Posts by ske7ch343

hotchocletylesbian

This is kinda a shit decision for those of us who bought the game for the campaign. The alure of custom armor is seeing those armor in the cutscenes, but having a custom armor take like 100-200 hours of PvP to even get to like 60 levels deep is a little absurd. I got Reach to play with my girlfriend, someone who's a halo fan but never had the chance to play it originally on the 360, but as someone who doesn't play PvP games as a rule, she's pretty set against it now.

It's especially baffling because this is a free battlepass that doesn't expire when the season ends, and isn't offering any new content that wasn't in the original game, so I just don't see what the profit motive of restricting access. I could understand making later Seasons have gear that are exclusive to online activities since it takes much more resources to make new assets from scratch as opposed to improving the textures of the original models, but having the original Reach armor selection be something that is online exclusive honestly makes Reach on MCC a downgrade for me.

That's good feedback and I know is something the team is aware of / thinking through. I don't have visibility into what, if anything, they may do to help solve for this but will see what I can dig up and will share some info when I get it.

Wait is that me in this screenshot?

One thing that isn't implemented yet is challenges - once those come online it should offer another avenue to earn XP / speed things up a bit. Overall I'm told that the total grind time is less than the OG version of Reach (but remember Luke Smith acknowledged he may have messed up a decimal point back then and inadvertently made it too grindy). As for campaign/offline - I believe it's unfortunately a necessity to limit progression to matchmade / online authenticated matches only, otherwise it'd be pointless and folks would just hack and manipulate it. (arguably not that it _really_ matters, it's not like it's a 'premium battlepass') Lastly, one of their main goals for this new system was building something that could span all the titles in the MCC with one unified solution. Not totally sure how it will materialize but when CE launches the same overall system will be used for that season, and so on.

I'm sure the team is continuing to monitor us...

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Yes, the other games' content will just be grayed out and you won't be able to access those modes if you don't have those titles installed.

A challenge system is planned for a post-launch update. Not exactly sure on the timing/current status but it was meant to be part of the progression system and needed a bit more development time.

So good. Right in the feels

We've gotten some great bug reports, but sure, it's a fraction of the audience. It's too be expected though and I do think all of the key issues are covered. The challenge starts to come when we have much lower volume/percentage of tickets for an issue compared to the noise we see on reddit/Twitter - in that case, it's tough for the team to really understand the scope (is it just a few people? is it really everyone? are these people even actually in the flight?). This is a new resource for us building out our own dedicated support/ticketing site - we're learning a lot along the way and this should become a really great tool for us and players moving forward.

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Curious on the latest status of the Halo: Reach PC flight and what's next? Check out this week's Insider update HERE.

RIP "no-name Twitter user named Josh." How is this "news" ? :)

rchawk0

nov 12th release?

Nope. We're making great progress, but Reach is not launching next week.

Halo_Chief117

Technically, that's exactly what happens at E3.

Technically it's no different than the 25-30K people who are playing in the PC flight right now. These folks will basically be playing the flight.

Just re-confirming that no progress or unlocks from the flight will carry over to the retail release.

The progression system and values definitely weren't final in the flight - and I doubt they are yet, TBH, but the team is using flight data to help inform tuning. Glad to hear the initial adjustments are being positively received!

Nope. Sorry.

Terg500

Just wanting to say thank you.

I can see you guys are taking this port very seriously so I'm very hopeful for the final release. I just hope you can get the server issues figured out before then that are plaguing the console version as well. Out of 20 games I have been on 1 or 2 EU servers.

For sure the team is taking the whole thing seriously. Server latency-related reports are also a top priority for the team and a number of things have been happening behind the scenes as they keep working on this. As for matching NA most of the time, I do think that's largely due to the vast majority of the flight population being in NA. But we know this is a longstanding pain point for players outside of NA and it's something the team isn't giving up on. I do believe eventually (potentially post launch) there will also be a manual option to just select a server of your choice (though you'd likely be opting to wait longer for a match). The mouse issues being reported by players are also a top priority. It's been interesting seeing some of the work-arounds and solutions some players have been trying and reading that some have seemingly dramatically changed how mouse feels. Heck, some players even thought we stealth patched the game because it 'felt so much better!' (nothing has been pa...

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Arrrash

Any chance you are going to send out more invites?

Possibly - still TBD at this point.

dragon-mom

I personally haven't noticed the aim issues that much but I just wanted to say I absolutely love how you all are handling this. :)

Good to hear! Appreciate you taking the time to play in the flight and share feedback.

wwm0nkey

I am hoping this means you are looking into getting rid of the input delay still.

All of the issues being reported around mouse input/latency/'feel' are absoutely still being investigated and worked on.

TheRavenRise

If the filter's gonna be this heavy-handed, then it absolutely needs a toggle option. In its current state, it makes basic communication more trouble than it needs to be or should be.

You can't even say "rude". "Rude" is censored. Explain that to me.

If your filter is censoring sentences like "Yeah, map change is per map", because the fuckin filter thinks you're trying to say "sperm", then yes, there is absolutely a problem there that needs to be resolved. I couldn't care less about not being able to swear on in-game chat, but when you end up censoring basic stuff like this, you're almost doing more harm than good.

Please 343, make this filter toggle-able, or at the very least, make your non-toggle-able filter actually usable.

Definitely something the team is working on - my understanding is that this is utilizing a shared platform level service so there's some intricacies and potential hurdles to work through regarding implementation. I do believe this is working more aggressively than intended - but regardless, FWIW I personally would prefer 'on by default' and the option to disable. We'll share more info when we have it.

digita1catt

This is a great video. /u/ske7ch343 please make sure this gets seen by the right people!

Yep, it's been flagged and forwarded. The team is actively investigating reports of server latency.

FunkyJonesy

Ayyy, hopefully the mouse input gets fixed up. I can't really play it right now because of how floaty it feels for me.

For now, two things you can/should try (if you haven't already) - disable uncapped framerate and try turning off v-sync. We're aware that uncapped seems to be adding a slight amount of input delay and I've seen some other players online say that disabling v-sync made it feel much more responsive for them.