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Old 10-08-2010, 07:03 PM   #1705
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Re: Halo: Reach

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Old 10-08-2010, 08:18 PM   #1706
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Re: Halo: Reach

I don't know if it is a big deal to you guys, and judging by the team objective population, its not, but its the playlist I play most, and Bungie's playlist guy posted this yesterday:

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General changes I'm looking into include creating multiple variants for each existing gametype based on the size of the maps they occur on (small, medium, large) and adjusting respawn times, objective timers and round timers to provide a more suitable experience for each map/gametype combination.
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Old 10-08-2010, 08:42 PM   #1707
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Re: Halo: Reach

Bungie Weekly Update

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By now you’re all aware that there’s a limit on the level you can currently achieve in Reach. Based on the amount of noise and concern coming from the community I figured that the vast majority of you have already run face first into this virtual ceiling. I couldn’t have been more wrong. As it turns out, over 70% of the entire population is still at Warrant Officer or below. In fact, the amount of active players who are currently sitting at the level cap is less than 1% of everyone playing Reach.


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Luke Smith, the player investment designer for Reach, noticed this too, “Yes, Warrant Officer is a long stretch of gameplay so it’s not much of a surprise that there are a lot of folks still making their way to Captain.” There’s hope though. As Luke explains, “as some of you have found out – once you get to Captain it speeds up again.” Yes I can personally attest to this – once you finally get past WO Grade 3, its smooth sailing and downhill (mostly) from there.
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you’re still earning credits once you hit the cap and they are still counting towards your next rank. So, once the level cap is lifted, some players will shoot off into other ranks and get access to new stuff.”

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“There’s a level cap in place for a number of reasons.
First, security: We’ve seen a bunch of games come and go where investment systems got exploited and broken early, completely throwing off the game economy (even though Reach progression is aesthetic only, it’s still important to us to preserve the ecosystem to the best of our ability) so one reason was certainly security. To use a hyperbolic example: If it turned out that teabagging players was giving mountains of Credits (try it, it gives nothing!), we’d have a failsafe in place to make a fix and continue the progression path
Second: We had some ideas on cool ways to lift it via communal effort.”

We should hopefully have more news to share on those “cool communal efforts” very soon and if I were a betting man I’d say that the current cap will be lifted in the next month or two, give or take. In the meantime that gives 99% of you plenty of time to continue playing, ranking up and banking credits while of course, most importantly, just continuing to have fun.
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Generally our playlist updates fall on a monthly cycle but sometimes there are exceptions. Take this month, October, for example. We just did an update this past Tuesday and we’ve got another one teed up for approximately 10/19 (pending final testing and review). This next mid-month update will include the addition of the Campaign Matchmaking playlist along with quite a few other tweaks and improvements to existing playlists. The final changes are subject to change and pending final test review but it’s our hope to roll out a dedicated Infection and Snipers playlist amidst a slew of other changes.
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In addition to general housekeeping and improvements, many of you are also eager to know more about plans for an official MLG playlist and/or a Grifball playlist. Right now I can tell you that we’re in contact with each of those groups and once they’ve got maps and gametypes baked and ready for deployment we’ll be working with them to get them into matchmaking. At this rate it doesn’t seem like it will happen for November but it’s something we all hope to have implemented before the holiday break. That said, you can’t rush greatness and ultimately it’s up to the MLG and Grifball organizations to iterate and perfect their own content before we can add it to matchmaking. It’ll happen, just give it a bit more time.
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Old 10-08-2010, 09:29 PM   #1708
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Re: Halo: Reach

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Originally Posted by Flawless
Next month, maybe 2!?!? They beter be joking. Why punish people that play more then other by hendering thier ability to rank up and make thier Spartans different. If it purely cosmetic then why care. I understand something like this on CoD but Halo? Really? *sighs*

You pay upwards to $60 to $150 for a single game and are basically told you cant rank up and get armory unlocks because the rest of the comunity isnt caught up?

I had a feeling this is some random strategy to try to counter Black Ops but now I dont know. I know that alot of Comunity will stop playing when they hit the cap (Not me, im at the cap) and move onto Back Ops, MoH, Fallout New Vegas, etc.....Bungie is only hurting themselves with this move IMO.
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Old 10-08-2010, 09:49 PM   #1709
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Re: Halo: Reach

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Originally Posted by Candyman5
Next month, maybe 2!?!? They beter be joking. Why punish people that play more then other by hendering thier ability to rank up and make thier Spartans different. If it purely cosmetic then why care. I understand something like this on CoD but Halo? Really? *sighs*

You pay upwards to $60 to $150 for a single game and are basically told you cant rank up and get armory unlocks because the rest of the comunity isnt caught up?

I had a feeling this is some random strategy to try to counter Black Ops but now I dont know. I know that alot of Comunity will stop playing when they hit the cap (Not me, im at the cap) and move onto Back Ops, MoH, Fallout New Vegas, etc.....Bungie is only hurting themselves with this move IMO.
Yeah I'm pretty disappointed in that as well. I understand why they did it in the first place, but know that the cheaters have been dealt with and they have a good understanding of how many credits people are accumulating at what rate, I don't know why they don't lift it. I really don't want to 'skip' ranks when the cap is lifted, that would be really lame.
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Old 10-08-2010, 09:53 PM   #1710
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Re: Halo: Reach

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Originally Posted by Steel5
Yeah I'm pretty disappointed in that as well. I understand why they did it in the first place, but know that the cheaters have been dealt with and they have a good understanding of how many credits people are accumulating at what rate, I don't know why they don't lift it. I really don't want to 'skip' ranks when the cap is lifted, that would be really lame.
Go offline and get on Reach. It will tell you what rank you are/will be when cap is lifted. I will be Comander Grade 3 atm.
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Old 10-08-2010, 10:06 PM   #1711
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Re: Halo: Reach

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Originally Posted by Candyman5
Go offline and get on Reach. It will tell you what rank you are/will be when cap is lifted. I will be Comander Grade 3 atm.
Yeah see that sucks that you will skip those online when its lifted. I haven't the current max yet, but I am concerned that I will.
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Old 10-08-2010, 11:31 PM   #1712
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Re: Halo: Reach

I hope that future map packs that Bungie releases will be good maps... I'm starting to get sick of these maps. They're not getting stale but with the majority of the maps, it only seems like a quarter of the map gets used and the rest just "sits" there not being used...

Halo 3's maps in my honest opinion, are far better than most of the maps in this game. When I play on a map I want to be fighting people all over the place, not just in the same area.... over and over and over again. I understand it's Halo. Power weapons and map control are key... but I don't remember having any map other than Construct and Snowbound in Halo 3 where the majority of the battles happened in the same spot over and over.

This is one reason why I haven't been playing this game a lot lately. It's kind of getting repetitive. Something that never happened to me in Halo 3.
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