The return of classic movement mechanics?

> 2666640315087182;2761:
> > 2533274823912857;2760:
> > > 2666640315087182;2735:
> > > > 2533274801176260;2734:
> > > > > 2666640315087182;2733:
> > > > > that’s what I said. the forums idea of a perfect halo game
> > > > > - no sprint - no dual wielding - no fall damage - no clamber - no fun (okay that last one I made up as no one would ever say that but you get the point).
> > > >
> > > > That’s a polemic description of these features.
> > > > Where you see “no sprint”, I see “simultaneous running and shooting”.
> > > > Where you see “no clamber” I see “return of / increased emphasis on crouch jumping”
> > > > Where you see “no fall damage” I see “more pathways available throughout the maps”
> > > > Everything can be described in a supportive and in a contrarian fashion.
> > >
> > > You forgot no dual wielding, or that is a more focused shooting mechanics.
> >
> > Not sure where you got the dual-wielding idea from. I’ve seen a lot of support on here for it.
> > Your idea of what the forum wants seems really opinion-driven
>
> Basically from this thread. It is mostly the opinions from the same people on this thread, but they will pile onto you if you don’t agree with them.

Interesting.

makes normal post > No quotes
New post with sweeping generalization > called out on it
Answers with post containing inaccurate information and wishes for the future > corrected and asked how it’d be handled
New post with nothing

Kind of the same procedure as here, with sweeping generalisations, and a false statement. After getting called out, being the victim.

You’re free to have your opinion, it’s not however those that have been at the centre stage. What has been, is when you’ve told others what they want based on some “research” you’ve supposidely been conducting, and some other smaller things which haven’t had with your opinion on mechanics to do.

> 2533274795123910;2762:
> > 2666640315087182;2761:
> > > 2533274823912857;2760:
> > > > 2666640315087182;2735:
> > > > > 2533274801176260;2734:
> > > > > > 2666640315087182;2733:
> > > > > > that’s what I said. the forums idea of a perfect halo game
> > > > > > - no sprint - no dual wielding - no fall damage - no clamber - no fun (okay that last one I made up as no one would ever say that but you get the point).
> > > > >
> > > > > That’s a polemic description of these features.
> > > > > Where you see “no sprint”, I see “simultaneous running and shooting”.
> > > > > Where you see “no clamber” I see “return of / increased emphasis on crouch jumping”
> > > > > Where you see “no fall damage” I see “more pathways available throughout the maps”
> > > > > Everything can be described in a supportive and in a contrarian fashion.
> > > >
> > > > You forgot no dual wielding, or that is a more focused shooting mechanics.
> > >
> > > Not sure where you got the dual-wielding idea from. I’ve seen a lot of support on here for it.
> > > Your idea of what the forum wants seems really opinion-driven
> >
> > Basically from this thread. It is mostly the opinions from the same people on this thread, but they will pile onto you if you don’t agree with them.
>
> Interesting.
>
> makes normal post > No quotes
> New post with sweeping generalization > called out on it
> Answers with post containing inaccurate information and wishes for the future > corrected and asked how it’d be handled
> New post with nothing
>
> Kind of the same procedure as here, with sweeping generalisations, and a false statement. After getting called out, being the victim.
>
> You’re free to have your opinion, it’s not however those that have been at the centre stage. What has been, is when you’ve told others what they want based on some “research” you’ve supposidely been conducting, and some other smaller things which haven’t had with your opinion on mechanics to do.

See what I mean.

> 2535441330154481;2755:
> A thought in the back of my head:
>
> You know which classic franchise released a game quite a short time after Halo 5 and way before Halo Infinite?
>
> Doom.
>
> Doom 2016 has a barebones gameplay and everyone loves it.
>
> I think/hope that Doom 2016 did influence Halo Infinite’s gameplay so that, like Doom did, also Halo will return to its classic gameplay! :slight_smile:

Whilst I absolutely love doom 2016 it’s combat loop is built apon a weapon wheel melee and chainsaw to replenish health and ammo, a quick bms really complements this system, a up in your style is not only encouraged its required to survive.
Interestingly doom also uses clamber and double jump so there’s hints of enhanced over classic mobility in there as, well
Seeing its so vastly different in playstyles to both enhanced and classic halos I wonder what infinite could possibly glean from it

