The return of classic movement mechanics?

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> > > > > > > > Increasing BMS is not the best idea. I’d argue the BMS increase is why Halo 5’s maps feel larger, not just sprint itself. Pointless thing to say though, everyone is already set in their views.
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> > > > > > > > Halo 2 Anniversary is a joke? The refined Halo 2 isn’t considered a good game but Halo 2 itself is? Okay, I’m just going to stop here. No point in bothering with gameplay discussions on Waypoint since the metric is now impossible to meet.
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> > > > > > > H2A isn’t refined H2, it plays nothing like H2 considering it’s poor mans H4.
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> > > > > > How does it play nothing like Halo 2? I’d argue it’s the purest form of classic Halo since 3, minus the artstyle and hitmarkers.
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> > > > > Combine a terrible game engine with poor weapon and sandbox design and insane aim assist and bullet magnetism into a game that is H4 without sprint. Totally classic H2
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> > > Blah blah blah blah.
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> > > I love h2a. The campaign was freaking INSANELY amazing imo. Compared to H1A it is a godsend. They NAILED everything from music, to graphics, ambience… picking up dual SMG’s has NEVER felt so good. As for MP, I personally use a silenced SMG over assault rifle, farther shots… plasma pistol is fine if charged with noob combo, OP as heck. Dual wielding SMG and Plasma Rifle is a very potent combo… fuel rod wrecks in MP, at least when I use it. & magnum is ok if paired with a plasma weapon. Headshots are still 1 hit kill with no shields, no? Anywho, I think H2A feels almost identical to classic H2, with a few QoL improvements . ( hit marker anyone? ) I’ve got an old Xbox profile with a couple ten thousand kills or so in Halo 2 if you want to look it up on here for some OG proof :wink:
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> I believe you’re responding to the wrong comment, bruv, I’m agreeing with you. Though hitmarkers as QoL is…debatable, at least for grenades.

Shoot… my bad!

H2A Graphics, Music, Sound Effects, Gameplay, I thought compared to H1A it was a 10/10 game. & I don’t hate the remake of 1, just graphically I felt it was almost a downgrade in some places. But just the way each weapon functions, as it fires, everything just FEELS satisfying imo.

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> > Go play arma then. Halo is supposed to be a run and gun arcade style shooter not a tactical shooter.
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> I’d rather play Halo. A franchise which has been so many things that it’s ridiculous and limiting to say that it’s “supposed to be” anything.
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> > The population has bottomed out since they changed to this odd quasi tactical COD in space gameplay. They tried it twice. It failed twice. Time to move on.
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> Twice? I think you forgot Reach. Neither has it “failed” twice, as the population has done nothing near “bottoming out.” Stop over-dramatizing things just because you want to stick to the past. It’s still there to play, and is even quite accessable (soon more so) on the Master Chief Collection. You know, while we’re throwing out the dismissive “go play [insert game here]” line.

I know this is an old post but reach balanced it out and maps could be played without sprint nice try though.

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> > > Go play arma then. Halo is supposed to be a run and gun arcade style shooter not a tactical shooter.
> >
> > I’d rather play Halo. A franchise which has been so many things that it’s ridiculous and limiting to say that it’s “supposed to be” anything.
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> >
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> > > The population has bottomed out since they changed to this odd quasi tactical COD in space gameplay. They tried it twice. It failed twice. Time to move on.
> >
> > Twice? I think you forgot Reach. Neither has it “failed” twice, as the population has done nothing near “bottoming out.” Stop over-dramatizing things just because you want to stick to the past. It’s still there to play, and is even quite accessable (soon more so) on the Master Chief Collection. You know, while we’re throwing out the dismissive “go play [insert game here]” line.
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> I know this is an old post but reach balanced it out and maps could be played without sprint nice try though.

Reach balanced what out? and all maps can be played without sprint so that’s not the issue but nice try.

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> > I know this is an old post but reach balanced it out and maps could be played without sprint nice try though.
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> Reach balanced what out? and all maps can be played without sprint so that’s not the issue but nice try.

