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> > This is an opinion not a case against my claims.
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> Your “claims” have already been disproved several times before and it was you who responded with an opinion, so I answered appropriately. Quid pro quo.
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> > My case is not for or against sprint my case is that no sprint isn’t better than having sprint.
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> That is pretty hard to believe, given that you (unsuccessfully) have constantly tried to prove that sprint adds more speed variation which supposedly is better for the game. (The latter of which you haven’t even begun to prove.)
> See below.
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> > Plus I stated that it gives more speed control and there for more variation in speed which brings more entropy and randomness.
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> It doesn’t and it doesn’t.
> You have less control over movement speed and directionality and the randomness is not affected because it is determined by the max speed, as tsassi has already shown, not by how this speed is achieved. You have the same randomness in a game that has no sprint and BMS at 10m/s as you do in a game that has sprint speed at 10m/s.
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> > which is irrelevant because you can move faster its all balanced.
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> This statement is wrong on two accounts.
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> So, first of all you tried a bait-and-switch, by changing the topic of discussion. The initial statement was:
> “Regardless of whether the maps are stretched it doesn’t change the fact that the BMS in H5 is faster therefore allowing you to place yourself further from cover then you would if you were playing H3.”
> It doesn’t. The maps are scaled to sprint speed, not to BMS. You need more time to get away from / into cover using BMS (which was the initial topic before you changed it) in H5G than in Halo 3.
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> Secondly, it is not balanced. Not in the slightest.
> Sprint gives an inherent advantage to players that aren’t fighting. Fighting players need to sacrifice gun superiority for movement superiority or risk loosing a kill. You know, the things that determine who wins the game.
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> > You can’t use a balanced concept as a reason it’s bad.
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> It’s not balanced and even if it were, I could.
> Since the example with the game arbitrarily stopping the weapons obviously went over your head, here is another analogy:
> Every five Minutes, a one-second-only button prompt appears on screen. Whoever manages to input the button quickly enough wins the game, regardless of current kill count. If no player manages, the game continues normally
> It obviously is balanced, because all players have access to it, but it’s still -Yoink- for gameplay because it goes contrary to what the rest of the game is actually about.
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> > Again moot. this only applies to moving long distances not all situations. If a player is at a doorway or corner sprint still adds movement options.
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> No, it doesn’t. It takes them away. It doesn’t matter where the player is standing, having restricted movement control (both in terms of speed and direction) gives you less options than having full control.
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> Why should it? Isn’t the “added randomness” of having two distinct movement speeds advantage enough?
This comment was meant for something else.
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> Why should it? Isn’t the “added randomness” of having two distinct movement speeds advantage enough?
Again. My point has nothing to do with what’s enough. I’m only interested in what’s adds to a players ability to engage in a fight
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> Has nothing to do with sprint, as it doesn’t address the mechanics of the ability, only the controls.
> If that is all you want, just make the button a toggle that switches the maximum speed that is accessible by the stick from 100% to, say, 75% and keep all the rest identical. Strafe, shooting, etc. Discrete control over movement speed without sacrificing gunplay. Completely fulfills all your requirements while at the same time getting rid of the drawbacks.
Like I said I’m not defending sprint I’m defending the benefits an addition control for a consistent speed gives. I have nothing against having a button that just increases speed.
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> False. You still cannot access the speeds between Max BMS and sprint speed. Ergo, you have less control than before.
Control. can be viewed as two things. one the ability to do something; the ability to achieve something consistently. I’m talking about the later…
Being able to consistently achieve crouch. run and sprint. Is what i’m referring to control NOT ability to access some useless speed in-between inconsistently.
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> Yes, it does. Having rudimentary access to those speeds, even through a “suboptimal” method (which is your claim, not mine) is still more usable than having no access.
Like i said earlier and agreed upon in other posts. Consistency through streamlining available speeds is superior than having rarely used or unused options. At no point in the game will a player care to go at 99% rather than 100% of max speed. so remove that ability but allow them to go 100% only. this logic can be continued. 98 to 100 useless so remove etc…
Hell if they offered you the ability to toggle stutter step, crouch. run, and sprint at a consistent speeds vs giving you only the joysticks ability to vary your speed it would give you an advantage. The person with the streamlined functions could preform these exact movements consistently 100% without any effort.
Allowing for easy consistent access leads to higher use percentage. Which would increase randomness/ entropy of players.
In a earlier post someone claimed that it was impossible to prove that players don’t use the variation of speeds often and i beg to differ there are plenty of UX case studies proving the claim that if you make something more available with clear use cases its used more.
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> > Again moot. this only applies to moving long distances not all situations. If a player is at a doorway or corner sprint still adds movement options.
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> No, it doesn’t. It takes them away. It doesn’t matter where the player is standing, having restricted movement control (both in terms of speed and direction) gives you less options than having full control.
This is funny cause I literally said covering long distances there is a disadvantage. And then you just repeat yourself
Yes. in a situation where you need to move from cover to cover it is restrictive. However in the case i mentioned it is a benefit because it gives you options to move faster or slower than anticipated.
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> It’s not balanced and even if it were, I could.
> Since the example with the game arbitrarily stopping the weapons obviously went over your head, here is another analogy:
> Every five Minutes, a one-second-only button prompt appears on screen. Whoever manages to input the button quickly enough wins the game, regardless of current kill count. If no player manages, the game continues normally
> It obviously is balanced, because all players have access to it, but it’s still -Yoink- for gameplay because it goes contrary to what the rest of the game is actually about.
I love when people try and use things like this as a reason for something to be bad. There are game types similar to this. And it works great. Hell an entire game is built on a concept similar to this. its called CS:GO have you heard of it.
You normally kill all opposing players but at anytime they can plant a bomb and end the game. Or how about neutral flag or many many other games and game types. LOL.
Because of that comment this is the last time i’m answering you. I end it here.