The return of classic movement mechanics?

> 2533274876601129;921:
> I have to say that out of all the new abilities added to Halo 5, I really like the clamber ability. It made it quote fun to explore levels and look for different angles for engaging the enemy.

Didn’t you already do that in the games before? Because I sure did, and I didn’t really need clamber for that… just the jump button (and occasionally crouch).

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>
*Original post. Click at your own discretion.

> 2533274802803017;918:
> **This post has been edited by a moderator. Please refrain from making non-constructive posts.***Original post. Click at your own discretion.
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> > 2727626560040591;917:
> > > 2533274802803017;916:
> > > So the sprint is the reason u can’t find players? Damn, I doubt they’ll take the sprint out. Maybe you have poor connection?
> >
> > He said he couldn’t match due to not enough players so it isn’t a connection issue. While it can’t be proven that abilities are the main reason for Halo’s dwindling population in the modern Halo era despite his claims that they are, it’s certainly something that shouldn’t be dismissed or ruled out as a possible factor.
>
> Why don’t you just kiss him?
>

Why don’t you just kiss 343i?

> 2533274876601129;921:
> I have to say that out of all the new abilities added to Halo 5, I really like the clamber ability. It made it quote fun to explore levels and look for different angles for engaging the enemy.

https://www.youtube.com/watch?v=qfilAcimqcY&t=628s Watch this. It may implode your mind.

> 2535473481267884;27:
> Seriously, I feel like the majority doesn’t even know what slow or fast gameplay is.
> Just because you can not run across the map like a headless chicken, it is not “slow” paced. Well placed Teleporters and Man Cannons will help the players to travel around the map faster. And then there is the sandbox, the TTK for the weapons, the size of the maps. All this is way more important for the pace of the game.
>
> Sprint works fine for a lot of FPS Shooters, but not Halo. If you’ve got the right balance for the points I’ve mentioned, you will have smooth, tactical and fun gameplay.

God if only everyone knew this, its so frustrating to see people defend sprint and clamber as things that belong in halo, a tactical arena shooter. There’s a reason why halo 5 has so little player retention and population compared to every bungie game that came before it.

> 2535430289047128;923:
> > 2533274802803017;918:
> > **This post has been edited by a moderator. Please refrain from making non-constructive posts.***Original post. Click at your own discretion.
> >
> >
> >
> >
> > > 2727626560040591;917:
> > > > 2533274802803017;916:
> > > > So the sprint is the reason u can’t find players? Damn, I doubt they’ll take the sprint out. Maybe you have poor connection?
> > >
> > > He said he couldn’t match due to not enough players so it isn’t a connection issue. While it can’t be proven that abilities are the main reason for Halo’s dwindling population in the modern Halo era despite his claims that they are, it’s certainly something that shouldn’t be dismissed or ruled out as a possible factor.
> >
> > Why don’t you just kiss him?
> >

I don’t think this kind of thing is necessary. There isn’t any need to respond to a post we’ve already dealt with.

I’m still trying to figure out where people get the idea that not having sprint automatically equals a slow paced game. Even Halo 3 with it’s god awful field of view, I rarely feel like it takes long to run into other players and traverse the map, and I never get this feeling while playing Halo 2. I miss when maps were actually unique and interesting. Every map in Halo 5 is so bland thanks to the art style and having to design everything around spartan abilities, which as many of you have pointed out, add very little depth to Halo.

So in taking about Halo and classic movements I wanna bring in another point of view regarding this never ending topic, and that is the DOOM reboot series. Let’s be honest here if it wasn’t for DOOM we would have never gotten Halo and those original games were more limited with their gameplay. Then with the reboot you would assume that the DOOM community would be outraged because DOOM(2016) added double jump and a move similar to clamber in Halo 5, but no, they weren’t. In fact they love the new gameplay. Now look at DOOM Eternal. That game looks to be straying farther away from the original gameplay of DOOM by having a grapple hook and a thrust ability. So why can the DOOM community be more welcoming to the new gameplay yet you guys are having this never ending war regarding “classic” gameplay and the new gameplay?