In Reach yes, you can. That’s because sprint was an AA, as such a power-up and not a core mechanic. Sadly bound to loadouts at the beginning of a match, but still a power-up rather than a basic movement mechanic (as such irrelevant for the point QtoCool was trying to make). The multiplayer map-design in HR reflects that, as you can get to every point of the map by normal means. You can see that also by the spacing of covers and cardinal points of a map’s main combat area: everything in there is constructed around Spartan 3 BMS, jump height and model size, but not sprint. Hence why most 4v4 maps feel wonky when playing as base Elites while BTB maps do wonders for them. They are basically just Spartan 2 with lower strafing speed after all!

To better convey my point, what Bungie (and later 343i with their DLC pack) did was building core maps just with BMS in mind. Maps in Reach also add environmental elements that could be utilized better by players with sprint and jet-packs, like the additional verticality that exposes the player, but also gives you an easy high ground (extremely important in Halo and therefore game-breaking - luckily JP are slow and have predictable flying patterns and are easy to counter.) As for elements put into a Reach map specifically for sprint, the outer ring in Powerhouse comes to mind. The core setting of the map doesn’t give you any extra spacing made specifically for that AA, but the outer ring in PH is a good way for sprinter to move around the map in relative safety compared to normal BMS - making it a traversal tool. Same could be said for the exposed bridges in Sword Base for instance.

…and you literally can’t design a map like this for instance in Halo 5. Sprint together with clamber are not extra optional tools for situational moments of a specific map-design element, those are base mechanics of H5’s gameplay DNA. Mechanics you need for basic map traversal. The whole environment is just a toybox for those specific movement mechanics! The moment you design a map without consideration for those tools, you get a map that can be exploited by those AMM or vice-versa those are still there but become useless due the lack of spacing and proper verticality.

On top of that the HOW sprint works in H5 makes it also impossible to balance compared to the version in Reach. Sprint in five is limitless, has two separate speed phases, activates other functions for combat/movement and the only active punishment is shields can’t recharge. On the other hand sprint in Reach is severely limited, only adds to jump distance but no height, once you press the button you enter almost immediately into max speed and the punishment consists in a fairly long timer that doesn’t let you use your weapon - five’s pistol is immediate and rifles take a quarter of that time.

TLDR: In Reach sprint was designed as an additional tool for map traversal, in H5 sprint is a basic combat tool with all environmental assets and weapon-balancing build specifically around it. Or at least that more or less my guess what QtoCool meant. If so I just can agree! :stuck_out_tongue_winking_eye:

PS.: that doesn’t mean I believe sprint in Reach to be a good thing, what I am saying though is that if it has to be in the game it should be implemented like this mechanically speaking. If it’s a pick up and you start with some kind of simplified evade even better. If there is no sprint at all and instead we got a speed boost AA to fight for on the map, well, than we have the best case scenario imho! Sprint as a base mechanic though - especially in mp slayer and 4v4 - simply doesn’t work and never will. It will fail in Halo Infinite as well, mark my words!

Yes, I’m a negative Nancy, but the last decade of Halo kinda proofed my point I would say! :woman_shrugging:

Every map can be played without Sprint. Even in Halo 4 and 5.

But it’s pretty clear at this point that Sprint is here to stay, so continuing to argue against it using old games as metric for comparison is really just wailing in futility. I get that people have their own opinions, but clearly Halo gameplay has changed.

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> > > > Go play arma then. Halo is supposed to be a run and gun arcade style shooter not a tactical shooter.
> > >
> > > I’d rather play Halo. A franchise which has been so many things that it’s ridiculous and limiting to say that it’s “supposed to be” anything.
> > >
> > >
> > >
> > >
> > > > The population has bottomed out since they changed to this odd quasi tactical COD in space gameplay. They tried it twice. It failed twice. Time to move on.
> > >
> > > Twice? I think you forgot Reach. Neither has it “failed” twice, as the population has done nothing near “bottoming out.” Stop over-dramatizing things just because you want to stick to the past. It’s still there to play, and is even quite accessable (soon more so) on the Master Chief Collection. You know, while we’re throwing out the dismissive “go play [insert game here]” line.
> >
> > I know this is an old post but reach balanced it out and maps could be played without sprint nice try though.
>
> Reach balanced what out? and all maps can be played without sprint so that’s not the issue but nice try.

