Some awesome stuff to look forward to discussed in this new dev update.
The long-lost unreleased Halo: Reach helmet referred to by the community as "GRD" is finally coming to the game! What's "AKIS"? Stay tuned for an upcoming deeper dive with our own lore master GrimBrother One in an upcoming Canon Fodder here on Halo Waypoint!
An unreleased chest piece from the original game is also coming to Halo: Reach in Season 4! Here's a first look from a work-in-progress build.
In addition, we are bringing armor effects back for Elites along with new combinations of chest pieces paired with the prosthetic arm. We are looking at content in terms of how we can expand the surface area of what is possible. We look at finishing unfinished things, making new content, and bringing in things that may not have made their way into MCC but existed before.
An early work-in-progress look at the Custom Game Filter that's currently in development and coming soon to MCC!
Input-based matchmaking is one new feature in the works for MCC and slated for release this year. Here's an early look at an input selection message from a recent internal development build.
There is more discussed in the blog itself but it seems that 343i and their dev partners are far from done with MCC once Halo 4 ships to PC as they have long term plans throughout the next year as of now. Important to note as mentioned though some features could be delayed if they are not up to par quality wise.
Each month we take some time to discuss ongoing feature work, content, and changes that the Publishing Team is working on for Halo: The Master Chief Collection. This month we are joined again by Design Director, Max Szlagor, and Technical Designer, Dana Jerpbak. Let's dive on in with some updates from Max!
With Halo 3: ODST out now and Season 3 in full swing, players are loving all the new Halo 3 content and pretty much unanimously want more of it. Players have been vocal about wanting more vehicle skins like what Halo: Combat Evolved received along with additional weapon skins. We have seen this as a hot topic across the community since Season 3's release. Do you think there's potential for more Halo 3 content down the road?
Max: Short answer is, yes, we do! We are looking at where and when we can deliver in the categories that we have already delivered for skins and then where can we introduce new categories of customization. Meaning, what sort of customization can we add beyond what we have already done?
There are some additional areas we are exploring so investigations are definitely underway and we're coming to it with a lot of ideas, including looking at unreleased content. But we are unsure of the technical feasibility of bringing that work into MCC like the [REDACTED] armor pieces. We're excited, but we want to keep some of the [REDACTED] stuff close to our chest as we figure out just how realistic it is. We do not want to over-promise stuff, but we're definitely taking a look.
I really hope we can make that [REDACTED] happen as a LOT of players would be happy with that! Moving along, one piece of feedback that we have been seeing relates to the Halo 3 Acrophobia skull. Is there a world where additional skulls come over to ODST for either Campaign or Firefight?
Dana: Some clever folks have already discovered that the Acrophobia skull's implementation was not limited to Halo 3 – it's hooked up in a few of the other engines as well, just not fully enabled. Officially supporting this skull in ODST (and beyond) in the future is absolutely something we're open to doing. Acrophobia is a really cool skull in that it allows players to experience classic environments – missions they've played hundreds of times – in an entirely new way. Seeing familiar spaces from an entirely different angle is really exciting.
For ODST, we prototyped yet another new skull but we didn't quite get it in a place we were happy with. I hope we can circle back to it in the future as it was a really cool concept that leaned into some of the same strengths I described about Acrophobia above. It just needed more time to bake.
Regarding new skulls in Firefight, the answer is largely the same. When developing ODST Firefight game variant support, we were careful to build a foundation that would support future additions without breaking compatibility with existing variants. This leaves the door open for skull additions among other things. There are lots of great Firefight options in Reach that would be cool to explore in ODST such as skull configuration and wave composition.
As for when any of this will happen, we'll have to wait and see. Right now, our main focus is Halo 4 and some of the other cool features we've recently talked about. It'll also depend on how players react to the current ODST Firefight game options suite and what they want to see more of.
Well, thank you for the details. We'll continue to keep a close eye on this feedback across the community and be sure to let you know what we hear. Next up, I was hoping to discuss future seasons and features. As Halo 4 approaches, we've got a lot of new content and features on the horizon. Last month, we talked a little bit about Season 4 and sort of teased some new content for Halo: Reach. Max, is there anything else regarding Season 4 content that you want to talk to more about?
