----Ok, before we get this show on the road let me indulge you on this little piece of wisdom (straight from the horse's mouth) ----
Note: for this portion of the update we're gonna be working from a purely hypothetical standpoint. To properly explain Reach's matchmaking options without giving away too many secretz and without cementing any ideas permanently into your impressionable noggins, we gotta play a little bit fast and loose. Details, as always, are subject to change. Don't form any lasting attachments.
Ready?
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Active Roster
Q. Briefly 'splain what Active Roster is and why I should care about it. (Yes, technically this is not a question.)
A. The Active Roster is the result of our lobby and Party system getting together with the Friends List, with Player Details getting on the action too.
Basically, the familiar list of players on the right side of the lobby now displays more than just your own Party. If you have it set to Xbox LIVE Friends, then it displays your Friends right there in the Roster. You can select them, see what they're doing, see if there's room in their Party, and join them. If a couple of Friends are in the same Party, you can see that right there. If you didn't like digging through the Guide to see who was doing what, you're going to appreciate how much easier this is.
And if you're already in a party and just want to check people out, the Player Details display right there in the lobby now. Less navigating sub-screens. All of the customized Spartan and Elite models look hot on display, too.
Example:
[See how this shows you everyone on your Friends list who is playing Reach? It'll show you what they are playing, how much time is left, and who is winning. You can also queue their party so you join as soon as that match is over. No more waging an invite war in order to jump into a friend's party]
(From Shacknews article, link below)
Queue-Joining -In Halo 3, it was difficult to join friends that were already playing in a match. You had to wait until they were finished. If you started a game while you waited, they would then have to wait for you. Instead of going back and forth, Reach will support queue-joining. Simply put, Reach will automatically join up as soon as your friends are joinable.
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---This is from the Bnet Boards ___Link___---
- If you and your friends are in different leagues you can still play together.
- .Format will be 2v2,4v4...but they arent limited to just those formats (btb type maybe?)
- Divisions are not set by rank milestones (like how H3 you needed X amount of EXP and a Level __ to be a ____)
- Playlists support Spartans Only, Elites Only, various mixtures, player selection, et cetera.
- Arena playlists will probably not mix the two.
- Each season (probably a month) the ranks will be reset in Arena and will be placed in your Service Record both in-game and on Bungie.net (baseball card like said in Shacknews article)
- Maps and gametypes can be tweaked for the seasons on Bungie's discression but nothing should be ruled out for the playlist yet.
- Objective isn't in the Arena yet mostly because it is hard to establish "who did better on the team" because they have to add in flag captures and stuff.
- The Arena system is for honor and glory. Basically it adds more of depth to gameplay and stops the fat kids on second accounts.
- All divisions are skill based so not everyone will hit the top division (i.e. level 50)
- All rank beside the divisions will be hidden because Bungie is using a pure truskill system.
- Players will be starting with very similar starting weapons if not the exact same (speculate if you will)
- It will be harder to exploit the Arena system
- That being said the Banhammer is still evolving.
- Maps will be tweaked a little for Arena playlist.
- Winning in team games still matters. But turning in a poor performance on a winning team (i.e., being carried by more skilled teammates) will not be a good way to level up.
- As soon as are Rated on enough Days (e.g., 5 days), you'll see what Division you're in. You can go up or down from there, but it'll give you some idea of who your peers are.
- Arena rank will work completely seperate from other playlists.
- Arena games will still go in theatre mode.
- Players wont be able to boost by switching languages anymore.
- There are no plans to implement a clan system specifically for Arena. If we did Clan support (not saying we are, mind you), we would support them across the board
- Currently the only playlists which will display a playlist specific ranking/rating/etc are Arena. (I dont know if this means all other ranks will be hidden which could be disapointing0
- Arena will be present in the Beta
- Still a chance of an MLG playlist.
- Divisions arent permanent you will start right at 0 each season even if you were in Onyx.
- Quitting will count as a loss, and if you do it too much, the Banhammer will apply a special new kind of punishment targeted specifically at quitters.
- Bungie Staff feels the need of margeritas to answer calls from the community (speculation?)
- Vetoing in Arena will be more for picking the map then map/gametype.
-----So How Does Arena Work?-----
Luke's not so subtle tease from earlier in the year makes a little more sense now, eh? The internal analogy for the Arena comes from Top Gun and, more specifically, from the "Greenie Board" employed by Naval pilots. In the real world, no matter your military rank, the only thing that matters on the Greenie Board is the execution of each individual landing. In the case of Arena, that's your individual play.
Does that mean team play isn't important? Nope. It's intrinsic. If you want to hole up all by your lonesome or go totally Rambo, you're not utilizing your resources effectively. And your rating will certainly reflect your poor judgment if the other team capitalizes on your selfish play. It's not just your kills-per-death ratio that informs where your game rating ends up; we're able to weed through a wealth of relevant statistical information to make the right call.
We plan on digging in and exposing all the under the hood mechanics that make it work properly soon. The formula that calculates your rating WILL be made publicly available so you can see exactly what actions increase or decrease your rating calculation. In fact, in the current Alpha version, it's displaying right in your HUD as the mysterious numerical oddity I previously described in not-so-rich detail. When you're playing well, you watch your rating increase in real time. When you do something inadvisable (say, maybe betray Luke with an errant grenade), you see the negative impact immediately. Whether or not the HUD itself is the final resting place is something we're sorting out internally. Likely, it'll be shown on the scoreboard. No matter where it ends up though, you will be able to see where you stand, in game and on the fly.
For now, all you need to know is that yes, Arena is the ultra competitive experience on tap for Halo: Reach and that we want you to rip it apart in the Beta come May. If you think you can break it, boost it, or otherwise find a way to game it in your favor, we want you to expose those weak spots and hit 'em hard for massive damage. As with everything we're discussing here today, everything is subject to change and we have the resources and bandwidth to respond and adjust as needed.
That's why we're running an Alpha right now. That's why we're planning an internal Beta. And that's why we're inviting millions of players to pounce on our public multiplayer Beta in May.
And again, keep in mind that while Arena is tuned to appeal to the darkest and deadliest corners of your competitive side, Reach will make full use of all the tricks of the trade to give you good reason to step into other Playlists with tons of options to explore and plenty of game types to dig into. In fact, we expect all flavors of matchmaking to be equally tasty. You'll get to experience plenty of 'em in the Beta as well, including delicious new stuff like Invasion
(I tried to put that all^^^ into a Spoiler tag, but GS won't let me :( )
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