If I've said it once, I've said it a thousand times.
I blam!-ing love these threads. Discussion around the prioritization of features, tradeoffs the team is weighing, and general thought process makes me so freaking happy as player. Not only does it give me insight into the decisions that affect this game I care so much about, but it lets me understand some of the work that goes into it. Abraham Lincoln put it best at the outset of the Manhattan project: "Nom nom nom, design articles."
Quote:How are you teaming up? Our UX design lead, Vincent, wanted to get some feedback from y’all on how you go about finding teams and parties for matchmaking. What has been the easiest way for you? There are many tools currently available to find folks to play with, but I don’t want to bias you by listing them, I’d rather here your feedback on them.
For those of you who play solo, is that because it’s a pain to find a team? Or do you just love that playstyle?
We’re looking into ways of making it easier to find folks to party up with, but want to first see what you’re already doing, and where the pain points might be.
I'm a generally highly solo player. The main reason is that I don't like spending energy outside of the game to find friends, and the friends that I have made through social platforms like Forgehub tend not to be the matchmaking type. And, my real life friends I played H3, Reach, and H4 with have mostly dropped Halo as major platform. (Demographic: male, age 25 - so I'm pushing out of the target, I know)
I actually really enjoy a cooperative team though - all my high-emotion moments that keep me playing matchmaking come from playing with friends. I am picky about the maturity/sense of humor of others on the mic, though.
From past entries, I really liked the simplicity of H3's "Party Up" system - it let me run a game mic and find players that were good enough/cool enough without breaking my regular matchmaking routine. My first few matches served as "trial" game with them, and I ended up adding a lot of Xbox Live friends after playing ranked or BTB together for a while.
The rise of party chat has put a damper on this one (and finding cool people in general) since I can't "try out" players in a game before inviting them.
Maybe you could incentivize players who join Game Chat directly with double shields? (Or something less gamebreaking, like additional Req rewards at the end of a match if their mic is detected in Game Chat for the 80% of the match & they don't have mute ban.) Assuming you want game chatter as much as I do...
Quote:Having Forge Maps in RankedWe get feedback from many sources. Some sources really love the variety and potential competitiveness of the best forge maps. We have some players saying, “please put this forge map in,, the gameplay and balance are amazing! Definitely belongs in Ranked!” and then we have other players saying “please don’t put forge maps into Ranked”
It’s not my personal role to prepare a forge map for Arena, but I wanted to convey the fact that there are many perspectives on each issue like this one, with both sides having fairly convincing arguments. Just because it’s a forge map, doesn’t mean the gameplay and balance on the map can’t be just as good as the other maps. Or, “try and not judge a book by its cover”
Question - why not have more Forge maps in Social? Or make use of Proving Ground to try them out a la the Breakout-approval voting early on? Proving Ground runs the risk of polluting the other experiments you're running that week/month... but a social-only equivalent would be invaluable for Forgers to get significant gameplay feedback from thousands of players. Dodges the "Ranked" bullet initially, but still gives a retention return on Tom French's UGC Baby. You could probably lean on a community-run set of Forgers to provide QA without too much cost to the studio, too.