Balanced out the power that the power of the armor abilities duh :unamused: and no maps in halo 4 and 5 can’t be played without sprint because it would be too big.
Increase your information :information_source: nice try

The maps that are “too big” are BTB maps. Every other map is operable without the use of Sprint. Though, again, that is a ridiculous argument as sprint is inherent to the game.

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> Every map can be played without Sprint. Even in Halo 4 and 5.
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> But it’s pretty clear at this point that Sprint is here to stay, so continuing to argue against it using old games as metric for comparison is really just wailing in futility. I get that people have their own opinions, but clearly Halo gameplay has changed.

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> The maps that are “too big” are BTB maps. Every other map is operable without the use of Sprint. Though, again, that is a ridiculous argument as sprint is inherent to the game.

No, every map can not be played without using sprint. There’s lots of jumps you have to sprint to get to. The maps are LITERALLY designed for sprint…heck, The bloody game is! So you kind of have too. If you don’t sprint, you’re at a mass tactical disadvantage in many situations as the game is designed around it like I said. There has been countless replies to what you said In previous pages here. You clearly love the sprint animation, and that’s fine, but if your just going to come in here with a close mind (which you seem to be) then don’t waste your time and everybody else’s in this thread who doesn’t.

Oh and by the way, I’m pretty sure Doom 2016, Doom Eternal, Overwatch and Valorant aren’t “old games” and they have all done extremely well :wink::upside_down_face:

Welcome back:

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> This post has been edited by a moderator. Please refrain from making posts that do not contribute to the topic at hand.*Original post. Click at your own discretion. I haven’t been in this discussion for a very long time, and I have no interest in being drawn back into it.

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> Every map can be played without Sprint. Even in Halo 4 and 5.
>
> But it’s pretty clear at this point that Sprint is here to stay, so continuing to argue against it using old games as metric for comparison is really just wailing in futility. I get that people have their own opinions, but clearly Halo gameplay has changed.

If sprint isn’t necessary for the gameplay aspect, why spend all the resources on implementing it?
For all the talk on how important it is in “today’s gaming environment”, it doesn’t feel like its impact on the gameplay is large enough to warrant its inclusion.

Apparently,
-Escapability is down, if not according to some, even completely eliminated
-Near instant weapons up mean instant reactions to getting jumped
-And now all maps “can” be played, is that the semantic argument that you can drop a player on 1 1kmx1km map with no sprint and 1 m/s movement speed,and play it?

What exactly is its gameplay meaning?

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> The maps that are “too big” are BTB maps. Every other map is operable without the use of Sprint. Though, again, that is a ridiculous argument as sprint is inherent to the game.

Operable without, and optimal, aren’t the same thing.

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> No, every map can not be played without using sprint. There’s lots of jumps you have to sprint to get to.

Name some. I’d put a soft wager that they’re areas akin to those only reached by “super jump”, and not areas conventional to regular gameplay. Or “shortcuts”.

> The maps are LITERALLY designed for sprint…heck, The bloody game is!

Indeed it is. Time to stop using games without sprint as a metric for comparison.

> Oh and by the way, I’m pretty sure Doom 2016, Doom Eternal, Overwatch and Valorant aren’t “old games” and they have all done extremely well

Or other games as a metric for comparison. It’s really just the making for a poor comparison.

DOOM? You mean the game that has dash evasion, double jump, clamber, and is a gamestyle centered around constant, rapid movement without the use of cover or gadgets (sorry, Equipment) that provides said cover? That DOOM?

DOOM Eternal, which also has dash evasion, double jump, clamber, and a grapple hook akin to the grappleshot that we seen in Infinite, both iterations of DOOM having the same rapid-pace, adrenaline-driven gameplay and mechanics that are equivalent to Advanced Movement in Halo, and the divide between Halo 5 and Halo: CE which is comparable (poorly) to the divide between the original DOOM (which did have sprint, as well) and DOOM Eternal?

Overwatch, a class-based MOBA game that does have characters with a Sprint ability?

Valorant, which after a very brief search has distinction between “walk” and “run” that’s achieved by a button press, and gives players the ability to walk by default and run with the press of a button, which is almost the exact same mechanic that Sprint in Halo is?

