Halo: Reach

Discussie in 'Algemeen' gestart door DulleNL, 1 jun 2009.

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  1. Vegetom

    Vegetom whojow!

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    Wel leuk om ff te melden dat Bungie deze motion capture techniek gaat gebruiken voor gezichten.
     
  2. Delphiki

    Delphiki Active Member

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  3. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Halo: Reach Will Have Teabagging
    And your humiliated foes will have to watch it.

    March 8, 2010 - File this one under "Only interesting because it is Halo." In its latest update, the folks over at Bungie.net have revealed that in its current Alpha state, Halo: Reach does not support everybody's favorite way of humiliating their downed opponents in Halo: teabagging. Don't worry. It's been filed as a bug and will be fixed for the upcoming Beta this May.


    I'm not making this up.

    In the current build of Halo: Reach, when a player dies the game immediately brings the camera back to the respawn location. This prevents the downed player from seeing any potential teabagging that the victorious foe may or may not engage in. Here's the full text of the submitted bug as published by Bungie:

    "Title: Teabagging / humiliation moves impossible

    Type: Bug

    Opened: 3/4/2010 8:53:13 AM

    The respawn camera flies back to the spawn location immediately after dying, so your opponents can't teabag / shoot / melee your body and have a possibility of you seeing it."

    In perhaps more interesting news, Bungie has promised to explain what exactly Headhunter and Invasion modes, teased in the most recent trailer, are in advance of the May 3 beta launch. Stay tuned for the latest.


    Poeh... Ben ik even blij dat dit opgehelderd is. 8)
     
  4. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Bungie Reveals Halo: Reach Matchmaking and Social Features

    The beta test for Halo: Reach is set to begin on May 3 for owners of Halo 3: ODST. Until today, Bungie has been tight-lipped about new features and improvements coming to Reach's multiplayer game, releasing only one multiplayer trailer. Yesterday, I spoke with the team at Bungie for a preview of some of the new features for Halo: Reach's multiplayer offering, including Active Roster, Queue-Joining, and the extremely exciting "Arena" system.

    [​IMG][​IMG]
    Halo: Reach's new UI and a shot from singleplayer.

