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[XOne] Halo 5: Guardians

Discussie in 'Games' gestart door Fiasco, 10 jun 2013.

  1. Cliff

    Cliff Active Member

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    Ah top! Morgen middag paar uurtjes tijd om te gamen dis heb er zin in! Ben nu rank 22 en nog lang niet klaar. Begin ook aardig in te komen en meeste potjes kan ik nu wel gewoon meekomen in slayer/swat etc. Was gewoon gewenning aan het begin naar zit er weer helemaal in. Als ze die ranged aim maar fixen :p

    Vanmiddag ook een geweldige pot swat. Was op de meest gehaatte map orion ;) . Wat die pot zo mooi maakte is dat halverwege 2 van die 4 teammates uit de game gingen en ik samen met iemand anders dus achter bleef. Zonder te communiceren snapten we allebij dat we extra goed samen moesten werken en als een goed geoliede swat machine gingen we door de map heen. We wonnen 50-49! En gelijk een nieuwe maat erbij.
     
    Laatst bewerkt: 6 nov 2015
  2. Hybrid

    Hybrid Well-Known Member

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    We’ve also made some additional matchmaking changes in today’s update. The first of these was an update to the “One or more members of your fireteam has high latency to the dedicated server” error message. Previously, this message blocked players in error, preventing you from playing with the other player(s), and we’ve now removed this restriction. Also, we’ve been keeping an eye on feedback from international players regarding Warzone matchmaking, and found that we were a bit too aggressive in filtering players during matchmaking. After reviewing the current parameters, we’ve made adjustments that will allow Warzone matchmaking to not only allow players to find matches quicker and easier, but also allow for improved matchmaking for players across the globe, thanks to updated searching parameters that also better prioritize players in your region. Today, thanks to your reports, we were able to confirm that the changes did indeed improve matching for players across multiple regions. We need to do some additional tests to ensure that the changes don’t negatively impact any playlists, so we’ve temporarily disabled the changes, and will be re-adjusting the parameters once these changes are verified.

    In addition to the other items mentioned last week, the team is also hard at work preparing updates for things like Warzone Assault tuning tweaks (more on that with design next week), updating SWAT respawn time to 3 seconds and turning off SWAT friendly fire, CSR tuning tweaks, Seasons & seasonal rewards, actively monitoring and updating ban thresholds, and more. Also, we know many of you are excited to get you Teishin Raikou Armor set, but may not have received yet – don’t you worry. We’re tracking all eligible players, and will roll these out once we’re able to process all of the player data – there are lots of you. We’ll be taking about these updates and plenty more in the weeks to come.

    But now – onto the reason many of you may have joined us today. The new stuff.

    NOVEMBER UPDATE: A SNEAK PEEK
    [​IMG]

    In just over a week, the next Halo 5 content drop will be here, and with it comes Big Team Battle in Arena matchmaking, brand-new REQs, and a whole ton of juicy vehicular combat. Today, we’re giving you a sneak peek at what’s in store, and over the course of the next week, we’ll be providing you with more details.To start, we know many of you are ready for some vehicle-based carnage in Arena, and dying to jump into some classic 8v8 matches. You’re in luck.

    Before the Halo 5: Guardians Multiplayer Beta, Josh Holmes approached me and asked “can we get a “Pro Team” equivalent of the best community Forgers to help us build Forge?” to which I responded “Yes. Yes we can.”

    Fast forward a few months, and we’ve brought some of the community’s top Forgers in the studio: Warholic, The Fated Fire, The Psycho Duck, Nokyard, and Ducain23. As you saw in the Forge reveal, these gentlemen provided feedback on Forge tools and features that ultimately resulted in a wide variety of improvements across the feature set. During their time here, they also started working on large-scale Big Team Battle maps that were inspired by classic battlegrounds including: Sidewinder / Avalanche, Standoff, Burial Mounds, Longbow, and Headlong.

