343 Please Implement "Mixtape" Matchmaking in the MCC Update!
I still feel as if the best option for Mcc going forward is to have a mixture of cross-game playlists and single-game playlists. The cross-game playlists would be utilized for social and the single-game playlists for ranked. Cross-game social playlists would incorporate all games if applicable, and would feature a filter-based system where players can select the games they want to play. I believe this system offers several advantages over the system 343 are currently proposing: Firstly, it cuts down on the number of playlists while also adding variety to each game. Secondly, it allows each game to have a setting for both casual and competitive players. Thirdly, it ensures that all maps and the majority of essential modes are being utilized in every game. 343, I know that your main argument against cross-game playlists centers around the high tendency of players to quit when they do not get their desired game. However, in the system I have proposed players will have control over what they play. This system will dramatically reduce the rate that players are doing things they don't want to do, and dramatically increase the rate that players are doing things they do want to do. As a result, these rates will be more in-line with what is normally seen in a singular game. Additionally, this system will help alleviate the problem of "Dead Playlists". Players can feel when a playlist is "dead" and are usually discouraged from searching said playlist. However with this system playlists will always feel alive as each sub-community will congregate to the same core playlists. All in all, I believe that this system offers several benefits that are crucial to Mcc's sustained health. 343, I understand that reworking the way the system works in such a manner may be a huge undertaking. Nevertheless, I was given the impression that the purpose of this update was to make MCC the best experience possible. We as a community will do our part in trying to make this game the best it can be -- it is up to you guys to meet us halfway. Below I have included an outline of my ideal playlist lineup: Social (Includes all games if applicable):
Weekly Rotational playlist
Halo 2 Anniversary
Final Remarks: Overall I believe the system I have outlined does a better job of providing an all-encompassing halo experience than 343's most recent proposal. And 343 if you need to delay the release of the update in order to implement such a system then so be it. I'm sure the community would be willing to wait if it meant a more multifaceted and ultimately more fulfilling experience.
I’d like to take a moment to address the state of matchmaking in Halo: The Master Chief Collection, and tell you what we’re doing about it. Players have expressed frustration at poor matchmaking times, or bad experiences in general. This is something we are working 24/7 to isolate and fix. Since launch, we have done a number of daily server-side tweaks to improve this experience and our data indicates these adjustments have helped considerably, but the state is still far from where it needs to be. Over the past 48 hours, we believe we have identified the primary matchmaking issue, and are working on a solution right now. In the meantime, we’ll be rolling out additional tweaks over the next days to further improve the experience while we ready this solution. We are monitoring the data and working on tweaks that should continue to improve your matchmaking experience while we prep. In addition, we’ll be releasing a game Content Update tomorrow that will address non-matchmaking related issues. For more details, please visit our support FAQ on our forums that is being updated in real-time: http://www.aka.ms/TMCC. An additional measure you will see take effect today, is that we’ve decided to trim the hopper list to allow us to drive population to those that are functioning the best – this will serve to further increase the speed with which you find games. We will bring the other hoppers back online as things improve, but our primary focus right now is getting you into matches. For details on which matchmaking playlists are being temporarily taken offline, please visit our support FAQ here: http://www.aka.ms/TMCC. We are doing everything we can on an hourly basis to improve the experience, while we work on our solution. In the meantime, we’ve found a few things looking at the data that can help you a little as well. We’re seeing successful match times from anywhere from 15 seconds to 4 minutes. 4 minutes is a long time to wait for a match, but don’t quit out too quickly as it will come. If you haven’t found a match within about 4 minutes, please exit the search and restart, as this will reset the parameters and increase the likelihood of entering a match. I realize this isn’t ideal, but it’s temporary while we sort things out. I’d like to personally apologize to you all for the current situation. I can assure you we’re attacking this from all directions from 343 Industries to the Xbox platform, and we won’t rest until it’s what it should be. People are reporting improvements across the board, which is great, but we’re not backing down until we finish this fight. Here’s a bit more information on what to expect next week in terms of MCC updates: -Daily server-side tweaks to continue to improve time to get into games -A Content Update tomorrow that addresses some campaign fixes and scoring issues -Content Updates and server side tweaks over the next week focused on matchmaking Dan Ayoub Executive Producer
Since the new NXOE update broke Halo MCC's matchmaking completely and 343 refuses to address the issue- -Microsoft should at least make Halo 3, Halo 4, and Halo Reach backwards compatible.
It's November 2014 all over again. Halo MCC's matchmaking is completely broken again. No one can seem to find a single matchmaking game. Halo 5 is cool and all but it's always good to revisit the older Halos for some good old-fashioned Slayer. It's really sad that since Halo 5 came out, 343 has swept Halo MCC under the rug. Let's face it, knowing 343... Halo MCC will NEVER be fixed at this point . With that being said, Microsoft should simply make all past Xbox 360 Halos backwards compatible. It's the right thing to do at this point.
Debunking the myth that sprint is an illusion. Stop blaming sprint for big maps. Maps DON'T have to be stretched for sprint. Comparing remakes and original campaign and multiplayer maps (with picture/video comparisons) to debunk the myth that maps are all stretched out to accommodate sprint.
Introduction To The Argument There's a lot of hate towards sprint in the halo community. One of the main reasons is that maps absolutely have to be stretched to accomodate for sprint, therefore making it an illusion. This popular video by Favyn pretty much summarizes the argument; sprint lets you get places faster but YOU HAVE to make the maps bigger to let sprint not “ruin” everything which actually makes it pointless because it doesn’t let you get from one end of the map to the other faster (years later he made a video correcting this claim). Notice how he uses the word, ruin, coupled with the title, "sprint is an ILLUSION and cannot be defended" as a way to say that maps HAVE to be stretched out. Hell, he even says right here that sprint is a base mechanic and therefore 100% has to be designed around.Here is someone else repeating the same myth to argue why sprint shouldn't be in Halo. Chris Raygun has also said something very similar here. An example of this in action is when people often point to Truth and compare it to Midship and claim that the reason Truth is so big is BECAUSE of sprint. One problem with this claim are Midship in particular has been hated for grenade spam in the past. Source. Whose to say that it wasn't stretched for that instead of sprint? More importantly, no evidence is provided that sprint is THE reason for the map being larger. Another reason could be how bad the map is for spawn trapping, as this person is complaining about. It might be stretched out for sprint, as that is very possible, but unless 343 confirms it, it is pure speculation. Therefore, the claim is dead on arrival. And yet, people are still spreading this claim around as if it's actually true, and then use it to generalize the reason for maps being bigger compared to classic halo. When we look at ACTUAL evidence, such as this article on Eurogamer which is an interview with EXECUTIVE director, Josh Holmes (the BOSS of 343, whose statements clearly hold higher value than some random armchair expert on halo), the claim that maps are stretched out BECAUSE of sprint is seriously called into question. Holmes states, "The focus for us was delivering on that heightened mobility and that sense of being able to move fluidly throughout the environment. Sprint plays a big part of that." The quote is self explanatory. If the goal of spartan abilities and sprint was to make the player have a feeling of heightened mobility, and move fluidly throughout the environment, then it contradicts the claim that maps are stretched out BECAUSE of sprint. That would make the idea of sprint an illusion since it takes you the same amount of time to travel from one end of the map in a halo game with sprint as the map in a halo game without it, as Favyn said. That's not heightened mobility. That's just normal mobility. However, when you actually look at the map remakes in the past, they're not all stretched for sprint. When you look at the 4v4 original maps (yes, social slayer maps count) in halo games without sprint in them, you'll see that not all of them are smaller then the ones in Halos with sprint in them. In fact, some of them are MUCH, MUCH bigger than any 4v4 map in halos with sprint. A similar patttern can be seen in BTB original (8v8) maps in Halo games with sprint in them, you'll see that they're actually not bigger compared to the Halos without either. Similarly to the 4v4 maps, some of these BTB maps in no sprint halo are HUGE. Obviously, game developers (and forge map creators) have the choice of whether or not to stretch out maps to accomodate sprint. They don't HAVE to stretch them to accomodate sprint as so many people like Favyn, this person, this person, this person, this person, this person, this person, and ESPECIALLY this person would lead you to believe. And yet people keep trying to paint the picture that maps are so much bigger in Halos with sprint in them BECAUSE of sprint. What's even weirder is people claim that because the maps are so much bigger (which isn't true anyways), sprint makes the game slow and shouldn't be in the game. Anyways onto what you probably clicked the post for... here's a list of maps throughout the halo games that have had some form of sprint that aren't stretched to disprove this myth that maps HAVE to be stretched out/maps have to be designed around sprint. Custom Edition Mods/Remakes First of all, I recommend everyone download Halo SPV3 and check out this lovely community creation that really puts the CE engine to the limit. The SPV3 team has added sprint to all three lumoria levels and several of their campaign missions of the original campaign. They have not stretched them (additions/extensions don't count), according to the team lead of the mod, Masters1337, in his statement here . This campaign mod is pretty much the perfect example showing that you don't have to design around sprint in campaign. Originally, their reimagining of the silent cartographer called the silent cartographer evolved didn't have sprint or even any armor abilities. Their new version does though and the map layout is the same as the previous version with no sprint according to this halo spv3 wiki page that normal people can't just edit (which lends to its credibility). Their mission none left behind uses the exact same layout as the second level (which wasn't stretched even though there was sprint) according to the relevant halo spv3 wiki page; this level also has sprint. A modder named Perla117 has implemented the silent cartographer evolved as a multiplayer map and changed the layout slightly but still hasn't stretched the map due to added sprint according to his post on the relevant halo cystom edition forums. He's making another version of the map, again with sprint (this time adding more features according to his discord server). Here, you can see whether or not the map was stretched because it's a comparison of the first map (that was a non stretched version of a map that was built without sprint), and the second, newer map. Spoiler: It wasn't. There's another custom map in Halo Custom Edition called Bigass (funny I know). In V3 of the map, the creator, Altis94 has added teabagging music. He also added sprint. Here, he confirms whether or not bigasses got stretched (for sprint). Spoiler alert: He didn't. This script is sprinting in Halo Custom Edition but without animations. It's a limited boost of speed where you can still shoot. It can be used by any dedicated servers which use SAPP (what it is is not relevant) on ANY maps. What does this mean? Well that means that you can use it on any custom edition maps that were created before this script and SAPP were created (you know, the maps that were not created with sprint "in mind"). Here is one example on the map Death Island (which btw is a huge map even though there was no sprint in Halo CE excluding cutscenes since the water counts). Reach Remakes EVERY single map in the Halo anniversary map pack for reach: Battle Canyon, Penance, High Noon, Ridgeline, Solitary, Breakneck, and the Installation 04 firefight map that were designed with modern abilities in mind (including sprint which is the default ability if you don't change your armor ability) isn't stretched. The comparison videos literally do a side by side comparison to show that you don't have to accomodate for sprint. Ridgelines is actually 20% smaller even with sprint. Thank you EaterOfTheUnborn for taking these comparison pictures for ivory tower, sanctuary, ascension, and their remakes reflection, asylum, and pinnacle which show the remakes are almost identical. Hemmorhage is almost identical too. This means that these maps weren't stretched for sprint. And before anyone says no one is saying reach maps are stretched for sprint, you're wrong. There are multiple people who have said that maps are stretched in Reach because of sprint (once again, making a claim with no evidence) such as this person, this person, this person, this person, and this person. Halo 4 Pitfall, and Ragnorak are basically 1:1 in scale, so you know not at all stretched out for sprint. A forger has accurately remade Guardian in Halo 4. Halo Online Remakes Halo Online is basically Halo 3 on PC before it was a thing. Just look at these remixes of Avalanche and Turf in Halo Online. Narrows, Standoff, High Ground, Guardian, The Pit, Last Resort, Valhalla, and Sandtrap are LITERALLY just clones of their halo 3 versions according to ign. If you ever played on them before, or even watched youtube gameplay, you'll know they weren't at all stretched for sprint. Halo 2 mods Similar to halo online, maps are "made" with sprint enabled but are the exact same as the base games that didn't have sprint. Gamecheat13 demonstrates sprint on multiple campaign levels and also Zanzibar, and coagulation in his video here. Generalkidd demonstrated sprint on the level, delta halo here. Someone modded sprint back into the game here. He used it on the cut warthog run that was restored by black dimund which can be found here. A modder demonstrates sprint reenabled for halo 2 anniversary on stonetown here. Were any of these maps stretched for sprint? Nah. Halo 5: Guardians I just want to mention quickly that just because some areas are larger, that doesn't mean the map was stretched. When we're talking about map stretching, we're talking about the whole map being made larger to accomodate sprint, not a few areas. One map of particular interest is Sandtrap by WyvernZu; it's as close to a 1:1 remake as possible. In other words, the map wasn't stretched. Originally, the map was play tested with SPRINT in mind. That means the map wasn't stretched for sprint. The "halo 5 version" of the map, altar has slightly altered geometry including bigger bunkers as the map creator felt like it would be better. The map creator has also stated that (s)he scaled down the map... even with sprint in. Halo 5: Guardians also has other btb remakes in matchmaking such as guillotine, Viking/halvalla, deadlock, and dead heat. Non-upsized forge remakes of prisoner, chillout, damnation, rat race, and hang em high from the ce anniversary throwback playlist are also present. They're not stretched for sprint; they're 1:1 in scale. 