Side note, it’s kinda crazy how the Halo & Destiny people didn’t make PvE fun in this game, I look very very forward to the Pfhor, UESC etc etc coming, but right now, unless a bot is directly impacting me, I just ignore them 90% of the time, they need to make PvE fun asap
Finally, on PvE:
I think a major success of Arc Raiders is their PvE enemies - they have fun minigames and feel fun to engage with and shoot. I believe Destiny also has that whimsy where PvE is a nuisance that does require some respect, but isn't overbearing and is enjoyable to shoot. Shooting a dreg and seeing its soul come out its head, or big explosions is so satisfying.
I think PvE difficulty is far too overbearing even for skilled players, heavily altering the trajectory of fights and objectives in progress and limiting decision making. PvE enemies don't feel as fun to engage with either, lacking bite-sized minigames or satisfying outcomes. PvE line of sight and persistent shooting is also a problem, limiting the feeling of really being able to stealthily sneak around (and the fun that comes with that!)
- If we're doing safe pockets, just have them for trinkets and increase the frequency of trinkets and let them drop from Wardens/Rocket Drones/Vaults
- let DCONS double the salvage sent or instantly convert items for 2x credits value, but make them one-time uses
- Increase the value of green valuables
- Decrease the frequency of guns found in raids that are easily found in the armory
- Increase the loot quality of Lockdowns
- Increase the quality of daily deals *significantly*
- Guns found in the wild should, at minimum, come with green mods attached
- UESC should drop salvage corresponding to the POI you're in
- Get equipment out of the Red Room in Pinwheel
- Raise the loot quality of red room and upper complex
- Increase Warden spawn rates
@artificial0wl Yeah they are absolutely smaller for sure, but if anything that makes it feel worse 😭 especially when you factor like Warzones mini BR thingy mode what’s like literally Alcatraz island and that’s the whole map, feels the same size as Perim
Spot fucking on. Imo all materials gained from any player in your squad in a run should be given to all, it sucks when you and a friend both need x material but only one gets to keep it, in solos it should drop atleast 2 of the mats aswell, 2 seeds, 2 insulations, etc etc 1/2
I think the extraction mode has some main pain points that are making it hard to engage with (especially like what my understanding of an extraction shooter is) in my experience. These are my thoughts:
Main problems:
- "BR gameplay" ~ hunting lobby before doing PvE
- Spawn rushes
- Harsh death spirals pricing players out
- Unrewarding, unexciting loot
Contributing factors/problems and potential solutions from my experience:
- Dinner bells & other sounds being too identifiable/obvious makes both POIs (close sounds) and the map (far, cross POI sounds) feel too small. Also feels impossible to play stealthy and avoid players.
- Economy & loot on maps aren't great, it often doesn't feel worth looting the map, even for materials it feels stingy. This leads to players absolutely being the best source of loot, so they constantly hunt each other.
- I'd like more value for materials/barter. The store has decent options, but is still very limited for solid competitive weapons to use against some of the larger power spikes. A greater selection of buildcrafting atoms for barter as well as recipes for weapons/schemas would make it feel far more self-sufficient to play the way you want, rather than having to rely hunting other players - while making the map loot feel worthwhile.
- Death spirals price players out as a result of limited stock on essentials & buildcrafting items, little to no way of efficiently building up resources (mats & credits), and limited competitive options (like the bully) not being present. After enough deaths, it feels like its simply time to stop playing with no way to catch back up without hunting other players. Surviving players in the population hoard and stock up seemingly unlimited amounts of utility and resources that are limited stock daily, making the gap larger.
- Runs are all or nothing, resulting in nothing for most. Requiring exfil to feel like progress was made, prices out players most of the time. I'd like to see more "direct deposit" and ways on the map (maybe DCONs?) to transfer things to the vault mid run. Increased rewards for contracts that feel like they make progress (even on death) would be helpful. An insured slot system (on a cooldown of some sort, similar to DMZ) could help as well.
- Spawn system is too predictable, and there isn't enough events/opportunities to do early into the match. Players use the dead air as opportunity to clear the map of other players before doing things that might be vulnerable or worthwhile. In Cryo, spawn rushes feel to variable and don't allow players to progress through the map as the game would suggest. I feel side door connecting rushes should be level 3, and more ads spawn in the wings to reach that - allowing most pvp to happen in the middle.
Whoever made it to the bottom of this wall of text, thanks for reading <3
343 Industries/Halo Studios Metacritic scores over 15 years:
Halo CE Anniversary - 82
Halo 4 - 87
MCC - 85
Halo 5 - 84
Halo Infinite - 87
Halo: Campaign Evolved - 80
For those who think “Halo could not get any worse” you truly have no idea just how much further it could fall.
Finally, on PvE:
I think a major success of Arc Raiders is their PvE enemies - they have fun minigames and feel fun to engage with and shoot. I believe Destiny also has that whimsy where PvE is a nuisance that does require some respect, but isn't overbearing and is enjoyable to shoot. Shooting a dreg and seeing its soul come out its head, or big explosions is so satisfying.
I think PvE difficulty is far too overbearing even for skilled players, heavily altering the trajectory of fights and objectives in progress and limiting decision making. PvE enemies don't feel as fun to engage with either, lacking bite-sized minigames or satisfying outcomes. PvE line of sight and persistent shooting is also a problem, limiting the feeling of really being able to stealthily sneak around (and the fun that comes with that!)
Forgot a portion on weapons, abilities & equipment:
Might be a hot take but I think TTK is too fast, but also shouldn't inherently be much slower. It feels very difficult to respond, avoid, or process damage instances and deaths, which leads to a lot of frustration. That being said, I like individual potential and fights to resolve.
I think many weapons are well balanced and reward well-paced and landed shots, but there are outliers that prevail. Bully, Battle Pistol, Magnum, and Impact HAR are some examples of weapons that I feel perform overly well. I think the range profiles and AA/accuracy interactions are a bit too forgiving, and don't feel like they reward taking well placed/timed shots, sucking the air out of the room for other weapons that do require that, and also making TtK feel faster than it should on average.
As far as abilities, assassin smoke prime (and smokes in general) feel hard to solve. They create chaos in a way that doesn't feel healthy or approachable with problem solving. It gets especially frustrating when its used as a method of aggression, being incredibly hard to counter. I feel this lends to the strength of the knife in general, but I would also like the knife to require a lower breakpoint, but 4-combo kill (adding a 3rd light swipe to the auto combo) rather than the current 3-hit.
Signal Jam is an overbearing, all-encompassing consumable that does far too much, despite me being able to figure out its affordances. I'd like to better understand what exactly it means to be signal jammed, and have a more focused functionality of it. I also find the expanded-blur of it too hard to identify, and the general player silhouette should still be present.
I personally lament bubble shields due to their offensive ability, I would like to see them better used defensively. I think this is due to being able to throw them across far distances, I would personally prefer them being placed (similar to sentinel).