The return of classic movement mechanics?

> 2533274825830455;4684:
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> > Everyone Hates sprint for mostly one reason. It sacrifices shooting while in animation. But what if all one handed weapons could be fired while in sprint.
> >
> > Would you still hate the idea of sprint.
>
> Why restrict to one-handed weapons? Or to put it another way: what purpose does restricting two-handed weapons serve?
>
> I think the reason you gave for why people dislike sprint is a bit oversimplified. Namely, it’s not the ability to shoot specifically that people desire, but the freedom to move at maximum speed without penalties. Shooting just happens to be a very prominent part of that, and easy to latch onto. But I’m going to go on a limb here and say that even the people who only talk about wanting to shoot while moving really want the full array of movement, and would realize that if they were given the option to shoot, but not strafe, at full speed.
>
> So, I don’t see your suggestion, even if expanded to all weapons, solving the whole problem, but only a stereotype of it.
>
> From my point of view, what you really need to resolve is the desire for general freedom of action with whatever it is that sprint fans desire (maybe immersion, maybe sense of speed, but I can’t speak for them).

Sprint offers. Options. Which brings more decision making which leads to a more immersive and challenging experience. Constant speed leaves a lot of people wanting unpredictability. unpredictability Imagine a rollercoaster that’s one speed… not that exiting. But if you slow it down and speed it up, that same ride brings more to the table. Same goes for music. All this is subjective but I’m pretty sure most people can relate.

bottom line is some people like more unpredictability with movement some see it as annoying or just dislike the give take nature of the mechanic. But sprint gives slide which is another beast altogether

> 2533274919593162;4702:
> Sprint offers. Options. Which brings more decision making

This is false. The inclusion of sprint doesn’t add new options for decision making. I mean, it does on paper but not in execution.

You never exclusively choose whether or not to sprint in “modern” games. The decision to sprint or not is always tied to the overall gameplay situation. You always make some other choice that then forces you to sprint (or not).
Want to engage in combat? Don’t sprint.
Want to escape from combat? Sprint.
Want to get to point X (powerweapon, ally, enemy, etc.) fast? Sprint.
You already had to make all of these choices in prior Halo games, as none of them is inherently tied to sprint.

If anything, sprint removes choice from the game. In previous titles, you always had three options:

  • Move at full speed while attacking/fighting
  • Move at full speed while not attacking/fighting (to not draw attention to yourself or whatever)
  • Don’t move at full speed
    Sprint removes the first option by forcing you to choose the third one when you want to be able to fight and just as well forcing you to pick the second one when you want to move at full speed. That’s not a choice, that’s the removal of a choice.

Of course you could “choose” to do the opposite of the things I mentioned, e.g. move towards a power weapon at less than full speed, but you’d just shoot yourself in the foot, which is why I said the choices exist only on paper, not in execution.

343 ruined Halo trying to make it something it is not!

It’s not as false as people make out.

Not when you take on the full gamut of enhanced mobility.

Sprinting is the gateway mechanic to slide… and when you take in the full array of jump / slide / thrust combinations - there is a mesmerising amount of choice.

And I’m amazed at how the good players can make me look foolish in my own choices.

It’s taken me a while to work it out, but I think that is the difference between sprint (which you do end up doing most of the time) and simply having a faster base speed. It’s how sprint feeds into the other options. Could you keep these other options and just do away with sprint? - possibly… but by bridging them with sprint you have a mechanism to temper their use within the sandbox.

And you most definitely can use sprint to engage in combat. Your gun may not be up but it really doesn’t take long to start shooting when you need to.

Often, in the heat of a firefight, there is even opportunity to sprint and slide/thrust again.

In Halo 5 you can move around a map in a way that denies your opponent’s control of the map. I guess that is the essence of Classic vs Current Halo, and sprint is a core part of that mechanic.

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> > 2533274919593162;4702:
> > Sprint offers. Options. Which brings more decision making
>
> This is false. The inclusion of sprint doesn’t add new options for decision making. I mean, it does on paper but not in execution.
>
> You never exclusively choose whether or not to sprint in “modern” games. The decision to sprint or not is always tied to the overall gameplay situation. You always make some other choice that then forces you to sprint (or not).
> Want to engage in combat? Don’t sprint.
> Want to escape from combat? Sprint.
> Want to get to point X (powerweapon, ally, enemy, etc.) fast? Sprint.
> You already had to make all of these choices in prior Halo games, as none of them is inherently tied to sprint.
>
> If anything, sprint removes choice from the game. In previous titles, you always had three options:
> - Move at full speed while attacking/fighting
> - Move at full speed while not attacking/fighting (to not draw attention to yourself or whatever)
> - Don’t move at full speed
> Sprint removes the first option by forcing you to choose the third one when you want to be able to fight and just as well forcing you to pick the second one when you want to move at full speed. That’s not a choice, that’s the removal of a choice.
>
> Of course you could “choose” to do the opposite of the things I mentioned, e.g. move towards a power weapon at less than full speed, but you’d just shoot yourself in the foot, which is why I said the choices exist only on paper, not in execution.