343 or whoever made these maps easily could have stretched them for sprint before being put into matchmaking, but they didn't. Block Pit also exists. It's not 100% to scale but as the map creator himself said, it's because of the dimensions of the lego pieces. He didn't upscale it for sprint because as he himself states, " While the scaling isn't 100% accurate, considering the limitations I still ended up with a rather accurate scale." People also make forge maps that are not stretched at all for sprint such as Blood Gulch, Damnation, Derelict, Wizard, Ascension, Chill Out, Midship, ZanzibaLast Resort, Beaver Creek, Foundation, Lockout, Sanctuary, Coagulation, Guardian, The Pit, Battle Creek, Terminal, Blood Gulch (again), Chill Out (again), and Longest, Assembly, Danger Canyon, Ice Fields, Penancewhich is ALREADY A TO SCALE REMAKE OF DAMNATION used in the Reach CEA playlist with no sprint to begin with, Gephyrophobia, Desolation, Relic, High Ground, Rat Race, Blackout, Rat's nest, Delta Ruins, a part of the Halo 2 campaign level, delta halo, Mausoleum of the arbiter, a part of the Halo 2 campaign level, gravemind, Guardian (remixed), The Silent Cartographer, Sidewinder, Epitaph, Citadel, Epitaph, Timberland, Wizard, Valhalla, Valhalla again, coagulation again (remixed version of the forge map called "embolism" which has the side by side comparison video with coagulation, Ridgeline which was featured in the reach cea playlist and is a remake of timberland from ce, Asylum, which is a sanctuary remake, high noon which was in the halo reach cea playlist and is a remake of hang em high, elongation, narrows, narrows again, ivory tower again, Colossus, another Colossus remake, Snowbound, Remix of Solitary from Halo Reach's CEA playlist with no sprint, Sanctuary again, A sangheili themed remix of Sanctuary, Timberland again, Derelict again, Sidewinder again, Beaver Creek, Beaver Creek again, the creator initially made a 100% to scale version to be used with spartan abilities, Boarding Action, Another Boarding Action remake, Expansion, Terminal, Infinity, Backwash, Containment, Lockout, Lockout again, A remix of Hang Em High, Tombstone, Uplift, Waterworks, Terminal again, Terminal again, Snowbound, Snowbound again, this section of the Maw, District, District remade by the same guy as the previous one but with new pieces, Avalanche, Avalanche again, Cold Storage, high ground, high ground again, Foundry, Ghost Town, Isolation, Isolation again, this remix of Isolation, Longshore, another Longshore remake, this section of the Pillar of Autumn, and Rat's Nest again. Original Maps The BTB maps in any "halo" with sprint in are significantly larger than real halos with no sprint. Death Island (including the water for aerial/vehicle combat), Gephyrophobia, Sidewinder, District, Uplift, Relic, Remnant, Blood Gulch, Coagulation, Sandtrap, Infinity, Avalanche, Waterworks are not small maps. Neither are 4v4 maps (yes, social slayer maps count since I'm subdividing maps into 4v4 and 8v8). Standoff, Stonetown, Ascension, Narrows, The Pit, Backwash, Zenith, Last Resort, Valhalla, Zanzibar, COLOSSUS, Hang Em High, Tombstone, Awash (Select), Epitath, Rat Race, Gemini, Damnation, Foundation, Foundry, Snowbound, Isolation, Burial Mounds, Orbital, and High Ground have all been used as 4v4 maps either in the past or currently are still being used as 4v4 maps. No, of course not. In fact, some of these maps have vehicles to travel around in because the developers know how big the maps are. We don't see anyone making comparisons of these maps with 4v4 maps in halos with sprint in them like Truth, The Rig, Abandon, Haven, Mercy, Regret, and Colosseum. There's a reason for that. Conclusion People like Tommy Kost SERIOUSLY need to stop complaining about how sprint has affected Halo, cherry picking and comparing the absolute smallest maps in Halos with no sprint and comparing them to maps that are larger in halos with sprint to blame the larger maps on sprint. There are easily many maps of larger size in both 4v4 and 8v8 in halos with no sprint. Maps didn't really get bigger. It's just that small maps like Guardian are much less common (but not completely absent as in the case of Halo: Online which 343 supervised). Don't blame big maps on sprint when you've not only got no evidence, but the evidence is also stacked against your claim. Stop blaming sprint as making the game slow because of map stretching and using that false claim as a reason to not include it in future Halos going forward. When you're actually looking at all the maps and not just cherry picking the absolute tiniest ones, you'll easily see that not all remakes are stretched, so cherry picking the Truth vs Midship comparison as a reason that sprint makes the game slow/sprint is an illusion is dishonest. In conclusion, yes, sprint does MOSTLY speed up the pace of gameplay because most maps are similarly sized. As we've already seen, maps don't have to be made bigger for sprint, often aren't, and there is also no evidence that the maps are made bigger specifically for sprint. I'll repeat the statement Josh Holmes, the EXECUTIVE director of 343 said about sprint. He states, "The focus for us was delivering on that heightened mobility and that sense of being able to move fluidly throughout the environment. Sprint plays a big part of that". Not only does it not make sense to want players to feel a sense of heightened mobility and then stretch maps, the evidence does not support this claim since the maps in Halos with no sprint are still fucking huge. Whether or not you like sprint is a personal preference, but don't cherry pick unfair comparisons and use that to push an agenda when the evidence is stacked against you. If this post has helped you in any way, please share it. Maybe even look at the circlejerk version here. It also has some good discussion about whether or not vehicles, man cannons, teleporters, speed boost, etc. become pointless/much less useful so that they're nearly pointless because of sprint.
So I was shocked to see that there isn't a guide like this that I could find atleast so I decided to take it apon myself to make one. If wanted i will make a new one every week with the new challenges and will update these with any easier approaches people comment, the format is pretty bad but this is the first time trying anything like this so bare with me. Weekly PvP: (theres not that many tips i can provide in this catagory because of its nature but I'll still try my best) Style Browser: you have to get 35 style medals, I find that halo ce slayer (non persicion) and reach swat is the easiest way to get these style medals because of headcase which is a headshot while the enemey is sprinting, but playing really anything will give you revenges and avenges and such Socialite: play 5 social games, no real skip you can do but if you want speed halo 2 swat matches 4v4 are usually the shortest Breaking a sweat: If you, like me, are trash at halo and dont feel like getting shitwrecked for 30 minutes 2v2s is definitely the shortest matches but you will be playing actual gods. Winner is Served: really no way to force wins other than filling as many slots as you can with friends who are competent. If your on pc since halo 3 is new you'll find the worst players there but if your solo searching thats a double edged sword as they'll be your teammates. They're All I Need: you have to get 100 kills with starting weapons, the fastest way is probalby swat again but this is basicly just play whatever you get the most kills in. Power Play: Regular slayer is going to be the easiest because power weapons are much better when your not getting beemed by brs and dmrs Vehiculethal: Big team battles of really any gamemode will work for vechile kills but I find more sucsess in capture the flag Pugilist: Regular slayer on halo ce is shotgun season! Team Player: getting theses assists is easist if you have a friend who can finish off your kills, if not than just hope you have teammates who like to steal kills Objective results: you have to earn objective medals which capture the flag or king of the hill provides the most consistantly but to get this you have to throwout all your social game knowledge and actually play the objective Still Rolling: earn killing sprees, play what your best at and hope for the best. Podium Finish: Complete a matchmade game as one of the top 3 players, playing doubles means you just have to not be last but if your against that halo 3 persicion slayer is filled with noobs at the moment. Weekly PvE: Hide and Streak: a 35 killstreak in matchmade firefight games: firefight duos is definatly the easiest to do this if your looking for speed. If not than just do regular firefight arcade matchmaking it will take longer but be easier Heavy lifting: firefight does not work. just play crows nest and kill the brutes and you'll have it in no time Infantry eliminator: Gruntpocolipse. Folks need heroes: complete a mission on heroic: Uprisings out of the map glitch (https://www.youtube.com/watch?v=arj04MzTkAI) for an easy quick heroic mission Fifty Grand: get a score of 50000 or more on3 missions: The package on halo reach with skulls and heroic is the easiest on pc but if your on console costal highway from odst is easier and quicker. Firefight fodder: a 100 kill firefight game: firefight arcade is by far the easiest to do this superhot: flood kills with close range weapons: the libary or floodgate or cortona on normal. Specifically the first 2 checkpoints of floodgate with the gravity hammer. Pinpoint: 100 headshots with persicion weapons: Just aim for the head with the br or dmr or magnium Car alarm: 150 vechile kills: Gruntpoclipse on beachhead or the package with the scorpion Playlist progression: complete a mission in a normal or higher playlist: just do a playlist, if you want to do everything than you can start a complete campaign playlist for halo 3 normal or higher Time trail: complete any mission in 20 mins or less: either uprising or basicly any odst mission or most halo 3 missions this can be on easy so take your pick on short missions. Misery is sweetness: complete a flood mission: floodgate is the shortest flood mission Seasonal: Thanks, Misriah: The challenge is to kill 300 people with the assult rifle in any gamemode on herioc or higher so the easiest way is to go onto reach firefight on your map of choice (courtyard is the easiest) and do a moddified gruntpocolipse game mode where you are invincibe, with damage modified to max, speed modified to max, and infinite ammo and change the loadouts to include the assult rifle or whatever you want. you can also turn off melee damage to make sure you dont kill people that way byaccidently. Hot Shotty: Same as with thanks, misriah boot up the moddified firefight and kill grunts very quickly, takes about 5 minutes. Zero Five Eight: For sniper rifle you can do the firefight (as per Thanks, Misriah) again or you can do the begining of the arrk and keep reloading the first checkpoint. Trusty Sidekick: Once again moddified firefight the same as thanks, misriah. Elite company: make a friend and play with him or if on xbox boot up that trusty extra controller Dome alone: the firefight stuff works or just play swat or play through campgains to kill 2 birds with one stone Mp3 Player: Just play multiplayer, swat in halo 2 is the shortest Decorated Driver: go into firefight with a friend on beachhead with the same kind of overpowered settings and have him be on the turret of the rocket hog or on the back of the mongoose and kill things while your driving this will give you wheelman (not the vin diessel wheelman) and takes like 5 minutes to get all 150. Plasma Master: Firefight once again is your friend. Voi Polloi: can be ANY playlist not necessarily full game ones so the quickest and easiest would probably be halo 2 laso 3 times (i joke i joke halo 3 or odst if your on xbox playlists are the shortest) Customary: a second controller or a friend just get 3 kills on eachother and than finish the game Three cartography and Anvil Station: just launch sandbox in forge and place a single object and save as anyth9ing and end the game. Halo 3 Celebration: Acrophobia: You have to kill 343 flying enimemies in halo 3 campaigns so the easiest section is on crows nest shortly into the mission with all the drones, just kill them and reload last save from the pause menu and repeat. if in coop you will probably disconnect after a few reloads and if on herioc you can also work towards other challenges such as the gold guns Threes company: you just need to do three halo 3 missions in coop, floodgate is the quickest mission if your looking to get this done in 20 minutes if not just play the game in coop. if on pc a friend is required (I know hardest challenge) if on console boot up a second controller.
