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Archive for the 'Uncategorized' Category

Halo Wars Title Update Patch Notes Released

Posted in Uncategorized on May 16th, 2009

The Halo Wars Title Update is ready to go live in the next day or so. You can check out the patch notes by clicking on the link. It contains bug fixes, some balance changes as well as adding a couple cool features like allowing Flaming Warthog and Honor Guard Wraith skins in multiplayer.The Title Update also gets your console ready for the first Halo Wars DLC pack coming soon! More news about the upcoming DLC will be along shortly, keep an eye on Halo3trio.com for more information.

Halo3 Heroic Map Pack

Posted in Bungie, Halo 3, Uncategorized, halo 3 news on November 20th, 2007

ratsnest.jpg  December 11th Bungie is releasing new maps for Halo 3, and they will cost you 800 MSpoints. Standoff, Rat’s Nest, and Foundry are the map names, and they should be implemented into matchmaking as they are launched.

When Halo 2’s downloadable content joined the Internet, it effectively split the Matchmaking population into the “haves” and the “have-nots,” Bungie was readily aware of the problem that caused, and has rectified it in Halo 3″…..”Simultaneously all of the DLC maps will be rolled in to the regular Matchmaking playlists as well and then as folks are getting matched up, the game will take into account who has what maps in the matchmaking process.”

Lets hope for us “have nots” that this doesn’t make our lobby wait times any worse. Have not I say? Yes, I don’t plan on downloading the maps, even though I play way too much Halo for my own good. They plan on making the maps free to download in the spring, just when they are ready to unleash a few more maps. Do YOU think 3 maps are worth 800 points?? Compared to other recent DLC offerings this isn’t exactly a super value, so I’m waiting till the spring. You could argue that with the Forge capabilities the new maps are totally worth the price, but I still don’t have a custom games search, so I won’t be making that argument

Suicide Bombing Makes Sick Sense in Halo 3

Posted in Uncategorized on November 5th, 2007

mmu1.jpg                                        I used to find it hard to fully imagine the mind-set of a terrorist.

That is, until I played Halo 3 online, where I found myself adopting — with great success — terrorist tactics. Including a form of suicide bombing.

This probably bears some explanation. I’ll begin by pointing out a basic fact: A lot of teenage kids out there play dozens of hours of multiplayer Halo a week. They thus become insanely good at the game: They can kill me with a single head shot from halfway across a map — or expertly circle me while jumping around, making it impossible for me to land a shot, while they pulverize me with bullets.

I can’t do those things. I haven’t got enough time to practice as they do: I’m an adult, with a job and wife and kid, so I get maybe an hour with Halo on a good day. I wind up sucking far, far more than most other Halo 3 players, and despite the best attempts of Xbox Live to match me up with similarly lame players, I usually wind up at the bottom of my group’s rankings — stumbling haplessly about while getting slaughtered over and over again.

So after a few weeks of this ritual humiliation, I got sick of it. And I devised a simple technique for revenge.

Whenever I find myself under attack by a wildly superior player, I stop trying to duck and avoid their fire. Instead, I turn around and run straight at them. I know that by doing so, I’m only making it easier for them to shoot me — and thus I’m marching straight into the jaws of death. Indeed, I can usually see my health meter rapidly shrinking to zero.

But at the last second, before I die, I’ll whip out a sticky plasma grenade — and throw it at them. Because I’ve run up so close, I almost always hit my opponent successfully. I’ll die — but he’ll die too, a few seconds later when the grenade goes off. (When you pull off the trick, the game pops up a little dialog box noting that you killed someone “from beyond the grave.”)

It was after pulling this maneuver a couple of dozen times that it suddenly hit me: I had, quite unconsciously, adopted the tactics of a suicide bomber — or a kamikaze pilot.

It’s not just that I’m willing to sacrifice my life to kill someone else. It’s that I’m exploiting the psychology of asymmetrical warfare.

Because after all, the really elite Halo players don’t want to die. If they die too often, they won’t win the round, and if they don’t win the round, they won’t advance up the Xbox Live rankings. And for the elite players, it’s all about bragging rights.

I, however, have a completely different psychology. I know I’m the underdog; I know I’m probably going to get killed anyway. I am never going to advance up the Halo 3 rankings, because in the political economy of Halo, I’m poor.

Specifically, I’m poor in time. The best players have dozens of free hours a week to hone their talents, and I don’t have that luxury. This changes the relative meaning of death for the two of us. For me, dying will not penalize me in the way it penalizes them, because I have almost no chance of improving my state. I might as well take people down with me.

Or to put it another way: The structure of Xbox Live creates a world composed of two classes — haves and have-nots. And, just as in the real world, some of the disgruntled have-nots are all too willing to toss their lives away — just for the satisfaction of momentarily halting the progress of the haves. Since the game instantly resurrects me, I have no real dread of death in Halo 3.

I do not mean, of course, to trivialize the ghastly, horrific impact of real-life suicide bombing. Nor do I mean to gloss over the incredible complexity of the real-life personal, geopolitical and spiritual reasons why suicide bombers are willing to kill themselves. These are all impossibly more nuanced and perverse than what’s happening inside a trifling, low-stakes videogame.

But the fact remains that something quite interesting happened to me because of Halo. Even though I’ve read scores of articles, white papers and books on the psychology of terrorists in recent years, and even though I have (I think) a strong intellectual grasp of the roots of suicide terrorism, something about playing the game gave me an “aha” moment that I’d never had before: an ability to feel, in whatever tiny fashion, the strategic logic and emotional calculus behind the act.

And the truth is, I’m probably going to keep doing it. Because when it comes to online Halo — I still suck.

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Clive Thompson is a contributing writer for The New York Times Magazine and a regular contributor to Wired and New York magazines. Look for more of Clive’s observations on his blog, collision detection

Rank Amateurs

Posted in Uncategorized on October 31st, 2007

jaykayeff.jpgI’ve had a lot of mails from skilled Halo players saying things like, “Hey, I am stuck at level 41 skill level and I am not going up, so your skill system must be broken.” Actually, what you’re seeing is that it works. What the system is telling you, is that relative to the other players currently playing Halo 3, you are a level 41. You should not be going up in skill level until you become appreciably and significantly better.

If you suddenly developed a whole new level of headshot ability, for example you’d find that your skill level would rise commensurately. It is not, like your rank, supposed to climb inexorably based on experience, but rather to judge and determine your relative skill and match you with players of like skill. My experience is that games are closer, tighter and more fairly balanced than ever before. The spikes happen at the low end, as you mix it up with folks who haven’t played enough to determine a steady skill level. As you get better, progress will slow and eventually halt as the system determines your overall ability and uses that to find matches.

It’s important to note that it is an increasingly accurate estimate, designed to become more accurate over the long term. So don’t worry about dips in your performance, or unexpected sprees, those dips and spikes are not given much precedence by the system.

In theory, it is trying to put you in the most competitive matches. It is not some goal or trophy – it’s a tool.