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> I have a hard time thinking about other supporters for “glow in the dark” armor/coloration forced sets than those that are in even slightest afraid of the safety they lose by having an option offered to other players simply because some out of place color pleases their eye.
See, it has nothing to do with being afraid of anything, nor is it about what pleases my eye. Frankly, I don’t care what you like to wear. It’s just that your idea is in conflict with my idea of Halo’s gameplay.
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> The active camo power up argument depends heavily on the game that is under the discussion. The original Halo Combat Evolved encouraged movement by not limiting the “camo” by movement & only by time while in Halo Reach more of a stop & go type of gameplay was encouraged by having increased movement speed decrease the effectiveness of camo itself.
Of course, Halo Reach alread deviated from that design, but I never said I want it like Reach. The phrase “spirit of Halo” should be indication enough that I’m not talking about what any particular game has done, but about what my ideal of Halo is.
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> And by “unwanted” player behaviour, what could you mean by that? the general view of some studio? A publisher? A certain developer or something different?
Obviously, these are my views. You should always assume that everyone on these forums represents their personal views and personal views only unless proven otherwise.
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> What about the concept of darkness? The concept of blending in the light much like lanternshark?
Not many dark multiplayer maps in Halo.
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> Is strategic thinking less valuable of an aspect as quick reflexes in ranked competition.
I’m not sure where you got the idea that opposing hiding has anything to do with opposing strategic thinking. On the contrary, I value design that increases the strategic depth of the game. It’s just that your idea is not that. There’s nothing inherently strategic about being hard to see. Don’t get me wrong: you can absolutely design a game around that, but you have to design the game around it. Just making players harder to distinguish from the background would add little strategic value to Halo.
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> Is there really one true way that fits the concept of Halo in form of visual gameplay when the franchise has been constructed & molded by multiple people?
Each person has their own ideals of what Halo should aim to be.