> 2533274974695300;928:
> So in taking about Halo and classic movements I wanna bring in another point of view regarding this never ending topic, and that is the DOOM reboot series. Let’s be honest here if it wasn’t for DOOM we would have never gotten Halo and those original games were more limited with their gameplay. Then with the reboot you would assume that the DOOM community would be outraged because DOOM(2016) added double jump and a move similar to clamber in Halo 5, but no, they weren’t. In fact they love the new gameplay. Now look at DOOM Eternal. That game looks to be straying farther away from the original gameplay of DOOM by having a grapple hook and a thrust ability. So why can the DOOM community be more welcoming to the new gameplay yet you guys are having this never ending war regarding “classic” gameplay and the new gameplay?

DOOM is brought up fairly often in comparison to Halo in this context, because DOOM 2016 shows a game that can still be well received and feel really fast-paced, despite not having a Sprint mechanic. DOOM Eternal still doesn’t have one, which means they aren’t straying from their original gameplay in that aspect.

A thrust ability, in a vacuum, isn’t all that bad (of course, depending on implementation). Also, it has a shorter range in Doom Eternal and is pretty much solely used to dodge an incoming attack.

I have mixed feelings about the grappling hook, but at least it works on fighting flying enemies and gives them a little more freedom of movement.

Either way, none of those abilities really contradict existing gameplay, nor does the game push you so much to use them or the map depending on its use (maybe the grappling hook does? I haven’t seen too much gameplay).

EDIT: Apparently the grappling hook only attaches to enemies, according to Hugo Martin:

“We could make it so you could grapple to anything, but it might, in the context of a Doom game, turn it into … something where it gets a little out of control.”
It’s like how you don’t see people complaining about hijacking vehicles in Halo 2, or vehicle seat switching in Halo 5. They’re mechanics that change the way you view vehicles, but does not actually impede gameplay in doing so.

Also Halo 5 was going to have a double jump ability, but it was cut due to reasons.

> 2533274833081329;929:
> > 2533274974695300;928:
> > So in taking about Halo and classic movements I wanna bring in another point of view regarding this never ending topic, and that is the DOOM reboot series. Let’s be honest here if it wasn’t for DOOM we would have never gotten Halo and those original games were more limited with their gameplay. Then with the reboot you would assume that the DOOM community would be outraged because DOOM(2016) added double jump and a move similar to clamber in Halo 5, but no, they weren’t. In fact they love the new gameplay. Now look at DOOM Eternal. That game looks to be straying farther away from the original gameplay of DOOM by having a grapple hook and a thrust ability. So why can the DOOM community be more welcoming to the new gameplay yet you guys are having this never ending war regarding “classic” gameplay and the new gameplay?
>
> DOOM is brought up fairly often in comparison to Halo in this context, because DOOM 2016 shows a game that can still be well received and feel really fast-paced, despite not having a Sprint mechanic. DOOM Eternal still doesn’t have one, which means they aren’t straying from their original gameplay in that aspect.
>
> A thrust ability, in a vacuum, isn’t all that bad (of course, depending on implementation). Also, it has a shorter range in Doom Eternal and is pretty much solely used to dodge an incoming attack.
>
> I have mixed feelings about the grappling hook, but at least it works on fighting flying enemies and gives them a little more freedom of movement.
>
> Either way, none of those abilities really contradict existing gameplay, nor does the game push you so much to use them or the map depending on its use (maybe the grappling hook does? I haven’t seen too much gameplay).
>
> EDIT: Apparently the grappling hook only attaches to enemies, according to Hugo Martin:
>
> “We could make it so you could grapple to anything, but it might, in the context of a Doom game, turn it into … something where it gets a little out of control.”
> It’s like how you don’t see people complaining about hijacking vehicles in Halo 2, or vehicle seat switching in Halo 5. They’re mechanics that change the way you view vehicles, but does not actually impede gameplay in doing so.

Then why does the Halo community hate the notion of advanced mobility in general? I can say remove everything except clamber and thrust (obviously both of them improved) you will still get people saying “no advanced movements in any way, shape, or form”. I can’t tell you how many times I’ve seen a video from someone like FAVYN who says, and I paraphrase, “if you want to evolve Halo you don’t do it through changing the gameplay, you do it by map design and new weapons” and think to myself “you can only do so much by doing that, you need to change the gameplay in a way”.

I never liked the classic movement mechanics.So I welcome sprint with open arms.