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> If sprint isn’t necessary for the gameplay aspect, why spend all the resources on implementing it?
> For all the talk on how important it is in “today’s gaming environment”, it doesn’t feel like its impact on the gameplay is large enough to warrant its inclusion.

I know for certain that we have had this discussion in the far past. Since then, I cannot tell you how many times while playing Halo: CE through Halo 3: ODST I and people I’m gaming with wish that we could Sprint toward our destination while on foot, even to shave off an extra five seconds. Without Sprint, many areas in those games become tedious and drawn out. I realize this is a matter of perspective and preference, but clearly there is an impact on gameplay enough to where the mechanic can be and is missed in its absence.

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> Indeed it is. Time to stop using games without sprint as a metric for comparison. | Or other games as a metric for comparison. It’s really just the making for a poor comparison.
>
> DOOM? You mean the game that has dash evasion, double jump, clamber, and is a gamestyle centered around constant, rapid movement without the use of cover or gadgets (sorry, Equipment) that provides said cover? That DOOM?
>
> DOOM Eternal, which also has dash evasion, double jump, clamber, and a grapple hook akin to the grappleshot that we seen in Infinite, both iterations of DOOM having the same rapid-pace, adrenaline-driven gameplay and mechanics that are equivalent to Advanced Movement in Halo, and the divide between Halo 5 and Halo: CE which is comparable (poorly) to the divide between the original DOOM (which did have sprint, as well) and DOOM Eternal?

Those are a lot of mechanics being listed yet none of them named “sprint”, making the comparison valid.

Pretty much every time someone mentions DOOM 2016 or its sequel, someone tries to steer the argument from “sprint” to “advanced movement” as a whole. It’s pretty much one step away from being a complete strawman since neither you nor the people you were replying to mentioned any other mechanic except for sprint until this moment.

Believe it or not, yes that whole list can be in Halo and it would not be contradictory to one’s dislike of sprint. It anything it supports it.

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> Those are a lot of mechanics being listed yet none of them named “sprint”, making the comparison valid.

No, it is not. Because the sole focus of the comparison is “These games don’t have sprint and they do fine” only every single one of those games function completely different than Halo, some have Sprint, and all have so many bells and whistles that the desired “Sprintless Halo” as some effort back to simplicity of the Days of Yore is comparing apples to corn. That they are FPS games with guns does not make them the same game.

The arguments are and have been stale. You (general) say that Sprint doesn’t belong in Halo; why? Well because the maps aren’t built for Sprint. Only the old maps can accommodate Sprint quite well (e.g. The Pit/Pitfall), and the new maps are built to do so already. Similar to how Halo Reach maps accommodated for jet packs. You then say that it just doesn’t fit Halo, yet there are both canonical reasons as to why it does (for campaign) and the fact that at one point in time Equipment “didn’t belong” either. Halo progressed, as it has done with Sprint.

I think, still, that it really just boils down to “I don’t like this”.

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> > Those are a lot of mechanics being listed yet none of them named “sprint”, making the comparison valid.
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> No, it is not. Because the sole focus of the comparison is “These games don’t have sprint and they do fine” only every single one of those games function completely different than Halo, some have Sprint, and all have so many bells and whistles that the desired “Sprintless Halo” as some effort back to simplicity of the Days of Yore is comparing apples to corn. That they are FPS games with guns does not make them the same game.

They don’t have to be the same game and what seems to be the common ground here is the existence of sprint or not, hence the comparison in the first place.

It’s not “X game did well because of not having sprint”, it’s “X game did well while not having sprint.” You can list 700 different non-sprint mechanics, doesn’t matter. People can judge all 700 individually and separate from sprint, making it a waste of everyone’s time using them as an argument.

I think we are missing a side of the argument here. Yes, sprint affects map design, holy trinity, etc. and I’m not here to say otherwise. I love Halo with sprint and I love Halo without sprint.

Now, have I deployed a power drain on myself because I had the urge to sprint in Halo 3? More times than you think. People, especially newcomers who are used to other games, want complete control over their character. If they can’t perform a certain action that they can perform in other games it might feel “clunky” or “old”.

Is sprint a gimmick that tricks our brains into sensing urgency? One could argue that. Are video games in general a gimmick manipulating our brains to feel adrenaline, dopamine, satisfaction? Valid point as well.

