***Halo 5***

This is pretty cool , they are going back and touching up the difficulty in the campaign, slated for a May release.

CHRIS PROCTOR, SENIOR SYSTEMS DESIGNER
Hi everyone, I’m Chris Proctor, designer at 343 Industries. For Halo 5, I was the designer on Covenant AI, Squad AI, most Forerunner weapon redesigns and final difficulty tuning, and I’m now the designer for all AI and difficulty tuning.

Having had a few months to digest player feedback, reviews, let’s play videos and internal feedback, I’ve been working on an update to Halo 5’s campaign balance, aiming to address parts of the game that players yelled at us about, or that bugged me and the rest of the team enough to address even without external feedback.

Given that we’re constantly updating the game adding new content for Multiplayer, and we’ve got Warzone Firefight and other cool stuff on the way, I took the opportunity to touch global difficulty tuning and address areas where Halo 5’s difficulty was spiky, too easy or inconsistent.

I was pleasantly surprised to get the okay to make these sweeping changes, given how rarely videogame campaign difficulty tends to be updated after launch.

ISSUES
Players and reviews commonly cite the Warden as an unfair difficulty spike on higher difficulty, particularly the triple-Warden fight towards the end of the game. Looking at this in depth, it’s partly because of the Warden himself: his attacks are difficult to avoid, he’s hard to get behind to shoot in the back, his front armor is durable. It’s also because supporting enemies don’t allow any breathing room – having multiple turrets firing continuous, highly damaging beams at you while you’re trying to dodge Warden attacks is pretty rough.

Two-player co-op play is slightly more difficult than intended, but single player is a little too easy.

Covenant encounters are generally easier than Forerunner. Elites melt a little too fast under squad fire, and Grunts and Jackals are too little threat. However, Storm Rifles are very accurate and fire long bursts, making for an uneven experience if enemies happen to target a stationary player.

Players would lose track of enemies in Forerunner encounters and die to an enemy that got behind them. Soldiers are able to bamf frequently to break line of sight, and Crawlers are fairly durable for a fast-moving, close range and lethal enemy that requires aiming down.

Certain vehicle sections were much harder than others. Squad AI would often die in a Warthog gunner’s turret, making Warthog sections frustrating in single player, even more so when several enemies with homing weapons could fire on the Warthog at once.

In two or three player co-op, Squad AI could get stuck running back and forth between players wildly mashing the “Call for Help” button.

Generally, this balance update smooths out the common spikes, increases the difficulty of mid-tier encounters, and makes certain enemies less frustrating or more satisfying to fight.

Thanks to the Test and Campaign teams for running through the campaign before and after the update to make sure nothing broke and give balance feedback. I’ve listed couple of specific changes below.



SPECIFIC CHANGES
Please note that enemy-specific changes will also apply to Warzone AI – the Warzone team has been playtesting these adjustments, and we’ll be keeping a close eye on all feedback, (especially as it pertains to Warzone Firefight difficulty).

Reduced two-player difficulty slightly

Increased single player difficulty slightly

Made Warden attacks a little easier to dodge, particularly on lower difficulties

Face Beam tracks moving targets less accurately

Gravity Bomb has less homing

Melee attack has slightly less range

Made the Warden slightly easier to kill from the front

Reduced AI Focus Turret damage output

Reduced AI Storm Rifle, Suppressor and Light Rifle effectiveness

AI Storm Rifle: fires in shorter bursts, projectiles spread out more and move more slowly. Jackals are now less effective than Elites with the Storm Rifle

AI Suppressor: fires in longer bursts, projectiles have less homing. Crawlers are now less effective than Soldiers with the Suppressor

AI now fire shorter bursts with the Light Rifle

Increased AI Plasma Pistol, Needler and Beam Rifle effectiveness

AI Plasma Pistol: slightly higher accuracy and damage

AI Needler: AI now fire longer bursts (i.e. can now supercombine players on Heroic and above), slightly higher damage

AI Beam Rifle: slightly more damage (mostly this will make it a two-shot kill instead of a three-shot kill in Heroic single player, allowing Jackal Snipers to actually kill a player from time to time)

Added a “tackle” animation to Sword Elites – shoutout to Pat Gillette for making the sweet sword tackle animation

Instead of stopping to swing at a moving target they can swing on the move

Increased Elite, Elite Officer and Soldier Officer durability

Reduced Soldier bamf frequency

Killing a Crawler now deals area-of-effect damage to all nearby enemies, softening them up or killing them outright

