The return of classic movement mechanics?

> 2533274825830455;999:
> This is false. Ledge grabbing predates 3D games. For example, here it is in Prince of Persia 2. Naturally, it has been in 3D games since the very beginning, e.g., in the original Tomb Raider. The idea that the technology wasn’t there yet is preposterous. There are very few mechanics that can’t be put together with whatever resources you have at your disposal. Ledge grabbing is not one of them, and neither is any other Spartan Ability for that matter.

Apologies, I did not mean to imply that it hadn’t been done before at all, just that it wasn’t there yet in Halo. I’ll admit it sounded better in my head, I could have worded it better.

EDIT: Not yet for Halo outside of cutscene like the beginning of The Maw in Halo CE.

And I don’t agree that crouch jumping or grenade jumping could replace the ledge grabbing or even really be equal. One doesnt match the maximum height possible with the grab, the other carries the pretty high chance of death plus the waste of a valuable grenade.

> 2533274844542951;1000:
> > 2533274808538326;998:
> > > 2533274844542951;995:
> > > I’m sorry, but seriously who cares about lore in multiplayer when it’s at the expense of fun, fairness & competitiveness.
> >
> > Expense of fun is an opinion, fairness is debatable, and that last point…Halo is more than just it’s multiplayer. I will never agree to lose the power that Spartans now have just to pander to the PvP crowd, Halo is more than just the multiplayer, always has been.
> > You guys can simply argue for the abilities to be disabled in PvP and have maps molded around that. Simplest and easiest fix.
>
> I understand that and I’d be more than satisfied if the abilities were disabled for multiplayer only, because that’s the reason I play Halo.

And that is a fair mindset to have, I enjoy the multiplayer too, but it always saddens me when a Halo title holds its Spartans back for the sake of PvP balance. Separation is what the devs should keep in mind, with clear notification to players on ability usage.

If multiplayer is to be kept as “War Games”, fine, then use it as training. Make people play without those fancy powers, make them remember what it is like to rely only on yourself and the gun in your hand, but leave us unchained when fighting the likes of the Covenant, the Prometheans, and the Flood. To those inhuman abominations we should be allowed to use every ability and weapon at our disposal.

> 2533274808538326;1002:
> And I don’t agree that crouch jumping or grenade jumping could replace the ledge grabbing or even really be equal. One doesnt match the maximum height possible with the grab, the other carries the pretty high chance of death plus the waste of a valuable grenade.

Why would we need to be able to jump that high? I don’t see the benefits of having the maximum jump height be higher than that of a crouch jump. However, even if there was such a benefit, a much more elegant apporach would be to make jump height a variable feature. That is, to make a tap of the jump button perform a regular jump, and make holding the jump button perform an extended jump. This accomplishes the height gain that Clamber does without making normal jumps comically high, and without limiting the player’s combat abilities with a disruptive animation.

> 2533274825830455;1004:
> > 2533274808538326;1002:
> > And I don’t agree that crouch jumping or grenade jumping could replace the ledge grabbing or even really be equal. One doesnt match the maximum height possible with the grab, the other carries the pretty high chance of death plus the waste of a valuable grenade.
>
> Why would we need to be able to jump that high? I don’t see the benefits of having the maximum jump height be higher than that of a crouch jump. However, even if there was such a benefit, a much more elegant apporach would be to make jump height a variable feature. That is, to make a tap of the jump button perform a regular jump, and make holding the jump button perform an extended jump. This accomplishes the height gain that Clamber does without making normal jumps comically high, and without limiting the player’s combat abilities with a disruptive animation.

This would kind of make Bumper Jumper a must unless you’re using claw grip, a default control scheme user already has to take his thumb off the stick mid-combat to quickly hit the A button, but if they have to hold the A button in the middle of a dual, then they’re basically dead. They’d HAVE to switch to something like Bumper Jumper to effectively micromanage all their abilities.

> 2535449076192416;1005:
> > 2533274825830455;1004:
> > > 2533274808538326;1002:
> > > And I don’t agree that crouch jumping or grenade jumping could replace the ledge grabbing or even really be equal. One doesnt match the maximum height possible with the grab, the other carries the pretty high chance of death plus the waste of a valuable grenade.
> >
> > Why would we need to be able to jump that high? I don’t see the benefits of having the maximum jump height be higher than that of a crouch jump. However, even if there was such a benefit, a much more elegant apporach would be to make jump height a variable feature. That is, to make a tap of the jump button perform a regular jump, and make holding the jump button perform an extended jump. This accomplishes the height gain that Clamber does without making normal jumps comically high, and without limiting the player’s combat abilities with a disruptive animation.
>
> This would kind of make Bumper Jumper a must unless you’re using claw grip, a default control scheme user already has to take his thumb off the stick mid-combat to quickly hit the A button, but if they have to hold the A button in the middle of a dual, then they’re basically dead. They’d HAVE to switch to something like Bumper Jumper to effectively micromanage all their abilities.

