> 2533274815533909;2992:
> Those games that I think he’s referring to are Overwatch and Doom. Overwatch has been the number one FPS game since it’s released in terms of sales and popularity. Doom was hailed by critics and fans alike. Yes the MP wasn’t received as well but the game mechanics and single player campaign was loved. It also won multiple video game awards.
I remembered DOOM when going through my library. Though notably, DOOM did have a “dash” feature, and it’s gameplay focused on what the developers called “push forward combat” that emphasized constant speed and discouraged taking cover or slowing down. Something Halo doesn’t share. DOOM also had double jumping, executions, an expansive carried arsenal, clambering, down-scope aiming, and various runes that could be paralleled to Armor Abilities. DOOM: Eternal is also including dodging mechanics comparable to Thrusters, as well as climbing which is somewhat rare in FPS games. Not just moving up a ladder with one’s gun drawn (a la Combat Evolved) but latching to the wall and climbing with a dedicated animation. Point being (for those who groan and roll eyes) that for it’s lack of Sprint, DOOM shared commonality with Halo 5 and other FPS games in many other regards, as well as sharing the drive to evolve and modernize.
And yes, while Overwatch doesn’t have Sprint as a core mechanic, as mentioned somewhere a year ago there is a character that has a sprint function in a game that’s a class-based FPS. I also forgot Mirror’s Edge and Mirror’s Edge Catalyst, which while they don’t have sprint either, their gameplay is radically different than other FPS games and focuses primarily on running, discouraging gunplay entirely.
Still considering those FPS games that still don’t have sprint and manage to do well, my point here specifically is that Sprint is far more common in FPS games to an overwhelming majority that unless a game can mitigate it with something else (dedicated fast-paced gameplay, class-based combat, parkour focus, etc) it’s a foolish thing to not include in modern games.
> 2533274888477235;2994:
> Sprint really isn’t an industry standard man. Halo didn’t have it originally and counter strike still doesn’t have it and counter strike is one of if not the most popular pc FPS games. Ever since sprint has tried to be implemented the community has become much smaller and more divided because of how it changed the gameplay.
You really need to read what I wrote before you address it. Key words: in modern era games. Post 2010, even though sprint has been around in FPS games since at least 2006, and in other types of games like RPG’s for even longer.
> 2533274833081329;2995:
> If you really want to hear a compromise, the common one is “remove Sprint (see what I said?), increase BMS”. Suddenly that’s not enough because it’s no longer about moving faster or immersion (despite some people saying that exact thing word for word).
>
> According to you, we need a stop gap between 80% and 100% or else people simply can’t control it as well.
Yeah… Read above what I said to tssasi. Or what I said to Naqser a year ago. Moving 120% all the time is not the point, nor is it a viable solution to replace or envelop sprint. Sprint is a situational tool that is useful, albeit not in every single situation. Allotting space on a finite system of input (the left analog stick) to increase the maximum running speed to 120% diminishes the ranges for slower movements, as stated, useful perhaps not in Multiplayer but quite situationally useful in campaign and Machinima. Big picture.
> Never mind the fact that you’ll seldom find an example of someone using anything between 1% and 79% speed in this current game, how often did you specifically need to go 80% speed in games without Sprint?
Examples of walking and jogging above. Also given for moving 120% on foot; sprinting sure would have been useful for levels like Halo or The Ark, if one didn’t want to use a vehicle.
> Additionally, this implies that using a Sword or a Speed Boost would be too hard for the player to control, because those increase your speed as well.
If the player was put into a situation where sneaking was useful or tactically superior, yes. It would make it more difficult. However such boosts and perks aren’t found in the campaign, so this isn’t really an issue as sneaking isn’t very common in matchmaking.
> Fine, a “better” analogy (even then, not perfect):
Or just drop the analogies entirely, as they’re not working for you.