Max: Yeah, players can expect to see a few long-lost pieces return for Halo: Reach when Season 4 comes online. The "GRD" helmet is the one that most people have requested, but there were other pieces like another helmet and an additional chest piece that we're able to basically unearth, finish, and polish-up to get in for a future update and seasons. We really think players are going to enjoy these future pieces!
The long-lost unreleased Halo: Reach helmet referred to by the community as "GRD" is finally coming to the game! What's "AKIS"? Stay tuned for an upcoming deeper dive with our own lore master GrimBrother One in an upcoming Canon Fodder here on Halo Waypoint!
An unreleased chest piece from the original game is also coming to Halo: Reach in Season 4! Here's a first look from a work-in-progress build.
In addition, we are bringing armor effects back for Elites along with new combinations of chest pieces paired with the prosthetic arm. We are looking at content in terms of how we can expand the surface area of what is possible. We look at finishing unfinished things, making new content, and bringing in things that may not have made their way into MCC but existed before.
I think just saying that GRD is going to be a reality will make some people super excited! But, it sounds like y'all are taking the customization even further, building on some of the recent Halo 2: Anniversary work that was done with this last update. Can you provide some more detail there?
Max
: That's true. Like I mentioned with the new prosthetic arm pieces, players can take that unique piece and mix it up with some of the other outfits that already exist. Basically, we'll be bringing MCC to parity with legacy Halo: Reach customization and then pushing it a bit further. One of our goals is to bring parity to areas that we were not on par with Legacy and then expanding or improving on that.
This is all a win in my book and will get players even more excited! OK, so I am going to go even deeper and ask about bringing customization across even more the games in the collection. What can you share on that front?
Max: To be clear, we have a lot of ideas for MCC across customization. Finding out what is possible and how that builds on the existing experience is something we are talking about internally. Right now, we are doing our planning for the future sustain plans for MCC leading well into next year. There are a lot of things we are looking at in terms of how we continue to expand and build. I think the more interesting customization pieces we are going to look at in the future are ways we can give you more places in our lobbies and menus for you to showcase your character, pre-match and post-match, that kind of thing.
The possibilities are endless of what y'all could do, and that is awesome to hear! So, looking at things that have undergone planning over this year and are now in development, we have a lot of features coming. We have talked about some of these over the past month both internally and externally. We have had spec reviews, and there are a few features that are going to be debuting in flighting.
Max: Yes, we have a lot of things upcoming for MCC - Input Based Matchmaking and Crossplay, and possibly Regional Server Selection and work relating to PC file share updates to name a few, but there are even more features beyond that for the future.
So I've heard! We also have the long-awaited Custom Game Browser which is a huge feature the community is eager to check out.
Dana: We have been busy for sure.
An early work-in-progress look at the Custom Game Filter that's currently in development and coming soon to MCC!
Yes you have! One interesting thing I've been seeing is that even though we didn't commit to specific timeframes on when these features would launch, some in the community expected they were coming with ODST. I was hoping we could clear up when we think these features are coming, what the community can expect in the flights later next month, and set some expectations on where we are at in development for them?
Dana:
So yeah, Input Based Matchmaking and Crossplay are first, and they are features that we consider co-dependent. These are in development and we did a deep dive into them in the previous blog, but we have continued to iterate on the design, and implementation is going well. It is coming along, and I think it should work the way players would expect and I am excited about flighting it with Halo 4.
Input-based matchmaking is one new feature in the works for MCC and slated for release this year. Here's an early look at an input selection message from a recent internal development build.
Well, we are finally here! One of the key components left to work through on Halo 4 is the uncapped framerate integration, which has started. Like Halo: Reach and Halo 2: Anniversary, this is a tricky one, but we are hoping to take all of our learnings from Halo 3 and ODST to get a better first-time implementation. The additional goal is that we will be able to apply these changes and learnings to both Halo 2: Anniversary and Halo: Reach. At this time, we are unsure if those changes will work or make it into our next release – so no promises yet.