So what? Changing mechanics change which control scheme is the most advantageous. For a movement oriented shooter like Halo where jumping is utmost important, Bumper Jumper would arguably be the better default control scheme anyway. Of course this mechanic would mean that learning to play with Bumper Jumper would be even more advantageous than before, but again, so what? Everybody is free to choose their control scheme. Sure, those who don’t use Bumper Jumper have to learn it first, but we all had to at some point. The people who didn’t are the ones who don’t care enough about the advantage it gives. Would they care now? Some of them maybe would, but others probably wouldn’t.

I don’t see much of an argument here because control schemes are optional. No one’s forced to use an inferior scheme. And while learning a new one takes a bit of time, the same applies to all changes in a game: you always have to adapt to new things. How you do it is up to you.

> 2533274825830455;1004:
> Why would we need to be able to jump that high? I don’t see the benefits of having the maximum jump height be higher than that of a crouch jump. However, even if there was such a benefit, a much more elegant apporach would be to make jump height a variable feature. That is, to make a tap of the jump button perform a regular jump, and make holding the jump button perform an extended jump. This accomplishes the height gain that Clamber does without making normal jumps comically high, and without limiting the player’s combat abilities with a disruptive animation.

Personally I don’t find the animation disruptive at all, and the ledge grab is not just for height but also navigation, give you that extra reach when you know your feet won’t make it. I can’t tell you all the times I’ve made jumps with thruster/ledge grabbing that I NEVER would have been able to make without the nudge from an explosive.

But really this is in the end coming down to preference, and I prefer the grab along with the abilities.

> 2533274808538326;1007:
> Personally I don’t find the animation disruptive at all, and the ledge grab is not just for height but also navigation, give you that extra reach when you know your feet won’t make it. I can’t tell you all the times I’ve made jumps with thruster/ledge grabbing that I NEVER would have been able to make without the nudge from an explosive.

But with Clamber, we’ve just moved the goal posts. Instead of the difference between a failed and a successful jump being whether your feet are above the ledge or not, it’s whether you’re in the grap zone of the ledge or not. That extra reach could equally well be given by a longer regular jump. The maximum distance which a player can jump is not a unique feature of Clamber. The only unique feature of Clamber is that a player can totally botch a jump and still make it (at least for shorter jumps, which are most of the jumps anyway).

Of course it’s a matter of preference, but if I find the animation disruptive while you don’t, isn’t it at least sensible to consider whether there might be a solution we could both be satisfied with? As I showed above, increased reach isn’t a unique feature of Clamber, and can easily be done without an animation (though it’s crucial to ask oneself whether we actually need any more reach to begin with).

> 2535449076192416;1:
> In my opinion, this game has a really high chance of bringing back the classic gameplay so many old Halo fans have adored! I am so pumped for this!
>
> EDIT: Wow, I didn’t expect such diverse opinions on this subject. The Halo community really is split in half. I’m sorry you have to deal with us, 343 :confused:
>
> EDIT: 9__00 comments. What have I done?

Well honestly in Halo4 the sprinting, and the leveling system was good I hope they bring it back

> 2533274825830455;1008:
> But with Clamber, we’ve just moved the goal posts. Instead of the difference between a failed and a successful jump being whether your feet are above the ledge or not, it’s whether you’re in the grap zone of the ledge or not. That extra reach could equally well be given by a longer regular jump. The maximum distance which a player can jump is not a unique feature of Clamber. The only unique feature of Clamber is that a player can totally botch a jump and still make it (at least for shorter jumps, which are most of the jumps anyway).

There’s gotta be a limit though, at some point we have to hit that wall where we can jump no higher or further. At that point there will always be a ledge or other surface that is “just” above our feet or “just” beyond our reach…and that’s where I’ll be wondering why my Spartan can’t just reach out. Here at least I know if I can’t even grab it it’s just a bad jump that was beyond even my reach or I borked the angle.

