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Re: Why Halo's Objective Gametypes Suck - Part 1 | |
Posted By: RC Master | Date: 3/19/12 3:01 p.m. |
In Response To: Re: Why Halo's Objective Gametypes Suck - Part 1 (Pkmnrulz240) : First thing: There is a typo in the first sentence of the paragraph starting : with "While the dominant team..." :) Thanks. :) : Halo 1 was famous for, among many other things, its epic games of CTF. Yes, but that was on LAN, with familiar players. : I think I rarely played any assault games back then, Assault was a Halo 2+ gametype. : CTF really should have its own playlist Some have suggested that, but that wouldn't suddenly solve the Flag gametypes' flaws. : and ball, territories, KOTH assault should all be lumped in
LOL. 2 Objective playlists, one all Flag, and one everything else? The 'everything else' playlist would die within a month. I guarantee it. : Not sure I understand what you mean even after reading the article. I think
Yes. What part wasn't clear? In-game, the only thing players are taught through the cR is that killing is good. There IS a reward for winning objective gametypes, but it is delayed and starts off fairly inconsequential in size in comparison, and never gets huge compared to simply participating. : I guess I'm not sure how this is a problem. There are always going to be
Team A is comprised of the 4 best players in the world. Team B is comprised of the 4 worst players in the world.
In both situations Team B got destroyed and Team A won easily. But which situation is preferable? Which situation minimises Team B's misery? This is a REGULAR occurance (to varying degress) in objective gametypes. : Solution: Huge bonuses for game completion credits. That's one thing you can do, but while many people are motivated highly by Credits, not everyone is and that doesn't solve the problem. In the Reach paradigm for example, when people hit max rank or obtain all the armour pieces they want, they might simply want an easy game or to work on their commendations. : That's part of any capture the flag strategy. You don't immediately know what
Because risks often end in failure and playing it safe leads to long stalemates around the middle of map. Look at 2-Flag BTB CTF on Hemmorhage for example - long games, infrequent captures, little or no coordination. Gets boring after a while (and I've come to hate that map anyway). This is a two-Flag problem, 1-Flag doesn't suffer from it and neither does Neutral Flag.
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