I disagree. Yes I’m most modern shooters sprint is like that but not in halo. Sprinting prevents regeneration so you can sprint away from combat but you have to chose when is it necessary to sprint away and it’s not. Sometimes it’s better to walk walk behind cover and let your shields regen or jump to higher ground and back down instead of sprinting. You are over simplifying the game.

let’s take your second point under consideration
shooting while moving this is not removed in newer titles it’s still available. when two people are engaged in a fight they are moving and shooting at the same time. However (and this is where the game gets more interesting) at any point one or the other can choose another option, break engagement and sprint slide thrust somewhere else whether it’s to get higher ground or escape. Either way, this unpredictability makes the game arguably more enjoyable. Can you at the very least see how that can be enjoyable? Instead of being locked in one general location you can get behind cover and behind them very quickly, depending on the map and location…

Someone at an instant can switch lanes and take the fight in a better position…

and in my honest opinion not sprinting being a crutch is a serious misconception to a lot of mid/ lower level players. A lot of higher lvl players play better when they don’t thrust slide and sprint constantly. If you are approaching a power weapon it’s better to not sprint towards it like a mad man. You should be there before it spawns and/or baiting the weapon.

> 2585548714655118;4705:
> It’s not as false as people make out.
>
> Not when you take on the full gamut of enhanced mobility.
>
> Sprinting is the gateway mechanic to slide… and when you take in the full array of jump / slide / thrust combinations - there is a mesmerising amount of choice.
>
> And I’m amazed at how the good players can make me look foolish in my own choices.
>
> It’s taken me a while to work it out, but I think that is the difference between sprint (which you do end up doing most of the time) and simply having a faster base speed. It’s how sprint feeds into the other options. Could you keep these other options and just do away with sprint? - possibly… but by bridging them with sprint you have a mechanism to temper their use within the sandbox.
>
> And you most definitely can use sprint to engage in combat. Your gun may not be up but it really doesn’t take long to start shooting when you need to.
>
> Often, in the heat of a firefight, there is even opportunity to sprint and slide/thrust again.
>
> In Halo 5 you can move around a map in a way that denies your opponent’s control of the map. I guess that is the essence of Classic vs Current Halo, and sprint is a core part of that mechanic.

Exactly my point. Sprint is a gateway to a whole lot more than just more speed. It’s delivers options significantly beyond anything most games have. At the surface it’s doesn’t add much value but it’s like an iceberg most of the potential options because of it is hidden

Every week we finish our weekly Halo night with a game of shotties on Beaver Creek.

Melee is nerfed and both charge and ground pound are disabled. You have to use the shot gun. First to 100.

And I’m amazed at the combinations of gun play that emerge. Within the chaos is a myriad of sprints, slides, jumps, and thrusts. It’s carnage on a ballerinic scale… and sprint is at the core of the dance.

With nobody taking pot shots at you from a distance virtually every engagement starts with sprint. You literally see your opponent in the distance and start running at them. You know that it’s a one shot kill - so you need to keep mixing up your engagement. You can’t do the same thing twice.

Multi-player engagements are frantic and so satisfying.

Needless to say the kids dominate. My son effortlessly sprints into a slide which is exited by a jump to shoot before thrusting in a seemingly random direction to set up the next engagement. Such is the advantage of youth. Sigh.

It’s a game set up that reduces enhanced mobility to it’s very essence. And it’s awesome.

> 2533274919593162;4702:
> Sprint offers. Options. Which brings more decision making which leads to a more immersive and challenging experience. Constant speed leaves a lot of people wanting unpredictability. unpredictability Imagine a rollercoaster that’s one speed… not that exiting. But if you slow it down and speed it up, that same ride brings more to the table. Same goes for music. All this is subjective but I’m pretty sure most people can relate.
>
> bottom line is some people like more unpredictability with movement some see it as annoying or just dislike the give take nature of the mechanic. But sprint gives slide which is another beast altogether

Sprint doesn’t actually make player movement more unpredictable, at least not in any way that meaningfully contributes to the gameplay experience. Because the idea that being able to shoot at maximum speed means that players move at constant speed is simply not true. Players stop to check sightlines, they meander, they stop to shoot, and so on. By far the greatest source of randomness in player movement are the paths they choose. The requirement to face forward and put one’s weapon down (i.e., Sprint) in order to move at maximum speed has a negligible contribution compared to this.

