The return of classic movement mechanics?

> 2533274794139417;8:
> I’ve been playing halo since the OG xbox but if sprint gone so am I. I can’t go back to the slow movement of halo 3. If that’s the case good bye halo I loved u so much

Halo 3 artstyle is soo OP

> 2535415876049274;3240:
> > 2533274825830455;3239:
> > > 2535415876049274;3238:
> > > Smart-Scope = Not allowing the player to continue moving at the same speed while zoomed in
> >
> > This is not true in Halo 5. The ADS speed is the exact same as the base movement speed.
>
> How about turning speed?

Don’t know about that, but possibly. Usually the zoomed in turning sensitivity is slower than the unzoomed. This is true in classic Halo, too.

Indeed increase movement speed and deop sprint map making becomes way too challenging as you can see.

> 2535406417205447;3242:
> > 2533274794139417;8:
> > I’ve been playing halo since the OG xbox but if sprint gone so am I. I can’t go back to the slow movement of halo 3. If that’s the case good bye halo I loved u so much
>
> Halo 3 artstyle is soo OP

Base movement speed of 3 is much faster gameplay what do you mean?

> 2533274825830455;3234:
> > 2535466098043799;3233:
> > I’ve seen it argued H5 is slower paced than the older games? but never felt it that way
>
> In Halo 5, you are probably performing more actions per minute, because of constatly having to use Spartan Abilities and whatnot. However, people often mean pace as the rate at which the game progresses, which in Halo 5 isn’t demonstrably faster than in classic games. It comes down to what you mean by pace.
>
>
>
>
> > 2535466098043799;3233:
> > Another thing (and this might just been a thing only I feel) is that H5 gameplay seems to, in some of the dev made maps, cause level architecture, especially in human environments, to be quite bizarre looking. Just like big weird objects and shapes put there for the sake of clambering over that make it hard to imagine humans walking around in these locations. Whereas with classic movement the levels could look more build for purpose.
>
> This is an interesting observation. I’m not sure which comes first, 343i’s architecture or Spartan Abilities, but it’s certainly true that having such a generous array of movement mechanics will significantly constrain the level design, and hence the architecture. But I find it hard to believe that this wouldn’t be completely avoidable with more creative level design.

But when it comes to map creation why make ot harder than it has to be when clearly population wise people enjoyed sprintless Halo more.

Frossst Bite - Please don’t post multiple time in a row. If you need to add more information or quote other users, you can edit your last post. Thanks

I’m still on the “no Sprint, bring back Classic Halo movement” train.

Im hoping we get a beta, though it seems to be getting late for that if they want to make any changes to player feedback, so the community can share their thoughts. We shall see

> 2732317809655158;3249:
> Im hoping we get a beta, though it seems to be getting late for that if they want to make any changes to player feedback, so the community can share their thoughts. We shall see

Betas are designed for finding minor bugs, testing the infrastructure, and overall balancing. The core mechanics that are in the game at the beta stage will remain in the final release.

> 2533274825830455;3250:
> > 2732317809655158;3249:
> > Im hoping we get a beta, though it seems to be getting late for that if they want to make any changes to player feedback, so the community can share their thoughts. We shall see
>
> Betas are designed for finding minor bugs, testing the infrastructure, and overall balancing. The core mechanics that are in the game at the beta stage will remain in the final release.

Not to start an argument (honestly , you are the last person on these forums I want to argue with) , but are you speaking of the glorified demos we have been getting on xbox since day 1 that have appropriated the word Beta test? Or actual Beta tests that used to happen long before the game went “gold”?
If you are speaking of the “glorified demos” beta test , you are absolutely correct.
In the past a beta test was used to test out different mechanics so players could give feedback on game design with time to implement changes , this form has never been on Xbox however outside of the early access program.

> 2533274847627340;3251:
> > 2533274825830455;3250:
> > > 2732317809655158;3249:
> > > Im hoping we get a beta, though it seems to be getting late for that if they want to make any changes to player feedback, so the community can share their thoughts. We shall see
> >
> > Betas are designed for finding minor bugs, testing the infrastructure, and overall balancing. The core mechanics that are in the game at the beta stage will remain in the final release.
>
> Not to start an argument (honestly , you are the last person on these forums I want to argue with) , but are you speaking of the glorified demos we have been getting on xbox since day 1 that have appropriated the word Beta test? Or actual Beta tests that used to happen long before the game went “gold”?
> If you are speaking of the “glorified demos” beta test , you are absolutely correct.
> In the past a beta test was used to test out different mechanics so players could give feedback on game design with time to implement changes , this form has never been on Xbox however outside of the early access program.