> 2533274974695300;930:
> > 2533274833081329;929:
> > > 2533274974695300;928:
> > > So in taking about Halo and classic movements I wanna bring in another point of view regarding this never ending topic, and that is the DOOM reboot series. Let’s be honest here if it wasn’t for DOOM we would have never gotten Halo and those original games were more limited with their gameplay. Then with the reboot you would assume that the DOOM community would be outraged because DOOM(2016) added double jump and a move similar to clamber in Halo 5, but no, they weren’t. In fact they love the new gameplay. Now look at DOOM Eternal. That game looks to be straying farther away from the original gameplay of DOOM by having a grapple hook and a thrust ability. So why can the DOOM community be more welcoming to the new gameplay yet you guys are having this never ending war regarding “classic” gameplay and the new gameplay?
> >
> > DOOM is brought up fairly often in comparison to Halo in this context, because DOOM 2016 shows a game that can still be well received and feel really fast-paced, despite not having a Sprint mechanic. DOOM Eternal still doesn’t have one, which means they aren’t straying from their original gameplay in that aspect.
> >
> > A thrust ability, in a vacuum, isn’t all that bad (of course, depending on implementation). Also, it has a shorter range in Doom Eternal and is pretty much solely used to dodge an incoming attack.
> >
> > I have mixed feelings about the grappling hook, but at least it works on fighting flying enemies and gives them a little more freedom of movement.
> >
> > Either way, none of those abilities really contradict existing gameplay, nor does the game push you so much to use them or the map depending on its use (maybe the grappling hook does? I haven’t seen too much gameplay).
> >
> > EDIT: Apparently the grappling hook only attaches to enemies, according to Hugo Martin:
> >
> > “We could make it so you could grapple to anything, but it might, in the context of a Doom game, turn it into … something where it gets a little out of control.”
> > It’s like how you don’t see people complaining about hijacking vehicles in Halo 2, or vehicle seat switching in Halo 5. They’re mechanics that change the way you view vehicles, but does not actually impede gameplay in doing so.
>
> Then why does the Halo community hate the notion of advanced mobility in general? I can say remove everything except clamber and thrust (obviously both of them improved) you will still get people saying “no advanced movements in any way, shape, or form”. I can’t tell you how many times I’ve seen a video from someone like FAVYN who says, and I paraphrase, “if you want to evolve Halo you don’t do it through changing the gameplay, you do it by map design and new weapons” and think to myself “you can only do so much by doing that, you need to change the gameplay in a way”.

I believe Clamber has its own set of problems (yes, even in DOOM). I personally don’t have any problem with Thrust and Hover. Some people do have a problem for whatever reason they have. When people say “improved”, it doesn’t necessarily mean it’s done well, considering we “improved” Sprint twice only to be right back here.

I don’t watch Favyn all that much, but there’s his video of improving Halo’s gameplay without changing base mechanics. He still talks about other mechanics (vehicle boarding, equipment, etc.), but not stuff that can be activated at any time, anywhere, which is what he seems to dislike so much.

> 2533274833081329;932:
> > 2533274974695300;930:
> > > 2533274833081329;929:
> > > > 2533274974695300;928:
> > > > So in taking about Halo and classic movements I wanna bring in another point of view regarding this never ending topic, and that is the DOOM reboot series. Let’s be honest here if it wasn’t for DOOM we would have never gotten Halo and those original games were more limited with their gameplay. Then with the reboot you would assume that the DOOM community would be outraged because DOOM(2016) added double jump and a move similar to clamber in Halo 5, but no, they weren’t. In fact they love the new gameplay. Now look at DOOM Eternal. That game looks to be straying farther away from the original gameplay of DOOM by having a grapple hook and a thrust ability. So why can the DOOM community be more welcoming to the new gameplay yet you guys are having this never ending war regarding “classic” gameplay and the new gameplay?
> > >
> > > DOOM is brought up fairly often in comparison to Halo in this context, because DOOM 2016 shows a game that can still be well received and feel really fast-paced, despite not having a Sprint mechanic. DOOM Eternal still doesn’t have one, which means they aren’t straying from their original gameplay in that aspect.
> > >
> > > A thrust ability, in a vacuum, isn’t all that bad (of course, depending on implementation). Also, it has a shorter range in Doom Eternal and is pretty much solely used to dodge an incoming attack.
> > >
> > > I have mixed feelings about the grappling hook, but at least it works on fighting flying enemies and gives them a little more freedom of movement.
> > >
> > > Either way, none of those abilities really contradict existing gameplay, nor does the game push you so much to use them or the map depending on its use (maybe the grappling hook does? I haven’t seen too much gameplay).
> > >
> > > EDIT: Apparently the grappling hook only attaches to enemies, according to Hugo Martin:
> > >
> > > “We could make it so you could grapple to anything, but it might, in the context of a Doom game, turn it into … something where it gets a little out of control.”
> > > It’s like how you don’t see people complaining about hijacking vehicles in Halo 2, or vehicle seat switching in Halo 5. They’re mechanics that change the way you view vehicles, but does not actually impede gameplay in doing so.
> >
> > Then why does the Halo community hate the notion of advanced mobility in general? I can say remove everything except clamber and thrust (obviously both of them improved) you will still get people saying “no advanced movements in any way, shape, or form”. I can’t tell you how many times I’ve seen a video from someone like FAVYN who says, and I paraphrase, “if you want to evolve Halo you don’t do it through changing the gameplay, you do it by map design and new weapons” and think to myself “you can only do so much by doing that, you need to change the gameplay in a way”.
>
> I believe Clamber has its own set of problems (yes, even in DOOM). I personally don’t have any problem with Thrust and Hover. Some people do have a problem for whatever reason they have. When people say “improved”, it doesn’t necessarily mean it’s done well, considering we “improved” Sprint twice only to be right back here.
>
> I don’t watch Favyn all that much, but there’s his video of improving Halo’s gameplay without changing base mechanics. He still talks about other mechanics (vehicle boarding, equipment, etc.), but not stuff that can be activated at any time, anywhere, which is what he seems to dislike so much.