With Sprint you’re mostly just using more inputs to accomplish the same things. Which, sure, if more button presses makes the game feel faster and more exciting to you, I’m not disputing that. Just that it’s not for the reasons you say it is.

Regarding Slide: Sprint doesn’t give Slide. Slide is an independent mechanic that 343i decided to bind to Sprint. There is no reason why Slide couldn’t be bound to a separate button. One thing I’ve argued is that thrusting and sliding should really be two animations of the same mechanic. Functionally, they are the same mechanic. Sliding should be the on-the-ground animation while the standard Thruster Pack animation is the in-air animation. It would be straightforward to make a sprintless Halo 5 with this strategy.

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> >
>
> Regarding Slide: Sprint doesn’t give Slide. Slide is an independent mechanic that 343i decided to bind to Sprint. There is no reason why Slide couldn’t be bound to a separate button. One thing I’ve argued is that thrusting and sliding should really be two animations of the same mechanic. Functionally, they are the same mechanic. Sliding should be the on-the-ground animation while the standard Thruster Pack animation is the in-air animation. It would be straightforward to make a sprintless Halo 5 with this strategy.

I’d argue that perhaps they aren’t the same. Sliding requires momentum and can only be completed in the direction of the momentum. It would look ridiculous to go from stationary to sliding without any force to create momentum. Thrust creates force from the jets (or whatever the lore is), can be used from a static position, and is omnidirectional.

You can use them together effectively by sliding into an enemy with a melee and thrusting away before they melee you and finishing with a headshot. Without the separation of the mechanics it would most likely be a double melee trade.

> 2533274825830455;4709:
> > 2533274919593162;4702:
> > Sprint offers. Options. Which brings more decision making which leads to a more immersive and challenging experience. Constant speed leaves a lot of people wanting unpredictability. unpredictability Imagine a rollercoaster that’s one speed… not that exiting. But if you slow it down and speed it up, that same ride brings more to the table. Same goes for music. All this is subjective but I’m pretty sure most people can relate.
> >
> > bottom line is some people like more unpredictability with movement some see it as annoying or just dislike the give take nature of the mechanic. But sprint gives slide which is another beast altogether
>
> Sprint doesn’t actually make player movement more unpredictable, at least not in any way that meaningfully contributes to the gameplay experience. Because the idea that being able to shoot at maximum speed means that players move at constant speed is simply not true. Players stop to check sightlines, they meander, they stop to shoot, and so on. By far the greatest source of randomness in player movement are the paths they choose. The requirement to face forward and put one’s weapon down (i.e., Sprint) in order to move at maximum speed has a negligible contribution compared to this.
>
> With Sprint you’re mostly just using more inputs to accomplish the same things. Which, sure, if more button presses makes the game feel faster and more exciting to you, I’m not disputing that. Just that it’s not for the reasons you say it is.
>
> Regarding Slide: Sprint doesn’t give Slide. Slide is an independent mechanic that 343i decided to bind to Sprint. There is no reason why Slide couldn’t be bound to a separate button. One thing I’ve argued is that thrusting and sliding should really be two animations of the same mechanic. Functionally, they are the same mechanic. Sliding should be the on-the-ground animation while the standard Thruster Pack animation is the in-air animation. It would be straightforward to make a sprintless Halo 5 with this strategy.

Is this your main account…
Because i’m done having this discussion with you if you’ve never played halo 5.
Sprint definitely does bring more randomness to the movement whether you want to believe it or not. I can’t tell you how many kills I get when i’m one shot and someone pushes me and i sprint out of cover as they get close to me.

I’m gonna end it there. Cause there’s no point in discussing this with you cause you don’t even have a rank in halo 5

