
No Online Co-Op For Halo 3 At Launch 128
CVG has the disappointing news, originally reported in the pages of EGM, that online co-op play will not be available when Halo 3 launches this September. In the game the second player would play the part of the Arbiter character, but fans will only be able to complete the campaign cooperatively via LAN or split-screen. Bungie stated the possibility still exists online co-op could be patched in at a later date, but significant hurdles stand in the way of the feature: "'We're not dumb,' says Bungie's Frank O'Conner. 'We know that people want it and we're trying to make it happen. I think the biggest problem for us for online co-op is that we have a situation where you can be in a Warthog with five troops, almost a mile away from the other player. That's a significant challenge. And there's lots of design things you could do to prevent that from happening, but they would make it not feel like Halo anymore. If we can make it happen in a way that works well, we will - and if it works badly, we won't.'"
well... (Score:5, Insightful)
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But forums are all about whining. You'll be damned if you do or damned if you don't.
Cheers,
Fozzy
Re:well... (Score:5, Funny)
Dammit (Score:2)
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Suck Egg Mule! (Score:1)
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A lot of the game mechanics work in a bubble around the player. Things outside the bubble get removed from memory as he progresses, and are streaming into memory as he approaches them. Scripts are triggered or enemies are spawned.
In multiplayer this h
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It's certainly do-able in Halo 3, but there ARE boundaries to overcome first.
Halo shouldn't have Co-op. (Score:1, Insightful)
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I have a friend. Her name is Cortana. She lives in my helmet.
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Online co-op could be just as good as long as you play with a friend rather than some whiny kid. Would you invite said whiny kid over for a round of DOA4, after all? ^_^
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Personally I like their stance: We know you want it, but we're not going to just cram it in so we can say we tried. We'll do it right, or not at all.
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Isn't that usually the case with nearly EVERY FPS? But Halo is not a pure one-man FPS. It has AI (not including Cortana) fighting along side you. Something I prefer when it works (and it did in Halo).
> Playing it co-op with some whiny kid would not add to my experience.
Most people I know play co-op with people they know well.
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This is Halo (Score:2)
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While the people who invest 100+ hours into playing the game are doing most of that online, I wonder if the make up the majority of people who purchase it.
I'd love to see that actual stats on this. But, see how poorly online only games do in the market (e.g. Shadowrun) I wonder.
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Ever heard of World of Warcraft?
I think there's a healthy market for online only games. I'd say that I probably spent 99% of the time I played Halo either onine over Xbox Live or on a LAN. The single player story was alright, but it's largely the plot of some older sci-fi novels mashed together. The story in the second game paled compared to that of the first, which doesn't leave me looking forward to playing the third instal
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I should of been more clear. I was talking about FPS (and console FPS at that). Other than both being "games", Halo and WoW have very little in common.
But, since you brought it up, WoW makes money be keeping you around month after month (kind of like a health club...more an "anti-health club" actually. But that's another story. ;)). Halo makes all its money selling new copies (plus a bit on tie-ins (books, movies, toys, etc.), and Halo3 will probably have add-ons). So it doesn't really matter to Microsoft
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Are you kidding me? (Score:2, Interesting)
Halo 2 sold over 6 million copies. When Halo 2 was released, there were less than 2 million subscriptions to X-Box Live... In fact, X-Box Live just reached 6 million subscriptions in March 2007. Obviously more than a few people weren't playing Halo online and I doubt that those who were ignored co-op.
Bungie h
Hot off the *cough* newswire... (Score:1)
Exclusively available on WindowsRG [deanliou.com]
Huge Disappointment (Score:2, Insightful)
They have been promising this since before 2 came out, just one of the many places where they dropped the ball on 2.
I don't understand why they can't just do they same thing they do in LAN Co-op.. when one player reaches a certain spot it "transports" the other player automatically to that point. That "felt like Halo" enough for 1 and 2...
Sounds more like poor excuses to me. Halo is flirting with solidifying itself as a source of undelivered promises. In-game "vaporware", one might speculate.
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Really if it works on lan, but not online, I wonder if its a latency issue or a bandwidth issue. Alas, who knows.
I don't ever remember them promising online coop though, just hoping for it.
