I’m curious, Would you see a double jump ever working in a Halo game?
Personally, I don’t see why it couldn’t work from a play perspective, but double-jumping has always resulted in immersion problems for me. I’m not sure why . . . it’s not like the FPSs I’ve enjoyed (Wolfenstein, Doom, Halo) are uber-realistic in other aspects. Nevertheless, my personal preference is for it to remain out of Halo (but not for gameplay reasons). I wouldn’t object if it made it’s way in, though.
nope it will not work… will ruin map design
> nope it will not work… will ruin map design
Elaborate, please, because I don’t see that at all.
> Personally, I don’t see why it couldn’t work from a play perspective, but double-jumping has always resulted in immersion problems for me. I’m not sure why . . . it’s not like the FPSs I’ve enjoyed (Wolfenstein, Doom, Halo) are uber-realistic in other aspects. Nevertheless, my personal preference is for it to remain out of Halo (but not for gameplay reasons).
I couldn’t say it better myself, but what do you think of having double jump an option for custom games, it’d sure as hell make way for some fun mini-games wouldn’t you agree?
> > Personally, I don’t see why it couldn’t work from a play perspective, but double-jumping has always resulted in immersion problems for me. I’m not sure why . . . it’s not like the FPSs I’ve enjoyed (Wolfenstein, Doom, Halo) are uber-realistic in other aspects. Nevertheless, my personal preference is for it to remain out of Halo (but not for gameplay reasons).
>
> I couldn’t say it better myself, but what do you think of having double jump an option for custom games, it’d sure as hell make way for some fun mini-games wouldn’t you agree?
Totally. Plus, it’s not the first time I’ve seen someone talk about double-jump in Halo. A few have proposed it as a much better alternative to the jetpack.
Someone had a wall-jumping (Mario-style) proposal a little while back, which would also be fun for customs. I think both could work in matchmaking, too, but the wall jump one would be tricky to implement well.
Its one of those cool things to have in a FPS but really with Titanfall and CoD Advanced Warfare doing it I really don’t think it should be in Halo.
I already see people complain about things like DW being cool and how cool things shouldn’t be put in just for that factor.
Caboose the maps would have to be design around players being able to double jump so they could get around with this mechanic. In Titanfall there are buildings with windows where you could double jump into them and the maps allow you to run around and get to high places ideal for sniping and height advantage. I just don’t see this working in Halo. I know that a lot of people didn’t like Reach’s Jetpack because the player could use it as a height advantage against others.
Double jumping and wall running also makes Titanfall really fast paced and I see a lot of people complaining how H4 is fast paced (or tried to be) and chaotic. Would adding double jump really help move Halo in the right direction?
> Would adding double jump really help move Halo in the right direction?
I’d love the idea of being able to toggle double jump for Custom-Games, I don’t really think too many people would have anything bad to say about that, other than custom games and maybe Action Sack, no, I don’t think this has a place in normal arena based action.
> Personally, I don’t see why it couldn’t work from a play perspective, but double-jumping has always resulted in immersion problems for me. I’m not sure why . . . it’s not like the FPSs I’ve enjoyed (Wolfenstein, Doom, Halo) are uber-realistic in other aspects. Nevertheless, my personal preference is for it to remain out of Halo (but not for gameplay reasons). I wouldn’t object if it made it’s way in, though.
What when said mechanic is linked to the thrusters on the back?
Or what do you exactly mean with “immersion problems”?
That is not entirely impossible. With the recent hatred towards the jetpack, turning it into a double jump would be a good way to balance the jetpack (Including its recharge time/power would need to be altered).
> Caboose the maps would have to be design around players being able to double jump so they could get around with this mechanic. In Titanfall there are buildings with windows where you could double jump into them and the maps allow you to run around and get to high places ideal for sniping and height advantage. I just don’t see this working in Halo. I know that a lot of people didn’t like Reach’s Jetpack because the player could use it as a height advantage against others.
Yep. I was trying to get Exotic to be more specific. As long as a map takes jump height into account, the double-jump feature won’t “break map design” any more than crouch or spring jumping (in fact, a reasonable double-jump height in Halo might be just a tad higher than spring jumping). And the main reason people didn’t (don’t) like jetpacks is because not all players have them and jetpackers can access map locations that non-jetpackers cannot. Double-jumping would be universal, so that would not be a concern.
With all of that said, my preference remains that it be at most a custom games option . . . but if it does make it in, it would bother me primarily from an immersion standpoint only. Assuming the CA maps (or whomever is contracted to design them) actually design around the mechanic.
> > Personally, I don’t see why it couldn’t work from a play perspective, but double-jumping has always resulted in immersion problems for me. I’m not sure why . . . it’s not like the FPSs I’ve enjoyed (Wolfenstein, Doom, Halo) are uber-realistic in other aspects. Nevertheless, my personal preference is for it to remain out of Halo (but not for gameplay reasons). I wouldn’t object if it made it’s way in, though.
>
> What when said mechanic is linked to the thrusters on the back?
> Or what do you exactly mean with “immersion problems”?
Linking it to thrusters would be fine (I myself proposed that like a year ago as a way to get rid of jetpacks). But then it’s not “double jump” . . . it’s “thrust jump”. I realize the effect is the same gameplay-wise . . . but to my own little monkey brain, it’s entirely different believability-wise.
