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A few good options are better than many that don't work (Destiny)

by RC ⌂, UK, Wednesday, December 17, 2014, 06:08 (3593 days ago) @ Acheron

Population Halo: Reach had - what - 25 playlists? So many of those struggled to hold a decent population that would get you good matches. 343 Industries initially were going for a '10 playlists maximum' thing for Halo 4, but since went over that after incessant demands. Halo 4 had other issues, but last I played quite a few of those playlists were still seriously struggling as well. They're just too niche.

Playing Fair. For online, automated, always-on Matchmaking playlists, a lot of gametypes that Halo had - and ones that you mentioned - actually don't work very well. Halo-standard 2-flag CTF for example, devolves into a super-extended Slayer so often when one team gets a point advantage and refuses to finish the game. When there isn't a great difference in ability, teams still end up just killing each other ad-nauseum because they physically can't get past one another to make a flag run. In Destiny with blinking, camo, supers & et al. it would be crazy.

1v1 Slayer was tried in Halo 3, remember. It was an abject failure. One person gets a lead, then runs away from the other to keep their lead until time runs down. Variations with waypoints were hated. Heavy ammo was hoarded, sometimes too abundant and gives massive advantage in 1-on-1 engagements over and over. In Destiny you'd spend most of your time running around looking for the person, not fighting.


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