Smaller update this week since it’s been quiet with E3.
I thought I’d address a question we see often when we talk about features that it we agree are good, but I say we won’t see in Halo 5.
We hear things like:
For some features, it can be incredibly hard. I’ll try and explain why.
- Why can’t we get that in H5?
- How hard can that be?
The features I call out as not ones we’ll see in Halo 5 are usually ones we are building on new technology that isn’t compatible with Halo 5. The main reason we are changing the tech is so we can make future changes like this much faster and easier.
To make those changes without that new tech, we would have to rip a bunch of people away from making progress towards the next game to change tech that we won’t be using in the future. That type of request will generally get lower priority than features that can be used both now and in the future as well.
So when I say we won’t be seeing something in Halo 5, it’s usually because there’s no way to put it into Halo 5 in a way that will carry forward. Instead, we’ll put it directly into the next game.
When I talk about features that we CAN do now, it’s features that are built on tech that we CAN carry forward into the next Halo, or new tech that is compatible with Halo 5 and easy to carry forward. In those cases, I try hard to get those improvements in.
Everything is a tradeoff. Do we add this feature to H5? Or to the next game and finish the next game sooner? Both are super important to us, so we prioritize based on what makes the most sense going forward.
Can i ask something that is a little off topic?
What does it happen to gameplay/players if one player ping the server around 20/30ms and another player ping the server around 300/500 ms? (real example: Playing HCS on focused from Italy on EU NL server against players from all around the world like south africa, mexico, south america, etc..)
How does the game manage this kind of situation?
Who are the players that take advantage of this situation? the 30ms player, the 300ms player or none?
Is there any kind of "added latency" that compensates the difference in latency between players?