> 2533274919593162;4812:
> 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.
Why would you want to consistently access the same speeds? Isn’t it advantageous to use different speeds as it makes you more unpredictable?
Sarcasm aside, you’re acting as if the stick would just randomly shake and wobble unless you move it to the maximum displacement. You might not be able to hit 3.628m/s to the decimal point every single time, but you certainly can consistently hit a certain percentage (say, (50±5)%) of max movement speed by memorizing where the stick needs to be.
> 2533274919593162;4812:
> Like i said earlier and agreed upon in other posts. Consistency through streamlining available speeds is superior than having rarely used or unused options.
You’re contradicting yourself.
- Having the speeds being more easily accessted through the sole use of a stick is more streamlined that stick+button.
- All sprint (or any change in movement speed for that matter) does is shift which ones are used. You don’t get “one more consistently used speed”, you get one speed that is useless outside of combat and one that cannot be accessed within combat. By your very own nomenclature: BMS is “rarely used or unused” out of combat and sprint speed is “unused” within combat (because it literally can’t).
As has already been explained countless times: No player will ever access a suboptimal movement speed just for -Yoink- n giggles. Crouch wasn’t used because it was slower, it was used despite it being slower.
> 2533274919593162;4812:
> 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.
They already do.
It’s called “joystick”.
Besides, you still haven’t made even the slightest effort to explain why moving at suboptimal speeds gives you an advantage. Your entire argument is based on an empty premise.
> 2533274919593162;4812:
> Allowing for easy consistent access leads to higher use percentage. Which would increase randomness/ entropy of players.
It doesn’t. As has already been explained, entropy/randomness only depends on the maximum possible speed, not how it is achieved or how many other different slower speeds exist in the game.
Halo wouldn’t be any less or more random if crouch were removed.
> 2533274919593162;4812:
> 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.
If you have a stick-shift car, you can use any gear to go at any speed that the car is capable of. That doesn’t change the fact that there is an optimal gear for each situation that all drivers will use.
Also, citation needed.
> 2533274919593162;4812:
> This is funny cause I literally said covering long distances there is a disadvantage. And then you just repeat yourself
I obviously have to, because you continue repeating false statements.
> 2533274919593162;4812:
> 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.
You still had this option if sprint was taken out of the game and BMS raised to former sprint speed. Extending the stick to variable positions already “gives you options to move faster or slower than anticipated”.
> 2533274919593162;4812:
> 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.
I think this is the most stupid rebuttal I have heard in a long time. (I would have said “this year” if there hadn’t been this guy in the Gen2-armor discussion.)
Adding a random game element that allows any player to win regardless of his previous game performance is not the same thing as one team achieving its goal that is specifically tied to a certain location and ingame object in an objective-themed title/gamemode.
Like, not even close.
> 2533274919593162;4812:
> Because of that comment this is the last time i’m answering you. I end it here.
Maybe you should, because it seems your “arguments” become increasingly embarassing…