Halo Reach's biggest problem that no one seems to talk about (an essay of sorts)
Folks, let me tell you something. I absolutely adore Halo Reach. It's not only my favorite Halo game, it is one of my favorite video games ever made. Even revisiting it on PC ten years later, my opinion has not changed. Frankly, I do not gush about this game enough. If Reach was my child, I would buy a bumper sticker for every Game of the Year award it ever earned just to let America's drivers know I'm a proud father. Hell, I might still do that anyway. But it's healthy to acknowledge and understand the flaws of things we love. It's why I will always accept my fiancee for who she is, even though she has a mole on her face and she doesn't like refried beans with her tortilla chips. So today, I'm going to discuss Reach's greatest flaw. It's something I've rarely seen discussed over the past decade, but I need to get it off my chest.
REACH'S DEFAULT MAPS ARE GARBAGE
I know, I know. That's harsh language, especially for a game I supposedly love. I almost feel like I need to apologize, but I'm going to stand my ground here. Let me explain... Reach is, to this day, the most complete package the Halo series has ever seen, at least in my opinion. Campaign, Customs, Forge, and Theater are all excellent. Firefight is also top tier (apart from one issue, which I'll get to). But alas, there's one more thing on the game's classic main menu: the core multiplayer. It's very enjoyable, especially nowadays on PC, but if I'm being honest, it's the weakest part of Reach by far. I started playing Reach the day it came out, so I've heard all the arguments and counter-arguments about the gameplay's core issues. Too many times to count, in fact. If anyone reading this was lucky enough to avoid the dark days of the game's first year after launch, pat yourself on the back for being born too late to experience Hell on Earth. You were one smart zygote -- but alas, I was not. I was there, and I can't do it again. I don't wanna spend too much time on the common Reach talking points because they're not what I'm here for today, but here's where I'm at on Halo Reach's core gameplay. I love it, but it still has minor issues. Nothing too troubling, and all the worst issues were fixed in the 2011 Title Update that carried over to the MCC. Armor abilities should've been map pickups, but they're still fine as is. It's a fun shooter, and if you looked at the core gameplay in a vacuum, I think I'd even say it's my favorite in the series for shooting real human beings. HOWEVER... Reach's gameplay does not exist in a vacuum. It's played on maps designed by Bungie, Certain Affinity, and 343 Industries. And this is where my troubles begin. I said I only have minor issues with Reach's gameplay, and that's true. I think its issues are relatively small because Halo's core identity is still there and this version of Halo happens to fit my personal preferences like a glove. But Reach's default map pool is possibly the worst in the entire series. In fact, they are so bad that they singlehandedly turn Reach's minor gameplay issues into major ones on occasion. There, I said it. Halo's core gameplay thrives in environments where neither team starts with an advantage and both teams have items on the map to fight over. However, Reach's maps majorly fuck this up in several ways.
Very few maps are symmetrical, which is probably why a lot of maps ended up unbalanced and/or difficult to learn.
Most of the maps that are symmetrical fuck it up by having low gravity zones that massively slow down the game's pacing.
Several maps have shield doors, which is extremely bizarre after Bungie removed shield doors from Halo 3 matchmaking because they were a chore to deal with.
Overshields and Active Camo have been eliminated outside of customs, removing a big incentive for map control for seemingly no reason. Overshields still work fine in customs, but Active Camo is nerfed in customs so it behaves the same as the armor ability for some reason, effectively making the powerup nearly worthless.
Most maps have a reduced number of weapon pickups compared to Halo 3, and they tend to favor the least powerful "power weapons," further reducing incentives for map control and making engagements a bit monotonous. Why pick up a Plasma Launcher when a DMR is almost always better?
There are no armor abilities to pick up outside of customs, removing yet another possible incentive for map control. I don't say this often, but MLG had the right idea when they made their own maps.
Every map was integrated into the campaign, both multiplayer maps and firefight maps. Bungie insists they were designed for multiplayefirefight first, but it was still a terrible idea. The biggest issue is that a good multiplayer map requires lots of iterations and testing to make it fun to play, and integrating maps into the campaign meant by necessity that there was less development time that could be spent in the design phase to iron out the kinks. It also meant the map designers were creatively restricted, both in terms of gameplay ideas and aesthetics. As mentioned earlier, this is my one issue with Firefight -- most of the maps are bad in that mode, too!
You know, I've had ups and downs with Halo 3, but I still have a blast playing it because it has the best Halo maps by far. It isn't even close. If you put Halo 3's maps in Halo Reach, including Overshields and Active Camo, I think the game would play 10 times better than it already does. Most of Reach's best maps are remakes anyway, so I say that's all the proof I need. It makes me sad that Reach, which is otherwise a nearly perfect game to me, is so let down by its multiplayer maps. I guess it makes me doubly thankful that Forge is so good, and customs are where Reach's core gameplay really shines, but that's a bandaid solution. Reach will never be able to live up to its potential as a multiplayer powerhouse (no pun intended) because the maps are just... garbage. ............................................................................................................... Just for fun, here's a list of my grievances with every single map. Consider this a callout post. I probably won't respond to many comments, but I encourage you all to discuss this in a civil manner. Have a good day, everyone.
The Halo Reach multiplayer map grime list
Boardwalk: God, where to start? Probably my least favorite map. It's extremely long and extremely vertical at the same time, meaning you always pick Sprint or Jetpack and then you spawn feeling like you made the wrong choice. Additionally, there's no reason to head to the center of the map because it's too open and there aren't a lot of weapons to go around, so everyone just shuffles around the sides. Everything about this map sucks. Boneyard: Good for Invasion, bad for everything else. Half the map is basically unused in Big Team Battle, and it's so wide open that you feel like you need to use Sprint, which is never a good feeling because it's supposed to be optional in Reach. Countdown: One of the better maps at launch, but it just feels like a worse version of Construct from Halo 3. Construct was fun because you had every incentive in the world to get to the top and stay there, making Slayer feel like King of the Hill, but Countdown feels like it has no flow. Not bad, though. Forge World - Asylum: It's a remake of Sanctuary, and therefore it is good. My only complaint is that turning one of the canyon walls into an open cliff face means you can't bounce grenades off the wall there anymore, but I suppose the view is worth it. Forge World - Hemorrhage: It's a remake of Blood Gulch, and therefore it is good. Blood Gulch has always had a problem of feeling like it's too big unless you're in a vehicle, but at least that gives Sprint a purpose. I love that you can't snipe from base to base now because the hills are too high, though I do wish the teleporters were turned into man cannons. This is probably the best version of Blood Gulch ever and I want to kiss it. Forge World - Paradiso: Not a terribly interesting big team map, but it's not bad, either. I swear I've had fun on this one, I just can't remember what it was like. Forge World - Pinnacle: It's a remake of Ascension, and therefore it is good. I'm still surprised Halo 2 got so many remakes in this game considering that Reach was designed as something of a Halo 1 throwback, but I'm not complaining. If I had to nitpick, the center of the map feels too vulnerable to sniper fire, and the forging is particularly butt ugly on this one. Seriously, where are the giant towers from the original? It feels so much smaller without them! Forge World - The Cage: A map that was based on beta versions of Lockout, made by the creator of Lockout, that doesn't play anything like Lockout and is in fact quite dreadful. Moving between the various layers and sections is difficult and confusing, the map feels too big for what it is, and the cliff area has very little protection for players moving to the central platforms. The Uncaged variant is better, but this map is unfocused at its core. Powerhouse: Honestly, this is my favorite non-remake map in Reach, and I really hope it returns in a future Halo game someday. It's simple, not too big, and it has a great flow. My only complaint is that the power weapons are in some odd spots, particularly the Rocket Launcher by the waterfall, but it's not a big deal. Reflection: Ivory Tower was never my favorite map in Halo 2 because it felt too easy to control the top, and it still has that problem in Reach. It does look amazing, but why was Ivory Tower chosen for a next gen overhaul while better maps were just remade in Forge World? What a strange choice. Spire: Another map that's good for Invasion and bad for everything else, but Boneyard is definitely better in both regards. Having the Spartans on offense makes it too easy for them to win because they have better weapons and access to Sprint, and climbing the spire is a monotonous objective because it's too tall to get up without the lifts or a Falcon. Sword Base: My second least favorite map, only beating Boardwalk by a hair because it's made somewhat tolerable by the Jetpack. That's part of the problem, though: using any other armor ability slows the pacing to a crawl on this map. Additionally, the map is too segmented and hard to navigate, and the top lift room is so easy to camp it turns into a degenerate pile of bodies in every single game. How this map made it past even the prototyping phase is a mystery to me. Zealot: Yet another Covenant map inspired by Midship, but this one's the worst of the bunch by far. Ignoring the egregiously bad low gravity zone and shield door combo at the top of the map that ruins pacing and flow even with a soft kill barrier in place, it's just really hard to get where you want to be on this map in general. Having to sequester yourself in tight corridors hidden away from the main chamber just so you can get up to the middle is annoying and slow compared to the beautiful, compact simplicity of Midship and even Assembly. Anchor 9: Another symmetrical map ruined by shield doors and low gravity zones working in tandem to slow things to a crawl. It's particularly painful in Anchor 9's case because the map is so close to being good, but the damn space section ruins it. Tempest: Probably my third favorite non-remake map in Reach, which is a bad sign because this map has notable issues. Although it's gorgeous and it generally plays well, the way the middle section is broken up by giant rocks always felt awkward to me, and the watery sides of the map are too open for snipers to camp in. Still good, though. Breakpoint: This is probably my least favorite Invasion map of the three, but ironically, it's the one that works the best with other gametypes. It has a more reasonable size and better flow for Big Team Battle, but this also means Invasion suffers because it's a clusterfuck with too many chokepoints. A mixed bag, I'd say. Condemned: Probably the most forgettable map in all of Reach, if I'm being honest. The layout is surprisingly complicated and confusing, and not in a good way that's rewarding to learn. It's nice that the low gravity zone on this map doesn't have shield doors for once, but the entire mid section being in low gravity means every fight for map control is slow and frustrating. Highlands: My second favorite non-remake map in Reach. Highlands is a really fun big team map with lots of areas to explore and utilize in a match. It's complex, but every area feels unique, so you'll never feel lost and it's a rewarding map to learn. The mid section feels under-utilized due to sniper vulnerability, but the map is otherwise great. Anniversary Lightning Round! All the anniversary remake maps are good, so I'll save time by using single sentences. Battle Canyon is tightly focused and the best version of Battle Creek. Breakneck feels a little too big and complicated, but I actually prefer it over Headlong because the Jetpack makes the skyscrapers less overpowered positions. High Noon is gorgeous and the best version of Hang 'em High even though that map was never spectacular to begin with. Penance is the worst of the anniversary pack but it's still so much better than Damnation ever was and I don't know how they did it. Ridgeline is Timberland without the spawn camping, although the middle still feels underutilized. Finally, Solitary has a faster pace than Prisoner because they got rid of the ladders and I'm very grateful, but it's still a bit of a frag grenade ball pit. . TL;DR: Reach's multiplayer gameplay has minor issues in a vacuum that only became major issues because of bad default maps that held back its potential.
