I know I’m about to be grilled into the ground for supporting sprint in any way, shape, or form, but I believe that Halo Infinite’s campaign should have sprint as it is open-world. Multiplayer is a different story however, I think multiplayer shouldn’t have sprint.
I feel fine with either, it doesn’t seem to be speedy Gonzalez sprint from H5 but more akin to H4’s slower sprint which is fine to me since it really won’t affect map gameplay especially since H2’s movement speed is faster than H4’s sprint. It would make since in campaign to since it’s like a ODST map layout of objectives you can do at your own pace especially since it can act as a placebo to make you feel like you’re going faster
> 2535436541714489;1:
> I know I’m about to be grilled into the ground for supporting sprint in any way, shape, or form,
It’s perfectly fine to like and support something.
> 2535436541714489;1:
> but I believe that Halo Infinite’s campaign should have sprint as it is open-world.
But, why?
Open worlds can easily be created in such a way that sprint isn’t required or necessary.
Looking at open world games, they feature modes of travel far faster and more convenient than just sprinting.
Whereas you’ll use sprint in the “mission” areas, usually contained at a small location, almost functioning as a regular map.
> 2535436541714489;1:
> I know I’m about to be grilled into the ground for supporting sprint in any way, shape, or form, but I believe that Halo Infinite’s campaign should have sprint as it is open-world. Multiplayer is a different story however, I think multiplayer shouldn’t have sprint.
For me, I would like it to be the opposite. I like sprint because it allows you to slide, which is incredibly useful in multiplayer. I don’t think there would be any use for slide in campaign, which is why I am fine with sprint not being present in campaign. Being open world wouldn’t really factor into the equation seeing as you can teleport to different sections of the map (I think), and you wouldn’t need to have some sort of way to traverse distances faster.
As much as I dislike sprint, it’s important for a game to be consistent between campaign and multiplayer. If the shield system in Halo 5: Guardians was inconsistent, missing an entire movement mechanic in Halo Infinite’s multiplayer would be a mess.
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> As much as I dislike sprint, it’s important for a game to be consistent between campaign and multiplayer. If the shield system in Halo 5: Guardians was inconsistent, missing an entire movement mechanic in Halo Infinite’s multiplayer would be a mess.
So because a mechanic is bad yet in one part of the game, we must keep it throughout? Like equipment in H3 staying in MP maps even though it was available in campaign?
> 2535447291443771;2:
> I feel fine with either, it doesn’t seem to be speedy Gonzalez sprint from H5 but more akin to H4’s slower sprint which is fine to me since it really won’t affect map gameplay especially since H2’s movement speed is faster than H4’s sprint. It would make since in campaign to since it’s like a ODST map layout of objectives you can do at your own pace especially since it can act as a placebo to make you feel like you’re going faster
All sprint effects map design, stop spewing rubbish about how slow it is compared to previous games. It is still faster and different than combat speed and as such effects all aspects of the game.
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> > 2535425271455392;5:
> > As much as I dislike sprint, it’s important for a game to be consistent between campaign and multiplayer. If the shield system in Halo 5: Guardians was inconsistent, missing an entire movement mechanic in Halo Infinite’s multiplayer would be a mess.
>
> So because a mechanic is bad yet in one part of the game, we must keep it throughout? Like equipment in H3 staying in MP maps even though it was available in campaign?
If it’s going to be in one, it needs to be in the other. Otherwise, players going between modes will have to subconsciously adjust to whether or not they have access to it.
Plus one for having consistent mechanics across the board. And this was highlighted by 343 in last months video chat. The sandbox is set to allow subtle changes - but it has to be consistent.
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> > 2535447291443771;2:
> > I feel fine with either, it doesn’t seem to be speedy Gonzalez sprint from H5 but more akin to H4’s slower sprint which is fine to me since it really won’t affect map gameplay especially since H2’s movement speed is faster than H4’s sprint. It would make since in campaign to since it’s like a ODST map layout of objectives you can do at your own pace especially since it can act as a placebo to make you feel like you’re going faster
>
> All sprint effects map design, stop spewing rubbish about how slow it is compared to previous games. It is still faster and different than combat speed and as such effects all aspects of the game.
Sprint for infinite as far as could tell is not faster than the combat speed, I don’t know why you’re spewing rubbish about that since H5 was the only one really affected by it since you could use a combo to move faster. Also it doesn’t affect all aspects of the game in the end especially with how tuned down sprint in infinite seems to be compared to H5’s sprint.
I think sprint is good for mp too, it should be faster than the infinite one though. Looks like we don’t really get much back for lowering your gun.
which kills the concept a bit, but maybe it’s faster than it looks.