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> > 2533274825830455;4709:
> > > 2533274919593162;4702:
> > > Sprint offers. Options. Which brings more decision making which leads to a more immersive and challenging experience. Constant speed leaves a lot of people wanting unpredictability. unpredictability Imagine a rollercoaster that’s one speed… not that exiting. But if you slow it down and speed it up, that same ride brings more to the table. Same goes for music. All this is subjective but I’m pretty sure most people can relate.
> > >
> > > bottom line is some people like more unpredictability with movement some see it as annoying or just dislike the give take nature of the mechanic. But sprint gives slide which is another beast altogether
> >
> > Sprint doesn’t actually make player movement more unpredictable, at least not in any way that meaningfully contributes to the gameplay experience. Because the idea that being able to shoot at maximum speed means that players move at constant speed is simply not true. Players stop to check sightlines, they meander, they stop to shoot, and so on. By far the greatest source of randomness in player movement are the paths they choose. The requirement to face forward and put one’s weapon down (i.e., Sprint) in order to move at maximum speed has a negligible contribution compared to this.
> >
> > With Sprint you’re mostly just using more inputs to accomplish the same things. Which, sure, if more button presses makes the game feel faster and more exciting to you, I’m not disputing that. Just that it’s not for the reasons you say it is.
> >
> > Regarding Slide: Sprint doesn’t give Slide. Slide is an independent mechanic that 343i decided to bind to Sprint. There is no reason why Slide couldn’t be bound to a separate button. One thing I’ve argued is that thrusting and sliding should really be two animations of the same mechanic. Functionally, they are the same mechanic. Sliding should be the on-the-ground animation while the standard Thruster Pack animation is the in-air animation. It would be straightforward to make a sprintless Halo 5 with this strategy.
>
> Is this your main account…
> Because i’m done having this discussion with you if you’ve never played halo 5.
> Sprint definitely does bring more randomness to the movement whether you want to believe it or not. I can’t tell you how many kills I get when i’m one shot and someone pushes me and i sprint out of cover as they get close to me.
>
> I’m gonna end it there. Cause there’s no point in discussing this with you cause you don’t even have a rank in halo 5

You’re not really providing a strong example of the randomness that Sprint provides to the game, because the same thing you just described is possible with the prior Halo games that don’t have Sprint. In fact, it’s possibly easier to do it as those non-Sprint games allow you to move at max speed in any direction, instead of only forward.

Last comment because it references what i said.

It does because i could walk/jump at/away from him or sprint two speed options two that can be used and he’s not aware at what speed i’m gonna start the engagement. There are moments when you are fighting and you can sprint punch someone while they’re reloading so many things that sprint offers. Sprint thrust slide under them I can go on and on and on but i not gonna.

You are just a troll. To be honest.

Play the game and against good players and you’ll instantly see how much harder it is to predict movement.

> 2533275031935123;4712:
> > 2533274919593162;4711:
> > > 2533274825830455;4709:
> > > > 2533274919593162;4702:
> > > > Sprint offers. Options. Which brings more decision making which leads to a more immersive and challenging experience. Constant speed leaves a lot of people wanting unpredictability. unpredictability Imagine a rollercoaster that’s one speed… not that exiting. But if you slow it down and speed it up, that same ride brings more to the table. Same goes for music. All this is subjective but I’m pretty sure most people can relate.
> > > >
> > > > bottom line is some people like more unpredictability with movement some see it as annoying or just dislike the give take nature of the mechanic. But sprint gives slide which is another beast altogether
> > >
> > > Sprint doesn’t actually make player movement more unpredictable, at least not in any way that meaningfully contributes to the gameplay experience. Because the idea that being able to shoot at maximum speed means that players move at constant speed is simply not true. Players stop to check sightlines, they meander, they stop to shoot, and so on. By far the greatest source of randomness in player movement are the paths they choose. The requirement to face forward and put one’s weapon down (i.e., Sprint) in order to move at maximum speed has a negligible contribution compared to this.
> > >
> > > With Sprint you’re mostly just using more inputs to accomplish the same things. Which, sure, if more button presses makes the game feel faster and more exciting to you, I’m not disputing that. Just that it’s not for the reasons you say it is.
> > >
> > > Regarding Slide: Sprint doesn’t give Slide. Slide is an independent mechanic that 343i decided to bind to Sprint. There is no reason why Slide couldn’t be bound to a separate button. One thing I’ve argued is that thrusting and sliding should really be two animations of the same mechanic. Functionally, they are the same mechanic. Sliding should be the on-the-ground animation while the standard Thruster Pack animation is the in-air animation. It would be straightforward to make a sprintless Halo 5 with this strategy.
> >
> > Is this your main account…
> > Because i’m done having this discussion with you if you’ve never played halo 5.
> > Sprint definitely does bring more randomness to the movement whether you want to believe it or not. I can’t tell you how many kills I get when i’m one shot and someone pushes me and i sprint out of cover as they get close to me.
> >
> > I’m gonna end it there. Cause there’s no point in discussing this with you cause you don’t even have a rank in halo 5
>
> You’re not really providing a strong example of the randomness that Sprint provides to the game, because the same thing you just described is possible with the prior Halo games that don’t have Sprint. In fact, it’s possibly easier to do it as those non-Sprint games allow you to move at max speed in any direction, instead of only forward.

