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Halo 3 Update coming early next week

Queasy

Moderator<br>Console Gaming
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Ongoing Issues

In addition to continuing our investigations into melee in Halo 3, we?re aware of some other issues that are causing ruckuss and rage in the ever-vociferous Halo community. One of the armor permutations for the Elite model ? the Commando shoulders ? isn?t unlocking properly for anyone. This is a code-related bug and something that we?re aware of and looking into. Fixes in Halo 3 are pretty complicated and when you adjust one thing, it can turn out like that sci-fi movie where dudes went back in time to see dinosaurs and when one of them stepped on a butterfly it somehow eradicated humanity?s future. We?re trying to not eradicate futures, folks, but we are looking into a number of issues and possible tweaks going forward.

Other dudes report their screenshots either aren?t uploading at all or are taking ages and eternities to upload to the Web site. This is an issue we?re aware of and looking into. The issue is related to the autosave and upload feature for screenshots not collecting data properly, and while it?s unfortunate that it?s not working as intended, there is a feasible workaround. In order to expedite the appearance of screenshots, you can upload them into your File Share, and because we prioritize the data in the share, you should see results quickly. We know it?s not the most elegant solution in human history and top men are working on permanent fixes.

Hopper Updates

Last month, Halo 3?s Hoppers received a handful of changes and tweaks, most notably, perhaps, reducing the frequent appearance of Shotty/Snipers was appearing in Team Slayer. This update, due early next week, includes a more robust list of changes, tweaks and adjustments to Halo 3?s Matchmaking. We?re continuing to take pretty long looks at Community feedback in the Optimatch forum (among other places) and tracking hopper data so that we can continue to improve the hoppers regularly.

Here?s the list (remember these changes aren?t live right this very moment, but they will be early next week):

Social Doubles has been removed from matchmaking

Rocket Race Hopper has been added to the Social hopper ? 8 players, join in parties of up to 8 players.

Multi-team:

* Hammerzeit game variant has been added
* The frequency of VIP gametypes has been reduced
* Swords gametypes will now be to 25 kills, rather than 50

Lone Wolves:

* Player count has been increased to 6 players
* Swords gametype has been added
* Oddball games on Snowbound and Epitaph have been reduced considerably

Team Slayer:

* Guardian has been added to the playlist
* Valhalla has been added to Team Slayer

Social Skirmish

* Flag gametypes will now appear more regularly

Rumble Pit

* Added both Construct and Isolation to several gametypes

Oh, Legos

Last week, I talked about a new map, ?Art Vandelay? and how revising the object system in Forge has led to some pretty interesting creative possibilities in Vandelay?s playspace. Earlier this week, Downloadable Content Producer Allen Murray mentioned a few other types of objects making their way to those wiley DLC maps.

In addition to the customization the Forge currently offers, DLC maps include the ability to place Mancannons (with varying trajectories), a couple of different sized Shield Doors and some vehicles will see a variety of tweaks. There are a couple of still-secret, still-in testing adjustments and changes that come to classic Halo vehicles. To say that these changes are the intersection between hysterical and tactical would be a pretty drastic understatement. Other less risque changes coming to vehicles include environment-specific decals being applied to vehicles and certain vehicles have had their weapon systems modified so that they behave differently in multiplayer combat.

All of that teasing aside, in the extremely near future we?re going to have much more in the way of cold, hard DLC-related fact and much less in the way of gimmicky names and vague descriptions. Things are in motion and the DLC bullet train is making a bee line straight for your face.

777,777,777 And Counting...

Three years ago today, Halo 2 arrived at retail, so our last project is celebrating somewhere, eating delicious cake (we're not lying). In a weird coincidence, Roger Wolfson came up and told me that, "At the current pace tomorrow will be the 777,777,777th game of Halo 2 played on Xbox Live." Given the current pace of Halo 3's gameplay, we're on track to hit that number of games played at this time next year. The Wolf(son) says that games of Halo 3 are being played three times as fast as its older sibling.

Sounding Off

In just a few short weeks, and just in time for the holidays (yes, we planned it that way) the two disc Halo 3 Original Soundtrack will make its way out of production facilities and into your CD players. Composed and written by our own Martin O'Donnell and Michael Salvatori, the Original Soundtrack is an aural adventure through the events of Halo 3. The events of Halo 3 are recounted musically in the order they occured, making the two-disc set an experience from Sierra 117 to the game's stirring conclusion.

Much to Marty's chagrin I've had Mp3's of the soundtrack on my work machine for the last few months, he promised certain and vicious death were they to leave the office and if I put them on a portable music player and tried to leave, somehow he'd know, but the reason I needed them was for research. See, next week Marty is going to sit down with Ske7ch and me on the Bungie Studios Podcast and we'll play bits, pieces and chunks from the upcoming soundtrack and listen to Marty discuss composing the music for Halo 3 and the Halo trilogy. Stay tuned.

They also talk about the heatmaps that have been added to Bungie.net.
 
Thank god about the melee fixes, i wonder if they are working on the bug with the sniper rifle not registering your shots.

I know there is a big argument as to whether this is a valid argument or not but I've had it happen first hand on High Ground. One guy was in the tower with the splaser and I was in the little nook on the left side (when your outside the base looking at it) and shot 5 shots at the guys head while we were both dead still and there was no kill =/ I had so much time I could've lined up a brute grenade toss on him so it wasnt like I wasnt just missing him.
 
Originally posted by: dfnkt
Thank god about the melee fixes, i wonder if they are working on the bug with the sniper rifle not registering your shots.

I know there is a big argument as to whether this is a valid argument or not but I've had it happen first hand on High Ground. One guy was in the tower with the splaser and I was in the little nook on the left side (when your outside the base looking at it) and shot 5 shots at the guys head while we were both dead still and there was no kill =/ I had so much time I could've lined up a brute grenade toss on him so it wasnt like I wasnt just missing him.

