Halo Infinite (XB/PC/Cloud/Game Pass) - Big Update out now.

Anything to do with games at all.
User avatar
Frank
Member
Joined in 2009

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Frank » Sat Mar 05, 2022 7:22 am

Still no date for the co-op mode? strawberry floating hell :fp:

Image
User avatar
JT986M2
Member
Joined in 2020
Location: Scotland

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by JT986M2 » Tue Mar 08, 2022 3:57 pm

It's pretty bad that we are likely going to be looking at 12 months post-release before we see either version of the co-op campaign (i.e. local and network). I can't work out the reason for the delay. Surely the 'big' issue is the open-world aspect, but that should have been scoped long ago, so they should have had an accurate estimate of the work required. To not have a date in mind at this stage is baffling.

Only one new map type for arena and BTB is slightly disappointing too.

I read through the Season 2 overview on another site, but did anyone spot anything regarding specific improvements to the battle pass? The Season 1 pass was exceptionally grindy at points, and felt relatively underwhelming on the whole.

User avatar
Monkey Man
Member
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Monkey Man » Wed Mar 09, 2022 9:30 pm

twitter.com/halo/status/1501588920877912064


Image
User avatar
Monkey Man
Member
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Monkey Man » Fri Mar 11, 2022 8:31 pm

twitter.com/Halo/status/1502346881741070339


Image
User avatar
Monkey Man
Member
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Monkey Man » Tue Mar 15, 2022 8:17 am

twitter.com/HaloSupport/status/1503419746091356160



Resolved Issues

The following changes were made in the March 14th, 2022 patch.

Improved PC stability by resolving a common crash.
Local Area Network (LAN) servers can now be started from the in-game menus.
Download size
Update only (all platforms): approximately 600 MB or less.

Image
User avatar
Monkey Man
Member
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Monkey Man » Tue Mar 15, 2022 8:43 pm

twitter.com/halohubgg/status/1503787895844483073


Image
User avatar
Peter Crisp
Member
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Peter Crisp » Mon Mar 28, 2022 11:12 pm

I've been playing a fair bit of the multiplayer recently and I really enjoy it but the matchmaking is bloody horrible.
I keep being put on teams that get completely stomped even if I have a bloody stormer.
I enjoy playing the festival game mode but I have games where I keep being lumbered with all the shittiest weapons while the other team seems to have nothing but heavy weapons.
The strawberry floating mangler can strawberry float the strawberry float off as it's just so unbelievably gooseberry fool and when paired by the pile of gooseberry fool that spits a stream of acid that seems to do strawberry float all damage it may as well be a strawberry floating death sentence. I also have no idea why nobody seems to use the scanner as it's by far the best item as it's free intel for everyone.

Vermilion wrote:I'd rather live in Luton.
User avatar
Photek
Member
Joined in 2008
Location: Dublin

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Photek » Tue Mar 29, 2022 9:40 am

The Mangler is god tier! Maybe it got nerfed recently because it was a 3-4 shot kill.

Image
User avatar
Monkey Man
Member
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Monkey Man » Thu Mar 31, 2022 9:14 pm

twitter.com/ske7ch/status/1509590706062471168



twitter.com/AmongUsGame/status/1509585338460622850


Image
User avatar
Photek
Member
Joined in 2008
Location: Dublin

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Photek » Fri Apr 01, 2022 9:51 am

r/Halo is going to spontaneously combust at the Among Us stuff.

Even I think doing this at this particular moment is a bit odd, people have been waiting for ages about what Season 2 will bring and they drop basically nothing.

I agree with Jeff Grubb though that when Forge is out, co-op campaign up and running plus whatever mode Creative Essembly are working on hits, this will be fine. Then there's the additional campaign DLC to come also.

Look at the Sea of Thieves Launch...

Image
User avatar
Frank
Member
Joined in 2009

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Frank » Fri Apr 01, 2022 10:45 am

Every time I see this thread bumped I get a bit excited that they've pulled their finger out and got a date for the co-op addition. Every time I'm disappointed.

You'd think 343 would have learned from Sea of Thieves that it's not a good idea to release a game missing bundles of features with the vague promise of "it'll be better eventually". It's weird how two massive Microsoft-owned Studios have stumbled so much with big releases. Wonder if being bankrolled by Microsoft and the whole "Gamepass on day 1" thing makes them not really care about getting it right first time and releasing a masterpiece to net massive sales figures at launch, so it's just "get it out to get people playing and figure the rest out as we go #GamesAsAService".

Image
User avatar
Photek
Member
Joined in 2008
Location: Dublin

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Photek » Fri Apr 01, 2022 1:18 pm

Halo Infinite’s campaign is excellent, and has been from Day 1, Pyschonauts 2, Forza Horizon 5 and Flight Sim have all launched fine (maybe FH5 had a small net problem?)

You dismiss the campaign because you want to play it Co-op but it’s pretty much bug free and the online is flawless, it just devoid of new content.

Image
User avatar
Frank
Member
Joined in 2009

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Frank » Fri Apr 01, 2022 1:24 pm

I'm not dismissing it, really, I'm just not bothering with it until it's ready. Co-op is an enormous feature they said they'd get right this time ("every Halo from 5 onwards will have split-screen co-op"), and yet... here we are, without even a rough ballpark as to when it'll happen. It just seems like they're procrastinating and kicking the can down the road in the hope that people will forget what they promised.

It's still utterly baffling it wasn't in there from day one. Surely they could look at how *other* open world shooters handle it? :lol: I just can't get my head around what must be going on inside that office.