Last comment because it references what i said.

It does because i could walk/jump at/away from him or sprint two speed options two that can be used and he’s not aware at what speed i’m gonna start the engagement. There are moments when you are fighting and you can sprint punch someone while they’re reloading so many things that sprint offers. Sprint thrust slide under them or you could be fighting someone bottom mid and within a split second they are at P3 shooting you from behind. I can go on and on and on but i not gonna.

You are a troll. You seemingly haven’t even played the game and are complaining about mechanics that you don’t understand.

Play the game and against good players and you’ll instantly see how much harder it is to predict movement.

> 2533274919593162;4711:
> Is this your main account…
> Because i’m done having this discussion with you if you’ve never played halo 5.

Well, that turned hostile fast.

> 2533274919593162;4711:
> I’m gonna end it there. Cause there’s no point in discussing this with you cause you don’t even have a rank in halo 5

Look, if you want to participate in this thread, you keep to the topic at hand and be nice to others. Ranks have nothing to do with movement mechanics, nor do they change the words written on the page. If you don’t have a response to those words, it’s more pleasant for everyone if you say nothing at all.

This forum has rules against stat-flaming. Now, I’m not going to do anything unless you start telling me I suck at Halo because you can’t tell my skill level, or that I don’t know what I’m talking about because of it. But I’m just pointing that out so things don’t get worse.

So, it would be best if you just forgot about my non-existent rank. Of course, whether you want to continue this discussion is up to you. Just that if you do, you will keep it to the topic at hand.

> 2533274919593162;4711:
> Sprint definitely does bring more randomness to the movement whether you want to believe it or not.

I mean, at this point you’re just insisting without evidence. I don’t suppose you have thought how you would even go about quantifying randomness?

> 2535431933064458;4710:
> I’d argue that perhaps they aren’t the same. Sliding requires momentum and can only be completed in the direction of the momentum. It would look ridiculous to go from stationary to sliding without any force to create momentum. Thrust creates force from the jets (or whatever the lore is), can be used from a static position, and is omnidirectional.
>
> You can use them together effectively by sliding into an enemy with a melee and thrusting away before they melee you and finishing with a headshot. Without the separation of the mechanics it would most likely be a double melee trade.

I intentionally didn’t count in lore, hence “functionally”. But even from a lore point of view, the idea with my suggested implementation is that the thruster pack still boosts the player to the sliding animation. Because sliding is functionally just a forward boost that lowers the player’s hitbox, and thrusting forward is just a forward boost that doesn’t, you can combine the mechanics.

Regarding the latter point, the fact that sliding and thrusting are activated on the same button doesn’t have to mean you couldn’t chain them. You can keep them conceptually separated, and have them on different cooldowns. The point here is literally just that they are on the same button, and where they overlap, we embrace that overlap.

> 2533274825830455;4715:
> > 2533274919593162;4711:
> > Is this your main account…
> > Because i’m done having this discussion with you if you’ve never played halo 5.
>
> Well, that turned hostile fast.
>
>
>
>
> > 2533274919593162;4711:
> > I’m gonna end it there. Cause there’s no point in discussing this with you cause you don’t even have a rank in halo 5
>
> Look, if you want to participate in this thread, you keep to the topic at hand and be nice to others. Ranks have nothing to do with movement mechanics, nor do they change the words written on the page. If you don’t have a response to those words, it’s more pleasant for everyone if you say nothing at all.
>
> This forum has rules against stat-flaming. Now, I’m not going to do anything unless you start telling me I suck at Halo because you can’t tell my skill level, or that I don’t know what I’m talking about because of it. But I’m just pointing that out so things don’t get worse.
>
> So, it would be best if you just forgot about my non-existent rank. Of course, whether you want to continue this discussion is up to you. Just that if you do, you will keep it to the topic at hand.
>
>
>
>
> > 2533274919593162;4711:
> > Sprint definitely does bring more randomness to the movement whether you want to believe it or not.
>
> I mean, at this point you’re just insisting without evidence. I don’t suppose you have thought how you would even go about quantifying randomness?

For everyone in the forum sure I can specify exactly what randomness means and how it can be quantified.

Randomness: the qualities or state of lack of pattern within a situation.

So because You don’t have much experience with the game or probably a lot of people that would be in this forum won’t either i’ll reference something more simple.

