Halo: Reach

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  • ExtremeGamer
    Extra Life 11/3/18
    • Jul 2002
    • 35299

    #946
    Re: Halo: Reach

    Originally posted by Candyman5
    Buying it from Gamestop Manager. According to him, he maybe getting an code at an meeting this weekend. He's not sure though, its not guaranteed. Im not expecting to see one but if he does get one, I will be buying it from him. For Reach i'll hope for anything...Lol. Still not getting the Legendary version though...Learned my lesson on that.



    Lol, I was Halo free for the days I was up in NYC.
    No Gamestop managers are getting DLC codes early, or at all. He lied to you. I can't even imagine how much you offered him to buy it either. I'm guessing at least $100-150.

    And you will be banned for life, your 360, tag, etc will all be banned.

    MS knows the people who are supposed to have the codes, if you are playing it early or even downloading it early, you're toast.

    Wait till the retail disc is in hand. This isn't a game that MS will even remotely mess with. There's no slap on the wrist with this one.

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    • frostbyte06
      Cold & Cocky
      • Sep 2004
      • 1219

      #947
      Re: Halo: Reach

      Originally posted by Beantown
      This is going to be incredible.
      I know right, I don't usually take off for games. I think the last game I actually took off for was Gears 1. I finally had to cave in and take Thursday and Friday off for the release week, now if only my wife will give me a free pass for that week as well......

      Comment

      • Candyman5
        Come get some!
        • Nov 2006
        • 14380

        #948
        Re: Halo: Reach

        Originally posted by frostbyte06
        I know right, I don't usually take off for games. I think the last game I actually took off for was Gears 1. I finally had to cave in and take Thursday and Friday off for the release week, now if only my wife will give me a free pass for that week as well......
        Lol, last game I took off for was Halo 3 so I will probably be taking off for Halo Reach as well. Thing is the way my schedule is I dont know what days I work until Fri of the week before, so it may work out where I dont work that day.


        And at that video, wtf?
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        • ExtremeGamer
          Extra Life 11/3/18
          • Jul 2002
          • 35299

          #949
          Re: Halo: Reach

          Find in-depth gaming news and hands-on reviews of the latest video games, video consoles and accessories.

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          • Flawless
            Bang-bang! Down-down!
            • Mar 2004
            • 16780

            #950
            Re: Halo: Reach

            How Halo: Reach Exposes—and Fixes—the Mess that is Multiplayer Gaming

            For its last hurrah in the Halo universe, Bungie is trying to clean up the mess that it helped create—after all, Doom may have invented the deathmatch, but it was Halo 2 that brought online multiplayer gaming to the larger console market. Halo 2 became a reason for gamers to buy subscriptions for Microsoft's Xbox Live online network, while also spawning an awful new gameplay reality: competitive matches dominated by trash-talking teen and tween-age players, who slaughter "noobs" with a range of dirty tactics, such as setting up camp where players enter the game, and picking them off the instant they appear. Halo 3 was designed to break up these one-sided turkey shoots, with the help of Microsoft's new (at the time) matchmaking system, TrueSkill. After playing a relatively small number of matches, players were assigned a skill rating between 1 and 50, and sent up against similarly-rated enemies. The goal was for a given player or team to average an even split of wins and losses, making for closer, more competitive games, and fewer massacres. As Bungie soon found out, TrueSkill was a brilliant set of algorithms, and, as Luke Timmins, Engineering Lead on Halo: Reach put it, "a marvelous, efficient way to sort populations based on skill." Unfortunately, it also created brand new exploits, inspired a rash of unsavory behavior, and, in some cases, quantified just how bad some players were. For Halo: Reach to have the kind of online longevity that its predecessors have had—Bungie hopes it will be played for another five years, at least—the studio's engineers had to pick up where Halo 3 and TrueSkill left off, and face some of the ugliest truths about the often-ugly world of multiplayer gaming.
            The Truth Hurts

            Bungie has nothing but respect for TrueSkill. During my visit to the studio's offices in Kirkland, WA, a trio of engineers described Microsoft's set of matchmaking algorithms with an almost spiritual reverence, particularly when it comes to TrueSkill's ability to begin nailing down a user's skill after as few as 10 games. In fact, for most players, TrueSkill was a little too good. "The only people who want to be told what their skill level is are people with a very high skill level," said Senior Designer Tyson Green. If TrueSkill said you were a 32, that was usually that. After another 100 matches, that number might budge by a point or two, if at all. It might even inch down. Bungie's answer for Halo 3 was to tack on an experience point system, which tried to help distract less fortunate players from Microsoft's brutal, quantitative honesty. "With Halo 3 we took that beautiful engine and poured sand into it, dampening TrueSkill, to create the appearance of progression," Timmins says.