    Now, I've played a good amount of Halo 3 and Bungie's plans for Reach have me extremely excited. What follows will be pretty in-depth and assume some knowledge of Halo 3's multiplayer, but I'll try to explain things in as much detail as possible. New Features:
    • Active Roster - This is a throwback to Halo 2. When you boot up Reach, right at the main menu or lobby, you'll see a list of what your Xbox Live friends are doing within Reach. You'll get detailed information about any friends playing Reach including who they are partied with, what game they are in (plus score and remaining time), and more.
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    • Basically, Bungie wants to make it so that you do not have to utilize the Xbox Live Guide to find out what your buddies are doing in Reach. Queue-Joining - In Halo 3, it was difficult to join friends that were already playing in a match. You had to wait until they were finished. If you started a game while you waited, they would then have to wait for you. Instead of going back and forth, Reach will support queue-joining. Simply put, Reach will automatically join up as soon as your friends are joinable.
      Improved Voting System - Halo: Reach will utilize a new voting system, which Bungie described as "Veto 2.0". Each playlist will provide players with four options. The first will be a combination of map and gametype, much like you would see in Halo 3. The other three options will offer players additional choices to vote on. Thankfully, you'll know up front what your four options are so you no longer have to risk voting down a favored map, but unfavored gametype and getting an unfavored combination.
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    • Behind-the-scenes, a lot of work has been done to give more flexibility to the playlist designers. A designer could, for example, ensure that the first choice is always Team Slayer on a set of 3 popular maps, but offer different gametypes in the additional choices. Arena Playlists - Possibly the largest change coming in Halo: Reach is the Arena. This is a Slayer and Team Slayer set of playlists entirely geared toward the hardcore. If that wasn't enough, players will be rated and placed into skill divisions in month-long seasons.
      The rating system is smart enough to realize that kills aren't the other determining factor behind skill. This is especially true for team games where assists play a huge roll. Similarly, players that have a greater kill/death ratio (had more kills than deaths) will rank higher than players that die as much as they kill.
      The divisions are Onyx, Gold, Silver, Bronze, and Steel. It is possible to move up or down within a single season. To qualify for ranking, players will have to play a certain number of games a day to gain a "Daily Ranking", which will be an average of a player's best games from the day. To get a divisional ranking and compete in a season, players will need a certain number of Daily Rankings.
    [​IMG][​IMG]
    • Casual gametypes will not appear in Arena playlists. You won't be seeing Rocket Race or Fiesta here. Even though Arena is geared toward top-level players, it should help less skilled players avoid being matched up against people they have no chance of winning against.
      Ranked and Social Combined - Since the hardcore will be in the Arena, Bungie doesn't want to further splinter the community. In Halo 3, Ranked and Social playlists served two different purposes. Ranked games were generally of a higher quality, while social games were more casual.
      In Reach, the playlists will be smart enough to put you and your party in the proper match based upon how many players you have. Say you're looking for a game in a four-on-four playlist. If you bring four people, Reach will attempt to match your team against another group of four at a similar skill level. If you go in with more than four, it will properly split your party across the teams and fill in the blanks with additional players.
      Streamlined Party-Up - After a Halo 3 match, players were presented with the option to "Party Up" and merge lobbies with all willing players. In Reach, it will be an opt-out system. After a match, players will be kept together and it will automatically roll into looking for the next match. The system is flexible enough to allow Bungie to determine, per playlist, whether to keep a team together and find a new set of opponents or keep an entire game together and move onto the next map.
    [​IMG]
      • Matchmaking Connection Options - The options for finding games in matchmaking will be more open to the player, if they so choose. If you only ever want to play in games with a good connection, that can be set in the options. If you only ever want to play against players of a similar skill, that can be set. The same goes for finding players that speak to same language. Social Settings - In addition to these connection options, players can rate themselves along four axes to add another layer of criteria to the matchmaking. These won't trump anything else, but it will help Bungie build better teams. Players will define their playstyle in the following four categories:
        • Teamwork - Team Player vs. Lone Wolf
        • Motivation - Winning vs. Having Fun
        • Chattiness - Chatty vs. Quiet
        • Tone - Polite vs. Rowdy
    [​IMG]
    • This allows Bungie, for example, to try and build a team of chatty, polite, team-playing, winners in serious playlists.
    These new features are a huge part of Halo: Reach and should help foster a better community than Halo 3 or Halo 2. Personally, I'm extremely excited about the Arena system. I've been having a lot of fun in the StarCraft II beta test with Blizzard's Leagues & Ladders system. Arena is the same concept. It should also help alleviate the epidemic of smurfing (creating new Xbox Live accounts) to give maxed out players something to do in Halo 3. Instead of starting over, destroying noobs and reclimbing the skill charts, these top-level players will be encouraged to play season-after-season in the Arena and be meaningfully compared to each other. It's a system that has been a long-time-coming to a first-person shooter.
    Look for more coverage on Halo: Reach from Shacknews soon and get ready for the beta, which begins on May 3rd. The full game will be released exclusively for the Xbox 360 this fall. See you online!


     
  5. Haas321

    Haas321 Active Member

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    Zulke mooie updates, heb er nu echt gruwelijk veel zin in. _O_ :thumbs:
     
  6. WOUW5

    WOUW5 Cpt. Censorshades!

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    Ik zin aan heb!:D
     
  7. Reckuuza

    Reckuuza #ACHTERBUURTHOOLIGAN#LOMPEBOER#NEKDIE#NEKNEKNEKNEK

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    HOLY SHITT OOWOWWNNTT DIE ACHTERGRONDEN
    edit: had liever wel een nieuwe custom-change je profile systeem gezien.
    weer dezelfde logootjes, en een getal naar je naam.
     