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I'm calling bullshit. Show me someplace where Bungie specificly said that they were 'promising' online coop. I really highly doubt they ever did, and it was just something the entire fanbase wished they could do instead of something they could actually do.
And I'm sorry that Halo 2 left you on a Half Life 2-esque cliffhanger and didn't have a 3 shot pistol in Multiplayer, but the rest of the
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Well, yeah (Score:2, Insightful)
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That I wouldn't mind so much. It's the $30 "add-on" that comes out a month after the games been released that bugs me.
Looks like I'm waiting... (Score:2)
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Epic has a lot more experience in developing online games. Halo 2 was the first game Bungie developed that incorporated actual online play, and look at how well (or not) they did in relation to other successful online games (e.g., Counter-Strike, Unreal Tournament (an Epic game! oh my!), etc.). Maybe their developers are just still sore that they aren't making Mac-only games anymore? ;p
The Marathon Trilogy has multiplayer and was made by Bungie about 10 years before Halo 2 came out.
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I think the main reason this feature isn't happening is that it actually isn't a major desire of many, many Halo players. Personally, I'm in it for the story, the shared-box co-op, and the multiplayer competitive. I've seen the online co-op in Splinter Cell, and I was not impressed. Ubisoft has excellent developers, and their online co-op was plagued with trouble. If Bungie says there are technical hurdles, I believe them.
Online co-op would be n
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What you have to understand is that Halo 3 allows the two players to be in very different parts of the map at the same time. In GoW you get rubber-banded pretty quickly and even when you are on different routes, you are still pretty close together.
Like I said, don't presume you are smarter than Bungie in knowing these things.
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But, hey, if you want to read into things and make a complete ass of yourself, go ahead.
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Stop...read what I say and just let it soak in. Wait a minute and read it again. Did I say I was smarter than Bungie? Did I say that I could run Bungie better? No, all I said was that I wasn't going to buy Bungie on
no online co-op??!?! (Score:5, Funny)
Besides, co-op is not as much fun when you can't see your friend falling off the couch laughing after assasinating you in the middle of a firefight =D
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Stupid friend....
Teleport users together? LAN but not XBL??? (Score:2, Insightful)
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I know I never really liked this option. It breaks immersion -- which isn't a problem in Halo 1 and 2, because there's only supposed to be one Chief and one Arbiter, and co-op simply ads another of whoever the main character is at the moment. But in Halo 3, when apparently the Chief and the Arbiter will be in the same place at the same time, and Co-Op will support that, i
Re:Teleport users together? LAN but not XBL??? (Score:5, Insightful)
I mean come one, people blame devs for network problems even when its just their shitty connection or their shitty hardware causing the problem. Do you somehow think console gamers will be any less bitchy about it?
My guess? Bandiwth or possibly a side effect of how they load the levels.
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I write software so my users can use it. To do what they want to do. I then write manuals so my users will stop bitching.
Seriously: Throw up a big warning that says "Co-op play over Xbox Live is not recommended."
As for being a "side effect of how they load the levels", that's BS -- unless that is affecting bandwidth.
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As for it being "BS", what takes more bandwitdh? a server sending only that which is relevant to a client, or 2 servers sending eve
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True enough. So...
And those fans and reviewers will continue to buy Halo 3, and Halo Wars, and the Halo books, and the Halo graphic novel, and...
Look, if they're Halo fans, then they can bitch all they want, they're Halo fans. They aren't going to switch over to being, say, Gears of War fans because
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Except it's not broken. It works very well, under certain circumstances.
Here's a question: Should VLC refuse to stream a 1024p h.264 video over the network? Should it refuse to do it over the Internet, but allow it over a network? Or should it assume that, if the user has bothered to access that feature, they know what they're doing?
Here's a hint: An ISP in my small town (~10,000 people) is implementing fiber-to-the-home. That
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Umm... why is the situation so different in Halo 3 as opposed to how things were in Halo 2? You can play co-op via split-screen in Halo 2, and the exact same issue is still there (players moving far distances away from each other), yet they somehow handled it just fine: when one user is getting way further ahead on the map, the game will just teleport the lagging-behind player forward to the other player. Why wouldn't this be possible when playing over the internet?