Sprint’s quantitative impacts have been thoroughly dissected but the qualitative side is shrugged off as a gimmick and only “sheep” fall victim to its illusion. Have we not all fallen victim to Halo? It’s not real but we all love it. I think the same could be said by those advocating the inclusion of sprint.

thank you for reading my post

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> You (general) say that Sprint doesn’t belong in Halo; why? Well because the maps aren’t built for Sprint.

No, we don’t use that as the reason sprint doesn’t belong in Halo. I don’t. Somebody else may, but as a generalization, it’s a red herring.

I (me specifically) say that sprint doesn’t belong in Halo because because it is at best an uninteresting mechanic (and at worst detrimental), and it harms the interplay of movement and combat which I consider foundational to Halo.

If you’re not addressing my concerns, please don’t draw me into the argument with faulty generalizations. Better not make generalizations unless you can be sure those generalizations are sound.

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> > You (general) say that Sprint doesn’t belong in Halo; why? Well because the maps aren’t built for Sprint.
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> No, we don’t use that as the reason sprint doesn’t belong in Halo. I don’t. Somebody else may, but as a generalization, it’s a red herring.
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> I (me specifically) say that sprint doesn’t belong in Halo because because it is at best an uninteresting mechanic (and at worst detrimental), and it harms the interplay of movement and combat which I consider foundational to Halo.
>
> If you’re not addressing my concerns, please don’t draw me into the argument with faulty generalizations. Better not make generalizations unless you can be sure those generalizations are sound.

Totally agree with your opinion on why it doesn’t belong in halo I’ve been saying this for years.

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> Indeed it is. Time to stop using games without sprint as a metric for comparison.

Because?
At the moment I can’t really think of a reason why other games can’t be used as a comparison to whatever is being thrown around with Halo + sprint.
Or is it just something which is exclusive to Halo and Sprint? And no other game.

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> Or other games as a metric for comparison. It’s really just the making for a poor comparison.

Because?
It’s quite bewildering when other games find success, staying out of the proverbial bucket list of “standard” mechanics.
Yet Halo, has for some unproven reason stay in that bucket.

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> DOOM? You mean the game that has dash evasion, double jump, clamber, and is a gamestyle centered around constant, rapid movement without the use of cover or gadgets (sorry, Equipment) that provides said cover? That DOOM?

I fail to see the relation with those mechanics, and sprint, which is what you chose to re-enter this thread with.
You think it’s a double-standard to dislike sprint in Halo, and use Doom as an example of a succesful sprint-less game?
Seeing as all those non-sprint related mechanics are in that game?
And with that logic, if I like nu-Doom, then I’d have to like sprint in Halo?
Is that what you’re trying to convey?

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> DOOM Eternal, which also has dash evasion, double jump, clamber, and a grapple hook akin to the grappleshot that we seen in Infinite, both iterations of DOOM having the same rapid-pace, adrenaline-driven gameplay and mechanics that are equivalent to Advanced Movement in Halo, and the divide between Halo 5 and Halo: CE which is comparable (poorly) to the divide between the original DOOM (which did have sprint, as well) and DOOM Eternal?

This is the same thing as the one above, you ditched sprint, and moved to complete advanced movement.
As for OG Doom’s “Sprint”.
I’d gladly use OG Doom’s “sprint” in Halo, as it was back then. If we were to have two loadouts in Halo Infinite.
One being the sprint we see now, and then one loadout with OG Doom’s sprint, both using the same BMS, and both using the same sprint speed. Which one do you think players would use the most?

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> Overwatch, a class-based MOBA game that does have characters with a Sprint ability?

Sprint is not an overarching ability for every character, at launch, if I’m not mistaken, they had, one character?
How many now? two? three? Out of how many characters?

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> Valorant, which after a very brief search has distinction between “walk” and “run” that’s achieved by a button press, and gives players the ability to walk by default and run with the press of a button, which is almost the exact same mechanic that Sprint in Halo is?

Doesn’t look like it.
Seems a lot like OG Doom’s “sprint”, but in Valorant, you produce sound which put you on the map.
There’s “run peeking” for instance, short strafes while running to not alert anyone on the radar.
No mention of removal of combat capabilities, or character abilities, no mention of reduced accuracy, no mention whatsoever about running affecting anything your character can do,
Is that the same mechanic as Halo’s?