> 2535447291443771;2:
> I feel fine with either, it doesn’t seem to be speedy Gonzalez sprint from H5 but more akin to H4’s slower sprint which is fine to me since it really won’t affect map gameplay especially since H2’s movement speed is faster than H4’s sprint. It would make since in campaign to since it’s like a ODST map layout of objectives you can do at your own pace especially since it can act as a placebo to make you feel like you’re going faster
H4’s sprint is one of the fastest implementations lmao
Just play footage of the two games, side by side, H4’s sprint is fast, clunky and slippery. Most of H:I’s mobility is very clearly a tweaked implementation of H5’s
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> > 2535447291443771;2:
> > I feel fine with either, it doesn’t seem to be speedy Gonzalez sprint from H5 but more akin to H4’s slower sprint which is fine to me since it really won’t affect map gameplay especially since H2’s movement speed is faster than H4’s sprint. It would make since in campaign to since it’s like a ODST map layout of objectives you can do at your own pace especially since it can act as a placebo to make you feel like you’re going faster
>
> H4’s sprint is one of the fastest implementations lmao
>
> Just play footage of the two games, side by side, H4’s sprint is fast, clunky and slippery. Most of H:I’s mobility is very clearly a tweaked implementation of H5’s
H4 was pretty slow sprint wise and was clunky like you said, I was meaning by saying more akin to H4’s sprint because of how it wasn’t a giant speed boost, I’ve compared H:I, H5 and H4 and it’s around H4’s level of transition from regular jogging or running to sprinting unlike 5 which had a bigger speed boost. I’m just glad that it looks more smooth than H4’s and slower than H5’s sprint
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> > 2533275010601282;12:
> > > 2535447291443771;2:
> > > I feel fine with either, it doesn’t seem to be speedy Gonzalez sprint from H5 but more akin to H4’s slower sprint which is fine to me since it really won’t affect map gameplay especially since H2’s movement speed is faster than H4’s sprint. It would make since in campaign to since it’s like a ODST map layout of objectives you can do at your own pace especially since it can act as a placebo to make you feel like you’re going faster
> >
> > H4’s sprint is one of the fastest implementations lmao
> >
> > Just play footage of the two games, side by side, H4’s sprint is fast, clunky and slippery. Most of H:I’s mobility is very clearly a tweaked implementation of H5’s
>
> H4 was pretty slow sprint wise and was clunky like you said, I was meaning by saying more akin to H4’s sprint because of how it wasn’t a giant speed boost, I’ve compared H:I, H5 and H4 and it’s around H4’s level of transition from regular jogging or running to sprinting unlike 5 which had a bigger speed boost. I’m just glad that it looks more smooth than H4’s and slower than H5’s sprint
Fair enough, I’m just saying, in raw movement speed, H4’s actually faster than H5’s, and there’s no gradual build-up like in 5 either
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> > 2535447291443771;13:
> > > 2533275010601282;12:
> > > > 2535447291443771;2:
> > > > I feel fine with either, it doesn’t seem to be speedy Gonzalez sprint from H5 but more akin to H4’s slower sprint which is fine to me since it really won’t affect map gameplay especially since H2’s movement speed is faster than H4’s sprint. It would make since in campaign to since it’s like a ODST map layout of objectives you can do at your own pace especially since it can act as a placebo to make you feel like you’re going faster
> > >
> > > H4’s sprint is one of the fastest implementations lmao
> > >
> > > Just play footage of the two games, side by side, H4’s sprint is fast, clunky and slippery. Most of H:I’s mobility is very clearly a tweaked implementation of H5’s
> >
> > H4 was pretty slow sprint wise and was clunky like you said, I was meaning by saying more akin to H4’s sprint because of how it wasn’t a giant speed boost, I’ve compared H:I, H5 and H4 and it’s around H4’s level of transition from regular jogging or running to sprinting unlike 5 which had a bigger speed boost. I’m just glad that it looks more smooth than H4’s and slower than H5’s sprint
>
> Fair enough, I’m just saying, in raw movement speed, H4’s actually faster than H5’s, and there’s no gradual build-up like in 5 either
True, I just hope infinite finds a nice balance to sprint, not as fast with build-up as H5 and not as clunky as H4 but looking at the demo it seems to have a good balance with sprint
> 2535458188883243;6:
> > 2535425271455392;5:
> > As much as I dislike sprint, it’s important for a game to be consistent between campaign and multiplayer. If the shield system in Halo 5: Guardians was inconsistent, missing an entire movement mechanic in Halo Infinite’s multiplayer would be a mess.
>
> So because a mechanic is bad yet in one part of the game, we must keep it throughout? Like equipment in H3 staying in MP maps even though it was available in campaign?
Sprint and Equipment are a bad comparison, because Equipment are part of the external sandbox, whilst Sprint is a internal mechanic.
You must always take Sprint into account, while if a piece of Equipment is negatively impacting a part of the game, (Map, level, encounter, etc.) it can just be removed form that area.
No matter what happens, it is my opinion that a internal mechanic can’t just be in one part of game, and not in another.
Dedicated thread linked below