> 2666640315087182;2761:
> > 2533274823912857;2760:
> > > 2666640315087182;2735:
> > > > 2533274801176260;2734:
> > > > > 2666640315087182;2733:
> > > > > that’s what I said. the forums idea of a perfect halo game
> > > > > - no sprint - no dual wielding - no fall damage - no clamber - no fun (okay that last one I made up as no one would ever say that but you get the point).
> > > >
> > > > That’s a polemic description of these features.
> > > > Where you see “no sprint”, I see “simultaneous running and shooting”.
> > > > Where you see “no clamber” I see “return of / increased emphasis on crouch jumping”
> > > > Where you see “no fall damage” I see “more pathways available throughout the maps”
> > > > Everything can be described in a supportive and in a contrarian fashion.
> > >
> > > You forgot no dual wielding, or that is a more focused shooting mechanics.
> >
> > Not sure where you got the dual-wielding idea from. I’ve seen a lot of support on here for it.
> > Your idea of what the forum wants seems really opinion-driven
>
> Basically from this thread. It is mostly the opinions from the same people on this thread, but they will pile onto you if you don’t agree with them.

Yet no one dogpiled on you for your comment about Dual Wielding, or your out-of-left-field idea of playing as an ODST, Flood Combat Form, and Promethean Knight.

It was only when you started talking about the “confused design philosophy of this forum” did people have something to say, because you’re no longer talking about an idea, you’re just talking about other people.

> 2533274825830455;2750:
> > 2592250499819446;2749:
> > I don’t usually bother with game mechanics but, I just want a more fluid experience with a quicker bsm. I think Halo 5’s abilities break the flow of play at times. Some people say it’s advanced movement, is it really ? If you sprint you’re locked into an animation that won’t allow you to shoot. I remember a time when I could run, jump and turn 360° and still shoot, I think that’s advanced movement. I’ll settle for that with a quicker bsm and adjustable FoV over mechanics that restrict actions any day.
>
> All Spartan Abilities obviously don’t restrict you in the same way. I’d be curious to hear are there some movement abilties (not necessarily, but may also be, from Halo 5) which would better mesh the flow of movement and combat? Or are you strictly for the simplicity of classic movement mechanics?

No I’m not a strict supporter of classic movement. I play DOOM and I used to play Quake, I prefer that style and I remember Halo being similar at one time. As stated, I don’t usually bother about game movement, I’ve stated before that mechanics are something to get used to. I just prefer the gun up and run style more. However it’s not a make or break thing for me. Just an observation and preference really. Some things like double jump could and thruster could get added without restricting play imo.

> 2592250499819446;2766:
> > 2533274825830455;2750:
> > > 2592250499819446;2749:
> > >
>
> No I’m not a strict supporter of classic movement. I play DOOM and I used to play Quake, I prefer that style and I remember Halo being similar at one time. As stated, I don’t usually bother about game movement, I’ve stated before that mechanics are something to get used to. I just prefer the gun up and run style more. However it’s not a make or break thing for me. Just an observation and preference really. Some things like double jump could and thruster could get added without restricting play imo.

Double jump would be as bad as clamber is and thruster is already an unnecessary gimick which lowers the skill ceiling. A change in mechanics are more than something to just “get used to”, they have real implications on gameplay and game quality - Reach, 4 and 5 made that abundantly clear.

Hi, many people recently have been talking about removing certain mechanics while keeping Sprint and Clamber in as a concession to new Halo fans and while I agree that we need to remove most if not all of the abilities while trying to not antagonize the new fan base here is why I don’t think this as a solution and that it’s only as a halfway measure that wont fix anything but piss-off both veterans and new fans and ill tell you why,

firstly yes, by taking out all the other abilities 343i would be going back to a more classic approach to Halo and it would allow them to focus a tad more on map, level and gameplay design rather than building those around the abilities, this will absolutely help the players and make the game more enjoyable,

that being said here’s why it wont work, although you remove plenty of abilities in this case 343i would be retaining the two abilities that cause the most harm to both the community and the entire game itself, with sprint in the game the devs will always be more concerned with how to build the maps around sprint rather than in building a consistent map, we will continue to see the horrible gameplay and map design that we have seen since H4, H5 and to some extent Reach. I could explain in higher detail why sprint doesn’t work in Halo but I think its been said so many times that there is no need for it here.

the same goes for clamber, many people don’t realize this but clamber is one of THE MOST intrusive and game altering new mechanics in the new Halo games, it’s a forgiving tool that many players can use to make plenty of mistakes and reach places where they shouldn’t be reaching, it removes almost in its entirely the skill gap between good players and bad since a good player will only reach a determined spot 2 seconds faster by using crouch-jump compared to a bad player which uses clamber to reach the exact same spot, whereas without clamber in the game when the good player will get to that exact same spot the rookie wont be able to get there because he doesn’t know how to crouch-jump, between an extra 2 seconds and not getting there at all i think that clamber is a detriment to the skill gap. Clamber also lets you jump and reach places that are almost double of what you would be able to reach when using classic mechanics and also make jumps that are farther away by using it here.