> 2533274804813082;5492:
> I know for certain that we have had this discussion in the far past. Since then, I cannot tell you how many times while playing Halo: CE through Halo 3: ODST I and people I’m gaming with wish that we could Sprint toward our destination while on foot, even to shave off an extra five seconds. Without Sprint, many areas in those games become tedious and drawn out. I realize this is a matter of perspective and preference, but clearly there is an impact on gameplay enough to where the mechanic can be and is missed in its absence.

And I’m pretty sure I’ve given you this answer back then, if not to you, then others.

Any mission which is “long and tedious” are subject to two, or three different, aspects.
1: Conveying an emotion;
Designers wanting to make you feel something specific, will resort to specific methods of doing so.
We learn Halo rings are vast and open, then through the campaigns we lose allies, or have grand battles over large areas.
Being forced to trod through large sections are their intention in showcasing how big the ring really is, or, doing it alone, show us how small we are in the grand scale of things.
Chances are here quite high, that there’d be no time difference in traversing the area based on how it’s designed, depending on sprint is in or not. Because the idea is not to get through the area as fast as possible, but to give you a down time between action, have you reflect on the story, or give the game enough time to give story elements.

2: Over committing to the design;
Designers are people, they make errors, and those do enter the game.
So yes, a space can be somewhat larger than it needed to be, resulting in something not ideal for the situation.
That can be done wether or not sprint is present in the game.
Neither does human error on overscaling maps or areas, warrant an inclusion of sprint.
It is isolated areas, being patched with a game altering mechanic.

3: Player skill, or decisions;
Some sections provide vechiles, opting to not use them, as the game intended you to, is a decision you as a player make. You should be aware that the consequence is a much slower pacing.
Alternatively, losing these provided tools to traverse the map, but remaining alive, is down to you as a player. You face the consequences of your skill.

I also think it’s a force of habit.
Playing games for some period of time put you in a habit, certain inputs make certain actions, no matter which games you jump between.
BMS / Sprint could always be faster to shave of those extra seconds. Gears could have jumping for quicker traversal of obstacles.
Among Us could have a flashlight for when the power is saboutaged.
Jumping could be higher, but we got clamber.
And so on and so on.

Yes, it is also a preference thing, some people enjoy it, and I completely understand why.
You are doing something in the downtime, extra buttons to push, stuff happens on the screen, it is responsive.
It feels like you’re heading places.
And that’s perfectly fine.

But when you sit down and think about it, is it missed because it has a big enough impact?
Or, is it because it’s become so ingrained now, that, as i343 put it, “it’s expected”.
Sprint’s usability has been significanly reduced, both directly and indirectly.
How big of an impact can it still have which is desired, with all the measures taken to nerf it time and time again, directly and indirectly.

Halo does not require sprint, it doesn’t need it.
Yes, it is implemented, sure, Halo’s gameplay has changed.
Neither of those guarantee it’ll stay.
Tedious and drawn out areas are either there for a reason, or, it was a mistake by the designers.
Nothing says those tedious drawn out mistakes will occur in the next installment if the gameplay remained closely the same.
Halo’s gameplay changed, and why wouldn’t it be possible for it to change again, with sprint not present?

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> > No, every map can not be played without using sprint. There’s lots of jumps you have to sprint to get to.
>
> Name some. I’d put a soft wager that they’re areas akin to those only reached by “super jump”, and not areas conventional to regular gameplay. Or “shortcuts”.

Take your pick!! Jumping from Red bridge to Blue bridge on coliseum, jumping from e2 to Tower 2 in the rig, jumping from top mid to arch to rockets in coliseum… The list goes on and on. You can’t do any of this without sprinting. You may call these shortcuts but most of these are normal gameplay maneuvers that if you don’t do you are at a mass, mass disadvantage tactically.

> 2533274804813082;5492:
> > The maps are LITERALLY designed for sprint…heck, The bloody game is!
>
> Indeed it is. Time to stop using games without sprint as a metric for comparison.

