockets to simply finish off the zealot. Organic difficulty is there, and the battle has many ways to turn out based on what you want. Check it out. Use rockets to destroy the zealot. Do not waste rockets on Phantom. - Easiest outcome Use rockets to destroy auto-turrets and use the others to eliminate a batch of spec-ops elites. Use the remaining weaponry to take out Zealot from a distance. - Easy Use all rockets to destroy many spec-ops. You have plentiful ammo. Phantom has its auto-turrets intact, elites are still respawning. Zealot is dealt with along side a few elites. - Normal Do not use any rockets. Assassinate elites for ammo. Phantom has its auto-turrets intact. Many elites are fighting you. You are swarmed with little ammo. - Hard. Do not use weaponry. Allow many elites to stockpile. beat down kills only. - Hardest outcome Notes: The zealot is invincible to assassinations. Hitting him from behind will damage shields however. A total of 10 (roughly) elites can spawn at one time. The phantom acts as a synergist to the zealot. Giving him his high powered shields. Destroying the phantom brings his shields strength back to normal, and allows him to be assassinated. [quote]Or how about 3 bosses? One boss acts as a mediator between long and close range and is the most engaging and longest lasting. With him in the middle, the bosses could do their fiercest combos. Taking him out first would make it a lot more easier. As I've mentioned above, Halo has the worst cqc AI. It's more fun fighting enemies from medium range.[/quote] Sounds hard :0 [quote]I think there should be power ups being used, like active camo and overshields. Preferably by will then scripted occurrences. And the ability to switch weapons without dropping them (H3 added this but it only happens when you stick an Elite or lower Arbiter's shield). The leader should switch weapons at will.[/quote] If there are power-ups then how would one find them? I like the idea, I'm just curious to it.

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