Yes they “improved” sprint, but it’s still sprint. A mechanic in which you have to lower the weapon so you can’t shoot while moving fast. Improving clamber and thrust can make the game closer to the classic gameplay. But there’s still a question that still lingers, why is the Halo community so against advanced movements and the DOOM community is more open to it?

> 2533274974695300;930:
> I can’t tell you how many times I’ve seen a video from someone like FAVYN who says, and I paraphrase, “if you want to evolve Halo you don’t do it through changing the gameplay, you do it by map design and new weapons” and think to myself “you can only do so much by doing that, you need to change the gameplay in a way”.

You’d be surprised with how small chages can have a big impact on how a game feels, or what kind of changes outside of player mechanics there are to test out.

I mean, remove all advanced movement things from Halo 5, do you then “float” around like in Halo CE?
Then we got FoV, which is the reason a lot of people think Halo CE, 2 and 3 have different BMS, when in reality they have the same BMS. I even believed that before I got familiar with how FoV really works.

> 2533274974695300;933:
> why is the Halo community so against advanced movements and the DOOM community is more open to it?

Are you part of the Doom community?
I’m not, but I wouldn’t assume there aren’t people in the doom community against advanced movement.
Another thing to consider could be the massive time span between Doom 2016 and Doom 3, the latter which wasn’t all too well recieved, I don’t think many had their hopes up for a more traditional Doom to ecer be released. Did you know that the first versions of Doom 2016 was satirically called Call of Doom by the developers themselves? They scrapped it and started over.

Halo has seen regular releases since its first game in 2001.

> 2533274825830455;912:
> > 2533274798957786;910:
> > Who said it? Yeah, that was me. I said it (wrote it, actually). Not just the latter statement. Both statements are my opinion. Discussion forums are chock full of opinions. In many ways that’s kinda the point. People airing their opinions.
>
> But it’s wrong. I’ve seen classic fans on the forums who identify as casuals. Not to mention, I would personally identify as a competitive player, but not an esports enthusiast. Therefore, evidently, classic gameplay does not only appeal to esports enthusiast.
>
>
>
>
> > 2533274798957786;910:
> > So, yeah, my opinion is that if the new Halo game doesn’t offer anything more than Halo 3 did, most people would find it dull and boring.
>
> Anything more than Halo 3 did in what sense? Does it have to have gameplay mechanics that Halo 3 didn’t have? Can’t new experiences be offered in other ways? If not, does it have to include mechanics from Halo 5?
>
> The issue with your belief that most people would find classic Halo dull and boring is that it doesn’t really have any factual basis. You believe it because you would find classic Halo dull and boring. I can’t prove you wrong, but I will say that if you assume you’re in the majority without any factual basis, you’re not being honest with yourself. And while you’re right that most forum discussion is people airing their opinions, just claiming “most people agree with me” without any data to back it up is not an opinion worth bringing up. I mean, I too can say: “most people find Halo 5 dull and boring, and find classic Halo absolutely enthralling”, but it doesn’t contribute anything of value to this discussion.