Reduced frequency of Squad AI getting killed while in a gunner’s turret in a player’s vehicle

Made being killed by an attached Plasma Grenade non-revivable, similar to lethal damage from a Binary Rifle

Increased AI special ability chance with higher player count in co-op games, e.g. Plasma Pistol overcharge, grenade throw

Increased AI promotion chance with player count in co-op games

i.e. in cooperative games you will encounter more high-ranked enemies where promotion paths exist (most noticeable with Grunts, Elites, Jackals and Crawlers)

The first player to press the “Call for Help” now has priority, other players will have to wait their turn for a revive – shoutout to Mr. Robert Kingsley for the code fix for this
 
Cnat say I had any issues playing the game itself, you might want to wait for the May update as they have a big update to the campaign anyways.
 
New updates.

•New multiplayer game mode – Infection. Band together with your fellow survivors or hunt your prey with cunning and skill; the highly anticipated Infection game mode is making its way to Halo 5: Guardians! In Infection, 12 players face off in a round-based game mode, where the initial Infected player aims to convert the survivors into Infected via elimination. Your first look at Infection gameplay will come via Game Informer early next week, who spoke with 343 Industries on what’s new in the frenetic game mode.
•New Arena Map – Stasis. Greedy for knowledge and prestige, researchers and AIs from Lethbridge Industrial pushed the boundaries at a remote research station, but the price of failure always tempered the risks they would take. Stasis is a mid-sized map that combines elements of symmetric sides with moderate asymmetrical features, giving it a hybrid design that’s unique to Halo 5: Guardians’ Arena multiplayer.
•New REQ items. Memories of Reach brings several new REQs that are sure to give you a nostalgic kick, with Noble Team coming back together in the Indomitable, Intruder, Vigilant and Wrath armor sets (as seen on GameSpot). Also included are new weapon skins, the Brute Plasma Rifle, assassinations, and legendary Phaeton Helios variant.
 
To celebrate the release of Warzone Firefight next week, the full game of Halo 5: Guardians will be available to download and play FOR FREE to all Xbox Live Gold members from June 29 to July 5 as part of Xbox Live’s “Free Play Days” program. Additionally, Halo 5: Guardians will be on sale for 50 percent off during this same time. There’s no better time to join the Spartan ranks!
Read more at http://news.xbox.com/2016/06/23/warz...LQmSUyXtW08.99

July Update

•New Game Mode – Warzone Firefight: Warzone Firefight is, by far, the biggest content release since the launch of Halo 5: Guardians! As a result of the beta in April, 343 Industries has taken player feedback to improve the game mode for launch, such as increasing the difficulty each round and adding brand new bosses and vehicles – including the hilarious (and deadly) Grunt Goblin boss and the powerful UNSC VTOL, AV-49 Wasp, deployable as a REQ vehicle in all Warzone modes and available to use in Forge. Check out Polygon and IGN to get a sneak peek at both of these new additions to Halo 5: Guardians.
•New Campaign Feature – Score Attack: As detailed on Halo Waypoint, the Warzone Firefight content release will include a new way to play Halo 5: Guardians’ campaign – Score Attack! Campaign scoring makes a return to Halo 5: Guardians, enabling players to compete against their friends for points and medals in online co-op play or solo. Remember – in Score Attack, the points do matter so be sure to defeat enemies with style and flourish!
•New Maps – Attack on Sanctum, Prospect and Molten: The free Warzone Firefight release brings three new maps across multiple game modes: Attack on Sanctum, Prospect and Molten. In the Attack on Sanctum map for Warzone, revisit the Covenant homeworld of Sanghelios, or take it to the rocky roads of Prospect for Warzone Assault. For Arena players, Molten will be a hot new Arena map – be sure not to fall into the stream of lava!
•New Forge Canvas – Tidal: Since the release of a new super-charged Forge mode for Halo 5: Guardians in December, Forgers have been hard at work creating some of the most unique, creative and innovative maps ever seen in Halo. The Warzone Firefight release brings a fan-requested canvas, the ocean-themed Tidal. No longer will players have to struggle to find water to Forge on – it’s literally everywhere on Tidal!
•New REQs Items: Warzone Firefight adds several new REQ items, including the Cinder and Cyclops armor sets, Covenant vehicle and weapon variants, HCS Pro League weapon skins and additional customization sets.

Read more at http://news.xbox.com/2016/06/23/war...halo-5-guardians-june-29/#OqZ1JDiwiDytd1IM.99
 
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