Be honest how would you feel about that?
Depends on how long, New UT has a rather short run, works great as a “jumping platform”, or “evade platform”.
I don’t see a really good reason to implement longer distance runs though, what exactly would their purpose be?
> 2533274795123910;2:
> Depends on how long, New UT has a rather short run, works great as a “jumping platform”, or “evade platform”.
>
> I don’t see a really good reason to implement longer distance runs though, what exactly would their purpose be?
I wouldn’t mind an ultra wall jump evade but wall running? No!
Inserts No god pls No Gif here
I think wall-running as a gimmick only really works in games that need characters to have that extra mobility. The vast majority of maps in Halo have either large, open areas for skirmishes, or tight corridors for CQC encounters. If they were to introduce wall-running, they’d have to reformulate the way they build their maps.
Titanfall and COD has it already… no thanks…
It would make me quit Halo I think.
No it just wouldn’t work. COD and titanfall already have it and I don’t think it would work in halo.
We have ground pound so why not they’ve removed what was halos own gimmick Spartan Abilities now every game has copied that gimmick.
I rather they removed all the other extra mobility options they’ve crammed in. Not add more.
Most of them provide no benefits to the game, or don’t fit in with what was well established Halo gameplay.
Thrusters work fine. Everything else has to go, and we have to stop looking at the mainstream FPS games to get our ideas and additions for Halo.
> 2533274795123910;2:
> Depends on how long, New UT has a rather short run, works great as a “jumping platform”, or “evade platform”.
>
> I don’t see a really good reason to implement longer distance runs though, what exactly would their purpose be?
This is the kind of thinking I’m talking about. Instead of good ideas like this. Where 343i could be testing a ‘wall jump’ mechanic to give extra options and movement (without drastically changing gameplay and map design) we instead have clamber and we are now talking about Wall Running.
Let’s stop acting like “evolving” Halo is only done through coping the mainstream. We need to evolve Halo in its own right, by adding mechanics and features that work well with the franchise.
> 2547348539238747;10:
> I rather they removed all the other extra mobility options they’ve crammed in. Not add more.
>
> Most of them provide no benefits to the game, or don’t fit in with what was well established Halo gameplay.
>
> Thrusters work fine. Everything else has to go, and we have to stop looking at the mainstream FPS games to get our ideas and additions for Halo.
>
>
>
>
> > 2533274795123910;2:
> > Depends on how long, New UT has a rather short run, works great as a “jumping platform”, or “evade platform”.
> >
> > I don’t see a really good reason to implement longer distance runs though, what exactly would their purpose be?
>
>
> This is the kind of thinking I’m talking about. Instead of good ideas like this. Where 343i could be testing a ‘wall jump’ mechanic to give extra options and movement (without drastically changing gameplay and map design) we instead have clamber and we are now talking about Wall Running.
>
> Let’s stop acting like “evolving” Halo is only done through coping the mainstream. We need to evolve Halo in its own right, by adding mechanics and features that work well with the franchise.
This guy has got er figured, if Halo 6 has wall running not only will I quit halo forever, but I will run 343s name into the dirt at every opportunity I get for the rest of my years, Halo needs to shed its dead weight that it has acquired by copying modern shooters and innovate in its own way
I mean, buck does it in the game so… Why can’t we?
I like Halo 5’s mobility because it accomplishes exactly what it’s trying to achieve (implement new movement opportunities, fresh gameplay for the series, speed up gameplay) while still feeling original. Black Ops 3’s wallrun feels literally like they ripped the coding from Titanfall and crammed it into CoD, whereas Halo’s new movement options (yes, even the ones that have been done before like slide to crouch and clamber) all feel like they belong and whether or not they were original to Halo 5 entirely, or had been done in another game, they all feel like Halo 5’s movement system, unlike BO3 that feels like Titanfall’s movement system.
That being said, wall running has no place in Halo because of the type of game it is. Titanfall and CoD are twitch shooters, they rely on reaction time more so than skill. If you see someone first in CoD, chances are you’ll get the kill. Halo has always been more about skill because of the Time-To-Kill on enemy Spartans. Just because you come up on someone first doesn’t mean you’ll finish them off. Wall running works well in a game with quick kill times because it’s a niche-skill (or what I’ve come to call a pseudo skill). If you kill someone while you’re both on level ground in CoD, you don’t feel like you’ve outmatched them, just that you’re quicker on the draw, but in CoD’s attempt to branch into skill-based gameplay, they’ve added small niches in hopes that players will feel like their individual prowess matters. (That’s not to say that there aren’t CoD players who can win based on their skill alone.) In short, killing someone while wall running makes you feel superior in the same way that hitting your gravity spikes at the right moment makes you feel like you used a skill that the enemy did not have to win. This is absent in older CoD games, where you relied on your weapon and little else. I’m not saying it’s bad, in fact I’m glad the series is changing up, but the mechanics do NOT fit Halo, a series where skill has ALWAYS been the fundamental difference between two players.