Sounds like lag possibly
 
Pretty lag free game, I've seen it happen to my brother in law a few times as well.

There were also several posts about it in the halo3 forums, I havnt read the forum lately, maybe things have shaped up
 
Originally posted by: jdoggg12
Whats the melee issue?

Right now, if two people melee each other at approximately the same time, the person with the least amount of health is supposed to lose. There are questions on whether this is fair (shouldn't it be the first person to hit wins?) and accurate as designed.
 
Originally posted by: Queasy
Originally posted by: jdoggg12
Whats the melee issue?

Right now, if two people melee each other at approximately the same time, the person with the least amount of health is supposed to lose. There are questions on whether this is fair (shouldn't it be the first person to hit wins?) and accurate as designed.

Gah! Yea, i hate that!! Omg that'd be great if they fixed that
 
Originally posted by: Queasy
Originally posted by: jdoggg12
Whats the melee issue?

Right now, if two people melee each other at approximately the same time, the person with the least amount of health is supposed to lose. There are questions on whether this is fair (shouldn't it be the first person to hit wins?) and accurate as designed.

I think the current system is fine, as long as the window that defines "approximately the same time" is pretty short. But if I hit the melee button a half second before the other guy, and he has enough health to die, he should die......he shouldn't be given a handicap. I've had some suspect cases where I could've sworn that I should have won due to going after them first, but I'm sure that for as many times as I possibly lost a melee battle wrongly, I've just as many being lucky.

In my experience, though, some of the better players have figured out how to counter this supposed problem. They carry a shotgun on their back, and are able to bring it out and headshot you from about 2 feet before you can get to them with any kind of melee hit.
 
Originally posted by: blurredvision
I've had some suspect cases where I could've sworn that I should have won due to going after them first, but I'm sure that for as many times as I possibly lost a melee battle wrongly

I've gone into what I like to call bullcharge mode, started filling my opponent full of AR before he even saw me, he turned started charging me and shooting, and won the melee tag at the end. Those really ticked me off.
 
Originally posted by: blurredvision
Originally posted by: Queasy
Originally posted by: jdoggg12
Whats the melee issue?

Right now, if two people melee each other at approximately the same time, the person with the least amount of health is supposed to lose. There are questions on whether this is fair (shouldn't it be the first person to hit wins?) and accurate as designed.

I think the current system is fine, as long as the window that defines "approximately the same time" is pretty short. But if I hit the melee button a half second before the other guy, and he has enough health to die, he should die......he shouldn't be given a handicap. I've had some suspect cases where I could've sworn that I should have won due to going after them first, but I'm sure that for as many times as I possibly lost a melee battle wrongly, I've just as many being lucky.

In my experience, though, some of the better players have figured out how to counter this supposed problem. They carry a shotgun on their back, and are able to bring it out and headshot you from about 2 feet before you can get to them with any kind of melee hit.

It's really annoying when you and another guy are running towards each other with an Assault Rifle, and then you both melee at the same time. It comes out to complete luck about how many of the AR shots ended up hitting. This also promotes kill stealing, since a guy can wait till two guys loose their shields, and then melee them both. They should bring back the old system where quick reflexes actually made a difference. The current system sucks.
 
The other thing i hate is the complete randomness of a lethal shot with the Hammer... it really makes no sense to me how it calculates a kill, especially hammer vs hammer fights
 
Originally posted by: jdoggg12
The other thing i hate is the complete randomness of a lethal shot with the Hammer... it really makes no sense to me how it calculates a kill, especially hammer vs hammer fights

wait till the crosshair turns red?
 
Originally posted by: AlucardX
Originally posted by: jdoggg12
The other thing i hate is the complete randomness of a lethal shot with the Hammer... it really makes no sense to me how it calculates a kill, especially hammer vs hammer fights

wait till the crosshair turns red?

no go. i've gotten custom games together with my buddies and no one can really tell for certain who will get the kill when using the hammer unless you're basically facing/bumping the other person... at more than about a foot away... it seems to be random whether it'll kill them or just drain their shields
 
Originally posted by: jdoggg12
Originally posted by: AlucardX
Originally posted by: jdoggg12
The other thing i hate is the complete randomness of a lethal shot with the Hammer... it really makes no sense to me how it calculates a kill, especially hammer vs hammer fights

wait till the crosshair turns red?

no go. i've gotten custom games together with my buddies and no one can really tell for certain who will get the kill when using the hammer unless you're basically facing/bumping the other person... at more than about a foot away... it seems to be random whether it'll kill them or just drain their shields

if you hit them when the crosshair turns red, it's an instant kill.

now it's possible you push R as the icon is red and they move just outside of the range so it doesn't kill them though.
 
Text - Update is live now.

The Halo 3 matchmaking changes announced last week are live. This is the list of changes, tweaks and adjustments:

Social Doubles has been removed from matchmaking

Rocket Race Hopper has been added to the Social hopper ? 8 players, join in parties of up to 8 players.

Multi-team:

* Hammerzeit game variant has been added
* The frequency of VIP gametypes has been reduced
* Swords gametypes will now be to 25 kills, rather than 50

Lone Wolves:

* Player count has been increased to 6 players
* Swords gametype has been added
* Oddball games on Snowbound and Epitaph have been reduced considerably

Team Slayer:

* Guardian has been added to the playlist
* Valhalla has been added to Team Slayer

Social Skirmish

* Flag gametypes will now appear more regularly

Rumble Pit

* Added both Construct and Isolation to several gametypes
 
You know what they need to add? An option to NOT play with people who don't use headsets. If you don't want to talk to people, play solo games.
 
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