            For Reach, the engineering team is still using TrueSkill to match up players, but they've turned rankings into an ongoing competition. There are tons of different multiplayer game modes available, but only those players who fight in the straightforward Arena matches (which can be free-for-alls, or team vs. team affairs) are ranked. And rankings earned there last for a season, which is one month long. When each season ends, stats are archived, but rankings are wiped, and players must repeat the process of qualifying for a division (there are five, ranging from Steel to Onyx) and competing for the top scores. So a player who pays for a boosted ranking would have to do so quickly, and on a regular basis. Likewise, anyone who rockets to the top and then quits will have their bragging rights buried in the archive.

            The seasonal rankings also provide something more ephemeral than raw, semi-permanent TrueSkill ratings: hope. "It's giving you more chances to win," Green says. "Every season is a new chance of being rated in a newer, better division, or at least better than your friends." TrueSkill being the robust system that it is, not to mention the Arena algorithm that Bungie layered on top of it (more on that in a second), chances are you'll wind up finishing the next season in roughly the same spot as the last. But as lies go, it's an elegant one.
            Your Code Will Be Cracked

            Soon after Halo 3 was launched, TrueSkill's troublesome accuracy took a hit, as Halo 3 players paid, cheated or simply played dirty to hike their skill ratings, often at the expense of anyone unlucky enough to be teamed up with them. Through crowd-sourced trial-and-error, dedicated players reverse-engineered a good deal of the game's matchmaking system, and developed savant-like playing styles that usually favored lone wolves. For Reach, Bungie created its own algorithm to help determine rankings in Arena, which emphasizes team play. And the studio released the formula online, even explaining the more advanced mathematical elements in a blog post. This was on April 30th, just before the Halo: Reach Beta went live, allowing players to try out an unfinished version of the multiplayer portion of the game months before the September release.

            The posting of the Arena formula was an open challenge to players to utterly abuse it, to tailor their gameplay to the code and burn through the rankings during the 17-day beta period. According to Green, the equation survived intact. Despite elements that seemed risky, like downplaying deaths (a player has to die three times to lose the points gained with a single kill), when Reach comes out next month, the formula will be unchanged. Naturally, there are scattered complaints in blog comments and on message boards about the team-oriented elements—the high price of betrayals, a.k.a. friendly fire, is maybe the biggest gripe. But Bungie believes that the formula did its job, discouraging grenade-spamming and antisocial antics, while still harnessing TrueSkill's spooky powers of population sorting. "It fixes the shortcomings of Halo 3, but still does justice to the Ferrari engine that is TrueSkill," Timmins says.
            Skill Is Overrated

            According to Green, Reach's most lasting contribution to multiplayer gaming might have nothing to do with the delicate, borderline psychic math that assesses player talent. Skill level is crucial to setting up competitive matches, but as developers add more cooperative modes to online shooters, other factors take precedence. In Reach you can specify whether you want to be teamed up with similarly chatty, "boisterous," lone wolves, or with quiet, polite, team players. Meanwhile, Bungie is crunching its own numbers behind the scenes—if you're searching for someone to play through one of the story-based missions, for example, the system might favor players who haven't dropped out of cooperative sessions midway through. The result, in theory, is a kind of eHarmony for Halo players, creating teams that mesh well, whether matched-up members are going to fight computer-controlled aliens in modes like Firefight, or wade into the Arena. This is especially important for games that are hoping to open up multiplayer to older gamers, who may have been turned off by punitive brushes with competitive matches in the past, and who don't have the array of always-on friends to team up with. "I could be matched into a Firefight game where everyone is exactly equal to me in skill, but it's no fun, because maybe they're trash talking all the time, or they think it's fun to backstab all the time," Green says.

            Skill, and TrueSkill, will still play a major role in lining up teams to fight each other. And to avoid potential exploits, players won't be able to specify the characteristics of opponents (no "randomly" going up against the one other guy online who speaks Tongan). But with much of the gaming industry embracing cooperative multiplayer as an even bigger draw than hardcore-oriented competitive modes, Reach could set an example for how to make online gaming an inclusive party, instead of a virtual Fight Club for tweens. "Especially in the cooperative world, we need to evolve the state of the art," Green says. "There are more ways of matching people up than skill. All of that is secondary. Really, it's about finding other players you can have fun with. "
            Go Noles!!! >>----->

            Comment

            • sportsdude
              Be Massive
              • Jul 2002
              • 5001

              #951
              Re: Halo: Reach

              most of that I had read before, but reading it again just makes me realize how much I want Reach. Between Reach and Starcraft II, there aren't going to be enough hours in the day.
              Lux y Veritas

              Comment

              • frostbyte06
                Cold & Cocky
                • Sep 2004
                • 1219

                #952
                Re: Halo: Reach

                Latest Live-action trailer:

                Press Release

                <object width="640" height="385">


                <embed src="http://www.youtube.com/v/dBsFpiYHM98?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></object>

                Comment

                • Cyros
                  ULTRAAAA!!!!
                  • Jun 2003
                  • 12628

                  #953
                  Re: Halo: Reach

                  Originally posted by frostbyte06
                  Latest Live-action trailer:

                  Press Release

                  <object width="640" height="385">


                  <embed src="http://www.youtube.com/v/dBsFpiYHM98?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></object>
                  Damn your lack of flash support, iPhone.
                  Watch Me Twitch

                  My Video Game Streams

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                  • Pete1210
                    MVP
                    • Aug 2006
                    • 3277

                    #954
                    Re: Halo: Reach

                    It seems to me that the best way to make for even games would be to simply match up players by kill/death ratio. Yet I don't see that mentioned in this article.

                    Comment

                    • Candyman5
                      Come get some!
                      • Nov 2006
                      • 14380

                      #955
                      Re: Halo: Reach

                      Originally posted by Pete1210
                      It seems to me that the best way to make for even games would be to simply match up players by kill/death ratio. Yet I don't see that mentioned in this article.
                      Maybe for Death Match but I dont think that would be good for Obj matches like Capture the flag and others. I know in CTF im not looking for kills, I usually try to stealth my way to the flag and evade any confrontation with the other team. The Active Camo AA helps alot with this and I can do it beter than I could in the other Halos. Since I play with that perspective, I usually dont get many kills but get alot of Flag passes, pick ups and Scores.

                      I will say however that sneaking into an enemies base with Active Camo and stealing the flag while everyone is defending the front part of the base is awesome. Especially since the flag is an one hit kill, usually results in an Triplekill or Overkill with extermination.
                      Last edited by Candyman5; 08-26-2010, 02:32 PM.
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                      • Flawless
                        Bang-bang! Down-down!
                        • Mar 2004
                        • 16780

                        #956
                        Re: Halo: Reach

                        K/D ratio doesn't always say how good a player is, and there's to many ways to game it for it to be the sole factor in matching players up. Personally, I think it's an awful thing, and promotes to many bad habits. I would like to see it removed from shooters or kills and assists combined/deaths.
                        Go Noles!!! >>----->

                        Comment

                        • Steel5
                          MVP
                          • Feb 2010
                          • 1768

                          #957
                          Re: Halo: Reach

                          Originally posted by Flawless
                          K/D ratio doesn't always say how good a player is, and there's to many ways to game it for it to be the sole factor in matching players up. Personally, I think it's an awful thing, and promotes to many bad habits. I would like to see it removed from shooters or kills and assists combined/deaths.
                          Yeah KD ratio is way overrated in telling how good a player is, especially in a game like halo. Kills+assists/deaths is much better.

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                          • Beantown
                            #DoYourJob
                            • Feb 2005
                            • 31523

                            #958
                            Re: Halo: Reach

                            Originally posted by Steel5
                            Yeah KD ratio is way overrated in telling how good a player is, especially in a game like halo. Kills+assists/deaths is much better.
                            Definitely agree.

                            I remember the many games of Halo 3 played with my buddies over XBL where I'd finish 17-2 or 15-3, and one or two of the others would be 14-12 or 15-11 and they'd be trying to say how they were only a few kills off from me.

                            My response was always the same: "Yeah, but you died almost ten more times than I did and had less assists. Back the **** off my throne, youngin'."

                            Comment

                            • Candyman5
                              Come get some!
                              • Nov 2006
                              • 14380

                              #959
                              Re: Halo: Reach

                              Lol I red the Halo Reach article in GI and they got the Armor Lock Ability listed wrong. It no longer has the EMP effect when someone melee's you while in Armor lock but in the GI article they said it does.

                              That was one of the first things I read about in the changes to the beta weekly update. Also based off some of the videos it looks like they added an delay between using armor lock. NO MORE ARMOR LOCK SPAMMING!
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                              • TracerBullet
                                One Last Job
                                • Jun 2009
                                • 22119

                                #960
                                Re: Halo: Reach

                                Originally posted by Candyman5
                                Maybe for Death Match but I dont think that would be good for Obj matches like Capture the flag and others. I know in CTF im not looking for kills, I usually try to stealth my way to the flag and evade any confrontation with the other team. The Active Camo AA helps alot with this and I can do it beter than I could in the other Halos. Since I play with that perspective, I usually dont get many kills but get alot of Flag passes, pick ups and Scores.

                                I will say however that sneaking into an enemies base with Active Camo and stealing the flag while everyone is defending the front part of the base is awesome. Especially since the flag is an one hit kill, usually results in an Triplekill or Overkill with extermination.
                                Best way to do it Candy. Active Camo is great!
                                Originally posted by BlueNGold
                                I feel weird for liking a post about exposed penises.

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