Huh? When was I comparing anything? I was merely stating that the maps and Halo 5 are designed around using the sprint animation. Not using it puts you at a mass tactical disadvantage in practically every situation. Don’t believe me watch some pros play. The sprint animation is used all the time!

> 2533274804813082;5492:
> > Oh and by the way, I’m pretty sure Doom 2016, Doom Eternal, Overwatch and Valorant aren’t “old games” and they have all done extremely well
>
> Or other games as a metric for comparison. It’s really just the making for a poor comparison.
>
> DOOM? You mean the game that has dash evasion, double jump, clamber, and is a gamestyle centered around constant, rapid movement without the use of cover or gadgets (sorry, Equipment) that provides said cover? That DOOM?
>
> DOOM Eternal, which also has dash evasion, double jump, clamber, and a grapple hook akin to the grappleshot that we seen in Infinite, both iterations of DOOM having the same rapid-pace, adrenaline-driven gameplay and mechanics that are equivalent to Advanced Movement in Halo, and the divide between Halo 5 and Halo: CE which is comparable (poorly) to the divide between the original DOOM (which did have sprint, as well) and DOOM Eternal?
>
> Overwatch, a class-based MOBA game that does have characters with a Sprint ability?
>
> Valorant, which after a very brief search has distinction between “walk” and “run” that’s achieved by a button press, and gives players the ability to walk by default and run with the press of a button, which is almost the exact same mechanic that Sprint in Halo is?

Doom - Yeah that’s exactly the game I mean. It doesn’t have the sprint animation. We’re not talking about advanced movement. last time I checked this thread it was about the sprint animation not advanced movement.

Doom Eternal - Again we’re not talking about advanced movement. We’re talking about the sprint animation and it doesn’t have it.

Overwatch - what’s your point that it’s an MOBA? It’s a FPS last I checked. Save two characters out of 30 plus don’t have the Sprint animation nor are the maps designed around it.

Valorant - It’s two different modes of speed, it is nothing like Halo. Newer Halo games you have to either move or shoot you can’t do both while sprinting. Valorant does not have a sprint animation at all. It has two different modes of speed but no animation. You can shoot or use your powers or do whatever you want no matter what speed you’re doing. Pretty big difference.

You implied that newer games all use the sprint animation and ones that don’t are “old” I gave you four examples of newer games that don’t use it (save two characters in OverWatch) and are very successful and very popular. If you weren’t aware, it’s the sprint ANIMATION that people have an issue with. As it does not allow you to move and shoot at the same time. I can pretty much guarantee you that the majority of people would have no problem with two types of speed in Halo if it did not include an animation and was like say for example something like Valorant.

Also, I just want to add that this comment by Tsassi

> I (me specifically) say that sprint doesn’t belong in Halo because because it is at best an uninteresting mechanic (and at worst detrimental), and it harms the interplay of movement and combat which I consider foundational to Halo.

Is exactly how I feel about the sprint animation and I’m willing to the bet that the majority of people here that don’t like the sprint animation feel the same way.

I will also just end this with I don’t HATE the sprint animation in Halo and how it changes Halos gameplay (unlike the ADS style zooming animation which I hate with the passion and want it gone) but I definitely feel like Halo plays much, MUCH better without it and it also helped set itself apart from all the other FPS’s. Something that it doesn’t really do anymore unfortunately. If it were up to me, I definitely would NOT have the sprint animation in Halo and I would either have one base movement speed at a decent pace or if I had a two-speed system it would be something like Valorant. In either case, the sprint animation would not be in my Halo game.

Judging from the trailer the base movement speed is pretty fast and sprinting is a minor boost in speed, which looks nice and seems like the most appropriate way of doing it to me. Sliding looks good in the demo too, looks like you can fire immediately out of sprint and slide so there’s no actual downtime in gameplay whilst also giving enhanced movement. Thrusters and spartan charge do not look like they are returning which is great in my opinion as enhanced movement is one thing but spamming abilities and flying around the map in the middle of gunfights is another. Looks like the essence of classic movement with a little enhanced movement sprinkled on top. Also looks like clamber is coming back which is good as that makes jumping ledges a little easier and forgiving and crouch jumping is still an option. I think this will be the best iteration of Halo movement to date as it has all the best parts of modern upgrades whilst maintaining the feeling of Halo.