What ever happened to "opinions are not necessarily right or wrong? I said “classic movement” would only appeal to esports enthusiasts. That’s my opinion and it remains so. The only way I could be wrong is if Halo: Infinite releases with only “classic movement” and it’s a huge runaway success the likes of which Microsoft has never seen before. Until then it’s just speculation on my part and I can’t claim it to be true any more than you can claim it to be false. You disagree, yet I do not claim that you are wrong. We shall see.

When I say “anything more than Halo 3” I am talking about movement mechanics, since that is what the thread is about. That means the exclusion of any mechanics introduced after the release of Halo 3. They have all been labeled as superfluous. I should also mention that when speaking of movement mechanics I tend to refer to the Spartan enhancements and not necessarily mechanics brought about by equipment. For instance, I believe Sprint is an excellent example of a normal human ability that is enhanced in Spartans through genetic manipulation, and that ability in turn is enhanced by the fusion powered suit. A Spartan without a suit would still sprint faster than a normal human. They would also clamber better, charge, slide, etc. They can do those things better, and the suit makes them awesome at it. Armor Lock is an armor ability only available if you are wearing the armor. Jet Pack only works if you are wearing the Jet Pack. Normal humans can’t wear Spartan Armor, but normal humans could (and did) wear Jet Packs.

So I say that if you make a new game and you don’t give Spartans the movement abilities they have gained since Halo 3 you are going backwards. I have no opinion one way or the other about what equipment can be picked up on the battlefield, outside of that being a dull and boring way to get equipment.

In my opinion.

I will also say this about “classic movement”: all the movement mechanics during the Bungie era were developed for the campaign and used, if possible, in multiplayer. There was little consequence in doing that in Halo CE because all the multiplayer was done on a single machine, or you had machines linked together by patch cords in the same room. Thus there were no lag issues. Player characters would move and act just as they did in campaign. Things changed with Halo 2 which was a) online and b) peer hosted. These were new issues for consoles that PC gamers had experience with. The most glaring issue being placing your crosshair right between your opponent’s eyes, pulling the trigger, and then dying because his bullet registered and yours didn’t. A lot of tricks were employed to try and cover up the sins of peer hosting, but the answer was always server hosting. Halo 4 was designed for server hosting but didn’t get them, so it was hacked to work using peer hosting. Halo 5 runs on servers, thus making all movement mechanics possible the same way they were possible in CE, had CE been online. It would be a shame to not take advantage of technology now that was not available then. I can imagine that the reason they call their new engine “Slipspace” has a lot to do with the speed at which server and client talk to each other. The original movement mechanics never went away. The newer ones (Reach, H4) were merely problematic. The H5 ones work as advertised and everything seems to happen on everyone’s console at the same time.

I don’t see the point of talking about something “returning” if it’s still here. I can’t imagine the next game, which is supposed to be taking place right after the last game, will suddenly dispose of everything that was in the last game and only feature what was in the oldest game. It’s also not accurate to say the new movements/abilities “ruin the game”. The game still exists in it’s original form(s). I believe the next game will behave more like what we all perceive “classic movement” to be despite any movements and/or abilities that will be continued or introduced.

> 2533274894112092;927:
> I’m still trying to figure out where people get the idea that not having sprint automatically equals a slow paced game. Even Halo 3 with it’s god awful field of view, I rarely feel like it takes long to run into other players and traverse the map, and I never get this feeling while playing Halo 2. I miss when maps were actually unique and interesting. Every map in Halo 5 is so bland thanks to the art style and having to design everything around spartan abilities, which as many of you have pointed out, add very little depth to Halo.