this abilities, sprint and clamber, FORCE the devs to build the map, level and gameplay design around these things because if they don’t then the maps will be broken as soon as someone uses these abilities, classic gameplay and in my opinion good gameplay CANNOT come back to Halo as long as these abilities are still in the game, not even by nerfing them will they be a good addition to the mechanics because they will still be something that the devs need to build their game around instead of building the game to maximize enjoyment.

IF 343i was intent on keeping one of the abilities inside the game so the change back to classic is not too abrupt then I would recommend to keep ground-pound, the quirk here is that you wound only be able to use it by jumping from high places, no jet-pack or any character mechanics should be added to assist this ability, this is an ability that doesn’t break the gameplay flow or level design because all you’re doing is jumping from a high place or getting propelled by gravity-lifts and then changing your falling trajectory by a couple of degrees and perhaps dealing some damage to an enemy. I believe that this is the least intrusive out of all the mechanics and could be kept if need-be.

your thoughts

I just wanted to gauge opinions on how people would react or appreciate it if Halo Infinite simply had Limited Sprint (Similar to Reach) and Clamber (Grapple) from Halo 5?

Assuming all other mechanics (Armor Abilities, Sliding, Stabilizers, Thrust(ers), etc) are removed, would this be a sufficient balance of old and new mechanics for most people?IMO, these two mechanics would still allow for a return to slower Halo Gameplay while still allowing for the occasional burst of speed and flexibility to navigate maps quickish.

Thoughts?

> 2533274903673413;2768:
> Hi, many people recently have been talking about removing certain mechanics while keeping Sprint and Clamber in as a concession to new Halo fans and while I agree that we need to remove most if not all of the abilities while trying to not antagonize the new fan base here is why I don’t think this as a solution and that it’s only as a halfway measure that wont fix anything but piss-off both veterans and new fans and ill tell you why,
>
> firstly yes, by taking out all the other abilities 343i would be going back to a more classic approach to Halo and it would allow them to focus a tad more on map, level and gameplay design rather than building those around the abilities, this will absolutely help the players and make the game more enjoyable,
>
> that being said here’s why it wont work, although you remove plenty of abilities in this case 343i would be retaining the two abilities that cause the most harm to both the community and the entire game itself, with sprint in the game the devs will always be more concerned with how to build the maps around sprint rather than in building a consistent map, we will continue to see the horrible gameplay and map design that we have seen since H4, H5 and to some extent Reach. I could explain in higher detail why sprint doesn’t work in Halo but I think its been said so many times that there is no need for it here.
>
> the same goes for clamber, many people don’t realize this but clamber is one of THE MOST intrusive and game altering new mechanics in the new Halo games, it’s a forgiving tool that many players can use to make plenty of mistakes and reach places where they shouldn’t be reaching, it removes almost in its entirely the skill gap between good players and bad since a good player will only reach a determined spot 2 seconds faster by using crouch-jump compared to a bad player which uses clamber to reach the exact same spot, whereas without clamber in the game when the good player will get to that exact same spot the rookie wont be able to get there because he doesn’t know how to crouch-jump, between an extra 2 seconds and not getting there at all i think that clamber is a detriment to the skill gap. Clamber also lets you jump and reach places that are almost double of what you would be able to reach when using classic mechanics and also make jumps that are farther away by using it here.
>
> this abilities, sprint and clamber, FORCE the devs to build the map, level and gameplay design around these things because if they don’t then the maps will be broken as soon as someone uses these abilities, classic gameplay and in my opinion good gameplay CANNOT come back to Halo as long as these abilities are still in the game, not even by nerfing them will they be a good addition to the mechanics because they will still be something that the devs need to build their game around instead of building the game to maximize enjoyment.
>
> IF 343i was intent on keeping one of the abilities inside the game so the change back to classic is not too abrupt then I would recommend to keep ground-pound, the quirk here is that you wound only be able to use it by jumping from high places, no jet-pack or any character mechanics should be added to assist this ability, this is an ability that doesn’t break the gameplay flow or level design because all you’re doing is jumping from a high place or getting propelled by gravity-lifts and then changing your falling trajectory by a couple of degrees and perhaps dealing some damage to an enemy. I believe that this is the least intrusive out of all the mechanics and could be kept if need-be.
>
> your thoughts

Looks like your post was probably being constructed as a response to my post which was locked by a moderator. I am not dead set on these two mechanics being in the game or ONLY in the game. However, are you suggesting that we remove everything but Ground Pound? I have to LOL at that one.

