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> > > As for clamber, from an aesthetic standpoint I wouldnt mind the animiation if its just the animation. If you were already going to make a jump then why not.
> > > But i dont like the fact that clamer allows you to cling onto edges, like in a magnetic like fashion wwhere you can literally be moving the opposite direction to the edge and grab onto it. That, i think is actually unrealistic if you want to argue from a realistic standpoint, and I think potentially gamebreaking from the perspective of gameplay. It promotes that “peekaboo” gameplay where a person can fall back off a ledge and then get back up to the same ledge. Thats not the end of my complaints thou, as clambering, as it works now, allows you to grab “hidden ledges” found in the geometry of the map… complicating matters for map design by a whole bunch.
> > >
> > > I can imagine people still want clamber despite all of these issues, but personally I rather not have it… except if its implemented in “common sense” ways . For example , running and you hit a low obstacle and you hit A at the same time and you clamber right over it. Battle feild implements something similar to this. It helps the game stay on its feet and avoids the annoying pauses in the momentum the game has.
> >
> > Spartans have super strength so grabbing a ledge even if the momentum is moving away from the ledge is fine.
> > Hidden ledges would get patched if they break the gameplay, that’s not a big deal at all. We shouldn’t avoid features to negate exploits. Just fix the exploits.
> >
> > Although I like the idea of clambering or vaulting over low obstacles. Now we certainly don’t need wacky things like wallrunning but I like the idea of a pinch of parkour being added to the mix. Perhaps jump at a wall and press jump again to kick off the wall. Now this is all with thrusters removed mind you.
> >
> > We’ve certainly advanced enough in technology do do basically anything in games. Old Halos by comparison look and feel really arcade-like. Like, they’re not “slick” per se. Lack of seamless transitions in movement.
> >
> > My current thoughts are remove thrusters but keep them for low gravity portions, I can take or leave sprint, keep clamber, and perhaps add low obstacle vaulting and wall-jumping. But perhaps limit that to one wall jump so we can’t do Mario-like jumps.
> >
> > Basically Halo 3 movement with a few parkour moves. Is that so bad?
>
> So id argue similarily with sprint thou, why dont we just remove the negative exploits of sprint rather than remove it entirely ?
> As for wall jumps im actually on board with that, but i dont think they should get you any higher. Like say you are against a wall , going up or down, I think a wall jump is a nice mechanic that could be implemented to leap off of the wall to create distance between you and the wall.
>
> As for clamber again lol… Yes fix the exploits, but can you really imagine a supersoldier moving away from an edge and grabbing on to said ledge when it has nothing to grab on other than said ledge? Its… Like i cant imagine that even if the spartan had superglue all over their hands, or even tire grade grips on their hands…
> Remember spartans are very heavy , and even if they can carry their own weight, momentum still is a thing…
> Picture a car moving ever so slowly, and then as it falls of the ledge an arm… ONE arm… grabs the ledge… there is no way in hell that arm is going to stop the car from falling in that direction, let alone pull it back up. No matter how strong that arm is. IF, there was like a rail, then i can imagine it. Something to grip or to hold onto. If the spartan punched their hand into the structure… then id imagine this also would be possible.
> But neihter of those are the case.
>
> Now if you were already stopped already, thats an entirely different story.
>
> But even from a gameplay perspective, I think my attitude towards any added movement mechanics is to facilitate motion, not increase it. If you are jumping up to a ledge and you already are going to make it, putting you up on that ledge with clamber is something im not opposed to.
> Sliding down a slightly slanted wall and jumping off it just before you hit the ground to avoid the pause you would have otherwise got by waiting till the end… that is something id approve of.
>
> In campagin some enemies clamber onto scenery where you could just jump up to. Why not, im onboard with that if you as a player could do that.
>
> To me, whats bad about adding mechanics that enhance and make you a “super soldier” is that it fundamentally changes how the gameplay will play out, and makes designing maps a headache, and makes players who want to gain an advantage and win play by a rather complex and complicated playstyle.
> i value simplicity. Id appreciate if these features could be implemented in passive, intuitive ways ONLY to facilitate motion… not add onto it.
>
> I mean I also get im getting old, and the only possible way im going to have fun in a game is if i can take more time strategizing with mundane choices rather than go the route of reflex and fire. If my playstyle isnt something people are a fan of then I guess im just gonna be left behind.
I can agree on the wall jump. Horizontal distance for sure.
As for the momentum-clamber thing. Perhaps we’re imagining different things. I can concede on if sprint were included, then grabbing onto a ledge from full sprint moving in the opposite direction can look weird. So if sprint is included then I can see your point. However if there is no sprint then grabbing a ledge from any angle is fine because you’re not moving particularly fast. It wouldn’t look weird under that circumstance.
I still don’t agree on your “only clamber if you’d make the jump already” stance. If you’re going to make the jump without clamber, putting in the clamber animation is pointless and even would make the gameplay wonky around ledges.
As for “peek-a-boo” repeatedly clambering the same ledge, I don’t recall people lasting very long by doing that. That’s something I only ever saw a less than a handful of times in Halo 5, and that person didn’t achieve much with that tactic. Keeping that element won’t hurt anything.
As for our age, they have to appeal to new customers because that’s how they keep their brand going. There has to be a balance between what fast twitch players want and what more strategic players want. Whittle it down too much it just becomes chess with guns.