On the flighting side, we are finding ourselves in a difficult situation regarding the feature set. We have Halo 4, which needs to be flighted and tested thoroughly, but we have also got a lot of the juicy features listed below (and further above) moving into testable states very soon. We know from our past flighting data that the more we add to a flight, the less actual coverage we get on the things we need to ensure everything is stable and ready. So, the pickle really is - how do we flight all these things and still ensure Halo 4 is in a great state?
The simple answer here is that we are going to hold back some of these features and likely shift them into a later release. At the time of writing this, we're still going through the process of assessing where each feature is, asking if it needs to be in the flight, and weighing the priority of getting this into your hands now vs later. As we get closer to flighting, we will share more information on what features will be fighting alongside Halo 4.
Now, time for our second pickle. It's October and that only leaves us with three months to stabilize, polish, and ship Halo 4 along with all of these additional features before the end of the year. We are likely in a scenario now that some of the features outlined below will slip into 2021 if they do not meet our quality and functionality expectations. We are going to continue to work our hardest to get as much of this in your hands as soon as we can, and we will likely throw in a few surprises as well 😉
Looking into next year, I am in the middle of solidifying plans with our team and partners. There are some very exciting things in here, but more on that at a later time…..
TOP COMMUNITY REPORTED ISSUES
Below is a status update to the top Known Issues which we've previously discussed in prior MCC Development Updates going all the way back to last December. As updates are made between blogs, you can always check out the latest status discussed in the MCC Development & Flighting Updates (aka.ms/FridayDevFlightUpdateMCC), and also please review the Known Issues found on the Halo Support site for the latest details. The team is still progressing on various backlog issues and feature requests as possible. The scope and implications of these issues vary greatly so while some may see good movement in a given month, others may not.
ACTIVELY IN DEVELOPMENT
IN DESIGN ITERATION
- UI/UX Improvements around navigation, roster, customization, and many more areas of the game
- Saber is in the process of fixing integration bugs around this work
- View Model Adjustment for all games
- Saber is in the process of fixing integration bugs around this work as well as bringing this to all the other games in the collection
- Steam Account Linking
- This is lower priority so for now, it's sitting in a separate branch. We'll pick this back up once higher priority features are completed.
- In-Game FPS Cap/Adjustments
- In test with our QA team
- PC File Share
- Still making good progress here but this is a large feature and is taking a lot of engineering and design iteration time
- Additional Video Settings/Options
- In test with our QA team
- Custom Game Browser
- Another large feature that we are taking our time with
- Input-based Matchmaking
- In test with our QA team
- Regional Server Selection
- In test with our QA team
- Cross-Play between Xbox & PC
- In test with our QA team
- Double Key Binds for all games
- Saber is in the process of fixing integration bugs around this work
- Better ways to Report Players
- This work is now being bucketed alongside our file share work, as that stream progresses, so will this
- Per Game Audio Options
- Work is starting to come in for this now, we should be transitioning to testing soon
- Additional season content (season 4+)
- Looking really good, I think you all will be excited
- Text Chat Improvements (added)
- More on what we're planning here in a later update
IN BACKLOG PENDING FURTHER DISCUSSIONS
- Additional Mod Support
- Part of our plan for next year currently. We will have additional information in a later update
- VFR Improvements to Reach & H2A
- This should move up before the next blog but will depend on how our H4 integration and investigation into these goes
- Bringing PC Features to Console (Like FOV Sliders)
- Hoping to move this into development soon
- Additional Accessibility Support
As always, there are likely some things we've neglected to mention in here. Please reach out to us through the various forms of social outlets and let us know your thoughts to help us build our topics for the next development blog.
- Idle System Improvements
- Split Screen on PC
- HDR Support on PC
-farn
Halo: The Master Chief Collection - MCC Development Update - September 2020
Join us for our latest MCC Development Update for a closer look at what you can expect with Halo 4 and our next Insider flight, updates on new content and features on the horizon, and the latest status of key community feedback items. Buckle up and prepare to drop!
www.halowaypoint.com
There is more discussed in the blog itself but it seems that 343i and their dev partners are far from done with MCC once Halo 4 ships to PC as they have long term plans throughout the next year as of now. Important to note as mentioned though some features could be delayed if they are not up to par quality wise.