    As you saw in the latest episode of The Sprint, each map maker selected a classic map on which to base their Big Team Battle map design. These guys built day and night, continually preparing and perfecting their maps for the next playtest with the multiplayer and level design teams. At the end of the week, we had solid canvases that offered a wide variety of BTB combat, and this meant that it was time for the maps to be handed off to the 343 team for continued iteration and development. The Forgers continued to provide feedback and direction for the map, and the team here at the studio continued to iterate on flow, polish, spawn and objective placement, look and feel, and more. For the past few months, these maps have been playtested and polished in preparation for the release of Big Team Battle, and in just over a week, the first four maps will be available in Arena matchmaking. Here’s a quick look at what’s to come:

    DEADLOCK
    Inspired by: Standoff

    A collaboration between Nokyard and the 343 Multiplayer team

    [​IMG]

    Stolen Forerunner knowledge has made war a glassy plain of death on which few can find purchase.

    BASIN
    Inspired by: Valhalla

    A map designed by the 343 Multiplayer team

    [​IMG]

    Shake the dust from your feet.

    GUILLOTINE
    Inspired by: Headlong

    A collaboration between The Psycho Duck and the 343 Multiplayer team

    [​IMG]

    By day, a deadly urban battleground. By night, a playground for the reckless.

    RECURVE
    Inspired by: Longbow

    A collaboration between The Fated Fire and the 343 Multiplayer Team

    [​IMG]

    The wide arms of this training site embrace every instrument of destruction.

    Be sure to stay tuned next week, when we’ll dive deeper into these new battlegrounds with the folks who created them.

    NEW REQ CONTENT
    This next update includes a ton of sweet new REQ content. Over the next week, we’ll be filling in the above graphic to reveal the content, but here’s a preview of what’s on the way:

    [​IMG]

    Keep an eye on Waypoint and Twitter for these REQ reveals in the coming days. The content is scheduled to drop the week of November 16, and we’ll have more details on what’s to come starting next week.

    And, to keep up to date on all things REQ System, stay tuned here.

    HALO 5 AIMING & CONTROLLERS
    [​IMG]

    Hey everyone – Chris King (Halo 5 - Lead Sandbox Designer) and Scott Sims (Halo 5 – Lead Sandbox Engineer) here. Thank you all for your passionate feedback on Halo 5, the team has been actively following as much as we can and have identified one issue we really wanted to respond to.

    First things first, in the grand scheme of things, this is happening to a small number of people. Most folks are having a good experience and the last thing we want to do is inject either placebo effect or confirmation bias into your gameplay feel, so bear that in mind if you’re having no issues, and just enjoy the dry but interesting technical data. But this is good news for those who are suffering.

    Aiming is the core of any first person shooter experience, and the way Halo controls is key to making Halo, Halo. Weapon aiming is a complex subject and something that the sandbox team obsesses over every day. There are a huge number of factors that feed into the feel of aiming, be it controller hardware, acceleration curves, turn speeds, player movement speeds, aim assist, or weapon fire rates.

    When we started development on Halo 5 we had some very specific goals with regards to aiming. We wanted to provide a best in class 60fps shooter experience, embracing competitive play, with an increased skill gap, while still retaining the essence of Halo.

    To preserve that Halo feel we chose not to re-write any of our base control systems, but instead to perform targeted retunes to balance for the higher framerate and myriad of other changes made to our movement and weapon systems.

    Throughout the project we have worked hand in hand with the 343 Pro team, Microsoft User Research, and test teams and of course absorbed the awesome feedback from the Halo 5 Beta to tune and validate our control systems to what we believe to be the sweet spot for fine control with fast turn speed across all aiming ranges, on all weapon types.

    Players have identified that, by design, the game is a shade “harder” than it used to be, but we are seeing players adjusting to the new speed and precision pretty quickly.

    Unfortunately, some players have identified an issue that occurs due to variance in controller hardware, commonly referred to as “slow turn” bug. This can cause players to become unable to, or inconsistently reach what we call a “pegged” state.

    The “pegged” state is a region in the outermost range of the analog aim stick in which we blend the players turn speed to a much faster rate. This issue is compounded as the control input fluctuates depending on multiple factors - if you are applying even the slightest bit of downward pressure (clenching), moving the stick around the edges a bit (which is why it’s even more problematic when aiming diagonally), or torqueing the stick on the edge a bit more than normal on some controllers.

