HBOHBO Forum
glyphstrip  
Halo.bungie.org
glyphstrip
Frequently Asked Forum Questions
 Search the HBO News Archives

Any All Exact 
Search the Halo Updates DBs

BWU Halo Halo2 
Search Older Posts on This Forum:
Posts on Current Forum | Archived Posts

View Thread Reply Return to Index Set Prefs Previous Next
Regular Warzone is a broken mess.
By:Gravemind
Date: 9/28/16 7:54 pm

I'm honestly getting tired of Warzone. It has become more and more of a shitshow the more time goes on. It's a gametype with a lot of potential that's being hampered by player investment systems and bad map design. Because of REQ points, players have tremendous incentive to stretch the match out as long as possible. This is a direct consequence of invest systems in gaming. It goes back as far as Reach, where players would deliberately delay objective matches in order to not only rack up more credits (longer matches means less time spent in the lobby looking for other matches, and thus more credits) and also take the time to attempt to pad their stats instead of actually winning the match. I was critical of Reach's system, but Halo 5's is arguably even more exploitative, and to make things worse it's a revenue generation mechanism. Investment systems have an invariably negative impact on gameplay, and in both Reach and Halo 5 the investment systems are structured in a way that provides a disincentive to actually win an objective-based match by capturing/destroying the objective.

The map designs in Warzone help facilitate this as well. A well-coordinated team can capture all three neutral bases in less than two minutes after the match starts, and if they succeed in doing so, more often than not they'll simply trap the other team at their home base in order to run up the score and pad their stats. Many players have learned that the optimum strategy is to rush the capture point closest to the enemy base instead of the one closest to their own, bogging the enemy down at the enemy's near base while a few friendly stragglers then focus on capturing the middle base and their own near base, and if successful in capturing the base closest to the enemy's home base, box the enemy in at their home base and spawn trap them. This is literally zero benefit to actually trying to destroy the enemy core. There is more to gain by simply spawn camping.

This wouldn't be as big of an issue if A) there were more capture points, B) the maps were bigger, C) REQ level increases were solely a function of time instead of performance, and D) there weren't actual home bases that could be infiltrated, are designed with choke points, and didn't have a destructible core as the nominal main objective.

In regards to points A & B, despite having some similarities to Battlefield's Conquest mode, Halo 5 doesn't do it as well as DICE does in several ways. Every map in Conquest has at least 5 neutral capture points (some have 6 or even 7), the maps are much bigger and open on average and not filled with choke points and prescribed movement paths like Warzone maps are, thus allowing greater flexibility in how to approach a situation, and there are no real home bases to assault/defend, making it a pure territories-style game (there are initial spawning areas, but those are out of bounds for the enemy). You don't necessarily have to spawn at a base or capture point, it has "battle bro" squad spawning, and getting repeatedly spawn killed at your "home base" is a rarity in my experience (the fact that the enemy actually can't enter your home area helps).

Point C brings us to one of the many flaws of the REQ system. Even ignoring the blatant subjection of people to a transparently manipulative "fee-to-play" microtransaction system, the REQ system as it functions in gameplay needs a lot of work. By tying your REQ level in a match to both individual and team performance it has the same fundamental flaw as the killstreak system in CoD and the ordinance drop system from Halo 4. Namely, it rewards players who are doing well by giving them access to even more powerful implements of destruction, thus allowing them to do even better. This creates a snowball effect, where one team could potentially have tanks, Banshees, Phaetons, and high-powered weapons while the other team is still mostly relying on low-tier REQs.

This could easily be resolved by tying REQ level to match duration. The REQ level could increase by one, say, every 60 to 90 seconds. Considering that the average Warzone match lasts 15 minutes (at least in my own experience; I divided total play time by number of matches), players would reach level 3 in 2-3 minutes, level 5 in 4-6 minutes, and level 9 in 8-12 minutes. This would be perfectly balanced and would dramatically reduce instances of snowballing. No one player or team could get column of tanks or a wing of Banshees or Phaetons or a squad of cloaked snipers or whatever before anyone else. The better team will still win, but it will less likely be a grotesque curb stomp by one team armed to the teeth against an ill-equipped adversary.

Point D relates to point A a bit. The bases in Warzone have a universal design, and the only exits are two large-ish doorways that provide easy choke points with which the winning team can send an endless stream of gunfire through to annihilate the defending team as they spawn. While the main objective is the core in the defender's base, as mentioned earlier the game's rewards system provides a disincentive to actually accomplish the objective. There are two ways to solve this problem: 1) remove home bases entirely and/or make them off-limits to the enemy and make Warzone a purely territories-based gametype, or 2) provide a large XP/RP bonus for actually accomplishing the real objective.

The issues of spawn killing at a defender's base is also a problem in Warzone Assault, as some times the attacking team makes it a point to ignore the objective and simply spawn kill the defenders; this could be resolved by making Warzone Assault a two-round gametype like its nominal predecessor Invasion was.

Warzone could be fixed easily by doing better things with the level designs, making the REQ levels time-dependent rather than performance-dependent, and either getting rid of the core destruction objective (and possibly making the enemy's home base off-limits) or providing a huge incentive to accomplish the objective rather than simply spawn camp. Existing maps cannot benefit by some of these things, but perhaps it's possibly to do the "big bonus for doing the actual objective" right now, make future Warzone maps in Halo 5 flow better, with more capture points, etc., and simply build Warzone properly from the ground up assuming it returns in Halo 6.


Messages In This Thread

Regular Warzone is a broken mess.Gravemind9/28/16 7:54 pm
     Addendum: Investment systemsGravemind9/28/16 8:06 pm
           Re: Addendum: Investment systemsdavidfuchs9/29/16 8:50 am
                 Re: Addendum: Investment systemsGravemind9/29/16 2:30 pm
                 Re: Addendum: Investment systemsDHalo9/29/16 6:23 pm
                       Re: Addendum: Investment systemsdavidfuchs9/30/16 10:18 am
     Re: Regular Warzone is a broken mess.Metalingus6279/28/16 8:17 pm
     Re: Regular Warzone is a broken mess.Cody Miller9/30/16 4:22 pm

Sign up to post.

You will only be able to post to the forum if you first create a user profile.
If, however, you already have a user profile, please follow the "Set Preferences" link on the main index page and enter your user name to log in to post.