    Laatst bewerkt: 18 mrt 2010
  8. FuckMeister

    FuckMeister Fuckmeister

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    Vooral die Arena game mode wordt echt beest! Met die seasons raak je nooit meer uitgespeeld xD link
     
  9. Mr Xen0

    Mr Xen0 Active Member

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    Ja leuk, daar gaat m'n leven, Bungie is maar vervelend. xD
     
  10. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Bungie Reveals Halo: Reach's All-Encompassing Player Investment System
    [​IMG]
    Why should multiplayer gamers have all the fun? That's part of Bungie's pitch for its ambitious "Player Investment" system being implemented into what could potentially be the studio's final Halo adventure, Halo: Reach .

    It's been a while since Bungie had a chance to reinvent their brand of online play and Player Investment is Bungie's response to the more RPG-influenced level-based multiplayer experiences found in dominating games like Infinity Ward's Call of Duty: Modern Warfare 2 . Whereas Modern Warfare 2 and its ilk confine these experiences to multiplayer, Bungie's hoping to rope all of its Halo fans under a single, player-driven umbrella and involve single-player.

    "Whatever your preferred flavor of Halo is, we're gonna find a way to reward you," said Bungie player investment designer (and former games journalist) Luke Smith in a phone interview with me earlier this week. "Whatever you enjoy doing in multiplayer, we're gonna find a way to reward you. Through the Player Investment system, you're going to be building an identity for the first time in a Halo game."

    Bungie has detached Halo 3's ranking from the Trueskill system that drives matchmaking. Previously, the on-screen ranking users saw reflected how players would be matched up competitively, meaning someone with a high ranking would most likely be a competent Halo 3 player. That's not necessarily true in Halo: Reach. To be clear, Trueskill is still driving matchmaking, but Player Investment is more reflective of the amount of time someone's dedicated to Halo: Reach and not necessarily their skillset. Someone can have a high Player Investment ranking and be a terrible player. But since Trueskill is tracking that data in the background, away from users, it will still match players appropriately. So, don't worry: terrible Halo: Reach players will be matched with other equally-awful Halo: Reach players.

    [​IMG]

    Player Investment is driven by credits ("cR" for short). Credits are given to gamers simply for playing Halo: Reach, either through rounds of multiplayer or by working through the single-player campaign, but the amounts of credits vary, based on the actions of the player. Different actions will dole out a different amount of credits, but Bungie is being careful to not encourage player actions that would potentially damage the gameplay experience. It does mean that more challenging tasks (say, five headshots in under a minute) would produce more credits. Bungie's currently balancing how credits are doled out, but credits drive the Player Investment experience, both to increase a player's Military Rank (replacing Halo 3's Ranking system) and to purchase customization items in Halo: Reach's "Armory."

    [​IMG]

    In Modern Warfare 2, as a player levels up, they unlock new abilities, new weapons and other features that fundamentally change the gameplay. Someone who is level one in Modern Warfare 2 can not equally square away against someone nearing the level cap. Bungie is being mindful to avoid that type of player inequality in Halo: Reach. Everything that players gain access to via credits in Halo: Reach are used solely to purchase helmets, shoulders, chests and other accessories that allow Halo: Reach players to create a Spartan who is uniquely them. These items are for visual changes only and do not affect the flow of gameplay.
    "There are no in-game benefits to Spartan armor," said Smith. "It would definitely make Halo something different than what Halo is."
    This player uniqueness is reflected in multiplayer and single-player. Your customized Spartan having battles in multiplayer is the same Spartan you're controlling while fighting the Covenant for control of Reach in the prequel storyline. Bungie wanted Halo: Reach's story to be more about the player's role in the battle, rather than simply assuming control of Master Chief and guiding his actions. Your customized Spartan is even included in the cut-scenes.

    "When the cut-scene comes up in campaign, we want you to see you," said Smith. "For instance, that trailer that we showed with the helmet and soldier picking it up, the Noble 6 trailer, that helmet is going to be your helmet. If you're pink and adorned with unicorns, that's how you're going to look. [...] With Reach, this is your story, this is your identity, this is your version of a story that we want you to be a part of."

