- spawn031
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- Fabled Mythic Member
@spawn031
"So much of what we do is ephemeral and quickly forgotten, even by ourselves, so it's gratifying to have something you have done linger in people's memories." John Williams
Posted by: Zomechin
Playing the devil's advocate: Wouldn't that require 3 skillsets, as opposed to only one?
One would think. In a game like Reach, most people don't exclusively always play 1 playlist. That's where the fault lies. I switch playlists between 100% bloom and 85% bloom to 0% bloom and whether there is sword block or how effective Active Camo is.
I'm not alone, many people switch playlists often - and it's the most frustrating thing when you learn the niche of a weapon and get so "adapted" to it that when you switch a playlist everything changes. Where instead of trying to master 3 different skillsets, you're really just getting frustrated over how to play the one skillset.
Players that exclusively play MLG have acquired the skillset of moving at a faster pace and always aiming with 0 bloom. If they turn around and play Arena, it's a completely new ball game. They literally have to slow their shots down to some degree to even land them in Arena.
There are different levels in skill. First, you obviously have to know what weapons are good at what ranges, what is consistent with play-style and where your power weapons spawn. Second, you have to communicate with your teammates to obtain map control and establish what the enemy has coming for your. Third, you should be able to predict their next spawn so you can position yourself accordingly.
Since the first level varies so much, for a team of players that switch playlists constantly, how can players expect truly competitive games when players are worrying about whether or not a strategy will work or not? Players will have to think if their sword has a chance of being blocked, or how many seconds until their camo runs out or if grenading a guy in armor lock actually does something.
Since the niche of the DMR is so widespread across playlists, it becomes frustrating to the user so what happens? They quit. They get annoyed, they stop playing. This is happening everyday and hence why Halo Reach is number 7 now on the Xbox Live played list. Players give up because it's frustrating. There are other frustrations that cause this as well, not just the DMR.
Do you get my point though? Something like starcraft of Halo 3 or Halo 2 is the same across all playlists. When the TU for Halo 2 launched, everyone knew that the Melee to kill a player was changed from 5 hits to 2. In every situation, even MLG. Players of today like simple games where they don't have to constantly think about the first layer of skill. Just thinking "man does this happen in this playlist?" By the time they think that, they've already lost the battle.
Just my $0.02