    The good news is we have a fix for this issue that introduces no perceivable change to the current feel of the game. This change is going through test and pro team validation now and we will have it out to you soon.

    One thing that has become clear in absorbing all your feedback is that Halo players want choice when it comes to controls. And with that in mind, we are also working on another little pet project that will allow even more precise tuning. This update will offer more custom fine-tuned control over controller settings (hint: independent vertical/horizontal sensitivities, the ability to calibrate your own dead zones, more granularity in sensitivity, and more). We hope to have that out for you in December and we will follow up with more details later.

    Thanks for all the passionate feedback, know that the team is reading as much as we can. See you on the battlefield.
     
    Beltoni vindt dit leuk.
  3. mutantemile

    mutantemile The Pub's Barman

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    het is wel echt jammer dat bijna niemand met een mic speelt en dat je daardoor de helft van de tijd volledig kapot wordt gemaakt omdat je erlkaar in de weg loopt
     
  4. McSparkle

    McSparkle Well-Known Member

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    Speel je in dit spel op dedicated servers, of is iemand de host? Ik heb werkelijk ALLEEN MAAR LAG. Echt totaal onspeelbaar dit.
     
  5. Hybrid

    Hybrid Well-Known Member

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    Dedi servers. Dan zal er wel iets anders aan de hand zijn. Misschien je eigen connectie?
     
  6. McSparkle

    McSparkle Well-Known Member

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    Andere games totaal geen problemen mee. Heb hier 200/20mbit thuis liggen.
     
  7. Lethal AK47

    Lethal AK47 Broodje kroket is leven XBW.nl VIP

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    Same, heb er ook regelmatig last van.
     
  8. McSparkle

    McSparkle Well-Known Member

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    In Warzone is het minder. Maar Arena is echt 9 van de 10 potjes een drama.
     
    Lethal AK47 vindt dit leuk.
  9. Lethal AK47

    Lethal AK47 Broodje kroket is leven XBW.nl VIP

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  10. Hybrid

    Hybrid Well-Known Member

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    Oke. Btw of je 200/20 hebt liggen maakt verder niet uit natuurlijk. ;)
     
  11. McSparkle

    McSparkle Well-Known Member

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    In deze game niet omdat de servers dedicated zijn.
     
  12. Hybrid

    Hybrid Well-Known Member

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    Dat bedoel ik.
     
    McSparkle vindt dit leuk.
  13. Lethal AK47

    Lethal AK47 Broodje kroket is leven XBW.nl VIP

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    Rubberbanding...
     
  14. McSparkle

    McSparkle Well-Known Member

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    Dan maar Warzone :+
     
  15. Hybrid

    Hybrid Well-Known Member

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    Je kan je dns even veranderen op je Xbox als je hem nog niet op Google hebt?
     
  16. Lethal AK47

    Lethal AK47 Broodje kroket is leven XBW.nl VIP

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    Ik wel, maar heb het ook. Helpt niet. :+
     
  17. McSparkle

    McSparkle Well-Known Member

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    8888/8844 toch? Staat 'ie al op.
     
  18. Hybrid

    Hybrid Well-Known Member

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    Apart. Heb gisteren nog gespeeld bij een vriend van me en liep heerlijk. Of het lijkt zo omdat ik Destiny gewend ben met ze p2p lag.
     
  19. McSparkle

    McSparkle Well-Known Member

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    Ik ken Destiny dan weer niet. Nooit gespeeld, dus ik kan die vergelijking niet maken. Maar Halo is voor mij zo echt onspeelbaar. Maar het zal wel aan mijn eigen verbinding liggen ofzo.
     
  20. X-Junk

    X-Junk GT: Reflex Xeros

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    ik heb totaal geen last van.
    Nog nooit zo'n stabiele Halo MM gehad.

    Na wat vallen en opstaan gaat het steeds beter, maar wat was het wennen.

    Mensen die Snipers, Swat, Slayer, Warzone spelen voeg me toe : Reflex Xeros
     

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