Hey Friends, It’s been almost 24 hours since the Halo 2 PC launch and MCC update and it’s been a very busy time say the least. Many of you have been playing, tweeting, posting threads, filing support tickets, and letting us know how things are going. As you know, there were multiple Known Issues present going into release but unfortunately several new ones have come to light since last night. Currently the team is prioritizing work on two key problems the community has reported: erratic projectiles in Halo 2 multiplayer that have a tendency to inexplicably betray teammates and degraded performance and experience with Halo 3 on Xbox One. We know it’s frustrating to encounter bugs and it’s equally frustrating to not know what’s happening to address the problem or if anything is even happening. Unfortunately there is no instant fix for these problems – and both are actively being worked on - but we wanted to walk you through the timeline and status of the Halo 2 bug in particular to provide more transparency into what’s transpired since launch. If you’re not aware or haven’t experienced this yet – this Halo 2 issue involves weapon projectiles and grenades not going where they’re supposed to. In many clips, a player can be seen throwing a grenade or firing a rocket only to have it disappear and then mysteriously betray a teammate elsewhere on the map. Here’s a closer look at what’s been happening over the last 24 hours: 8:00 PM – 9:59 PM We were on the phone with Steam and buttons were pressed at 7:58 to ensure the game was available at 8:00 pm. Over the next several hours we saw players installing, booting up, playing, and streaming the game. We saw small issues that we triaged in our “War Room” (a virtual Teams call with members of various teams across the studio) and were able to assess and mitigate a few minor things very quickly. 10:00 PM – First Contact At approximately 10:00 PM, it was brought to our attention that a clip had been made where LEGIQN shot a series of rockets and they were betraying his teammates on the other side of the map. It happened a few times and he ended up getting booted from the match because of this. This was flagged in the War Room to the entire group of folks around 10:06 as a potential issue to be aware of as we continued to look across social and monitor streams. 11:00 PM – 1:59 AM By about 11 we had compiled roughly 10+ clips of players who had experienced this issue on streams, created threads, and it was clear this was a real issue that was not present during flighting for Halo 2 just a few weeks back. Something had changed and not for the good. We ended up putting out a tweet from Halo Support @HaloSupport and it was added to our Known Issues to let players know we were aware and investigating. QA, Community, Engineering, and Production were syncing together for a while to discuss, dissect, and come up with ideas of what could be causing this issue. Around 12:30 folks were in game starting to work on reproducing the issue on PC and while others jumped on a console. A group of us got together and were able to get into a match and find a reliable “repro” for this issue. 2:00 AM – 9:59 AM Early in the morning, Production put together a detailed email to our development partners at Saber outlining the reproduction steps, a series of clips, and the area we believe the issue may have arisen from so they could begin investigation on their side. Saber was able to reproduce on their side, enter a bug, and then reached out and talked our teams through a potential fix. A new test build was created and sent over to 343 for our test teams to dig in and investigate the results. 10:00 AM To 7:00 PM Teams have been continuing investigations and working through the issue itself along with other bugs that the community has been raising. Unfortunately, the initial fix we were validating did not resolve the issue in Halo 2, so our joint teams will continue investigating a fix. Additionally, a few of our other priorities also include investigating graphical and behavioral oddities in Halo 3 multiplayer matchmaking on Xbox One as well as some reports surrounding Keybinding on PC. As a reminder, if there are issues you are encountering at any time including Halo 3 or Keybinding, please be sure to submit them at the Halo Support site - https://aka.ms/HaloSupport. We are always looking for more pieces of information to help us understand and work to act on issues that the community is facing. The more details we have, the more efficiently our test teams can unravel these mysteries. What Comes Next Right now, we are still working to work towards a fix for the Halo 2 projectile issue. In addition, work continues in parallel validating fixes for other issues (some of the Known Issues were already being worked on at launch, etc..). Once the team feels good about the fixes for a handful of these key issues, we will need to spend adequate time internally and with our partners testing and verifying that these issues are truly resolved and there are no regressions elsewhere in the title. Once we get to that point, we’ll have a better sense of timing to release a hotfix. Please know that our teams are working as quickly as they can to address issues and areas of feedback. The reality is that no two issues are the same – some end up being quick and easy fixes while others are far more tangled and complex requiring lengthier testing and more substantial release management dependencies. And of course, all of this comes at a time when our teams and development partners are scattered and working-from-home, without our standard resources and facilities, doing their best to navigate a new development and production reality. Thank you for your continued support and for continuing to report issues as you encounter them. Please keep an eye on our Known Issues and stay tuned to @HaloSupport. We’ll share more information on the hotfix and what it will include as soon as we can. Cheers, Postums
Top Remaining Requested Features And Content Wishlist For Halo MCC
I'm not sure where you can go to input resquest for content/features and other additions you want for MCC that 343i can look at and see sbout adding, as I can't post to the Waypoint forums. But I took a list of what the community has been asking for, looking at common discussion and WP forum requests and compiling it. Some are in patch notes from 343 saying they will look into, others they have been widely asked for and haven't been commented on by 343 so though I'd make a list to have it all written down somewhere. I divided into 3 sections (what 343 says they would work on or look at, what hasn't been commented on by 343 but is highly requested or was content in the Original games, and content and features that are requested but most likely are never is going to be made by 343 because it just out of scope but potential for modded content). I'm curious if there is anything I have left out that you also wish to see. Also sorry if there are any duplicates, I tried double checking but might of missed some. Let me know so I can edit. Also let me know if some of these have already been addressed as they might be out of date. Features mentioned by 343i that would come in the future or would be looked into but haven’t heard any update on >Custom Game Browser (Custom games and possibly open forge, though that is always full of griefing) >File Share Search Browser (Improving the File Share Feature by adding a browser like other Halo games since Halo 3 had that Halo MCC lacks. I remember a 343 dev talking about looking into addressing this issue so there is a browser for Halo MCC that you can use and search on both halo waypoint and also on the game itself for game types and maps but haven't heard much since in almost a year about that being planned.) >Additional Mod Support/Steam Workshop (Be able to add user generated content, modify Halo Music to play blow me away in anniversary version, etc) >Steam Account Linking (Link progression from Steam to Xbox live and also be able to look up a players GT easier from steam to xbox live and vice versa) >Importing Community-made Custom Edition Vista Community Maps/Game Variants (There was mention by 343i that they were looking for ways to import content like maps and gametypes from Custom Edition & Vista. It makes sense since Halo CE and Halo 2 are the PC versions in MCC that are the same ones pulled from Custom Edition and Vista. Sean, one of the 343i devs reported he has successfully imported a Custom Edition make but the pipeline process was very rough and modders have reported doing the same but also reported that it takes a lot of work. Would be cool if they added some of the most popular Halo Custom Edition and Halo 2 Vista popular maps and gametypes to MM playlists, like action sack, and custom games) [Reference https://www.halowaypoint.com/en-us/news/mcc-development-update-3] >Add New Content (New Skins, Armor or Visor Colors, or Armors) [Ref Jun 2019 MCC Update] >Progression System Improvements >Improve Unlocks (it was stated that they would update the game so you can choose your unlocked out of order in the same tier level instead of in order) >Improvements to Challenges (Make challenges in all modes like campaign, MM, FF, SO, Custom Games, Forge, even Theater) >Improved Challenge Hub (Add a tab to view the challenge hub in-game view start menu for things like campaign missions and multiplayer matches to be visible to view pinned challenges. Also be able to pin 5 or more challenges at a time to view) >Increased XP in Ranked Playlists (To increase population in ranked since it is less populated and give players that want to speed through MCC progression faster can get through it faster by playing ranked. Give a boost of maybe 3 times XP as a bonus) >Earnable XP in Offline & Private/Custom Modes (like FF/SO/Custom Games/Forge/TheateCampaign) >Full Cross-Platform Play between Xbox & PC (not just matchmaking but also custom games/forge/theatecampaign/firefight/SO/etc) -Opt-in/out Feature (Opt-in/out PvP/PvE matchmaking/custom games/forge option for PC/Xbox cross platform and choose if you want to play with players using KB+M players or Controller input) [If you really want to restrict your search time, then you know what you are in for. Longer search time but more equal line ups] >In-Game FPS Cap/Adjustments (Lock frame rate for improved visual experience. ability to lower frame rate to 30fps for OG Super bounces. But require 60 in order to play matchmaking so can't be used in ranked playlists) >VFR Improvements to Reach & H2A >Idle System Improvements >Additional Accessibility Support >Input Based Matchmaking >Regional Server Selection >Text Chat Improvements >Better Reporting System >Double Key Binding for all games >Split Screen on PC >Bringing PC Features to Console (PC Features and settings, like slides, offsets, HUD Customization) >KB+M setup for MCC on Xbox (Apparently one doesn't exist some say but I have heard people on Xbox playing with a KnM setup so not sure if this was addressed already) >PC Enhancement Settings (FOV Sliders, Weapon Offset/View Model Adjustment & HUD Customization) >HDR Support on PC (HDSDR Calibration Settings) >UI/UX Improvements (Navigation, Main