> 2533274868600467;2770:
> > 2533274903673413;2768:
> > Hi, many people recently have been talking about removing certain mechanics while keeping Sprint and Clamber in as a concession to new Halo fans and while I agree that we need to remove most if not all of the abilities while trying to not antagonize the new fan base here is why I don’t think this as a solution and that it’s only as a halfway measure that wont fix anything but piss-off both veterans and new fans and ill tell you why,
> >
> > firstly yes, by taking out all the other abilities 343i would be going back to a more classic approach to Halo and it would allow them to focus a tad more on map, level and gameplay design rather than building those around the abilities, this will absolutely help the players and make the game more enjoyable,
> >
> > that being said here’s why it wont work, although you remove plenty of abilities in this case 343i would be retaining the two abilities that cause the most harm to both the community and the entire game itself, with sprint in the game the devs will always be more concerned with how to build the maps around sprint rather than in building a consistent map, we will continue to see the horrible gameplay and map design that we have seen since H4, H5 and to some extent Reach. I could explain in higher detail why sprint doesn’t work in Halo but I think its been said so many times that there is no need for it here.
> >
> > the same goes for clamber, many people don’t realize this but clamber is one of THE MOST intrusive and game altering new mechanics in the new Halo games, it’s a forgiving tool that many players can use to make plenty of mistakes and reach places where they shouldn’t be reaching, it removes almost in its entirely the skill gap between good players and bad since a good player will only reach a determined spot 2 seconds faster by using crouch-jump compared to a bad player which uses clamber to reach the exact same spot, whereas without clamber in the game when the good player will get to that exact same spot the rookie wont be able to get there because he doesn’t know how to crouch-jump, between an extra 2 seconds and not getting there at all i think that clamber is a detriment to the skill gap. Clamber also lets you jump and reach places that are almost double of what you would be able to reach when using classic mechanics and also make jumps that are farther away by using it here.
> >
> > this abilities, sprint and clamber, FORCE the devs to build the map, level and gameplay design around these things because if they don’t then the maps will be broken as soon as someone uses these abilities, classic gameplay and in my opinion good gameplay CANNOT come back to Halo as long as these abilities are still in the game, not even by nerfing them will they be a good addition to the mechanics because they will still be something that the devs need to build their game around instead of building the game to maximize enjoyment.
> >
> > IF 343i was intent on keeping one of the abilities inside the game so the change back to classic is not too abrupt then I would recommend to keep ground-pound, the quirk here is that you wound only be able to use it by jumping from high places, no jet-pack or any character mechanics should be added to assist this ability, this is an ability that doesn’t break the gameplay flow or level design because all you’re doing is jumping from a high place or getting propelled by gravity-lifts and then changing your falling trajectory by a couple of degrees and perhaps dealing some damage to an enemy. I believe that this is the least intrusive out of all the mechanics and could be kept if need-be.
> >
> > your thoughts
>
> Looks like your post was probably being constructed as a response to my post which was locked by a moderator. I am not dead set on these two mechanics being in the game or ONLY in the game. However, are you suggesting that we remove everything but Ground Pound? I have to LOL at that one.

lol yeah I was but when i tried to post it the post got locked, im not suggesting that 343i keep ground pound and remove everything else, what I am suggesting is that 343i should either keep all or remove all, that there’s no in-between regarding sprint and clamber, but if 343i wants to remove all abilities BUT one then I suggest that they keep ground pound since it’s provably the least intrusive and game breaking out of all of them

