- POKEY CLYDE
- |
- Fabled Legendary Member
Posted by: Xx Mr Bill xX
This thread tends to disagree with your statement at the very top of the page. Social slayer is the only social playlist that has consistently more players than any ranked playlist. All the other social playlists are almost always less than every ranked counterpart (aside from DEXP which doesn't really count because it draws players from every single playlist) aside from SB which sometimes has a lower population than SBTB.
Social slayer does have more players in it than any playlist at all times. Things to remember about social is that people who play ranked use social to warm up. Guests are allowed in social and SS is the most straight forward/easy playlist for people who have never played or are relatively unfamiliar with Halo. People play social with friends who they don't want to play ranked with because they can't get a match because of rank differences or don't want to lose because of a person they know they will have to carry. Most importantly there are no DLC requirements in SS. When new DLC requirements were added to Team Slayer and such their populations dropped and fled to playlists where they don't have to play the maps. Anyways, its generally about 55% in Social / 45% in Ranked when there isn't a DEXP weekend going on.The social playlists always had the plurality of the population, and on some accounts, the majority. Even though there might be some players just "Warming up", or in there because of "BK friends" who want to play Halo, do you really think that all of the Social playlists consist of these kids just "Warming up" or "Playing with friends"? No, there are kids who are 40's or 30's or 20' or even 50's who just like to play for fun. Not because of a guests, not for warm up. If you weren't to account for players just "Warming up" or "Playing with BK friends", the population would still have the plurality, and maybe the majority in some cases.
Health Packs
I don't know if you know this, but there is health in Halo 3, you just can't see it. It is rechargeable, but it charges slower than your shields. You know when you just got your shields all the way back and you get hit in the chest with a sniper bullet and die and think "WTF", that's your shields being recharged and your health not being all the way back yet. I don't see how having less health than someone and being killed by them is an issue. Its your fault for fighting a battle that you know you have a good chance of losing because you already have low health.Well see, this is competitive, helath packs not being around, or not spawning frequently will leave you handicapped all the time after a battle. OR you will win the battle then retreat to get a health pack, leaving the game at a stalemate most of times, expecially if it is an Objective game. Whilst having just shields you can go for 10 secs, recharge your shields and be at fair game with another player.
As far as competing for health packs with your teammates, that's called selfishness and lack of communication. If you can't get past fighting over health packs with your teammates your probably not going to win the game anyways because you have 0 teamwork at that point and you deserve to lose.
Camping? People already camp. Besides, is it really THAT hard to throw a grenade or two on a spot where you know a health pack is? No, its not.Here you are assuming that most of the community is teamwork savvy, which, they are not. A lot of players don't communicate, don't even care for other players, they look out for themselves, and themsleves only.
Now for camping, you assume you will have grenades on hand all the time, even then, 1 or 2 grenades may reduce your health... oh, you just grab the health pack you were near. Fair battle then, and the person who just grabbed the health pack may win. Camping will ensue, making the game not as fun or action packed.
It would be a stalemate basically.
Fall Damange
Just because you can't careen fro the top of the map to the bottom instantly makes fall damage unbalanced? I fail to see the logic there. If your teammate is in a spot where you can't help him quickly then he probably deserves to die. If anything not having fall damage is a crutch. That's not a balance issue, that's a communication/teamwork issue which is entirely the player's fault, not the game's.
In CE you can crouch before you hit the ground and pretty much negate all fall damage except from some of the highest leaps, I would assume a system like this would be put in, if not then fall damage would be dumb.Well here again, you assume that most of the population of the community has mics, or uses them, or even cares about communication or teamwork. The crouching thing is a good Idea, that would be the only way I could see this working. But I would say it is just better off without it.
Maybe allow it as a turn on feature for Customs.
Just because a game is harder doesn't mean people won't like it. Halo CE is regarded as one of the most competitive games of all time. It is also regarded as a groundbreaking FPS that many games are still modeled after to this day. Fall Damage and Health Systems don't restrict playability, they change it. Would you rather play a game that challenges you a little bit here and there, or one that is simple and retardedly easy to play?But here we see Bungie has a more players in Halo 3 then any other game they have had. (Correct me if I am wrong)
But, more and more casual players are picking up controllers, and though Halo is one of the more hardcore games, it has to keep the game more "Easy, so you can pick it up and play", not complicated challenging and hardcore.
CLOSING STATEMENT:
Halo 3 has different settings and playlists for each kind of player. Hardcore playlists, and legendary/Mythic settings for campaign for you Hardcore, competitive players, whilst they also have Social and easier settings on campaign for the more casual players. People who strive for a challenge, but don't want to get destroyed pick things like Heroic campaign or Ranked playlists.
Bungie shouldn't make the game more competitive and Hardcore with things like health systems, and fall damage, they should keep things similar to how they are now. With different playlists for different kinds of players, Social for the casual, ranked for the average player and hardcore for the Hardcore.
No adding features that will make all playlists more of a challenge.