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> > You’ve made 2 assumptions. One: that my reasoning for thinking this is an example of a negative gameplay experience is because I felt a ‘kill was owed to me’
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> And yet, you directly tie a player getting away as detrimental to the experience, and not making for “good gameplay”. Why is that? If by “delaying the inevitable” you mean they’re going to die; maybe, maybe not. Neither does the chess example work; the given example of getting away would be a “check”, not a “checkmate”. Checkmate in Halo is when the game is over and the winning team has the prerequisite points for victory. And as Halo is a point-based game, every death is one more mark towards defeat, not something that should be conceded because it’s “inevitable”. If a player can sprint, boost, or skill jump their way out of a death, or if they Armor Lock until a teammate can come and assist them, these are valid tactics to avoid losing the game.
I do tie a player getting away in this situation with being detrimental to the experience, Yes. Primarily due to limited options. It isn’t engaging because there isn’t many counter-play options designed into the experience. Equally boosting away is quite one dimensional, hold LT until you reach a safe place. Options and counter-play opportunities I think make for positive gameplay experiences. This is what I want. If a player feels restricted or helpless to counter what an enemy player is doing, it can cause a negative gameplay experience.
If a player decides to run away and strong side in classic Halo, you can throw a grenade towards where they are fleeing, to counter that escape strategy. But add sprint to the equation, the enemy player is moving faster compared to the grenade, meaning they may escape round that corner long before the grenade arrives. Then add thrust and wider corridors to that equation and that grenade could become useless. One option on the designers side, could be to increase throw velocity, and maybe adjust the blast radius, but that would effect the balance of grenades in base movement gun fights… This is just one of many balancing conflicts created by the addition of Sprint.
If a tactic is in the game it is a valid tactic on the players side. I wouldn’t begrudge a player for using what tactics are available to them, for their advantage. That’s just playing the game. I will abuse the hell out of these tactics myself if they are there, just like anyone else. I think the idea of refusing to sprint away due to self imposed honor rule is pretty ridiculous (which I have heard far too many people suggest). But the question is should that option be available to the player? Is it overall beneficial to the experience?
If a player tries to flee but the chaser pulls himself closer with a grapple shot… that is counter-play. If you are trying to retreat to regroup with team mates, and bounce a grenade off a wall behind you to cut off someone chasing you… that is again counter-play. Moves and counter moves. When I talk about checkmate scenarios I’m referring to situations where there isn’t a counter move available. Also having a long, drawn out combat encounter, where there is nothing that can be done to speed up or to force the encounter, isn’t generally fun.
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> > This was more of a throw away additional point, but I will address it. The spartan already had a form of melee, called melee.
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> Not only does Spartan Charge do more damage than a standard melee, but it also applies a knock-back effect, which can be used with the environment to score kills, as you note. There also was a “shoot quickly after melee” exploit (BXR) and it was largely regarded by the playerbase as “breaking the game”.
I like the knock-back effect, I have already expressed this. But do I think having a stronger melee adds much value to the game?.. No, not really.
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> > The point was, when something is a base mechanic, it can typically be used a lot. As such it can have a big effect on the game. Not so much a mechanic associated with using a specific vehicle.
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> Yes, it potentially can. Yet my comparison of the two was to specifically address the removal of shooting while boosting, as that seems to be a large concern with the Sprint mechanic. Not so much the availability of it.
Just because you haven’t heard anyone complain about the inability to shoot whilst boosting. Doesn’t mean no-one had problems with it. It is just as likely that you haven’t heard the complaints because people consider it a small, inconsequential part of the game, that they don’t feel strongly enough about, to complain. If we were talking about a game where you spawn in a ghost, or Banshee, or whatever, some sort of vehicle combat game… then it might be a different story.