    In speaking with Bungie, Smigh pegged me as someone they are targeting with another new feature called "Challenges." Smith knows me. He understands I'm not the most skilled Halo player and am more likely to finish the single-player, maybe dabble in multiplayer, get frustrated because most players are better than I am and move on. Bungie's hoping Challenges will keep players like myself coming back for more. Challenges come in two forms -- daily and weekly -- and are Bungie-developed obstacles that provide short to medium-length goals to be achieved solo or with groups. As Bungie expects most gamers will tackle Challenges after spending a chunk of time with Halo: Reach, many Challenges will have a notable difficulty curve.

    [​IMG]

    "Some of [simpler daily challenges] are aggregate actions," said Smith, "like kill X dudes, help kill X dudes today. Sometimes those dudes we want you to kill are gonna be in multiplayer, [or] they're going to be in another mode. Sometimes it's going to say just kill anyone anywhere, we don't care what you do, just kill people and we'll reward you for that."

    Smith knows what kind of Halo player I am because we've played Halo together. But it's hard to know exactly what kind of player someone is just by looking at their user profile. An impressively high rank doesn't tell you anything about their play style. Bungie hopes to help alleviate that problem with "Commendations," described as persistent medals that reflect player actions over an extended period of time. For example, if the game tracks that you spend most of your time battling with a sniper rifle, your Commendations show that. The profile can eventually represent a snapshot of your Halo play style and provide a better understanding amongst friends and strangers where player strengths are. Oh, and along the way to earning Commendation medals, you'll of course be earning credits.

    "I can look at your service record, Patrick," explained Smith, "and see that you have a ton of assists and a ton of progress in your wheelman Commendation, so I know that you like to be a support player, you like to drive vehicles. That's your preferred style. One of the things that we really want to do a better job with Reach is [highlighting] the guys out there who do like their Halo maybe differently than, for instance, I like mine. I like head shots, I like killing people with a sniper rifle, I like all that stuff. But there are guys that we've encountered along the way who just love to drive; they just want to drive people around. We haven't really done a great job of reinforcing that kind of behavior in the past and the Commendation system is one way we're doing that."

    Bungie's ambitions for Player Investment suggest hopes for a more efficient, more persistent player experience that extends over users' single and multiplayer adventures. While some gamers might hope for customizability that extends beyond the visual appearance of their Spartan, that's not Halo's style. But if you burned with jealousy over a friend getting their hands on Halo 3's Recon armor, well, Bungie has a whole new set of tools to play with. And for someone like myself, maybe there's a reason to play multiplayer again once the credits roll.

    Halo: Reach's multiplayer beta goes live May 3. The full game will be released later this year.

     
  11. NeonovA

    NeonovA XBW VIP XBW.nl VIP

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    Al die updates en screenshots! _O_
    Dit gaat echt weer een spel worden dat in de eerste paar weken de 360 niet uitkomt. Heb nu al zo veel zin in! \o/

    De de dag van de beta release gaan we natuurlijk wel met heel XBW in een party zitten he? :+
     
  12. Fiasco

    Fiasco Big Stepper XBW.nl VIP

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    Credit systeem ziet er tof uit! Big Team Battle Capture The Flag pleaseeeeeeeeeeeeee! _O_
     
  13. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Ga je dan wel weer opnemen? :+
     
  14. NeonovA

    NeonovA XBW VIP XBW.nl VIP

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    Als ik nee zeg moet jij op SD kwaliteit spelen he? }:]

    Vooruit ik neem wel op. :+
     
  15. Metal Mark

    Metal Mark VIP Dino XBW.nl VIP

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    Whaaaaa Needdzzzzz _O_
     
  16. Chillco

    Chillco Active Member

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    Wil deze hebben.

    Is er al iets bekend van een richting van releasedatum (augustus, september ofzo).
     
  17. Kevf

    Kevf Hardcore poster

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    wat een vette lijst :eek:
     
  18. Daz

    Daz

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    Ik speel zelf niet vaak Halo, maar dit ziet er zwaar tof uit. Wil het zeker spelen!
     
  19. Stephan123

    Stephan123 Active Member

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    30 september zegt consoleshop.nl
     
  20. WOUW5

    WOUW5 Cpt. Censorshades!

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    lol :+

    Ziet er goed uit weer, (heel veel)^99 zin in deze game!:D\o/
     
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