> 2533274825830455;1008:
> Of course it’s a matter of preference, but if I find the animation disruptive while you don’t, isn’t it at least sensible to consider whether there might be a solution we could both be satisfied with? As I showed above, increased reach isn’t a unique feature of Clamber, and can easily be done without an animation (though it’s crucial to ask oneself whether we actually need any more reach to begin with).

Like I said eventually you hit a wall with how much you can improve the jumping and I like the ability to have that saving throw or extra reach. Maybe I’m spoiled by all my recent time playing as the Doom Slayer but I have come to REALLY enjoy mobility and movement and I’d like to keep it going for the next Halo.

You know what, thinking of Doom for a minute…maybe the issue isn’t clamber specifically, maybe it’s that clamber seems to be emphasized by the game. Say let’s go with that longer and higher jump like you suggested, clamber wouldn’t be as important but could save your life if you misjudge an angle or a distance, that way it’s moved from “gotta use it often” to “good when you need it”. Not necessary to win but nice to have.

That a good middle ground?

> 2533274808538326;1010:
> Say let’s go with that longer and higher jump like you suggested, clamber wouldn’t be as important but could save your life if you misjudge an angle or a distance, that way it’s moved from “gotta use it often” to “good when you need it”. Not necessary to win but nice to have.
>
> That a good middle ground?

Not really, because there’s a fundamental disagreement here I feared we’d run into. You see, to me if you misjudge an angle or a distance, you’ve failed, and that’s it. You don’t deserve to save yourself, because you should’ve known where you can jump, you should’ve gotten your timing and direction right. That’s the skill of jumping. I value the challenge of movement, and therefore see the ability of Clamber to save a failed jump as a definite negative. Apart from the animation, that’s the main feature of it I’m looking to get rid of. But if that’s exactly the feature you value, then there’s no middle ground for us. We just enjoy the game for fundamentally different reasons.

> 2533274801176260;994:
> > 2533274801973487;990:
> > Does Halo 5 really make you feel like that? It’s something I keep hearing/reading every now and then but personally this couldn’t be further from the truth for me…
>
> Yeah, I’ve never understood that line of thought either…
> “I really want to feel like a super soldier, so please take away my ability to shoot!”

And it’s not just sprint, tackle and body slamming through the air make the game feel more like playing as a glorified Charmander rather then a elite super soldier…

> 2533274916319193;996:
> even going back now playing the old halos on the master chief collection and not having sprint makes the game seem so slow

Do you only play MCC or H5 as well? It’s likely because you’re not used to the movement speed. If I played nothing but Quake,UT or some other really fast FPS games, going back to H5 would feel like molasses. Even playing games like Battlefield for awhile makes my aiming in H5 feel really slow. Solely playing MCC for awhile would likely fix that issue.

It is most likely going to be a mix of both. I can see stuff such as the dash, ground pound, and shoulder charge being removed, but keeping stuff like the clamber, sprint, and slide in.

I would like the old movement style back but I personally like the thruster pack (or at least the jetpack)

> 2533274825830455;1011:
> You see, to me if you misjudge an angle or a distance, you’ve failed, and that’s it. You don’t deserve to save yourself, because you should’ve known where you can jump, you should’ve gotten your timing and direction right. That’s the skill of jumping. I value the challenge of movement, and therefore see the ability of Clamber to save a failed jump as a definite negative. Apart from the animation, that’s the main feature of it I’m looking to get rid of. But if that’s exactly the feature you value, then there’s no middle ground for us. We just enjoy the game for fundamentally different reasons.

This sort of mentality disturbs me.

“You have failed.”
“You don’t deserve any chance whatsoever to still achieve your objective.”
“You should have known.”
“You should have done it correctly to begin with.”
“Clamber is a get-out-of-jail-free card for people that refuse to learn to correctly jump (as I did).”

Sounds like one of those stressed-out high school basketball coaches that gives a player the once-over because he missed a catch or flubbed a basket. That player has no right to feel good about himself any more because he failed. A good player gets it right *every time.*I mean, the guy that took a shot and missed does not deserve the chance to jump back up and try to tip the ball in. No sir. He’s done. Should probably just leave.