Menu, Title Screen Video, Rosters, Customization, Button States/Highlight States) >Better Invite Notification >In-Game Audio Slider for background music (for streaming, currently only affects main menu music) >Additional Video Settings/Options >Xbox Play Anywhere ("exploring ways to make sure that we show our appreciation and recognition for the support we’ve had from the amazing fans on MCC and we’ll have more to announce as we get closer to launch." -Bonnie Ross) Make it so anyone that had the game purchased and played the game on Xbox prior to Mar 12 2019, before the announcement of MCC coming to PC with Halo Reach, either make the game free on the Windows Store or make it so they don't have to do the seasons to unlock the armor because they showed their dedication. >Bugs/Glitches/Issues/Fixes (Before MCC Can Be Called Complete, all game breaking bugs are addressed. Not necessarily minor ones that aren't intrusive but ones that game breaking bugs that hinders matchmaking and original gameplay experiences. Until all major game breaking bugs are fixed then it can truly be considered finished in a great state) [Example below] -LNOS Mission on Legendary is far harder than it ever was in Legacy Reach (Enemies are far more accurate and mow you down easily. Reported by multiple people experiencing the same issue) -Reach Co-op Campaign Bugged Beyond All Repair (Reported to be unplayable by most players bringing this up) -Missing Forge Items (The New Forge items added in are not accessible to Xbox plays and only in PC) -Sword cancelling needs to be added (to have the OG Experience) -Skull effects when picking up skulls don’t work in in Halo 2 (due to now skulls can just be selected in the menus) -Vehicle Destruction Trolling (Friendly teammates can destroy team occupied vehicles when FF is turned off. In OG it was either FF is off and you can’t damage team occupied vehicles or turn Friendly Fire on so teammates intentionally destroying teammate vehicles are punished. Happens often on reach) -Betrayal Trolling (Ability to still Melee betrayal when Friendly Fire is turned off. Happens with back melees somehow can still damage you even when FF is off and happens often on Reach) -Entering Vehicle Glitch (Players getting stuck trying to get into vehicle. experienced this several times in the warthog turret and wraith in Halo Reach) [https://www.youtube.com/watch?v=lXGiqu-HMAY] -OG Reach Vehicle Glitch (bug where vehicles get glitched, flung and fly off the map. it was mentioned a while back it wasn't being looked into because it was a legacy bug but it is mentioned often by fans wanting this addressed. Either fix the bug or remove the maps from playlist that this happens often on) -Audio Effects (In middle of matches right to shoot or hear sounds of players shooting not working allowing for enemies to sneak up on you because you couldn’t hear them shooting. Been a known issue in CE) -Hit Detection Registration (Legacy Games, especially Halo 3 have terrible Hit Registration. 343i has explained this has to do with a mix of hit-scanning, higher tick rates, latency and legacy bug issues and 343i looking to see how to address it. But currently some players, even myself, have decided to avoid Halo 3 Matchmaking because the Sniper rifle has been reduced to BR Range Effectiveness, BR went from Magnum Range Effectiveness, Magnum went to basically Shotgun Range Effectiveness, and shotgun became useless as energy swords wins far more often now then in legacy days. It’s so random in consistency that some days I’m snipping like I’m an MLG PRO and other days I’m shooting like a scrub who has never played. The reticule is lined up on head, RRR active, and yet still shot misses and watching other players that are doing montages and noticing they have to aim off past RRR to get hits which isn’t something you see in legacy Halo 3 montages and that is very annoying and sometimes down right unbearable to play) -Halo CE FPS Spread due to Unlocked Frame Rate (The higher the frame rate, the more spread when shooting) Features/Content That Have Been Highly Requested or was in the original games>LAN Splitscreen (Both Xbox and PC) >Party Up Feature (After matchmaking team up. Currently you have to back out and regroup and even the invite is not popped up so players don’t notice it) >Visible ping indicators on players (so we know who are the laggers) >Player Population Counter (This feature really does need to return, also would be also neat is by setting your parameters like whether you opted in or out of cross play or only play with KBM+M or Controller players see what the population is and your estimated search times because of it. This why players now if you restrict your search, you know how long you can expect your wait to be and how few players there are. Knowing the difference that the pickier you are with higher requirements, the less players there are and the longer your search time will be) >JIP Option (Option in matchmaking composer for social to join in progress to find matches faster. This is something you'd check when you start your search so you know what you are getting yourself into but also you can see how fast your search time will be sped up. So it’s a risk you can choose to take to get into matches quicker) >343i and/or Community Favorites Feature (With the Improved Feature to have a File Share Search Browser in MCC as previously stated. It would also be nice to have a 343i favorites, like Bungie favorites, where there is a menu that lists the top favorite maps, game types, films, and screenshots. Preferably I like Halo 5’s Waypoint style more were it shows off the most popular based on the community thus the developers don’t need to keep updating but even a section of community favorites and 343 favorites would be nice instead of just a gamertag you have to look for that is kind of archaic in design) >Better Matchmaking Lobby Notification Sounds (Replace the soft subtle MCC single beep with the loud distinct firm three beep tone notification from OG Halo 3 when a full lobby has been found and match is about to start or that the post-lobby is about to start the search again. >Firefight/Spartan Ops Matchmaking (ODST & Reach FF and Halo 4 SO) >Solo & Private CO-OP FF/SO (for ODST, Reach and Halo 4 [Custom options as well]) >Campaign Matchmaking (All 6 halo games) >More Skulls in Campaign (Add all skulls to all campaigns, mainly Bandana/Acrophobia in all campaigns) >Legacy Customization Content (Nameplates, emblems, armors, visors, skins, stances, etc from Halo Reach, Halo 2, Halo 3, Halo 3 ODST, Halo 4) >New Customization Content (Nameplates, emblems, armors, visors, skins, stances, etc for Halo Reach, Halo CE, Halo 2, Halo 2A, Halo 3, Halo 3 ODST, Halo 4) >Halo Reach Armor Effect on Elites (Currently doesn’t show in-game even if you have unlocked) >Add Zombies to Classic Halo CE/Halo 2 (This was a gametype Project Cartographer, H2VO, did where it plays like halo 3 infection where humans are on red team and when killed by zombies the red players are forced team changed on the zombie team, in this case green team. Weapons and gadgets and other traits are altered like only being able to use sword vs humans can only use weapons besides the sword like how the original honor rules of OG Zombies were in Halo 2. In Halo CE mods made it so the infected carried held skulls to melee with. The only down side of gametype, just like infection in Halo 3, was that in custom game a player can quit and rejoin if they get infected and comeback as humans but Halo 3 party leaders fixed that by just simply making it switched to closed lobbies if someone is going to do that and make it require invites to join. Luckily, if this is also added to social matchmaking and not just custom games, you can’t rejoin a match you quit out of even if you have JIP unless you have someone specifically add you back but invites aren't JIP and just hold you in queue until match has been completed before you can join your friend. But if the devs added Zombies gametype for both custom games and matchmaking then you can have 5 or 6 games now with infection and with matchmaking giving players more variety. The only game that wouldn’t have this is ODST because it only has campaign and firefight and was never built for a PvP MM) >Add Campaign Weapons & Vehicles to Multiplayer & Forge (Wieldable/Driveable) -Halo Reach (Target Locator, Mac Cannon, Space Banshee, Space Phantom) -Halo CE (Energy Sword, Spirit, Pelican, Long Sword) -Halo 2C (Blue Sentinel Beam, Shadow, Heretic Banshee, Phantom, Pelican, Seraph, Scarab) -Halo 2A (Blue Sentinel Beam, Shadow, Phantom, Pelican, Seraph, Scarab) -Halo 3 (Troop Transport Warthog, Phantom, Pelican, Scarab, Long Sword) -Halo 3 ODST (Troop Transport Warthog, Anti-Aircraft Wraith, Phantom, Pelican, Olifant, Scarab) -Halo 4 (Forward Observer Module, Mac Cannon, Lich, Mammoth, Broadsword) >Halo 2 Anniversary Missing Content (Missing Spectre & Brute Shot Projectile in MultiplayeForge, currently using Spnkr Rockets and can replace it with H2A Campaign projectile) >H2A Multiplayer Infected Elites (for H2A Infection mode, they can either make one based off the H2A MP Elites or just use the H2A Campaign infected elite model. Possibly modders will add it in as the placeholder model exists but no actual infected combat for elite exists, just a naked Halo 4 elite model) -Instant Action/Cycled Custom Game Playlist (host chooses custom games to play in an endless cycle so you don’t have to change each time a game finishes, it will start the next custom game. Maybe even a vote option where players in the match can choose to end the current game and also choose next custom game to play next, like Halo Online had) >Full Armor Customization (Halo 2 Anniversary, Halo 3, & Halo 4 -Halo 2 Anniversary Armor Customization (Helmet, Chest, Legs, Arms) -Halo 3 Armor Customization (Helmet, Chest, Arms) -Halo 4 Armor Customization (Helmet, Chest, Legs, Shoulders, Forearms) >Halo 3 ODST: Firefight and skins (Rookie, Dare, Buck, Dutch, Romeo, Mickey, Sergeant Johnson) >Missing & Broken Halo 4 Legacy Content and Features (There are many Missing content and Broken features in Halo 4 343 said they would look to address [https://www.halowaypoint.com/en-us/news/mcc-development-update-2 & https://youtu.be/nB0RDpzN4rk]) -Broken Halo 4 Features (Select Next Loadout and Modify Loadouts [mid-game from Pause Menu option], Forge Trait Zone Properties) -Missing Halo 4 Loadout Content (Tactical Packages [Fast Track - gives more XP in Halo 4 games for MCC] & [Resistor]) and Support Upgrades [Survivor & Recharge]) -Missing Halo 4 Armor Permutations (Mark V, Prefect, ODST, Ricochet [https://www.halopedia.org/Armor\_permutations\_(Halo\_4)\]) -Missing Halo 4 Armor Skins - Consisting of armor and camos for helmets, chests, shoulders, forearms, legs (Air Assault VERG, Air Assault VISN, Aviator BOND, CIO WEB, CIO RUIN, CIO RUSH, Commando FRCT, Contoured, Contoured SHRD, Defender CTRL, Defender CLMN, Enforcer TRBL, Enforcer TRCR, Engineer EDGE, EOD SHDW, EVA BRCH, Gungnir PULS, GV-09 Locking, GV-09 Locking FRST, Hazop FRST, Infiltrator TRAC, Infiltrator PYTN, Inner-plated, Inner-plated WEB, Inner-plated TOXC, LG-50 Bulk, LG-50 Bulk PULS, LG-50 