It may sound ridiculous, but the physics of double jumping are so wrong that when I play a game that includes it, it kind of pulls me out of the game. And yes, I do realize there are all kinds of things in Halo where the physics are equally as wrong . . . but those don’t bother me like double jumping. I am incapable of providing any logical reasons why.
It just feels kind of Mickey-Mouse-ish for a serious game.
> > nope it will not work… will ruin map design
>
> Elaborate, please, because I don’t see that at all.
people will now have one more thing to worry about. seeing as halo 5 is supposed to be arena shooter double jump would just ruin it because map design now has to fit jumping and double jumping just making maps more random a thing we don’t want, and think of gameplay could you ever see halos gameplay fitting double jump? i know i couldn’t
> people will now have one more thing to worry about. seeing as halo 5 is supposed to be arena shooter double jump would just ruin it because map design now has to fit jumping and double jumping just making maps more random a thing we don’t want
Accounting for a universal mechanic with fixed map geometry is the opposite of random.
> > people will now have one more thing to worry about. seeing as halo 5 is supposed to be arena shooter double jump would just ruin it because map design now has to fit jumping and double jumping just making maps more random a thing we don’t want
>
> Accounting for a universal mechanic with fixed map geometry is the opposite of random.
take a look at destiny, did it work maybe. does it feel competitive? no.
Think about every nook and cranny people can jump now, so yes it does become random when you are trying to predict the enemy
> > What when said mechanic is linked to the thrusters on the back?
> > Or what do you exactly mean with “immersion problems”?
>
> Linking it to thrusters would be fine (I actually proposed that like a year ago as a way to get rid of jetpacks). But then it’s not “double jump” . . . it’s “thrust jump”. I realize the effect is the same gameplay-wise . . . <mark>but to my own little monkey brain, it’s entirely different believability-wise</mark>.
>
> It may sound ridiculous, but the physics of double jumping are so wrong that when I play a game that includes it, it kind of pulls me out of the game. And yes, I do realize there are all kinds of things in Halo where the physics are equally as wrong . . . but those don’t bother me like double jumping. <mark>I am incapable of providing any logical reasons why</mark>.
I will take and accept it as it stands ;D
What personally bothers me about double jump in games like Destiny for example is because of the commonly used ADS mechanics properly aiming and shooting while double jumping is a pain.
So my issue with it in such games is more that it takes you out of combat or rather interrupts it.
In Halo a “thrust jump” could flow smoothly into combat though, why I think such a mechanic is definitely worth at least a thought since it comes with quite much potential in regards to movement, map design and overall combat/gameplay in general, in my opinion.
> > > people will now have one more thing to worry about. seeing as halo 5 is supposed to be arena shooter double jump would just ruin it because map design now has to fit jumping and double jumping just making maps more random a thing we don’t want
> >
> > Accounting for a universal mechanic with fixed map geometry is the opposite of random.
>
> take a look at destiny, did it work maybe. does it feel competitive? no
> Think about every nook and cranny people can jump now, so yes it does become random when you are trying to predict the enemy
There are far more significant differences between Destiny and Halo than the presence of a double jump.
And player-induced randomness (rather than game-induced randomness like PoD) is generally a good thing.
> In Halo a “thrust jump” could flow smoothly into combat though, why I think such a mechanic is definitely worth at least a thought since it comes with quite much potential in regards to movement, map design and overall combat/gameplay in general, in my opinion.
The TP was the best thing (by far) 343i introduced in H4 multiplayer, in my opinion. I love the thing. My only two beefs are the switch to 3rd-person (unnecessary) and the physics (thrusting does not add to your velocity - i.e., thrusting on the Adrift man cannons = fall to your death). I would welcome a jump boost that involves the TP.
> > > nope it will not work… will ruin map design
> >
> > Elaborate, please, because I don’t see that at all.
>
> people will now have one more thing to worry about. seeing as halo 5 is supposed to be arena shooter double jump would just ruin it because map design now has to fit jumping and double jumping just making maps more random a thing we don’t want, and think of gameplay could you ever see halos gameplay fitting double jump? i know i couldn’t
Exactly it would cause more trouble to implement it then it would just leaving it out. Jetpacks and double-jumps in my opinion don’t need to be in Halo (thankfully Jetpacks are gone with AAs). Titanfall? Yes it fits. Halo? Nah I see more trouble then it is worth.
If you want to double jump throw a grenade at your feet. 
> > > people will now have one more thing to worry about. seeing as halo 5 is supposed to be arena shooter double jump would just ruin it because map design now has to fit jumping and double jumping just making maps more random a thing we don’t want
> >
> > Accounting for a universal mechanic with fixed map geometry is the opposite of random.
>
> take a look at destiny, did it work maybe. does it feel competitive? no.
> Think about every nook and cranny people can jump now, so yes it does become random when you are trying to predict the enemy
You’re comparing two entirely different games that have different mechanics in a PVP situation.
> Think about every nook and cranny people can jump now, so yes it does become random when you are trying to predict the enemy
Everyone can already jump. Has always been able to.
Hence (default) double jumping is/would be as predictable/unpredictable as regular jumping.