We have finally arrived at the definition of “Classic Movement Mechanics”: basic movement speed and jump height. These were things that either did not change much from CE through 3 or changes were masked by map design. These things determined how long it took to get from point A to B on any given map. You knew how long it was going to take you, and you knew it was going to take your opponents the same amount of time. Some would say this made the game “fair”, and some would say it made the game exceedingly predictable. Crouch jumping, flag tossing and grenade jumping were exploits some players learned and many others copied. They added a bit of unpredictability, as well as a bit of separation between knowledgeable and less-knowledgeable players. All that really happened with Reach was that the additional movement abilities were hard-coded into the game via Armor Abilities (specifically Sprint and Jet Pack). Sprint cut some time off getting to point B, and Jet Pack let you avoid some obstacles along the way. Troublesome stuff for players that, consciously or unconsciously, developed a feel for the rhythm of those H2 and 3 multiplayer maps.

Another issue is this business of Sprint forcing maps to be made larger because… let me see if I can get this right… the developers determine how long it should take to get from point A to point B and if Sprint is in the game then A and B need to be further apart so that it still takes the requisite amount of time. I take this to mean that if the developer puts a rocket launcher on the map and decides it should take a player 10 seconds to reach that rocket launcher from spawn, then the rocket launcher has to be further away if the player can sprint. If that is how maps are designed then there isn’t much point to this discussion. I mean, to me it would be simpler to just make the map and let players discover whether or not something other than walk, run or jump will make any difference. I would suspect that the differences are the same for both sides. I don’t think movement mechanics should influence map design, and I don’t think map design should preclude any decent acceptable movement mechanic. I know a lot of people will explain to me why one affects the other. Go ahead, I can’t stop you. Just so you know, I have heard it all before. It doesn’t help that many map designers have this mentality. I would venture this is why all developer-made maps “suck” (at least until it’s re-made in the next release), and why many player-made maps are found “interesting”, if not “pleasurable”. Both Bungie and 343i have been all over making good campaign maps which, for the most part, are absolutely designed to feature a weapon and/or movement mechanic. They had to put a chasm in the map to “force” you to use a Jet Pack in Reach, otherwise you may not have bothered. They were not concerned about Sprint on that map. Multiplayer maps have to assume everything is available. In essence, no advanced movement mechanic should give anyone a clear advantage on a multiplayer map. Many pre-Reach players tend to blame Halo’s woes on Abilities and the maps that were created to account for them. An often-heard complaint is about what Abilities do to maps. We shouldn’t have certain abilities because of the maps that will have to be made to compensate for them. A lot of those arguments sound like the arguments against vehicles. Indeed, Abilities don’t seem to be an issue on BTB maps.

This thread is supposed to be about the “return” of “classic” movement mechanics, but it seems to be more about which Abilities need to go so that pre-Reach players will return. I think it’s safe to say that it’s not really the presence or absence of any particular Ability (Armor or Spartan) that has influenced Halo’s current online popularity. A lot of our perceptions about the validity of any particular movement mechanic has more to do with the implementation rather than the mechanic itself. A lot of people found Armor Lock, for example, to be more palatable once they took away complete invulnerability (“more palatable” means they disliked it less, not they suddenly loved it). Abilities are meant to merely allow a player the ability to play in a way that is more comfortable for them, or to be more handy in a tactical situation. Instead they are seen as “threats” to “classic movement” that must be eliminated, except for the ones you like. This thread could continue for another 50 pages but it will all be “sprint should stay and ground pound should go, no ground pound should stay but get rid of spartan charge, no keep spartan charge but get rid of clamber, etc.” Keeping any or none will not influence Halo’s current popularity. It does not hinge on movement mechanics, “classic” or otherwise. The old players are never coming back, and it does not matter if they do. As Tsassi so eloquently pointed out, all the previous Halo titles had serious flaws. None was perfect. There’s a lot about those old movement mechanics that we were not satisfied with. We complained when a particular game was current, and when the new game came out it was those mechanics that sucked and why wasn’t the new game more like the old one that we used to hate? 343i has bent itself into a pretzel in an attempt to bend over backwards trying to get older players to like Abilities.

Forget it, 343i. The old players “got good” playing the old games. They won’t play the new games. They are no longer your target market. There are probably more than enough new players to start a whole new player base that is more open to possibilities and less intent on reliving past glories. Halo has to either move on or stop entirely. Its history has always been moving on and taking risks. Failing is good. That’s how you learn.

How quickly you learn is on you.

> 2533274798957786;1016:
> “You have failed.”
> “You don’t deserve any chance whatsoever to still achieve your objective.”
> “You should have known.”
> “You should have done it correctly to begin with.”
> “Clamber is a get-out-of-jail-free card for people that refuse to learn to correctly jump (as I did).”
>
> Sounds like one of those stressed-out high school basketball coaches that gives a player the once-over because he missed a catch or flubbed a basket. That player has no right to feel good about himself any more because he failed. A good player gets it right *every time.*I mean, the guy that took a shot and missed does not deserve the chance to jump back up and try to tip the ball in. No sir. He’s done. Should probably just leave.