Bulk CLMN, Oceanic CRCT, Oceanic SLID, Operator SRFC, Orbital AEON, Orbital SWFT, Outer-plated, Outer-plated RPTR, Outer-plated BYNT, Outer-plated CRCT, Outer-plated TOXC, Over-locking, Over-locking WEB, Pathfinder CORE, Pioneer ADPT, Protector DRFT, Raider DSTT, Ranger STRK, Recon SURG, Recruit PRME, Recruit TIGR, RG-63 Counter, RG-63 Counter PRME, RG-63 Counter FRST, Ricochet HMTM, Rogue FCUS, Scout APEX, Scout TOXC, Soldier ZNTH, Stalker CRSH, Tracker ADRT, Twin-plated, Twin-plated AEON, Twin-plated SWFT, Vanguard CNVG, Venator RPTR, Venator BYNT, Venator RFCT, War Master PRML, Warrior MTRX, Wetwork SHRD, XG-89 Narrow, XG-89 Narrow RPTR, XG-89 Narrow BYNT, XV-27 Shifting, XV-27 Shifting PULS, XV-27 Shifting CRCT, XV-27 Shifting SLID [https://www.halopedia.org/Armor\_permutations\_(Halo\_4)#Armor\]) -Missing Halo 4 Weapon Skins (Champions Bundle skins & Figure exclusive skins [https://www.halopedia.org/Weapon\_skins\_(Halo\_4)#Champions\_Bundle\_skins & https://www.halopedia.org/Weapon\_skins\_(Halo\_4)#Figure\_exclusive\_skins\]) -Missing Halo 4 Visors (Recruit, Solar, Frost, Midnight, Cyan, Blindside, Sunspot, Verdant, Legendary, Wetwork, Operator, Pioneer, Pathfinder, Engineer, Stalker, Rogue, Tracker [https://www.halopedia.org/Armor\_permutations\_(Halo\_4)#Visors\]) -Missing Halo 4 Stances (Recruit, Heroic, Assassin, Last Stand, Breach, Stand, Believe, Assault, Seasoned, Menace, Loyalty, Lookout, Confident, Drawn, Flank, Grandstand, Determined [https://halo.fandom.com/wiki/Stance#Halo\_4\]) >Earnable XP in Forge and Custom Games, Including Firefight (Get like a max of 6,000XP for 10 minutes a custom game match) >Add Missing Multiplayer Game Modes-Improved Punishing System [Not like reporting system] (Team Killing/Idling/Suiciding/Cheating and other negative behavior (Automated Reputation Tracking System that tracks betrayals, suicides, quits, long idles, macro movements, players xbox live reputation - Even if the player is not kicked from match for things like betrayals, they keep track of it of a pattern of behavior and if they constantly have bad rep, average betrayals often in matches or hurts teammates multiple times in a match [obviously there are accidents and 1 time is an accident but for those that try to a work around it by hurting teammates close to death for an enemy to finish them off or scare the teammate or to hurt the teammate after they were injured by an enemy and assisted in helping the enemy get the kill by finishing your teammate off this will be recorded behavior], even records you picked up a power weapon after a betrayal or get into a powerful vehicle, 5 to 10 seconds after the betrayal, which suggests possible intentional [including always being 1 betrayal from being kicked, also destroyed teammate occupied vehicles, but excludes game modes where betrayals are expected like grifball], often suicides in matches, idles a lot [always edging the idle time before being kicked from match for afk/afc], noticing macro-like behavior but can’t be conclusive but happens often, tracks quit history [either they intentionally did it or disconnects], and also factors in xbox live reputation. If a player has high marks in 2 or more categories it will affect the player score where they only will get lined up with people in the same range. So if you have a reputation of TKing that is high and also quitting often, you will only be able to line up with players with the same behaviors of TK problems and quitting. The way to improve your reputation is through gameplay being cautious of behavior. If you can no longer find matches because of your behavior, you will get your levels improve after each month [xbox rep improves on its own after 6 months reports after that are removed]. Holding players more accountable for their behaviors matchmaking to not ruin the experience for others) >Matchmaking Composer Expanded (Customize your social experience by going further and selecting maps, not just halo games, and gametype variants, like 1-Flag or 2 Flag CTF. Customize the Social playlist the way you want it) >Halo Reach VS FF/Customizable Firefight >Missing Custom Game Features/In-game Party Leader Controls (Force Team Change, Changing Teams, Host Boot Ability/In-game and Looby Boot/Kick Player, Force Even Teams at start and join in players, Change Custom Game Privacy Option/Settings [Open/Invite/Friends/Close]) >Halo CEA: Missing Scanned Library Items Menu (A connect feature back on the original HCEA game but a lot of people wanting this would settle for just having it in the Library Feature added to the Extras Menu. Possibly add other items from other campaigns as well for those that love to read up on Halo lore.) >Voice Masking (Was in Halo 2, muffled players voices, add to all games as an option) >Voice Proximity (Was in Halo 2, could hear nearby players, add to all games as an option) >Widescreen Mode (Screen split vertical, instead of horizontally in Splitscreen) >Handicap settings ([None, Minor, Moderate, Severe] designed to balance playing field for players with different skill levels, add to all games as an option) >Muting players in Lobby (Currently can't see who is talking and unable to know who to mute that is trying to be a DJ) >Missing Emblem on Armor >Halo Game Bridge Feature [Integrating Halo MCC/Halo 5/Halo Infinite] (Putting Halo 5 I don’t see ever happening and 343i I believe already said it will not happen. But it would be nice to expand that Halo 5 link in Halo MCC menu and instead it integrates Halo MCC, Halo 5 and Halo Infinite with a bridged connection feature that transitions you to each game with ease if you have the game installed, whether on PC or Xbox. And you can also take parties with you if all the players have the game installed, if not it will tell you who doesn’t have the game, like old school with the gamertag blinking. This makes it so you can remove those players, or encourage them to download the game, and not have to make everyone in the party quit and rejoin in the other halo games which would be a hassle. This also hints at adding Halo 5 to PC and not the Halo 5 Forge but instead turn that game into a full fledged proper PC with all features and modes and make the game free on Xbox and PC, as at this point Halo 5 gets it’s money from microtransactions anyways at this point as no one new is buying the game anymore but MS will still be able to get further MTX in Halo 5 from the PC crowd, and with cross-platform play having an opt-in feature will join halo 5 players on both xbox and pc and increase population count as custom games in halo 5 forge is dead because there is no cross-play and also help PVP and PVE matchmaking as well. Also fix all the KB+M features that are currently present on Halo 5 Forge and have it fully working. It would be weird to have Halo 5 be the only Halo game not on PC. Hell, they can even do the same with MCC and add to both the Halo App/Windows Store and to Steam to allow for modding. I would expect this would be a lot easier than adding the entire Halo 5 game into MCC and making the game far too large and unstable that 343i already said when adding Halo Reach and having to re-add everything back it would be way too much work to import Halo 5 into the MCC. This way on PC or Xbox you can play all 3 games quickly and jump around in campaigns, matchmaking, custom games and so on. Giving the Halo community and new plays a full Halo experience. It would even be revolutionary as no other games really seems to do this and would be innovative and Halo would be setting a standard feature trend that other game developers don’t do for their games that would encourage them to do so for game series like CoD, Battlefield, GTA and so on. Features most likely are not going to happen but fans still really want to see (potential Modder content) >New Armors, Nameplates, Emblems (Halo Reach, Halo CE, Halo 2, Halo 2 Anniversary, Halo 3, Halo 3 ODST, Halo 4) >CE/H2C Forge & Theater (This is something I have seen mentioned a few times but I highly doubt this will ever get added. But funny enough there was Halo 2 forge that did exist in Vista but I believe it was created by a mod so chances are maybe some modders bight create such an ability in the future but otherwise I don’t see this happening) >Add PVP to ODST (Use ODST Firefight Maps to play PVP) >Full MCC Anniversary (Halo 3, Halo ODST, Halo Reach, Halo 4 given Anniversary treatment, not remaster of some minor graphical and sound improvements to original but the CEA and H2A treatment. Highly doubt this will happen but maybe modders with raytracing might make it possible in the future) >Fix Halo CE Graphical difference from PC vs Xbox [https://www.youtube.com/results?search_query=missing+features+halo+mcc] >Complete All Halo 2 Anniversary Maps (people forge the maps or modders could make them as well or make anniversary graphics on classic maps with Multiplayer graphics like Generalkidd’s video [Halo CEA and Halo 2A]) >CE to CEA Multiplayer Texture Swap (Halo CE Swap Multiplayer textures with the Anniversary Graphics, Halo2A swap weapon skins in Multiplayer with their Campaign versions and sound/projectiles. Can add to the User Skins Enable option or another option below for CE/H2A) >Kinect Features (Voice Commands, 3D Mode) >Halo 3/Halo Reach/Halo 4 Remastered (ray tracing, some modding already does the trick) >Playable Elites on CE Multiplayer (Option to turn off visual is user skin and not useable in competitive playlists) >Legacy Nameplates and Emblems to Halo MCC-Legacy Reach Nameplates (Default, Septagon, DMR, Bungie, Marathon, Halo 1, Halo 2, Halo 3, Halo 3: ODST, Assault Rifle, Spartan Helmet, HALO, Star) -Legacy Reach Emblems-Legacy Halo 2 Nameplates (Default, Bungie.net, Bungie.net staff, Bungie, Stars - Vista, Bungie and Stars - Vista) -Legacy Halo 2 Emblems -Legacy Halo 3 Nameplates (Default, Seventh Column, Bungie, Pro) -Legacy Cross Gen Emblems (Infected Ver. 1) >Halo MCC Missing Nameplates (7 cut nameplates https://www.reddit.com/halo/comments/3c28pd/hiddenmissing_nameplates_for_4450_ranks_in_halo/, http://i.imgur.com/MBtYaAc.jpg, & https://www.halopedia.org/File:HTMCC\_Cut\_Nameplates.jpg) >Add Cut Customization Content-Cut Halo Reach Armor (PRESERVE-class Mjolnir & CONDEMNED-class Mjolnir [https://www.halopedia.org/PRESERVE-class\_Mjolnir & https://www.halopedia.org/CONDEMNED-class\_Mjolnir\] GRD was one of them hinted that GameCheat13 found in MCC but no word on it since [https://youtu.be/Vg9vKSs28ao]) -Cut Halo 2/Halo 3 Arbiter Armor [Arbiter Skin https://www.halopedia.org/Armor\_permutations\_(Halo\_3)\] -Cut Halo 4 Armor (Hayabusa[https://www.halopedia.org/File:H4_Hayabusa_armor_3d_model.jpg & https://www.halopedia.org/images/7/73/H4_Hayabusa_armor_3d_model-2.jpg]) -Cut Halo 4 Weapon Skins (Blast (BLS) & Concrete (CTE) [https://www.halopedia.org/Weapon_skins_(Halo_4)#Cut_skins_2#Cut_skins_2)]) >Add Legacy Deleted/Cut Content (Overall Cut/Altered Weapons, Vehicles, Creatures, Maps, Gametypes [https://halo.fandom.com/wiki/Category:Deleted_Material]) -Halo Reach Deleted/Cut Content (Sabre Slayer) -Halo CE Deleted/Cut Content (Gravity Rifle, Gravity Wrench, Machete, Shielded Carrier Forms, Engineers, Sharquoi) -Halo 2C Deleted/Cut Content (Kestrel, Warthog Variants, Flood Juggernauts, Covenant Ship (Mission), Forerunner Tank (Mission), Cut E3 Demo New Mombasa Mission) -Halo 3 Deleted/Cut Content (Playable Brutes, Guardian Forest (Mission)) -Halo 3 ODST Deleted/Cut Content (Elite Plasma Rifle) -Halo 4 Deleted/Cut Content (Revenant, Stasis Rifle, Hornet) >Forgeable Firefight (Be able to forge maps and add enemy spawns and play with friends) >Halo 4 Season 2 Spartan Ops (something originally supposed to happen in Halo 4 but never came to be) >Add Halo Online Content (Maps, Weapons, Weapon Skins, Vehicles Skins, Armor Abilities, Powerups, etc) >Add Halo 5 Armors to Halo 4 (Backwards Importing) >Independent Legacy Competitive Ranks (H2C, H3, HR, H4. H2A and HCE would just use MCC's design. Could possibly just show up in profile as Halo an Image so if you get a 50 in Halo 2 Classic, it will show that image in your profile the legacy 50 rank symbol)