> 2533274903673413;2771:
> > 2533274868600467;2770:
> > > 2533274903673413;2768:
> > > Hi, many people recently have been talking about removing certain mechanics while keeping Sprint and Clamber in as a concession to new Halo fans and while I agree that we need to remove most if not all of the abilities while trying to not antagonize the new fan base here is why I don’t think this as a solution and that it’s only as a halfway measure that wont fix anything but piss-off both veterans and new fans and ill tell you why,
> > >
> > > firstly yes, by taking out all the other abilities 343i would be going back to a more classic approach to Halo and it would allow them to focus a tad more on map, level and gameplay design rather than building those around the abilities, this will absolutely help the players and make the game more enjoyable,
> > >
> > > that being said here’s why it wont work, although you remove plenty of abilities in this case 343i would be retaining the two abilities that cause the most harm to both the community and the entire game itself, with sprint in the game the devs will always be more concerned with how to build the maps around sprint rather than in building a consistent map, we will continue to see the horrible gameplay and map design that we have seen since H4, H5 and to some extent Reach. I could explain in higher detail why sprint doesn’t work in Halo but I think its been said so many times that there is no need for it here.
> > >
> > > the same goes for clamber, many people don’t realize this but clamber is one of THE MOST intrusive and game altering new mechanics in the new Halo games, it’s a forgiving tool that many players can use to make plenty of mistakes and reach places where they shouldn’t be reaching, it removes almost in its entirely the skill gap between good players and bad since a good player will only reach a determined spot 2 seconds faster by using crouch-jump compared to a bad player which uses clamber to reach the exact same spot, whereas without clamber in the game when the good player will get to that exact same spot the rookie wont be able to get there because he doesn’t know how to crouch-jump, between an extra 2 seconds and not getting there at all i think that clamber is a detriment to the skill gap. Clamber also lets you jump and reach places that are almost double of what you would be able to reach when using classic mechanics and also make jumps that are farther away by using it here.
> > >
> > > this abilities, sprint and clamber, FORCE the devs to build the map, level and gameplay design around these things because if they don’t then the maps will be broken as soon as someone uses these abilities, classic gameplay and in my opinion good gameplay CANNOT come back to Halo as long as these abilities are still in the game, not even by nerfing them will they be a good addition to the mechanics because they will still be something that the devs need to build their game around instead of building the game to maximize enjoyment.
> > >
> > > IF 343i was intent on keeping one of the abilities inside the game so the change back to classic is not too abrupt then I would recommend to keep ground-pound, the quirk here is that you wound only be able to use it by jumping from high places, no jet-pack or any character mechanics should be added to assist this ability, this is an ability that doesn’t break the gameplay flow or level design because all you’re doing is jumping from a high place or getting propelled by gravity-lifts and then changing your falling trajectory by a couple of degrees and perhaps dealing some damage to an enemy. I believe that this is the least intrusive out of all the mechanics and could be kept if need-be.
> > >
> > > your thoughts
> >
> > Looks like your post was probably being constructed as a response to my post which was locked by a moderator. I am not dead set on these two mechanics being in the game or ONLY in the game. However, are you suggesting that we remove everything but Ground Pound? I have to LOL at that one.
>
> lol yeah I was but when i tried to post it the post got locked, im not suggesting that 343i keep ground pound and remove everything else, what I am suggesting is that 343i should either keep all or remove all, that there’s no in-between regarding sprint and clamber, but if 343i wants to remove all abilities BUT one then I suggest that they keep ground pound since it’s provably the least intrusive and game breaking out of all of them

I see. I do agree, IDEALLY, that removing everything or continuing the current scheme of movement mechanics, would be best. However, being honest to yourself, do you think either one of those is likely? And out of the two, does one seem more likely than the other? To me, it seems obvious that 343 will either keep going with what they have/add on to it/or slightly modify it.

If they were to make STRIDES towards a more classic feel, I feel that LIMITED Sprint and Clamber would be a good bet. A lot of games have adopted a form of Clamber now. And new players to the Franchise via Halo Reach, H4, and especially H5, have gotten used to additional movement mechanics.

I feel that if 343 attempts to satisfy the majority of players, old and new, (Also considering that not ALL OLD players prefer Bare Bones Movement Mechanics). They will likely try to strike a balance of Classic and New.

I personally really appreciate Clamber as an older player. Even if it is game breaking. I could adapt to it not being there again if I had to, but considering the removal of all else, it would make sense to keep it. If 343 attempts to strike a balance, all of us will have to adapt somehow and to some measure.

> 2533274868600467;2769:
> I just wanted to gauge opinions on how people would react or appreciate it if Halo Infinite simply had Limited Sprint (Similar to Reach) and Clamber (Grapple) from Halo 5?
>
> Assuming all other mechanics (Armor Abilities, Sliding, Stabilizers, Thrust(ers), etc) are removed, would this be a sufficient balance of old and new mechanics for most people?IMO, these two mechanics would still allow for a return to slower Halo Gameplay while still allowing for the occasional burst of speed and flexibility to navigate maps quickish.
>
> Thoughts?