Take a coin there are two sides two it so if you flip it you have a 50/50 chance to predict what will happen. Now take a 6 sided dice and try to predict the out come of the roll. You’ll have a 1 in 6 chance in choosing the right out come.

This is an increase in randomness by like 33%.

Now let’s apply this to halo.

in ancient halo you had 4 speeds

  1. walking,
  2. full speed (when pegging the stick)
  3. crouch walking
  4. stationary

You can only chose one at a time. therefore you have 1/4 options of movement so there is a 25% quote/ unquote randomness in movement.

Now let’s take Halo 5, you have all from before

  1. walking,
  2. full speed (when pegging the stick)
  3. crouch walking
  4. stationary

plus sprint, and everything else that sprint enables so

  1. sprint
  2. sprint slide

now we can add thrusting another major unpredictably amazing mechanic added to the game which brings amazing dept it.

  1. sprint thrust slide
  2. jump thrust
  3. knee capping
  4. sprint jump thrust slide
  5. sprint thrust
  6. sprint jump thrust

this brings it to a 1/12 vs 1/4
which surprisingly is the same increase in randomness as the dice vs the coin.

Satisfied.

Even if we were to remove sprint and only have thrust you would only get 2 of the additional which would drop it to a increase of around 20%; still a meaningful increase.

Hence Undeniably more unpredictable movement than previous halos.

BTW. it’s not hostility it’s smart not to discuss something with someone that has no experience in the matter. It’s a simple question. If it’s not your main account you could just state that it’s not and the discussion will continue.

> 2533274919593162;4717:
> Take a coin there are two sides two it so if you flip it you have a 50/50 chance to predict what will happen. Now take a 6 sided dice and try to predict the out come of the roll. You’ll have a 1 in 6 chance in choosing the right out come.
>
> This is an increase in randomness by like 33%.

This simple example has the correct intuition, but the real way to formalize this intuition, and the way amount of randomness is usually quantified is in terms of entropy. This essentially gives the typical number of yes-or-no questions you need to ask to figure out what outcome I got. The concept of entropy is actually relevant, because it tells us the answer even in the case when all probabilities are not the same (say, a biased coin), and tells us how to actually maximize randomness (which is by maximizing the entropy).

The most important fact to know here is that if we have a set of outcomes that we can assign probabilities to, then the set of probabilities that maximizes the randomness in the system (the entropy) is when all probabilities are equal. Of course, the amount of randomness can also be increased by increasing the number of possible outcomes.

I’m not telling this just for the fun of it, but because in reality, players don’t play in such a way that every outcome is equally likely, and they can exert a lot of influence over the probabilities of various outcomes.

> 2533274919593162;4717:
> Now let’s apply this to halo.

Your simplistic model of randomness in movement is essentially wrong for one simple reason: the opponent isn’t trying to guess the player’s speed, but their location. Therefore we need to look at not at what different speeds the player can move at, but given that they are at some location, where can they be after some amount of time T. Because that is the information the opponent is actually trying to obtain.

In that context, the answer is fairly simple: the player can be anywhere they can get to in the time T. Crucially, the set of possible locations only depends on the maximum speed the player can move at, because even if they only had two movement options: moving at maximum speed or standing still, they can always stop, loop back around, or do whatever they want to end up in the same location as if they had just walked slower. Therefore: the number of possible movement speeds doesn’t increase the number of possible outcomes.

Furthermore, of course needing only to get to the desired location, the player can arrange their movement patterns such that they can, in principle, always have an equal probability of being anywhere they can get to in time T. Of course there are many reasons in practice why they wouldn’t want to, but just that given a set of possible outcomes, the player can always maximize their randomness, regardless of the number of possible movement speeds.

So, as far as the amount of randomness is considered, the only reason Halo 5 does have more movement randomness than, say, Halo 3, is because it has a higher maximum movement speed. But if you were to increase the base movement speed in Halo 3, you could make it have more movement randomness than Halo 5. The important thing to understand is that the deciding factor is the maximum movement speed, not whether the player has to lower their weapon in order to move at said speed.