I’m speaking of the general concept of “beta stage” as it is commonly used in software development, and game development in particular. I mean, if we’re going to the semantics of the term “beta test”, I’m sure there there are variations in its usage among developers, and I’m sure there are instances when a game officially in the beta stage has had core parts changed. However, generally speaking, a product in beta stage would be near feature complete. Which doesn’t mean inability to act on user feedback entirely, but core gameplay mechanics wouldn’t be added or removed in a game unless the beta turned out to be a total disaster, in which case the development process would probably be rolled back and the release delayed significantly. Bugs, infrastructure, and polishing of the features are generally the goal of a beta test. Feedback on core concepts would’ve happened at an earlier stage in development.

> 2535406417205447;3242:
> > 2533274794139417;8:
> > I’ve been playing halo since the OG xbox but if sprint gone so am I. I can’t go back to the slow movement of halo 3. If that’s the case good bye halo I loved u so much
>
> Halo 3 artstyle is soo OP

Lol ok bye then but if halo is going to simply become another run of the mill shooter like cod then bye halo

<mark>This post has been edited by a moderator. Please do not post comments that are discriminatory in nature.</mark>

*Original post. Click at your own discretion.

I’m just gonna leave this here but.
can any of you sprinttards explain to us why sprint is just soooo good and is an absolute requirement for future halo titles and please tell me how a “doom eternal style” movement system won’t “fix” this “issue”
like stated before halo 2 and 3 were actually quite fast in terms of getting around the map but because the games fov is so low it gave of the illusion of turtle speed and for the record halo 2 didn’t feel slow one bit so again not seeing how this sprint argument even still holds any water. The issue is sprint simply isn’t halo and halo never needed or wanted it and for those saying it had to “evolve” are again arguing with no ground because halo was in a market full of games with sprint mechanics and still dominated the market and as for today we have DOOM being a perfect example of why sprint simply isn’t needed for a game to be fun or successful even in a market saturated with “standard” gameplay mechanics me personally the only reason people want sprint so bad is A: there cod players who can’t play anything different or B people who simply never played halo in its original form and have literally only played games with a sprint mechanic so they can’t adapt other than that I don’t see why people are so avid about sprint it’s a useless mechanic in halo Because the so called “problem” that people are saying needs to be fixed can be fixed with a simple base movement speed increase and FOV increase and I hate to be this guy but this is partly 343s fault for ever thinking it was a good idea to codify halo to begin with.

tldr: sprint isn’t needed in anyway to make halo fast paced or fun doom csgo and the bungie halos prove this.

After playing the Halo 5 mythic playlist I could see that being a good base gameplay for Infinite. Very fun.

> 2533274825726490;3246:
> > 2533274825830455;3234:
> > > 2535466098043799;3233:
> > > I’ve seen it argued H5 is slower paced than the older games? but never felt it that way
> >
> > In Halo 5, you are probably performing more actions per minute, because of constatly having to use Spartan Abilities and whatnot. However, people often mean pace as the rate at which the game progresses, which in Halo 5 isn’t demonstrably faster than in classic games. It comes down to what you mean by pace.
> >
> >
> >
> >
> > > 2535466098043799;3233:
> > > Another thing (and this might just been a thing only I feel) is that H5 gameplay seems to, in some of the dev made maps, cause level architecture, especially in human environments, to be quite bizarre looking. Just like big weird objects and shapes put there for the sake of clambering over that make it hard to imagine humans walking around in these locations. Whereas with classic movement the levels could look more build for purpose.
> >
> > This is an interesting observation. I’m not sure which comes first, 343i’s architecture or Spartan Abilities, but it’s certainly true that having such a generous array of movement mechanics will significantly constrain the level design, and hence the architecture. But I find it hard to believe that this wouldn’t be completely avoidable with more creative level design.
>
> But when it comes to map creation why make ot harder than it has to be when clearly population wise people enjoyed sprintless Halo more.

Is this fact? Not taking a position, just wondering what informed your statement.

Honestly if we had the technology for it, I would prefer realistic movement mechanics like in Ready Player One. I am getting so sick of being bound by a controller.