I feel like that’s quite the stretch in logic. Pretty much everything you do is based on “success” and “failure” in one event. Like tsassi said before, Clamber just changes the goal post. Instead of failing to jump, you fail to Clamber, should have clambered correctly to start with. And even then, it’s not like you are completely barred from trying again, try a different angle, or a different method (grenade jumping).

If you fail to kill an opponent, it’s not like the opponent gives you a second chance simply because you feel you deserve another try.

> 2533274798957786;1016:
> Forget it, 343i. The old players “got good” playing the old games. They won’t play the new games. They are no longer your target market. There are probably more than enough new players to start a whole new player base that is more open to possibilities and less intent on reliving past glories. Halo has to either move on or stop entirely. Its history has always been moving on and taking risks.

And this one I feel is just generalizing one group of players, you’ve tend to do that a lot.

According to some people here, trying out classic movement mechanics would be exactly taking a risk right about now.

> 2533274880633045;926:
> > 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.

Sry didn’t see that you’d done that.

> 2533274880633045;926:
> > 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.

Sry didn’t see that you’d done that.

> 2533274798957786;1016:
> This sort of mentality disturbs me.
>
> “You have failed.”
> “You don’t deserve any chance whatsoever to still achieve your objective.”
> “You should have known.”
> “You should have done it correctly to begin with.”
> “Clamber is a get-out-of-jail-free card for people that refuse to learn to correctly jump (as I did).”
>
> Sounds like one of those stressed-out high school basketball coaches that gives a player the once-over because he missed a catch or flubbed a basket. That player has no right to feel good about himself any more because he failed. A good player gets it right *every time.*I mean, the guy that took a shot and missed does not deserve the chance to jump back up and try to tip the ball in. No sir. He’s done. Should probably just leave.
>
> We have finally arrived at the definition of “Classic Movement Mechanics”: basic movement speed and jump height. These were things that either did not change much from CE through 3 or changes were masked by map design. These things determined how long it took to get from point A to B on any given map. You knew how long it was going to take you, and you knew it was going to take your opponents the same amount of time. Some would say this made the game “fair”, and some would say it made the game exceedingly predictable. Crouch jumping, flag tossing and grenade jumping were exploits some players learned and many others copied. They added a bit of unpredictability, as well as a bit of separation between knowledgeable and less-knowledgeable players. All that really happened with Reach was that the additional movement abilities were hard-coded into the game via Armor Abilities (specifically Sprint and Jet Pack). Sprint cut some time off getting to point B, and Jet Pack let you avoid some obstacles along the way. Troublesome stuff for players that, consciously or unconsciously, developed a feel for the rhythm of those H2 and 3 multiplayer maps.
>
> Another issue is this business of Sprint forcing maps to be made larger because… let me see if I can get this right… the developers determine how long it should take to get from point A to point B and if Sprint is in the game then A and B need to be further apart so that it still takes the requisite amount of time. I take this to mean that if the developer puts a rocket launcher on the map and decides it should take a player 10 seconds to reach that rocket launcher from spawn, then the rocket launcher has to be further away if the player can sprint. If that is how maps are designed then there isn’t much point to this discussion. I mean, to me it would be simpler to just make the map and let players discover whether or not something other than walk, run or jump will make any difference. I would suspect that the differences are the same for both sides. I don’t think movement mechanics should influence map design, and I don’t think map design should preclude any decent acceptable movement mechanic. I know a lot of people will explain to me why one affects the other. Go ahead, I can’t stop you. Just so you know, I have heard it all before. It doesn’t help that many map designers have this mentality. I would venture this is why all developer-made maps “suck” (at least until it’s re-made in the next release), and why many player-made maps are found “interesting”, if not “pleasurable”. Both Bungie and 343i have been all over making good campaign maps which, for the most part, are absolutely designed to feature a weapon and/or movement mechanic. They had to put a chasm in the map to “force” you to use a Jet Pack in Reach, otherwise you may not have bothered. They were not concerned about Sprint on that map. Multiplayer maps have to assume everything is available. In essence, no advanced movement mechanic should give anyone a clear advantage on a multiplayer map. Many pre-Reach players tend to blame Halo’s woes on Abilities and the maps that were created to account for them. An often-heard complaint is about what Abilities do to maps. We shouldn’t have certain abilities because of the maps that will have to be made to compensate for them. A lot of those arguments sound like the arguments against vehicles. Indeed, Abilities don’t seem to be an issue on BTB maps.
>
> This thread is supposed to be about the “return” of “classic” movement mechanics, but it seems to be more about which Abilities need to go so that pre-Reach players will return. I think it’s safe to say that it’s not really the presence or absence of any particular Ability (Armor or Spartan) that has influenced Halo’s current online popularity. A lot of our perceptions about the validity of any particular movement mechanic has more to do with the implementation rather than the mechanic itself. A lot of people found Armor Lock, for example, to be more palatable once they took away complete invulnerability (“more palatable” means they disliked it less, not they suddenly loved it). Abilities are meant to merely allow a player the ability to play in a way that is more comfortable for them, or to be more handy in a tactical situation. Instead they are seen as “threats” to “classic movement” that must be eliminated, except for the ones you like. This thread could continue for another 50 pages but it will all be “sprint should stay and ground pound should go, no ground pound should stay but get rid of spartan charge, no keep spartan charge but get rid of clamber, etc.” Keeping any or none will not influence Halo’s current popularity. It does not hinge on movement mechanics, “classic” or otherwise. The old players are never coming back, and it does not matter if they do. As Tsassi so eloquently pointed out, all the previous Halo titles had serious flaws. None was perfect. There’s a lot about those old movement mechanics that we were not satisfied with. We complained when a particular game was current, and when the new game came out it was those mechanics that sucked and why wasn’t the new game more like the old one that we used to hate? 343i has bent itself into a pretzel in an attempt to bend over backwards trying to get older players to like Abilities.
>
> Forget it, 343i. The old players “got good” playing the old games. They won’t play the new games. They are no longer your target market. There are probably more than enough new players to start a whole new player base that is more open to possibilities and less intent on reliving past glories. Halo has to either move on or stop entirely. Its history has always been moving on and taking risks. Failing is good. That’s how you learn.
>
> How quickly you learn is on you.