> 2533274825830455;4718:
> > 2533274919593162;4717:
> >
>
> This simple example has the correct intuition, but the real way to formalize this intuition, and the way amount of randomness is usually quantified is in terms of entropy. This essentially gives the typical number of yes-or-no questions you need to ask to figure out what outcome I got. The concept of entropy is actually relevant, because it tells us the answer even in the case when all probabilities are not the same (say, a biased coin), and tells us how to actually maximize randomness (which is by maximizing the entropy).
>
> The most important fact to know here is that if we have a set of outcomes that we can assign probabilities to, then the set of probabilities that maximizes the randomness in the system (the entropy) is when all probabilities are equal. Of course, the amount of randomness can also be increased by increasing the number of possible outcomes.
>
> I’m not telling this just for the fun of it, but because in reality, players don’t play in such a way that every outcome is equally likely, and they can exert a lot of influence over the probabilities of various outcomes.
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> Your simplistic model of randomness in movement is essentially wrong for one simple reason: the opponent isn’t trying to guess the player’s speed, but their location. Therefore we need to look at not at what different speeds the player can move at, but given that they are at some location, where can they be after some amount of time T. Because that is the information the opponent is actually trying to obtain.
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> In that context, the answer is fairly simple: the player can be anywhere they can get to in the time T. Crucially, the set of possible locations only depends on the maximum speed the player can move at, because even if they only had two movement options: moving at maximum speed or standing still, they can always stop, loop back around, or do whatever they want to end up in the same location as if they had just walked slower. Therefore: the number of possible movement speeds doesn’t increase the number of possible outcomes.
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> Furthermore, of course needing only to get to the desired location, the player can arrange their movement patterns such that they can, in principle, always have an equal probability of being anywhere they can get to in time T. Of course there are many reasons in practice why they wouldn’t want to, but just that given a set of possible outcomes, the player can always maximize their randomness, regardless of the number of possible movement speeds.
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> So, as far as the amount of randomness is considered, the only reason Halo 5 does have more movement randomness than, say, Halo 3, is because it has a higher maximum movement speed. But if you were to increase the base movement speed in Halo 3, you could make it have more movement randomness than Halo 5. The important thing to understand is that the deciding factor is the maximum movement speed, not whether the player has to lower their weapon in order to move at said speed.

So i’m only answering this for fun cause your reply is actually pretty neat.

> This simple example has the correct intuition, but the real way to formalize this intuition, and the way amount of randomness is usually quantified is in terms of entropy. This essentially gives the typical number of yes-or-no questions you need to ask to figure out what outcome I got. The concept of entropy is actually relevant, because it tells us the answer even in the case when all probabilities are not the same (say, a biased coin), and tells us how to actually maximize randomness (which is by maximizing the entropy).

I like where your heads at. I’m assuming you you meant minimize randomness. But regardless entropy is still determined via probability. I simplified it for a reason. it removes all things that may make the argument unclear. My argument still holds. Regardless of whether eliminate specific things based on information obtained you will still have a greater amount of entropy in halo 5 than in halo 1 - 3.

> I’m not telling this just for the fun of it, but because in reality, players don’t play in such a way that every outcome is equally likely, and they can exert a lot of influence over the probabilities of various outcomes.

Your right players don’t play in a manner where every outcome is equal but because you are unfamiliar with a specific players play style you SHOULD treat it as if they are or risk losing the fight.
simple example: Say someone’s one shot. You could make a logical assumption that they will wait for their shields to recover or wait for help and play accordingly or you can treat everyone as if they will possible challenge you regardless. Choosing the ladder is usually the better option.

> Your simplistic model of randomness in movement is essentially wrong for one simple reason: the opponent isn’t trying to guess the player’s speed, but their location. Therefore we need to look at not at what different speeds the player can move at, but given that they are at some location, where can they be after some amount of time T. Because that is the information the opponent is actually trying to obtain.

Correct again But missing one small fact. A players position depends specifically on their velocity. Velocity being their direction and speed in which they are moving. the time T that you are referring to will be either larger or smaller based on the specific movement they decide to use. Bringing me back to a significant increase of randomness in H5.

> given a set of possible outcomes, the player can always maximize their randomness, regardless of the number of possible movement speeds.

Again not true.
These addition abilities affect way more than just speed. kneecapping allows trajectories that’s just not possible in other halos. which adds to your beloved entropy argument. Again these arguments of yours wouldn’t even come out of you if you actually played the game.

> So, as far as the amount of randomness is considered, the only reason Halo 5 does have more movement randomness than, say, Halo 3, is because it has a higher maximum movement speed. But if you were to increase the base movement speed in Halo 3, you could make it have more movement randomness than Halo 5. The important thing to understand is that the deciding factor is the maximum movement speed, not whether the player has to lower their weapon in order to move at said speed.

Again not true… read above…

And Finally i’m glad you agree that sprint makes H5 more random and allows for more challenging and fun gameplay. My goal is complete. The lowering of the gun to me is of no consequence. You can literally fire as soon as you press the shoot.
and again you wouldn’t say things like that if you played the game.