How about 343 removes sprint all together. Increase the base movement speed and keep thrusters. Slide, spartan charge(i guess), ground pound, and clamber should stay. You should only be able to spartan charge and slide if you thrust first. It makes sense because thrusters are a quick burst of speed. Ground pound needs to be harder to hit and clamber should be smoother. Just some ideas🤷🏾‍♂️.

> 2533274870929230;3256:
> > 2533274825726490;3246:
> > > 2533274825830455;3234:
> > > > 2535466098043799;3233:
> > > > I’ve seen it argued H5 is slower paced than the older games? but never felt it that way
> > >
> > > In Halo 5, you are probably performing more actions per minute, because of constatly having to use Spartan Abilities and whatnot. However, people often mean pace as the rate at which the game progresses, which in Halo 5 isn’t demonstrably faster than in classic games. It comes down to what you mean by pace.
> > >
> > >
> > >
> > >
> > > > 2535466098043799;3233:
> > > > Another thing (and this might just been a thing only I feel) is that H5 gameplay seems to, in some of the dev made maps, cause level architecture, especially in human environments, to be quite bizarre looking. Just like big weird objects and shapes put there for the sake of clambering over that make it hard to imagine humans walking around in these locations. Whereas with classic movement the levels could look more build for purpose.
> > >
> > > This is an interesting observation. I’m not sure which comes first, 343i’s architecture or Spartan Abilities, but it’s certainly true that having such a generous array of movement mechanics will significantly constrain the level design, and hence the architecture. But I find it hard to believe that this wouldn’t be completely avoidable with more creative level design.
> >
> > But when it comes to map creation why make ot harder than it has to be when clearly population wise people enjoyed sprintless Halo more.
>
> Is this fact? Not taking a position, just wondering what informed your statement.

No its not their just taking the population numbers of halo 3 comparing them to every halo game that came after and saying, “this proves that people only like Halo 3s gameplay.” Of course they would never compare halo 2s population and sales numbers even though it’s gameplay is practically identical cuz that would go against their agenda.

I dont see the point in “Oldschool” gameplay for Halo Infinite. Maybe as an Bonus feature for MP but i expect the main MP at least be as advancaed as Halo 5. Im not a big Fan of Halo 5 but i dont see the point in Making Halo 2/3 Style game when we can already play it in MCC anyway.

> 2533274825160595;3259:
> > 2533274870929230;3256:
> > > 2533274825726490;3246:
> > > > 2533274825830455;3234:
> > > > > 2535466098043799;3233:
> > > > > I’ve seen it argued H5 is slower paced than the older games? but never felt it that way
> > > >
> > > > In Halo 5, you are probably performing more actions per minute, because of constatly having to use Spartan Abilities and whatnot. However, people often mean pace as the rate at which the game progresses, which in Halo 5 isn’t demonstrably faster than in classic games. It comes down to what you mean by pace.
> > > >
> > > >
> > > >
> > > >
> > > > > 2535466098043799;3233:
> > > > > Another thing (and this might just been a thing only I feel) is that H5 gameplay seems to, in some of the dev made maps, cause level architecture, especially in human environments, to be quite bizarre looking. Just like big weird objects and shapes put there for the sake of clambering over that make it hard to imagine humans walking around in these locations. Whereas with classic movement the levels could look more build for purpose.
> > > >
> > > > This is an interesting observation. I’m not sure which comes first, 343i’s architecture or Spartan Abilities, but it’s certainly true that having such a generous array of movement mechanics will significantly constrain the level design, and hence the architecture. But I find it hard to believe that this wouldn’t be completely avoidable with more creative level design.
> > >
> > > But when it comes to map creation why make ot harder than it has to be when clearly population wise people enjoyed sprintless Halo more.
> >
> > Is this fact? Not taking a position, just wondering what informed your statement.
>
> No its not their just taking the population numbers of halo 3 comparing them to every halo game that came after and saying, “this proves that people only like Halo 3s gameplay.” Of course they would never compare halo 2s population and sales numbers even though it’s gameplay is practically identical cuz that would go against their agenda.

You realise that H2’s population was most probably bigger and for sure more stable than H5G, right? Same goes for og Reach btw. (but not the Steam version - it’s true that it blow H5 out of the water in the first two weeks or so, but it dropped and it dropped hard shortly after).

As for how we know, while we don’t have the H5 population count of course, we do however have the positions of most played Live games over the months. We also have a fair amount of population info of many games around the same position as why we can make some reasonable assumptions. But sure, you’re right! it’s about agendas. You do you buddy…