I dont think artstyle has anything to do with maps

> 2533274974695300;933:
> > 2533274833081329;932:
> > > 2533274974695300;930:
> > > > 2533274833081329;929:
> > > > > 2533274974695300;928:
> > > > > So in taking about Halo and classic movements I wanna bring in another point of view regarding this never ending topic, and that is the DOOM reboot series. Let’s be honest here if it wasn’t for DOOM we would have never gotten Halo and those original games were more limited with their gameplay. Then with the reboot you would assume that the DOOM community would be outraged because DOOM(2016) added double jump and a move similar to clamber in Halo 5, but no, they weren’t. In fact they love the new gameplay. Now look at DOOM Eternal. That game looks to be straying farther away from the original gameplay of DOOM by having a grapple hook and a thrust ability. So why can the DOOM community be more welcoming to the new gameplay yet you guys are having this never ending war regarding “classic” gameplay and the new gameplay?
> > > >
> > > > DOOM is brought up fairly often in comparison to Halo in this context, because DOOM 2016 shows a game that can still be well received and feel really fast-paced, despite not having a Sprint mechanic. DOOM Eternal still doesn’t have one, which means they aren’t straying from their original gameplay in that aspect.
> > > >
> > > > A thrust ability, in a vacuum, isn’t all that bad (of course, depending on implementation). Also, it has a shorter range in Doom Eternal and is pretty much solely used to dodge an incoming attack.
> > > >
> > > > I have mixed feelings about the grappling hook, but at least it works on fighting flying enemies and gives them a little more freedom of movement.
> > > >
> > > > Either way, none of those abilities really contradict existing gameplay, nor does the game push you so much to use them or the map depending on its use (maybe the grappling hook does? I haven’t seen too much gameplay).
> > > >
> > > > EDIT: Apparently the grappling hook only attaches to enemies, according to Hugo Martin:
> > > >
> > > > “We could make it so you could grapple to anything, but it might, in the context of a Doom game, turn it into … something where it gets a little out of control.”
> > > > It’s like how you don’t see people complaining about hijacking vehicles in Halo 2, or vehicle seat switching in Halo 5. They’re mechanics that change the way you view vehicles, but does not actually impede gameplay in doing so.
> > >
> > > Then why does the Halo community hate the notion of advanced mobility in general? I can say remove everything except clamber and thrust (obviously both of them improved) you will still get people saying “no advanced movements in any way, shape, or form”. I can’t tell you how many times I’ve seen a video from someone like FAVYN who says, and I paraphrase, “if you want to evolve Halo you don’t do it through changing the gameplay, you do it by map design and new weapons” and think to myself “you can only do so much by doing that, you need to change the gameplay in a way”.
> >
> > I believe Clamber has its own set of problems (yes, even in DOOM). I personally don’t have any problem with Thrust and Hover. Some people do have a problem for whatever reason they have. When people say “improved”, it doesn’t necessarily mean it’s done well, considering we “improved” Sprint twice only to be right back here.
> >
> > I don’t watch Favyn all that much, but there’s his video of improving Halo’s gameplay without changing base mechanics. He still talks about other mechanics (vehicle boarding, equipment, etc.), but not stuff that can be activated at any time, anywhere, which is what he seems to dislike so much.
>
> Yes they “improved” sprint, but it’s still sprint. A mechanic in which you have to lower the weapon so you can’t shoot while moving fast. Improving clamber and thrust can make the game closer to the classic gameplay. But there’s still a question that still lingers, why is the Halo community so against advanced movements and the DOOM community is more open to it?

I have played every Doom and every Halo except Halo Wars 2 to date, I think the difference between Doom and Halo is what has been lost. Halo has added things at the cost of others, whilst Doom has added and not removed imo.

I watched everything of Doom Eternal from Quakecon, and it looks incredible, they’re are expanding the lore, the new Slayer looks good and the new mods are welcome, but it looks like being Doom to the core. Halo has lost what made it Halo imo.

> 2535456029664360;936:
> > 2533274894112092;927:
> > I’m still trying to figure out where people get the idea that not having sprint automatically equals a slow paced game. Even Halo 3 with it’s god awful field of view, I rarely feel like it takes long to run into other players and traverse the map, and I never get this feeling while playing Halo 2. I miss when maps were actually unique and interesting. Every map in Halo 5 is so bland thanks to the art style and having to design everything around spartan abilities, which as many of you have pointed out, add very little depth to Halo.
>
> I dont think artstyle has anything to do with maps

Maybe not in how the maps are built, but many people have criticized Halo 5’s maps for looking too industrial. They obviously have to design everything to compliment enhanced mobility, but they could’ve done a better job making the maps aesthetically pleasing.

> 2533274798957786;935:
> I will also say this about “classic movement”: all the movement mechanics during the Bungie era were developed for the campaign and used, if possible, in multiplayer. There was little consequence in doing that in Halo CE because all the multiplayer was done on a single machine, or you had machines linked together by patch cords in the same room. Thus there were no lag issues. Player characters would move and act just as they did in campaign. Things changed with Halo 2 which was a) online and b) peer hosted. These were new issues for consoles that PC gamers had experience with. The most glaring issue being placing your crosshair right between your opponent’s eyes, pulling the trigger, and then dying because his bullet registered and yours didn’t. A lot of tricks were employed to try and cover up the sins of peer hosting, but the answer was always server hosting.