BTW increasing base movement speed in H3 wouldn’t result in more randomness it would result at the very best be the same amount if you put thrust in H3. But it wouldn’t because in all older halos the movement is a gradual increase making it harder to switch movement speeds. Which will lead to less people incorporating it in their gameplay which brings me back to your entropy example where not all players treat all options equally. most people will just opt for full sprint speed all the time since its easily accessible. Giving a clear break between crouch, walk, and run allows for an easier way for players to make the decision on which speed they’re gonna use and when.

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> A players position depends specifically on their velocity. Velocity being their direction and speed in which they are moving. the time T that you are referring to will be either larger or smaller based on the specific movement they decide to use.

Given a fixed amount of time, the maximum distance from the starting point (and hence the area from which the player can be found) depends on the maximum speed at which the player can move. Hence the the set of possible locations from which the player can be found after time T only depends on the maximum speed the player can achieve. Of course if the player has a higher maximum speed in one game, they can reach further, but that I already adressed. I’m not disputing the impact of higher maximum movement speed, just the impact of sprint (i.e., the impact of the restrictions imposed by sprint in order to move at maximum speed).

> 2533274919593162;4719:
> Again not true.
> These addition abilities affect way more than just speed. kneecapping allows trajectories that’s just not possible in other halos. which adds to your beloved entropy argument. Again these arguments of yours wouldn’t even come out of you if you actually played the game.

I’m specifically making a case against sprint here, actually. I’m neglecting other abilities, because honestly I’m not disputing their impact. This means I’m also not considering movement during encounters, where you know the opponent’s present position. I’m also not considering anything that specifically depends on map geometry, because that varies enormously even within a game. I’m just focusing how the speed at which you can move affects the randomness.

I mean, if you want my opinion on Spartan Abilities in general, it’s been pretty well established that the various combos open some very creative alternate paths. A skilled player in Halo 5 has much more opportunities to traverse the maps than a novice. It’s just that those moves would be the same if sprint wasn’t in the game, and the base movement speed was equal to sprint speed.

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> And Finally i’m glad you agree that sprint makes H5 more random and allows for more challenging and fun gameplay.

?

But I don’t. Sprint—i.e., the necessity to lower one’s weapon and move forward to achieve maximum speed—doesn’t. A higher maximum movement speed, relative to the natural scale of the map geometry (which is a complication I don’t want to get to), does. But that’s just a feature completely independent of sprint (sprint ≠ high maximum movement speed).

> 2533274919593162;4719:
> The lowering of the gun to me is of no consequence. You can literally fire as soon as you press the shoot.

But inability sprint backwards or sideways is, surely? You’re assuming I don’t know things that are common knowledge. The point is, unless you want to argue that sprint imposes no restrictions over an equally fast base movement speed (which is obviously false), then you need to defend those restrictions, not the speed.

> 2533274919593162;4719:
> BTW increasing base movement speed in H3 wouldn’t result in more randomness it would result at the very best be the same amount if you put thrust in H3. But it wouldn’t because in all older halos the movement is a gradual increase making it harder to switch movement speeds. Which will lead to less people incorporating it in their gameplay which brings me back to your entropy example where not all players treat all options equally. most people will just opt for full sprint speed all the time since its easily accessible. Giving a clear break between crouch, walk, and run allows for an easier way for players to make the decision on which speed they’re gonna use and when.

You know, I was considering whether I should pre-empt the “but real players don’t move like this” argument. I’m not sure “Halo 5 makes it easier to have a high movement entropy” is an argument you’d want to make if you’re trying to defend the challenge aspect of the game, but it kind of doesn’t matter because it doesn’t work like that anyway. As I said a couple of posts ago, players don’t just blindly run forward until they meet an enemy. if a player doesn’t want to get to a place as fast as possible, they can just stop, check some sight lines, and then proceed.

Surely you wouldn’t make this argument if you played the game. :wink:

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> > 2535424388350319;4686:
> > Over 2 years later an I’m still in favor of sprint with slide an charge added these were well executed movement mechanics. You can sprint an slide in Destiny an Cod an those games have continued to grow. Spiritual Reboot sounds more like a RTS turned FPS to me. The grapple shot an jetpacks () will almost certainly boost PvE no contest. PvP Idk. This series has Lasted over a score now since conception esta bueno many fans have kept Halo alive.
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> DOOM completely shatters this argument and when halo got sprint it stared to die so don’t compare it to call of duty.

Note I edited my previous statement.
Luckily halo still sales alot of titles don’t have sequels. Maybe I’ll go play Doom in the future. … Atleat some of the player base have also played Cod an have enjoyed both games which have a MCC with said abilitie(s).