An idea to possibly improve the competitive state of MCC
Lately I've been playing a ton of MCC, especially since the new update with challenges. However, it's become very frustrating with what seems like almost every game I either have teammates that are AFK, leave, or are just overall worse than me and drag the team down. This is all due to the large majority of the game being social matchmaking. I know there's ranked playlists, but it's only a sliver of game combinations and is missing some of the big ones for some or most of the games, with Halo 4 not even having any kind of playlist. So it hit me, why can't be have a match composer for ranked like we do with social? My idea as to how it would work is to have separate playlists for the major modes, such as FFA, Team Slayer, Objective, SWAT, Snipers, and Doubles, then just let you toggle which games you'd like to play for each one. So for example, I could go into the Team Slayer list and choose only Halo 2 and 3 and it would have the same rank for both of them since it's under the Team Slayer category. Sure, ideally we could have every game completely separate, but realistically that can't happen due to player base segregation. This way at least we'd be able to have proper ranked experiences in the games and modes we want instead of 343 deciding for us. If CS:GO players can climb to the highest rank playing only 1 map of their choice, I don't see why Halo players shouldn't be allowed to climb the ranks playing whichever games and game types they choose.
For the launch of Halo 2: Anniversary on PC, 343 has released a partial version of the Challenges system. These give XP payouts for each challenge completed.
From the Waypoint Support page: Challenges for Campaign have been added to MCC for Xbox and PC as of 5/12/2020. Each week, starting at 10am local time in Washington state, these challenges will reset. For information regarding each week’s challenges, please view the Message of the Day which can be opened on the main menu for both PC and Xbox.
Week of 5/13/2020 Campaign Challenges:
Complete a campaign mission on Easy
Complete a campaign mission on Normal
Complete a campaign mission on Heroic
Complete a campaign mission on Legendary
Each week, the first campaign mission a player completes on each difficulty in each game in MCC will grant XP. Cinematic-only missions as well as missions completed with score-nullifying skulls enabled (i.e. Scarab skull) do not count towards challenges. Difficulties stack, so completing a mission on Normal will also complete that game’s Easy challenge and so on. Upon completing these challenges, a notification will appear, and the player will receive XP payouts tuned to the difficulty they played on. Each Wednesday at 10am, in conjunction with the weekly matchmaking update, players’ challenges will be refreshed. These challenges can be completed in campaign or campaign playlists.
I love the updates with MCC. Specially after the latest update adding theatre. 1 thing that I would love to see is input based matchmaking. If some of you dont know what this is this is something that matches you with players that are also using the same controller type as you. Say for example if im using keyboard and mouse I will only go against keyboard and mouse players and vice of versa for controller players. I personally dont think this should be strict thou and by that I mean if the game is unable to match you with controller players only then it should then add some players using KBM (Keyboard & mouse) aswell. Obviously Halo isnt a game with millions of people online all the time but still if you could add input based matchmaking but make it so if it cant find a complete lobby of controller players then add a few kbm players that would be amazing. Thank you 343 and keep up the great work with MCC.
MCC PC: Halo 2 Broke Halo CE Co-op for me and my friend
I apologize if this isn't appropriate to post about here. My friend and I were playing through all the Halo games together He'd never really played them before and they were an integral part of my childhood so I wanted to share that experience with him. We own the game on Steam and it worked perfectly fine until Halo 2 dropped. After, it's completely broken it for us. We were playing on Legendary and got up to 343 Guilty Spark before it broke and now we can't play it at all anymore. We have both tried uninstalling/reinstalling. I've uninstalled/reinstalled twice. Just today we both verified the integrity of game files and tried again, to no avail. We're both on a normal HDD. When we get into a lobby together and start, no matter the difficulty or mission, I start loading in before him and he's stuck on a black screen. I load about 2/3rds of the way in before getting booted to the main menu and then he finally sees the loading screen. He is also booted to the main menu after that. We have tried Halo 2, Halo Reach, Firefight, and regular Matchmaking. All of them work just fine. It is exclusively the Halo CE co-op campaign. It works just fine in single player but when we're trying to play together that doesn't really help. We've both started with Anti Cheat Mode enabled, disabled, we've tried loading in with the original graphics, with the updated anniversary stuff. Nothing works. Can someone please help me figure out how to play this game with my friend?
I'm happy that 343 is adding more gametypes to Halo CE.
Last week, 343 added Fiesta Slayer to Halo: Combat Evolved, a gametype entirely new to Halo 1 (outside of modded Halo PC servers), and one which can't be replicated using vanilla Halo CE's custom game settings. This week, they've added SWAT to Halo: Combat Evolved, a mode that didn't formally exist as a gametype until Halo 2. I'm pleased that Combat Evolved, a 19 year old game, is getting gametype updates that'll allow it to appear in more matchmaking playlists. Fiesta and Team SWAT have been some of the most fun I've had with Halo CE's multiplayer since it launched on Steam, and I'm curious to see if 343 has plans for further CE gametypes.
Good grief please remove this level from Halo 2 matchmaking. It’s objectively a terrible map. A good rule of thumb in map design is that every room has at least two entrances. In Foundation there are four freaking rooms with only one entrance. And better yet, those rooms are small and there are SPAWN POINTS inside. Oof. This is one that needs to be erased from history. Please remove this map 343 from matchmaking and replace it with one that isn’t terrible. PS: Why did all of my controller settings get reset with the update? That’s annoying.
522 points: Ogbn's comment in Results from Frank's Poll on what should happen with Emz. Thought?
414 points: Amazon_UK's comment in Results from Frank's Poll on what should happen with Emz. Thought?
396 points: Kasai_worx's comment in So they do check this sub occasionally, but what threats?
366 points: Randomness69420's comment in April is right around the corner, so here is a Tier List for the Jacky Update (Now with icons representing each Brawler's best mode). Feel free to discuss and disagree.
363 points: wushu420's comment in What if you throw your opponents here with el primo’s gadget ?
357 points: Tsobe_RK's comment in Hot zone play rates. Looks like it's not coming back.
343 points: sacredbrawlstars's comment in Rosa tips: when in 1v1 against another Rosa and both have super, save your ammo for when the enemy Rosa shield is over to deal more damage than them. During this try to stay in the bushes if you have plant life star power
I believe that once all MCC games are on PC, there should be a free downloadable demo on Steam/Windows Store with a little bit of everything in it (i.e one campaign level per game with Coop support), one Firefight scenario, some Forge, Theater, perhaps even limited Matchmaking against other demo players). But why? There's a ton of posts here in the sub and elsewhere on how the Halo PC demo is an important part of how their Halo fandom began and/or grew, and giving MCC its own demo would hopefully give others that same experience. What should be in the demo? I outlined the broad strokes of what I wanted in my opening statement, but as for specifics, I have some ideas here:
Campaign - my main criteria is that the level should be representative of all major gameplay beats of its parent game while being mostly self-contained story-wise. Coop should be included as well.
Halo Reach - Tip of the Spear
Halo: Combat Evolved Anniversary - The Silent Cartographer
Halo 2 Anniversary - Metropolis
Halo 3 - The Storm
Halo 3 ODST - Kikowani Station
Halo 4 - Requiem
Firefight - Classic Reach Firefight would be ideal here, with minimal settings that can be changed by the player (e.g difficulty, timers, etc.). If there will be Matchmaking that should be considered, but otherwise something that can be cleared by someone playing solo.
Theater - Self-explanatory. Full Theater mode for whatever game modes in the demo that it works in.
Forge - I am not the biggest Forger so I cannot say which game's Forge mode and map/s would be the best for beginners, but I will put H3 Forge and Sandbox in here as a placeholder.
Matchmaking - This is probably the most unlikely thing to happen if this indeed becomes a thing, but it will be really great if there will be some form of Matchmaking between demo players, with preset gametypes from all the games.
But MCC is cheap enough as it is, why a demo still? If 343 is serious about using MCC (and Infinite, which I think will have to have a playable demo as well on launch, but that's another story) being the gateway for new players into Halo, they should pull out all the stops in pushing this game to that untapped resource, so to speak. But MCC is broken enough as it is, why a demo still? I'll admit that this is an argument for keeping it offline (so less things are liable to break), but in the event this happens I hope 343 will put in at least major updates to this demo as well. Concluding Thoughts When I began writing this post, I just wanted to lay out some levels that might be good for a campaign demo, but as things happen more ideas crept in, and I began seeing flaws in this idea, but here they are, ready for the sub to tear it down word-for-word, but I hope putting this up for your consideration will lead to some great discussion.