They have been promising this since before 2 came out, just one of the many places where they dropped the ball on 2.
I don't understand why they can't just do they same thing they do in LAN Co-op.. when one player reaches a certain spot it "transports" the other player automatically to that point. That "felt like Halo" enough for 1 and 2...
Sounds more like poor excuses to me. Halo is flirting with solidifying itself as a source of undelivered promises. In-game "vaporware", one might speculate.
Okay, first of all Halo 1 and 2 did not teleport the second player when they got too far from each other - they teleported the other player at checkpoints, when the game saved, so that if you died and had to restart from a checkpoint, both players would be close together. This is not so obvious in Halo 2 due to how railroaded the levels are, you pretty much *have* to travel in a straight line through all the checkpoints. However, if you take a map like Silent Cartographer in Halo 1, which is a gi
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"What did you want them to do? Wave a magic fairy wand and finish the development with their large supply of pixie dust?"
Yeah, when you substitute "pixie dust" for "money and talented developers"....
well... (Score:5, Insightful)
would it be a travesty to do it improperly? Yes it would be. I would MUCH rather they spent time on polishing and tweaking the game rather than continually pounding away at a stone with a toothpick.
Right (Score:2)
Each of those articles also had intense speculation that network Co-Op is 'right around the corner'. First for Halo 1, then for Halo 2. I'm probably willing to say t
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Rememberm in a multiplayer game, one Xbox has to send data on 4 players AT MOST. The Host Xbox has to relay info on 16 players, at most. If you've ever played any BTB games, you know that latency can throw those games off significantly.
This is Bungie. If it were easy to impliment, it wou
String of online mishaps lately...? (Score:1)
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No kidding eh, I mean it's not like Bungie hasn't been making multiplayer games since 1994 [wikipedia.org], or even 1990 [wikipedia.org] if you want to stretch things a bit. Seriously though, the developers of the absolute biggest Xbox franchise can't fulfill the basic expectation of playing campaign with a friend over the net, after the third game in? Not to mention that the Myth [wikipedia.org] games had multiplayer co-op over the net, s
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No kidding. Three games in, and we're going to be happy with just the bare minimum, eh?
Maybe some of us want more than just another online multiplayer deathmatch/CTF first person game. I mean, it's only been done hundreds of times. Maybe some of us want a killer storyline/campaign that we can enjoy along with our friends. Maybe some of us are tired of playing effectively the same fucking game over and over with the slighest improvement in g
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That's a bit of a non-sequiteur, given that bare minimum would imply minimal features within those game modes. If you define the quality of a game as being related to the number of game modes then why don't you just go play Mario Party all day?
Yes. It's called the FPS genre.
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Then what do you call a public beta? That's pretty cool. Every indication they've given so far is that they're working pretty hard on a lot of features. Really, what did they do in the old days that represented a bigger effort than what they're making now? Don't get me wrong, I loved Marathon and Myth and the company Bungie was back then, but I think a lot of people are letting bitterness over their purchase by Microso
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It's mostly because of large maps (Score:2)
Many people in response to this story are asking why you can't just teleport the player like in the local coop modes, well, that's actually the problem not the solution. A system can only hold a limited amount of a games assets (terrain, te
I don't understand (Score:2)
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The level of complexity and the amoun
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There's also GTA:MP which is a separate project for online play for GTA. Sadly, this is the ONLY game I've seen where having a low ping with the server is a penalty. Low ping means anyone that shoots you, you get hit. You try shooting them, and they seem bulletproof. I've done sharpshooting with an M4 against other
Online Co-op Possible (Score:2)
It's stated explicitly that LAN Co-op will be in the game. Given programs such as Warp Pipe for the Gamecube, how hard is it really going to be to simulate a LAN over the internet and enjoy online co-op in all of it's potentially bugged out glory?