Let me get this straight.

Thinking games shouldn’t feature handholding, is having the mentality of an overstressed highschool movie basketball coach?

Maps should be designed with only bms, jumping and crouching taken into account, and players should then discover what works with the added advanced mobilities?
On top of that, you’ve heard why and how it’s a bad idea but still think your way is the way to go?
If only there was a map editor to use to prove your point…

You decided which target market i343 aims for, and you know for a fact no classic / old timers will return, additionally only old fans wear nostaliga glasses, which current fans impossibly can do in 10-15 years, without you knowing what’s coming to Halo. Or is i343 supposed to switch target audience every 10 years like you change a pair of worn out underwear?

> 2533274798957786;1016:
> This sort of mentality disturbs me.
>
> “You have failed.”
> “You don’t deserve any chance whatsoever to still achieve your objective.”
> “You should have known.”
> “You should have done it correctly to begin with.”
> “Clamber is a get-out-of-jail-free card for people that refuse to learn to correctly jump (as I did).”
>
> Sounds like one of those stressed-out high school basketball coaches that gives a player the once-over because he missed a catch or flubbed a basket. That player has no right to feel good about himself any more because he failed. A good player gets it right *every time.*I mean, the guy that took a shot and missed does not deserve the chance to jump back up and try to tip the ball in. No sir. He’s done. Should probably just leave.

This analogy is not accurate. You do get another shot, as soon as you climb back up and try again, just like in basketball. What Clamber is is somebody sitting up there with the basket, catching the ball and putting it in if you miss. Such a mechanic, I hope you can agree, completely ruins the challenge of basketball, because the whole reason that the basket is so small is to reward accuracy. I don’t know about you, but to me getting in that three point throw feels good precisely because it’s so difficult. If the basket was larger, or there was that guy who puts in the missed shots, it would just feel sad and completely unexciting when I can suddenly make every throw without even trying.

Also, you’ve got the mentality wrong. It’s not you, it’s I. I have failed, I should suffer some consequences because it’s a supposed to be a game of skill. I want to fail and suffer the consequences because that is what makes the success feel rewarding. If I fail, and there’s a system in place that rectifies the failure, I feel wrongly rewarded because I didn’t do anything right. Punishing other players isn’t the point here. It’s just a natural consequence of wanting a game that’s challenging, because that’s what I enjoy.