“New issues” handled with aim assist and bullet magnetism, which was present in Halo CE from the start, why? Due to the usage of controllers.
As far as bullet registration goes, that doesn’t magically disappear with dedicated servers.
Basically the only difference between P2P and Dedicated servers is that you remove the unreliability of the Player Host, and you put players on a more even playing field latency wise, ideally at least. Better net-code has improved on bullet registration, and if it’-Yoink!--scan or not, neither of which make any difference between P2P and Dedicated servers.

> 2533274798957786;935:
> Halo 5 runs on servers, thus making all movement mechanics possible the same way they were possible in CE, had CE been online. It would be a shame to not take advantage of technology now that was not available then.

Really? A few newer animations were not possible in an online environment due to poorer internet software and hardware?
Explain. Cause I’m trying to learn.

> 2533274798957786;935:
> I can imagine that the reason they call their new engine “Slipspace” has a lot to do with the speed at which server and client talk to each other.

Or, more likely, they use Slipspace as a name due to Halo being sci-fi, and “Slipspace” being a sci-fi thing, and nothing to do with server > client communication speed, because that is all up to the infrastructure of the internet and your own ISP.

> 2533274798957786;935:
> The H5 ones work as advertised and everything seems to happen on everyone’s console at the same time.

So, how was this even checked / controlled?

> 2533274894112092;938:
> > 2535456029664360;936:
> > I dont think artstyle has anything to do with maps
>
> Maybe not in how the maps are built, but many people have criticized Halo 5’s maps for looking too industrial. They obviously have to design everything to compliment enhanced mobility, but they could’ve done a better job making the maps aesthetically pleasing.

True, H2A in comparison did a way better job. I loved how Certain Affinity reinterpreted Blood Gulch for instance. I only had a few chances to play it back when it was new (and super buggy), but the general aesthetic of the maps still stayed with me. H5 on the other hand… I barely remember the Covi based maps and a few skyboxes, and I put a lot of time in H5 across three different tags! :confused:

> 2533274798957786;935:
> What ever happened to "opinions are not necessarily right or wrong?

What do you mean “what ever happened”? That was never a thing. Some people are of the opinion that the earth is flat, that doesn’t change the fact that it’s hilariously wrong.

> 2533274798957786;935:
> I said “classic movement” would only appeal to esports enthusiasts. That’s my opinion and it remains so.

You’re welcome to keep your opinion, but it doesn’t make it any less false.

> 2533274798957786;935:
> Until then it’s just speculation on my part and I can’t claim it to be true any more than you can claim it to be false.

Yes we can. I don’t care about eSports. I want classic movement. Ergo, your statement is false.

> 2533274798957786;935:
> So I say that if you make a new game and you don’t give Spartans the movement abilities they have gained since Halo 3 you are going backwards.

Spartans have been continuously going backwards the last few games:

  • Getting rid of their ability to shoot two weapons simultaneously is a step backwards.
  • Removing smart-link, forcing them to aim down sights is a step backwards.
  • Removing their ability to shoot while running is a step backwards.
    It can be argued if these changes actually positively affect the gameplay or not. But looked at it on their own, they’re all steps backwards, and what you’re arguing for is to perpetuate this trend.

> 2533274798957786;935:
> I don’t see the point of talking about something “returning” if it’s still here. I can’t imagine the next game, which is supposed to be taking place right after the last game, will suddenly dispose of everything that was in the last game and only feature what was in the oldest game. It’s also not accurate to say the new movements/abilities “ruin the game”. The game still exists in it’s original form(s).

That is false. Classic Run’n’Gun-gameplay has been gone from Halo for years now, replaced with “modern” Stop’n’Pop-mechanics. None of the last few “Halo” games played even remotely like the original Halo trilogy. In fact, given all the changes in sound design, music, art style, gameplay mechanics and enemy types, had I not kept up with the development, I would not have recognized H5G or even Halo 4 as part of the franchise if I were shown a piece of gameplay out of contect.
Again, you could always argue if the current status quo might be actually better than the previous one, but arguing that “nothing changed” and specifically that “classic Halo gameplay” is still present is disingenuous at best.