The aspect of classic Halo that many classic fans value is the fact that your movement doesn’t hinder your ability to shoot, the “gun ‘n’ run” gameplay. Seeing that Sprint and Clamber are the worst offenders in this regard, to them your solution is no compromise at all. Really, any proper compromise needs to get rid of Sprint altogether. Now, Clamber it’s in principle possible to design such that it doesn’t force you to an animation which hinders your combat abilities, but from a development standpoint it seems like an animation nightmare, so I don’t think it’s a solution a developer would ever go for. Therefore I say any realistic compromise would probably involve the removal of both Sprint and Clamber.

This is all of course without considering all the criticisms that apply to Sprint or Clamber specifically, like the escapability problems with Sprint, the effect of these mechanics on map design, the fact that Clamber trivializes basic movement, and such. Overall, Sprint and Clamber are very controversial mechanics in and of themselves. So, no, I don’t think you’re going to be able to sell this as a satisfactory compromise to people.

> 2533274825830455;2773:
> > 2533274868600467;2769:
> > I just wanted to gauge opinions on how people would react or appreciate it if Halo Infinite simply had Limited Sprint (Similar to Reach) and Clamber (Grapple) from Halo 5?
> >
> > Assuming all other mechanics (Armor Abilities, Sliding, Stabilizers, Thrust(ers), etc) are removed, would this be a sufficient balance of old and new mechanics for most people?IMO, these two mechanics would still allow for a return to slower Halo Gameplay while still allowing for the occasional burst of speed and flexibility to navigate maps quickish.
> >
> > Thoughts?
>
> The aspect of classic Halo that many classic fans value is the fact that your movement doesn’t hinder your ability to shoot, the “gun ‘n’ run” gameplay. Seeing that Sprint and Clamber are the worst offenders in this regard, to them your solution is no compromise at all. Really, any proper compromise needs to get rid of Sprint altogether. Now, Clamber it’s in principle possible to design such that it doesn’t force you to an animation which hinders your combat abilities, but from a development standpoint it seems like an animation nightmare, so I don’t think it’s a solution a developer would ever go for. Therefore I say any realistic compromise would probably involve the removal of both Sprint and Clamber.
>
> This is all of course without considering all the criticisms that apply to Sprint or Clamber specifically, like the escapability problems with Sprint, the effect of these mechanics on map design, the fact that Clamber trivializes basic movement, and such. Overall, Sprint and Clamber are very controversial mechanics in and of themselves. So, no, I don’t think you’re going to be able to sell this as a satisfactory compromise to people.

I personally like the difference in gameplay that has been provided by Sprint and Clamber. Yes, it makes the game slightly easier and smoother to play and complicates Map Design a fair bit.

I think there are quite a few people in my boat, both old and new players.

I do think that the removal of all else except these two things would be sufficient. (No Spartan Charge, No Ground Pound, No Armor Lock, etc.)

Picture Halo: Reach with Limited Sprint, nothing else, with the addition of Clamber. Of the new abilities, Sprint and Clamber are probably the two most used, Thrust might win against Clamber, not sure.

I honestly think that Limited Sprint and Thrust might be a fair compromise as well. Or even, Limited Sprint and Slide. Not sure on the two exactly that should be kept. I just don’t think converting to either extreme (nothing, or everything) is the answer.

The hardcore classic fans are the hardcore classic fans no matter what, and they are ONLY satisfied with Bare Bones Movement Mechanics.

Would you all rather have Sprint + Clamber, Sprint + Thrust, Sprint + Slide, or NONE of those by themselves or combined, BUT you have to keep the rest of the current Movement Mechanics that exist in Halo 5? Stabilizers, Spartan Charge, Ground Pound, etc.? What provides a more classic feel. Because I personally think one of the former options is the more classic feel.

A compromise is a compromise, no? If one party wins completely, that’s no compromise.

> 2533274868600467;2775:
> The hardcore classic fans are the hardcore classic fans no matter what, and they are ONLY satisfied with Bare Bones Movement Mechanics.
>
> Would you all rather have Sprint + Clamber, Sprint + Thrust, Sprint + Slide, or NONE of those by themselves or combined, BUT you have to keep the rest of the current Movement Mechanics that exist in Halo 5? Stabilizers, Spartan Charge, Ground Pound, etc.? What provides a more classic feel. Because I personally think one of the former options is the more classic feel.
>
> A compromise is a compromise, no? If one party wins completely, that’s no compromise.