Adding a niche thing like wall running is alright if you’re trying to make your twitch shooter more rewarding (and fast paced), but implementing such a thing into Halo would just cheapen the already ever present skill barrier. The other Spartan Abilitied such as Ground Pound don’t fit that Niche, because while they can kill you quickly, they still require a good amount of sense to use. Wall running is the same as normal movement, but you’re on a wall.
TLDR; wall running has no place in Halo, shouldn’t be in Halo, and most likely will never be in Halo.
> 2535405537190242;1:
> Be honest how would you feel about that?
That depends entirely on how well it was implemented.
If Halo 6 expands on the Spartan Ability system instead of scaling it back then it is a MASSIVE turn off to me. I already don’t like Halo 5’s gameplay changes that much. Some of them I can deal with, sure, but overall I don’t like them. To expand on that is only going to push me (and I feel a lot of fans of classic Halo as well) away.
Prepare for Titanfall…
It doesn’t need it, we already have enough fancy par-core things in halo as it is.
We don’t want this to be a Mirrors Edge rip off.
You want to know how I would feel?
Nausea.
I’d have playable elites removed before that happened! Oh wait…
First, I feel like I need to say “I don’t want this game to be like X” is a silly reason for not wanting a mechanic.
EDIT
The above probably deserves some more elaboration, so I’m going to quote here what I said on page 11:
> I’m really disappointed to see people going for this “I don’t want CoD” and “Halofall” nonsense. It’s as silly to dismiss mechanics based on current trends as it is to demand them for the same reason. Trends are just trends, and design decisions should be made independently of them based on what the mechanic has to offer to gameplay. Good design is timeless, and so is bad design. If wall running was an acceptable mechanic when it wasn’t in mainstream games, it’s an acceptable mechanic now. If you don’t have good reasons for why Halo shouldn’t have had wall running in 2004, you don’t have good reasons why Halo shouldn’t have it now.
END OF EDIT
That said, I have thought of the effects of wall running on Halo every now and then. Obviously, the distance the wall run lasts is very important, as well as how jumping off the wall works. For example, if the wall running was done like in Titanfall, it would give players very much freedom. But that’s not the only way of doing wall running, and it’s entirely possible to make wall runs that are short and only propel you horizontally from the wall.
The most obvious use of wall run is to clear gaps that are larger than those which are possible to jump over. But I find it difficult to think of tangible benefits of implementing a wall run mechanic, instead of designing the jumps in such a way that they are possible without a wall run. After all, any path that can be crossed by wall running can be designed to be passable without wall run by placing a piece of geometry on the wall that acts as a very small ledge the player can jump off, but not stand on. And wall running is easy, jumping off small pieces of geometry is difficult. So, in this respect the benefits of wall run on gameplay depth seem like something that could as easily be simply achieved with clever map design. As is common with movement mechanics.
The other potential of wall run is in combat, where it might be used as a sort of a strafe, or if the opponent is coming from behind a corner, to ambush the from the above as they run through the doorway. This introduces some interesting scenarios and tactics for combat, which would suggest that there might be some sense in some sort of wall run mechanic. However, one also needs to consider what negative impact the mechanic might have. One clear thing is complexity. A new ability is not only a new ability, but it also needs to find its place on the controller, which is already crowded by other actions.
Another concern is freedom. A limited movement set forces the player to be creative in how to approach movement. Especially with great map design where paths might be hidded in plain sight, the limitations of a simple movement system force the player understand the geometry and be on the lookout for possible paths. When the player is given more freedom in their movement, new paths open up that are a lot more obvious, and so moving efficiently around the map requires a lot less mental (and also physical) effort from the player. This concern about freedom isn’t just exclusive to wall running, but any new movement mechanic. The question is whether the mechanic adds more than it removes.
Frankly, I don’t see wall running being a meaningful addition. Maybe someone can suggest me more of creative uses for it, but a couple of somewhat interesting combat moves don’t make it a very meaningful addition. The new tactics it enables don’t outweigh the detrimental effects of the freedom it gives. A movement mechanic should add not only few, but a great deal of new approaches for the player and the map designer. Wall run just doesn’t do that.