I think we're both in agreement on the particular issue of magnetism, we'd both like a middle ground to be found between how it
was and how it
is, so I'll continue our tangential discussion because it's still related to the topic.
I think we will just have to agree to disagree. All of the things you liked about the differences in Halo PC are the things I hated (in Halo PC and subsequent Halo games for Xbox). To me, one team knowing when the next powerup is coming back and the other team not knowing does not lead to the most interesting matches. Both teams having the same information and using their skills to determine who will gain the advantage of the powerup is the ideal of competitive gaming to me.
Well mcfrank, as the saying goes, you may be entitled to your own opinions, but you aren't entitled to your own facts, and facts are what I'm concerned with. Unless one remains willfully ignorant of them, I don't see how there can be any contention over this point. You've now reiterated that CE is most competitive when "every team is on equal footing," as you wrote, despite that remaining untrue. While what's "most interesting" is an entirely subjective matter, what we were discussing prior to that shifting of the goal posts was the question of what's most
competitive. That question has a more objective answer - competitive games are widely accepted as those which emphasis and reward skill, rather than luck, to give a basic definition. Halo CE
is an arena shooter, like Quake and Unreal Tournament, and in an arena shooter the means by which a player beats an opponent are almost always through the use of special items. These weapons and power-ups unquestionably confer an advantage to the player who has them - there's no semblance of equality in these games. To claim an arena shooter like CE is most competitive if it's the case that players have "the same information," or more generally, have equality, is to declare a gross misunderstanding of a foundational characteristic of arena FPS.
You ascribed several qualities to static timers in your reply that are flat out wrong as well. For example, suggesting that there is a "strategy" in deciding whether to take a power-up or kill an enemy player trying to do the same thing. This is a false dichotomy - there are no practical situations in which these goals would be mutually exclusive - hence there's no strategic decision to be made between the two options. You suggested that static timers "forced out campers," however this is simply untrue. In and of itself, static timers don't encourage movement around an arena any more than player-controlled timers, items remain where they are and hold influence over players in either event. Infact, relative to player controlled timers, static timers present considerably
less incentive to move around the map for respawning items because they will often respawn concurrently, making them strategically unwise if not impossible to collect. This isn't as much of a problem with player-controlled timers. You also claimed that static timers "concentrated fighting," but this is a red herring. Distance between opponents is determined by too many factors to be distilled down to one cause, but more importantly, such a thing has no direct relationship with the degree of competition in a game.
The fact is that having player agency control item respawns adds a level of strategic decision-making to an arena that is simply absent with static timers - this
is a fact. There becomes a
real strategic decision to be made with controlled timers when one takes an item because when one does so one will initiate a timer. The logic here is very simple to grasp, in one case, there's a choice and a potential for strategy, in the other, the choice is already made and there's no meaningful strategy. Having control over an item takes on further depth with Quake-style timers because not only is one simply in possession of an item, one also
controls the item and has a more accurate idea of when it will return. This allows for each item in the arena to necessitate individual attention to be "owned," adding a level of strategy and competition.
At the end of the day though, all of this discussion leads up to one
critical point - that systematization of CE is bad. Since CE is almost a fourteen year old game, it's understandable that it's mechanics are simple by today's standards. The single biggest mechanic that's exploited by systematic players is the respawn system - both for players and for items. What is systematization and why is it a bad thing? It's the process of breaking a game down into it's most simple components and then exploiting those components to produce the most favorable outcome.
Why is that bad? Play tic-tac-toe against a systematic opponent and you'll quickly learn that the player who takes their turn first is guaranteed to tie or win if they play systematically. The same is true for checkers and even for chess. While it's certainly challenging, it isn't fun to play chess against an advanced A.I. for the same reason - the computer is programmed to play systematically - it makes every move based on assessments and reassessments of probability, rather than on intuition, skill, "feel," or experience like any human opponent. In poker, decks are reshuffled constantly and players often exit pots without revealing their hands to prevent their opponents from beating them in a systematic fashion, that is, by counting cards, which is actually regarded as cheating in that game because it's so problematic. To give a specific example from Halo, when pitted against opponents who play systematically on a map such a prisoner, what may effectively determine the outcome of the game is simply where the teams spawn - similar to how turn order can decide a game of checkers before it's began. In both cases, factors that are outside of one's control may end up determining the outcome of a game - not
because of a random factor - all things are random to an extent - but because the game enables systematic play. The systematic approach to games enables people to be good at "playing a game" rather than being good
at the game. Like randomness, it's antithetical to a skillful, competitive game and can't be eliminated, only minimized. Those who memorize player spawn locations and exploit that knowledge and who utilize timers are playing CE systematically, those player's success is owed not to a skill, but to reducing a weak system down to probabilities. For this reason, it would be for the best if new player respawn points were added to each map and if opponent based visibility-checking was implemented.
Anything that impedes a player's ability to win a game of CE by playing it systematically is good. Not only is it decidedly unfun to play games against opponents who have systematized them, those games are uncompetitive because a reduction of outcomes to mere probabilities becomes a surer path to success than skill. Fixing a game itself is necessary to fix a player's exploitation of it, though.