As you saw on the livestream earlier on this week, it was a big relief to be able to share the news that we’re fixing and indeed updating MCC. I was traveling this week and out of the office while the livestream was happening, but if you remember, a couple of years ago I promised to explain what the underlying issues with MCC were. Well here it is, sort of. I’m obviously not an engineer, so apologies to the deeply technical for keeping this at a level I understand. I’d also like to be clear, up front about what’s not contained here – there’s no excuses. We’re explaining some of the issues in more depth than we have before, in part because we now have the resources, OS and capability to make meaningful changes. So please don’t mistake explanations for excuses – we’re trying to be as transparent as possible, but there are loads of proprietary things we can’t talk about at a granular level. We will, however, have kind of a second half of this post when the update is released, where we can go through the causes of items that were fixed by the new update, rather than jinx them right now. There’s also no guarantees in here, beyond my guarantee that we care about this very much and are throwing our best people and best efforts into this project. On Wednesday of this week, we announced that we’re both fixing MCC and working on enhancements for the Scorpio (Xbox One X) version of the game, but I should be clear here, that in terms of chicken/egg scenarios, fixing the existing “vanilla” Xbox One MCC was the Chicken that laid the Xbox One X enhanced version egg. Without the ability and opportunity to reconfigure and fix this thing, we wouldn’t touch an Xbox One update. But a series of changes to the Xbox architecture, some of them related to Xbox One X – and others just a series of ongoing improvements to the OS and back end networking systems, have cracked open an opportunity we’ve wanted to seize for many, many months now. So to be super clear, these fixes will apply to both regular Xbox One version and the Xbox One X enhancements. We’re also getting a lot of help from the (wholly separate) Halo 5 team, who created a much more robust system for the launch of that game and continue to make improvements to their networking model. From a personal perspective, the MCC launch was one of my lowest ebbs, professionally. Every angry mail I received, I took to heart. I felt like I had personally let our fans down. I have not spent a single day since the night the game fell down in matchmaking where I didn’t think about it. The hardest messages to deal with were the ones driven by disbelief. “How could you not know that matchmaking was going to break?” – fundamentally it was because we were testing it in an environment that we had set up incorrectly and with some (as we discovered later) faulty assumptions. And unlike some of our other normal testing cycles, we weren’t testing for gameplay balance and stuff that the original releases already contained so our test process was radically different, and we made mistakes in some of the scenarios we asked for. We had, with the best intentions, created a massive and ambitious project that almost read like a Halo fan’s wishlist. As a player, I was incredibly excited. And as an employee, I was proud of the work and effort the team had poured into making this thing so big. It initially started as a conversation about making a Halo Anniversary 2 – we thought about simply replicating what we’d done with the first Halo: Combat Evolved Anniversary, a polished update with some cool new graphics and features. But we kept talking about it – and the conversation inevitably led to the “problem” of a franchise existing over multiple generations of hardware. This was built for Xbox One – and prior games were spread across 360 and OG Xbox. So we figured, why not finally put the whole Chief saga on one console? We wanted everyone to be able to enjoy his entire story. And so the project ballooned in scope and scale and ambition. We threw a ton of resources behind it internally and worked with some trusted partners. In our matchmaking testing we were seeing results that ultimately weren’t reflective of the real retail environment, and our test sessions never got to the kind of scale where we’d see some of the looping issues I’ll describe below. So we genuinely didn’t know until the day it released, how bad the matchmaking in particular was going to get. I’m not going to ignore the other bugs, they were real, and important, but the way the UI and matchmaking protocols interacted with each other exacerbated many of the smaller items and amplified a couple of them in unpredictable ways. The short version was that for Xbox One we built some of the underlying systems to work on a brand-new platform, which was fundamentally, quite different to both the original consoles the games were designed for. We also had some very new (and frankly these have evolved since then and are now much better) online systems on a new console and made some educated, but (with hindsight) ultimately faulty, assumptions we made during development and testing. To be clear here, the platform networking model was working as intended, but we made errors and ultimately approached it with the wrong strategy. Frankly, we don’t assume anything anymore. While we had some valid reasons to believe the game would function properly in the retail environment, we’ve shifted our development philosophy to basically assume nothing anymore. And one way we’re going to avoid that in future is through a retail flighting program – testing the game fixes in a real-world environment with real players, including many of you. Naturally we’ll also be doing much more rigid conventional testing with the benefit of both hindsight and new, better systems. One of the main matchmaking issues was related to the way that the games gathered players – each title had some differences in how it sought out players, then connected them into sessions. In an attempt to unify that method, we actually introduced a bunch of (with the benefit of hindsight) several avoidable problems and some unavoidable ones. It gets really technical, and this is as much metaphor as technical explanation, but each potential player was assigned a kind of “ticket” which would then grant them entry into a match or session – picture a virtual waiting room at a train station – when the train arrives (a match) – everyone has to board - or the train can’t leave. Issues arose when folks left sessions before games had started that would cause the initial ticket distributions to fail, and that sometimes meant very long wait times for matches as tickets were issued and reissued – especially in countries with lower populations. Now the above isn’t particularly unusual or original in terms of approach, but at the time the systems were less resilient in terms of churn, and bad information could cause a lobby or match to get caught in a state where it couldn’t ultimately complete a group and join them cleanly into a session. At the time we made tons of changes to the backend server configurations to try and reduce those wait times, but ultimately it was a self-fulfilling prophecy – players understandably would leave sessions because they got tired of waiting for a match to begin, and that would amplify the issue across the board. But there were other issues that compounded the noise and frustration players felt. For example, there’s a good-sized subset of our population that has issues with Teredo, IPSEC and NAT compatibility that we simply can’t troubleshoot or identify, and some of those users are encountering issues that are literally beyond our control – trapped behind corporate or academic firewalls. These feed into some of the areas we’re planning to improve, and ongoing improvements to the Xbox systems have improved some of those issues, but not all. We’ve loosely explained this over the last couple of years, but I’d like to reiterate here. We ended up in a situation where the game was working for the vast majority of users. That’s not the same as perfect, or for some, even acceptable and that’s not what I’m trying to claim. Many people who complain about the game these days have legitimate issues with matchmaking and other aspects, and we’re not going to dismiss those – so even though for most, the game is stable, and the sheer wealth of content and experiences makes it – to this day – a highly rated title by players - we get it. If you’re one of the people affected, seeing a statement from us that it’s working for “the vast majority of players” is cold comfort. When you’re the one affected, it’s as good as 100%. The fixes and patches we’d applied were pretty delicate and we ended up in a precarious situation where there was no way to make more fixes without potentially breaking something else or making things worse. We weren’t happy with that situation, but we were stuck between a rock and a hard place – most users were (by this time) able to play properly and find matches, and further tinkering might put that at risk. At that time we decided the right thing to do for the total player base was to stop. That was hard to do, especially knowing there were still some customers impacted more seriously than players who were merely inconvenienced. But that didn’t stop us being concerned about it anymore. On the contrary, in some ways leaving it was worse. I mention this not to garner sympathy, we deserve none, but to answer folks who’ve continued to ask, “Why don’t you guys care?” We do. Everyone here puts their heart and soul and sweat and tears into building our games. I can tell you without hesitation that I have never heard someone here dismiss or ignore or belittle complaints. We always take them to heart. It’s the internet of course, so sometimes folks take it too far, with threats or other inappropriate reactions, but I’d be lying if I said I didn’t understand the anger or disappointment those came from. So over the months we discussed and investigated other fixes. The platform itself has made some truly evolutionary improvements to its underlying technology, and recent fundamental changes mean that we might have the opportunity to make some fixes without risking everything else. It may sound simplistic, but MCC was essentially six pretty different game engines strapped together and interlinked with highly complex and highly delicate new systems. With Xbox One X on the horizon, it was obvious that we could simultaneously update the game to take advantage of the new hardware for folks that have it and use that as an opportunity to finally rearchitect and update some of the foundational issues and networking/matchmaking methods. And to be clear, these solutions were simply not possible until quite recently. The platform team has made numerous improvements over the last year or so, and we’ve internally done a bunch of research, and so our timing has been reliant on a number of systems and solutions converging rather than one single element. But these weren’t easy fixes we were simply sitting on. That’s honestly not a thing, even. I also understand that silence can be frustrating. You have complaints or questions, and we try to answer them as best we can, but sometimes bad information is worse. As I said at the start of this explanation, it doesn’t answer all your questions. I’m going to follow up next year after we have better detail on the fixes and the Xbox One X update, to follow through with an even more detailed technical breakdown of what broke, why and how we fixed it. That’s what we owe you – that and a game we can both finally be satisfied with.
Only four days after its last update, developer 343 Industries has issued another patch for Halo: The Master Chief Collection aimed at fixing the matchmaking problems that have plagued the shooter 343 Industries is rolling out the latest patch for the Master Chief Collection focused on the compilation’s ongoing matchmaking issues. Through a post on the Halo Waypoint, 343 details all the expected fixes, much of which are targeting the collection’s matchmaking instability, which has been plaguing the games since their collective launch in November. Mature et jolie Puisque qui ne tente rien n’a rien, et que quand il faut y aller, faut y aller, c’est aujourd’hui que je me lance 343 Matchmaking Update dans l’aventure comme les jeunes ! 343 Matchmaking Update Mon téléphone à la main et une belle 343 Matchmaking Update rencontre à la clef qui sait ? Et puis avant tout, bonjour messieurs. This week’s matchmaking update focuses on Spartan Ops, with a regular War Games update taking place next week. Continue reading → Posted in Halo 4 Matchmaking Updates Tagged 343 industries , Didact’s Hand , Episode 4 , Halo 4 , Halo 4 Matchmaking Update , Halo Waypoint , matchmaking , mythic , mythic skull , skull , skulls , Spartan Ops UPDATE: These changes are now live. Since the recent CSR updates we have kept a close eye on both player feedback and the data coming back. We have found that the changes are meeting their core intentions of increasing the integrity of higher-Onyx and Champ ranks.
(EU) Custom Matchmaking Solo Duo and Squads Fortnite Scrims!
tags: fortnite, fortnite livestream, open lobby, stream snipes, fortnite open lobby join now, open session, fortnite open lobby live, fortnite pc, fortnite live gameplay, fortnite with friends ... Best Fortnite Custom Matchmaking EU Live Solo/Duo/Squad Scrims Fortnite Live Custom Games ALKEN 130 watching Live now The *RANDOM* FOOD BOSS Challenge in Fortnite! Let's talk about REALISTIC expectations for Halo Infinite Story, Gameplay and More... - Duration: 19:06. Late Night Gaming 115,398 views -in July we loosened our matchmaking parameters a bit, expanding from roughly one tier (e.g. Gold to Silver) to two tiers for some lists, and four tiers for others. 343 did this to help alleviate ... If you'd like to see 343 revert these changes or improve upon them please share the video and your thoughts about it. Full write up in the comments below of the changes they've implemented. Thanks ...