> 2535415305234137;18:
> Not everyone can get use to everything I can tell you for certain that even some pros will never get use to a ten sense and they are the most skilled players in the game. Secondly no you can’t get use to everything that is just stupid.
And you know why that is? Beacause pros, like all humans, have a very limited reaction speed and coordination ability. That is to say, they are not skilled enough. But if someone came who could be as accurate at maximum sensitivity, it’s not like it would be unfair. This person would simply be more skilled than everyone, and therefore more capable of adapting to higher sensitivity. It’s only a matter of skill. So, even if I can’t get used to something doesn’t mean we should limit someone else who can. I don’t need or deserve crutches against someone who’s better than me, and neither does anyone else.
> 2535415305234137;18:
> Third not everyone wants to adapt to a style that can significantly affect your visual experience of the game.
Well, that’s too bad. It should be everyone’s choice whether they want to sacrifice visual harmony for increased awareness or not. I also have to point out that you’re making an awfully subjective argument here, considering that there are people who experience high field of views more visually appealing.
> 2535415305234137;18:
> Last of all your argument of if everyone has the same options then its fair is quite ludicrous. Everyone in cod has the same options no one says thats a fair game.
You wouldn’t mind being any more specific?
> 2535415305234137;18:
> You can have the same Spartan abilities and loud out weapons in halo 4 but no one considered that fair.
This demonstates the problem with your argument fairly well: you don’t really distinguish fairness from all other undesirable effect. Loadouts are fair if everyone has the same options. The problem with loadouts in Halo 4 was never that they weren’t fair, but that they added a level of unpredictability to gameplay without making gameplay any deeper. I don’t know who these “no one” are, but they seem to have a very shallow understanding of the ways in which a gameplay mechanic can fail.
> 2535415305234137;18:
> If everyone could have the same options then why is equal starts so important to fair gameplay. Unless you are someone that is completely against the entire concept of halo then you have contradicted yourself.
I’m glad you asked. You see, it’s a common misunderstanding that equal starts are important for fair gameplay. It doesn’t take long to understand that this is not true. After all, there are many well known competitive games such as Counter Strike, Team Fortress, League of Legends, and Starcraft, which have completely unequal starts, but you’d be hard pressed to consider any of these games unfair. In fact these games show more than that equal starts are unnecessary for fair gameplay. They also show that equal starts are unnecessary for competitive gameplay.
When it comes to Halo, the actual reason equal starts are important to Halo is that it doesn’t have such a rich structure of different classes (or loadouts, for that matter) that would allow for a varied set of playstyles with each class. On the other hand, unequal starts always bring with them a certain amount of additional unpredictability, and it’s this unpredictability Halo players don’t like. It’s a tough sell because the sandbox of Halo isn’t varied enough that loadouts would provide the same level of strategic depth unequal starts provide in other games. This is ultimately because the sandbox of Halo was never designed for that. Halo was originally designed to be a game with symmetric starts, so a lot would have to be changed to actually make asymmetric starts worth it.
And I guess something is also to be said about the identity of Halo. Granted, this is not an objective thing, but many people do associate symmetric starts with Halo, and the game would feel vastly different with asymmetric starts. So, while part of the opposition for loadouts in Halo is rooted in rational considerations regarding how the sandbox of Halo fundamentally works, a significant part of it is also rooted deeply in tradition. However, anyone who thinks asymmetric starts are bad in any inherent way “because they’re unfair” has a very shallow understanding of game design.