Image
User avatar
Buffalo
Emeritus
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Buffalo » Fri Apr 01, 2022 1:41 pm

You’re bang on, Frank - Forza 5 has been the biggest mess of the franchise by a huge margin, I’m still regularly downloading large patches whilst they frantically try to completely fix it.
If Microsoft don’t make it, ironically it’s going to be in better nick - Psychonauts 2 ran sweet as a nut.

Image
User avatar
Parksey
Moderator
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Parksey » Fri Apr 01, 2022 2:44 pm

I don't think you can say "look how Sea of Thieves launched and subsequently improved". That's not a model games should follow, but they repeatedly fall into that trap.

Heck, even before SOT, you could say "look at Destiny". It's good that games can turn themselves around and not be defined by a rough start, but that doesn't mean we can forgive games that are severely lacking, needing constant fixes or are not content complete at launch. The two games mentioned should be a warning, not a model to follow or something that becomes a sort of framework. We shouldn't be excusing games for launch firs and delivering on promises second. People are asked to outlay a decent chunk of money a) on the game itself and b) on the inevitable seasons and expansions that can sometimes be required to unlock additional content that arguably should have been in the game or includes improvements that should have been ready when the title ship.

Plus, for every Sea of Thieves, there's an Anthem or an Avengers. We need to, as consumers, stop making it so acceptable for "live service games" to get away with rough launches just based on promises that it will all come good.

User avatar
Photek
Member
Joined in 2008
Location: Dublin

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Photek » Fri Apr 01, 2022 4:35 pm

Never said it’s a model games should follow, nice straw man.

Did Deathloop have any problems?

Image
User avatar
Parksey
Moderator
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Parksey » Fri Apr 01, 2022 5:35 pm

I was replying to Frank, who mentioned the Sea of Thieves launch and talked about how live service games often launched with a lot of things half-baked wth a viewing of picking things up later.

I wasn't making the mistake of replying to you and expecting a nuanced discussion in an MS topic, though I am glad you brought Deathloop up randomly as now you have truly restored balance to the gaming universe.

User avatar
Monkey Man
Member
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 2 details which starts 3rd May, no co-op at launch.
by Monkey Man » Sat Apr 02, 2022 8:08 am

twitter.com/Halo/status/1510025001977757698



TL;DR

We recommend reading the full blog below to get all the details and context, but here’s a quick look at some of the updates coming when Season 2 launches on May 3.

This is by no means everything, and you can find additional insights from the team in each of their sections below, but we wanted to list some outcomes we think you’d like to see up front that are already locked and loaded for next month as work continues in numerous other areas.

AUDIO

The ability to hear an opponent’s shield recharge sound will be reduced to prevent providing too much information about a player’s location
The volume of the Grunt Birthday Party sound effect will be increased in Campaign.

MULTIPLAYER

Arena

Catalyst (new Arena map) will be added to multiple playlists on day one
King of the Hill will be added to multiple playlists
Attrition will be added to multiple playlists
In Attrition, a revived player will be able to move immediately after spawning back in
Motion Tracker (Radar) will have its outer edge detection enabled for shooting and sprinting in social playlists

Big Team Battle

Breaker (new BTB map) will be added to matchmaking on day one
Jeff Steitzer’s voice is returning to call out player-earned medals
Issue causing asymmetrical Weapon Rack spawns has been addressed

Matchmaking

Rather than track a player’s entire session, the CSR progression bar will now reflect the progress made from their most recent match

Custom Games & Forge

Addressing some Custom Game bugs, with more coming down the road

Personal AI & Spartan Chatter

Balance adjustments were made to emphasize what’s most important for players

PC

Noticeable stability improvements; the team has resolved dozens of PC crashes

SANDBOX

Networking

Melee fights should be more consistent, with opponents “phasing” through each other less and “whiffing” less when a melee should’ve connected

Weapons

A global melee damage decrease of 10% on all weapons will require the Mangler to land two shots and a beatdown for a kill.
The Ravager’s base (non-charged) shot will see a damage increase

Friend or Foe (IFF) Recognition (Player Outlines)

This system will now have options allowing players to modify the opacity and thickness based on their preferences

Equipment

Drop Wall will see slight performance increases
Overshield will provide slightly more shielding

Vehicles

Chopper collision (splatter) damage will be increased to its vehicle-splattering glory
Banshee’s agility and damage output will be increased to improve its role as a strike fighter
Warthog & Razorback should be more resistant to flipping and bouncing

We’ll have another Outcomes blog focusing on the Live Team’s areas such as Customization, Shop, Battle Pass, Progression (Challenges), Events, Theater, and Observer Mode in the near future. Be sure to keep an eye out for it here on Halo Waypoint and give it a read when it lands.

Today’s Season 1 Outcomes blog is meant to highlight key community themes and the Halo Infinite team’s responses to each of them. To start, we’ll be going in alphabetical order and kicking things off with our teammates working on Accessibility!

https://www.halowaypoint.com/news/seaso ... mes-report

Image
User avatar
Photek
Member
Joined in 2008
Location: Dublin

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 1 outcomes report.
by Photek » Sat Apr 02, 2022 11:18 am

A whole pile of nothing. 2maps?? Christ.

Image
User avatar
Monkey Man
Member
Joined in 2008

PostRe: Halo Infinite (XB1/XSX|S/PC/Cloud) - Season 1 outcomes report.
by Monkey Man » Tue Apr 05, 2022 10:00 pm

twitter.com/HaloSupport/status/1511412068829708288


Image

Return to “Games”

Who is online

Users browsing this forum: kazanova_Frankenstein, Lime, Monkey Man and 271 guests