I guarantee you someone's going to program and finish such an application, possibly before the game even comes out. It's just a matter of convincing two Xbox 360s that they're on a LAN together, and praying you don't la
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Regarding your second point, however, I don't buy it. Of course synchronizing two environments is a difficult chore, but it's something that has been
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I am NOT in any way, shape or form suggesting that simulating a LAN over the internet is going to allow for easy, bug/lag-free play of Halo 3 co-op. I semi-sarcastically (an internet mistake I know) alluded to the probable bug and lag issues within the concept in my post. Hence, "bugged out glory" and "pray you don't lag
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Also, it hasn't been stated explicitly by Bungie that there will be co-op over LAN. It was written by the writer of that article, who may or may not have accurate information about that.
Plenty of reasons (Score:2)
There are plenty of technical why this could be a problem, the primary reason is one of scale. In online multiplayer, games are limited to 16 players max -- some of the larger Halo battles in campaign mode have included many ti
Dont share the entities : share the random seeds (Score:2)
Halo is a player-driven game, non-scripted events react to the player. If they lob a grenade at a bunch of enemies they may return fire or scatter. These reactions are probably decided
Not conclusive (Score:2)
Gee, I wonder if it's because of... (Score:1)
Let's face it: Halo 3 HAD to look pretty, no matter what. If it didn't look like pure eye candy, Microsoft would never hear the end of it. Something's gotta give.
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The developers can choose within the 360 how much of the 512MB GDDR3 ram they want to allocate between game code and graphics. It stands to reason that most of the time they'll probably got a 50/50 split.. meaning that it ends up being roughly equivalent to the memory available in a PS3 (256MB XDR/256MB GDDR3).
What the hell does this have to do with Online Co-Op again?
Well, then I won't be buying it. (Score:2)
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Actually, yes. I am in the happy position of being price-insensitive on my hobbies. Likely, owning the system would inspire further game purchases, as it opens up options.
They should borrow a technique from MMORPGs (Score:2)
Re:Not to smart either? (Score:5, Interesting)
Really the only game I have ever played where you can be on the other side of the physical game world is crackdown. Then again considering how a game is able to recover from the "host" leaving it seems like 2 players could move apart and load separate areas and trade only data that is relevant to the other client. However something about the way the game could have change.
IN the last 2 you were usually confined along a path with some stuff. Most of the wide open areas were arenas almost with 1 way in and one way out. There was not set distance between both players, but when one hit a check
point, or a load point the player in the previous area was teleported up to the new point. Both things kept it so that only one area was loaded at any given time.
Now if the game is much more open and you have more room to run around it could be that the system of keeping the players together would be less effective, or possibly down right frustrating. Still this might not be as technical as it would be a gameplay related issue.
However the fact that it works over a lan would suggest to me that the issue is bandwidth and latency related. Possibly coordinating the in game AI could cause trouble, possibly the physics, ect ect.
Who knows. Feel free to correct me if I said anything too stupid.
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Re:Not to smart either? (Score:5, Informative)
Minimal collision detection
AI is far more simplistic
Time based actions
client side positioning(You can teleport yourself around in the game, till you get caught atleast)
Are there any physics in WoW?
Those are the major differences i can think of off the top of my head.
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Obviously, though, this reinforces your point
Waiting for action MMORPGs ;-) (Score:2)
Since that time, computers have grown a lot more powerful. I think it is time for some company to pull off an action MMORPG on the same level of speed and realism. Auto Assault had it to some extent, at least the driving had a passable degree of simulation in it (it could have been better, but that seemed to be sloppy modelling
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Teleportation worked because of the linear nature of the games, a lateral movement within the game would never cause a level load, only movement towards or away from the goal would advance you past a point where a new chunk of data would be loaded. If the game is no longer as linear, then the teleport system could be troublesome, if not down right frustrating. Imagine if the brutes have semi fortified a block in a city and you ran into it. You can't f
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Right. Because the quality of a game is dependent entirely on its Internet co-op capabilities. Single player, on-line deathmatch, Local co-op and LAN co-op are insignificant features that no-one wants.
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Without having actually played the single player/co-op campaign, I don't think anyone can say if co-op on the scale of Halo 3 has been done before. Even going a little beyond what has been done before could prove to be an unsatisfact
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A rather baseless accusation given their level of invovlement with their fans, the services they provide on their site, the weekly updates to keep everyone up to date on progress, the multiplayer beta, etc.
They never said anything of the sort. A month ago they said they were working on it, but the