yes, in a compromise you gain something and lose something… but who says compromises are good or even if its needed,

classic mechanics are not bare bones, I would say that its the contrary, you could see the skill gap in the classics while the skill gap in the modern is meh at best, you have a get out of jail free card whatever you do therefore no risk, while in the modern games the mechanics and agency are in the player ALWAYS in the classics they are in the sandbox meaning that you need to be much more knowledgeable of the game in the classics than in the modern and while yes you have more controller combos in the modern, more doesn’t mean better for player agency on how you play.
NO new mechanics is a classic feel, you can have a classic feel with new mechanics that fundamentally change the game
I would rather have NO abilities in ANY Halo game because the game, player and company are better off without it as is the case with Halo in the Bungie era

> 2533274868600467;2775:
> The hardcore classic fans are the hardcore classic fans no matter what, and they are ONLY satisfied with Bare Bones Movement Mechanics.
>
> Would you all rather have Sprint + Clamber, Sprint + Thrust, Sprint + Slide, or NONE of those by themselves or combined, BUT you have to keep the rest of the current Movement Mechanics that exist in Halo 5? Stabilizers, Spartan Charge, Ground Pound, etc.? What provides a more classic feel. Because I personally think one of the former options is the more classic feel.
>
> A compromise is a compromise, no? If one party wins completely, that’s no compromise.

Why are you so instent on the inclusion of Sprint? When Sprint is at the top of the list of things classic fans don’t want, shouldn’t a proper compromise not include it? Furthermore, why does a compromise have to include mechanics from Halo 5? Why are you neglecting the possibility creating a brand new movement sandbox that is more faithful to the classic principles? There are obivous mechanics that Halo hasn’t explored, like wall kicks and double jumps. There are also a billion variations you can do on slide and horizontal boost mechanics. For example, you could make it so that when players slide down sufficiently slanted surfaces they actually gain a bit of speed. Or you could allow players to roll out of jumps and make that vertical momentum into bit of horizontal momentum. You can do boosts more like Thruster Pack from Halo 5, or more like Evade from Reach. I’m not necessarily endorsing any of these ideas, but just pointing out that a compromise doesn’t have to be something faimiliar. You can think outside the box.

> 2533274903673413;2776:
> > 2533274868600467;2775:
> > The hardcore classic fans are the hardcore classic fans no matter what, and they are ONLY satisfied with Bare Bones Movement Mechanics.
> >
> > Would you all rather have Sprint + Clamber, Sprint + Thrust, Sprint + Slide, or NONE of those by themselves or combined, BUT you have to keep the rest of the current Movement Mechanics that exist in Halo 5? Stabilizers, Spartan Charge, Ground Pound, etc.? What provides a more classic feel. Because I personally think one of the former options is the more classic feel.
> >
> > A compromise is a compromise, no? If one party wins completely, that’s no compromise.
>
> yes, in a compromise you gain something and lose something… but who says compromises are good or even if its needed,
>
> classic mechanics are not bare bones, I would say that its the contrary, you could see the skill gap in the classics while the skill gap in the modern is meh at best, you have a get out of jail free card whatever you do therefore no risk, while in the modern games the mechanics and agency are in the player ALWAYS in the classics they are in the sandbox meaning that you need to be much more knowledgeable of the game in the classics than in the modern and while yes you have more controller combos in the modern, more doesn’t mean better for player agency on how you play.
> NO new mechanics is a classic feel, you can have a classic feel with new mechanics that fundamentally change the game
> I would rather have NO abilities in ANY Halo game because the game, player and company are better off without it as is the case with Halo in the Bungie era

I am just saying that alienating one group of players in favor of the other group players isn’t likely. I was giving an example of an Ultimatum.

> 2533274825830455;2777:
> > 2533274868600467;2775:
> > The hardcore classic fans are the hardcore classic fans no matter what, and they are ONLY satisfied with Bare Bones Movement Mechanics.
> >
> > Would you all rather have Sprint + Clamber, Sprint + Thrust, Sprint + Slide, or NONE of those by themselves or combined, BUT you have to keep the rest of the current Movement Mechanics that exist in Halo 5? Stabilizers, Spartan Charge, Ground Pound, etc.? What provides a more classic feel. Because I personally think one of the former options is the more classic feel.
> >
> > A compromise is a compromise, no? If one party wins completely, that’s no compromise.
>
> Why are you so instent on the inclusion of Sprint? When Sprint is at the top of the list of things classic fans don’t want, shouldn’t a proper compromise not include it? Furthermore, why does a compromise have to include mechanics from Halo 5? Why are you neglecting the possibility creating a brand new movement sandbox that is more faithful to the classic principles? There are obivous mechanics that Halo hasn’t explored, like wall kicks and double jumps. There are also a billion variations you can do on slide and horizontal boost mechanics. For example, you could make it so that when players slide down sufficiently slanted surfaces they actually gain a bit of speed. Or you could allow players to roll out of jumps and make that vertical momentum into bit of horizontal momentum. You can do boosts more like Thruster Pack from Halo 5, or more like Evade from Reach. I’m not necessarily endorsing any of these ideas, but just pointing out that a compromise doesn’t have to be something faimiliar. You can think outside the box.

I just really enjoy sprint and being able to get around quickly. I am not dead set on Sprint or current H5 Sandbox Movement Mechanics, I was just giving an example of movement mechanics we have already seen applied. I was giving an example of an Ultimatum. An example of a compromise. I don’t think it is the correct thing or the likely thing to alienate one group to completely satisfy the other. Of course new mechanics can be developed, or current mechanics can be evolved, or simplified.

> 2533274903673413;2776:
> > 2533274868600467;2775:
> > The hardcore classic fans are the hardcore classic fans no matter what, and they are ONLY satisfied with Bare Bones Movement Mechanics.
> >
> > Would you all rather have Sprint + Clamber, Sprint + Thrust, Sprint + Slide, or NONE of those by themselves or combined, BUT you have to keep the rest of the current Movement Mechanics that exist in Halo 5? Stabilizers, Spartan Charge, Ground Pound, etc.? What provides a more classic feel. Because I personally think one of the former options is the more classic feel.
> >
> > A compromise is a compromise, no? If one party wins completely, that’s no compromise.
>
> yes, in a compromise you gain something and lose something… but who says compromises are good or even if its needed,
>
> classic mechanics are not bare bones, I would say that its the contrary, you could see the skill gap in the classics while the skill gap in the modern is meh at best, you have a get out of jail free card whatever you do therefore no risk, while in the modern games the mechanics and agency are in the player ALWAYS in the classics they are in the sandbox meaning that you need to be much more knowledgeable of the game in the classics than in the modern and while yes you have more controller combos in the modern, more doesn’t mean better for player agency on how you play.
> NO new mechanics is a classic feel, you can have a classic feel with new mechanics that fundamentally change the game
> I would rather have NO abilities in ANY Halo game because the game, player and company are better off without it as is the case with Halo in the Bungie era

Bare Bones as in the Blank Canvas that has been added on to. Don’t complicate with semantics, please. I prefer the agency being mainly on the player. The best players will still shine out the competition if they are good enough. Map control is still a thing in H5 though, maybe to a lesser extent. Also you don’t even have H5 gameplay on this account? What experience do you speak from?

> 2533274868600467;2778:
> > 2533274903673413;2776:
> > > 2533274868600467;2775:
> > > The hardcore classic fans are the hardcore classic fans no matter what, and they are ONLY satisfied with Bare Bones Movement Mechanics.
> > >
> > > Would you all rather have Sprint + Clamber, Sprint + Thrust, Sprint + Slide, or NONE of those by themselves or combined, BUT you have to keep the rest of the current Movement Mechanics that exist in Halo 5? Stabilizers, Spartan Charge, Ground Pound, etc.? What provides a more classic feel. Because I personally think one of the former options is the more classic feel.
> > >
> > > A compromise is a compromise, no? If one party wins completely, that’s no compromise.
> >
> > yes, in a compromise you gain something and lose something… but who says compromises are good or even if its needed,
> >
> > classic mechanics are not bare bones, I would say that its the contrary, you could see the skill gap in the classics while the skill gap in the modern is meh at best, you have a get out of jail free card whatever you do therefore no risk, while in the modern games the mechanics and agency are in the player ALWAYS in the classics they are in the sandbox meaning that you need to be much more knowledgeable of the game in the classics than in the modern and while yes you have more controller combos in the modern, more doesn’t mean better for player agency on how you play.
> > NO new mechanics is a classic feel, you can have a classic feel with new mechanics that fundamentally change the game
> > I would rather have NO abilities in ANY Halo game because the game, player and company are better off without it as is the case with Halo in the Bungie era
>
> I am just saying that alienating one group of players in favor of the other group players isn’t likely. I was giving an example of an Ultimatum.

well in 343i case and specially Halo Infinite you WILL ALIENATE a portion of your fans no matter what you do, my point along with what i think is the majority of the players and almost the entirety of the veterans is that if you’re going to alienate a group no matter what you do, you might as well go for the option that makes the game objectively better and then go forth from there and the classic system as seen in the Halo’s 1, 2 and 3 shows us that this is the best course that 343i has