The return of classic movement mechanics?

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> There is some slight irony in this post, since Sprint is at least a 19 year old mechanic (seen in GTA 3, not counting speed boosts from even eariler games), Clamber is at least 22 years old (seen in the original Tomb Raider), Ground Pound is at least 30 years old (Super Mario Bros. 3).

Technically, sprint was already around in Super Mario Bros 1, it gave you a speed boost and you couldn’t shoot in the meantime, as both mechanics were activated with the same button: Pressing it would fire, holding it would let you run.

If we look at the movement from a design perspective I feel that new movement mechanics don’t add much beyond an illusion of new abilities.Clamber lowers to skill ceiling and floor but encourages a player to become reliant on a miss the jump button over engaging in the core mechanics and becoming fluent in their understanding of map design and jumping mechanics. I agree we can reach a compromise that also creates a new facet of play instead of simply removing freeform movement in skill jumps. This would require maps to use environmental cues on ledges, EG; jagged glass, rotating cylinders, hardlight, Moss, Slime, barbed wire, electrified surfaces, vents etc. to denote non-clamberable ledges. increase the accuracy needed to clamber and use, chains, ropes, and cloth as notifiers of less obvious route leaving some more ambiguous for a learning curve. Have it be an option for obstacles slightly above jump height at the expense of mobility, to speed up weaker players while skilled use advanced jumping techniques like crouch jumping to gain an advantage. Allow for clambering players to maintain a forward fire in the right hand at reduced accuracy. The left hand is in use delaying grenade, equipment use and dropping left-hand weapons. Additionally, make it possible to hang on ledges for a short period with the player being able to clamber over or bounce off of the ledge adding a new avenue of verticle movement. Note clamber should always be less advantageous than standard jumps and limited by map design as to reduce its utility as a crutch yet allowing a faster pace of play.
Sprint was implemented well in Halo 5 but has an undeniable effect on map design. I believe it is fine in campaign but multiplayer maps should be designed around it being excluded or a pickup.
Thrust capitalized on the advanced movement trend and added nothing to the sandbox beside cannibalizing strafe jumping. It should be treated as a pickup/weapon-utility or toggle option, reason being is the impact it has on weapon design having to accommodate a dodge button. The thruster could be a pickup on a map that also features a hydra.
I see the ground pound being tied to a jet/t-pack pick up as a good middle ground. The spartan charge perhaps being replaced by a melee momentum bonus from a speed boost pickup.
These encompass a faster more modern feeling take on classic movement. Now, these would be your standard game settings, an infinity playlist would provide an ability centric spin on the classic game types for those so inclined. Also, a larger scale game mode may benefit sprint as a standard option.As for stabilize and Promethean vision, I have taken these from a design doc I wrote years ago and updated after 5 released.“Lancer Knight; New Light rifle, uses Halo 4’s ammo system but allows a player to stabilize as it’s special utility along with doing burn damage. once the shot hits the damage is calculated over an extended period of time instead of instantly. this is not the same as the spiker’s bleed out mechanic mentioned in the brute breakdown. This gives the option for the weapon to create very small burning patches of ground giving a chance of inflicting small damage if the shot is over lead. It is now more distinct from the DMR/BR/NR/CCNR/ falling between the dmr and carbine with br style bursts unscoped. Like the other Forerunner Weapons, it has a unique utility and is a jack of trades. useful in mid to long weak in close. Lancers have a grenade launcher arm and no melee attack. The grenade is telegraphed as it is now. Can glow blue to show a retreat warp that goads players into the fray to close the gap, to make sure shields don’t recharge.”"
Sniper soldier.
bright red “cyclops eye” on the head and red lights from the binary rifle. after each shot the sniper will telegraph the next location it plans to shoot from. Has less health than other soldiers but can use holographs. (Holding the holograph button down allows players to create a short animation reel for holographs EG one could fire reload and jump forward and the hologram would perform said actions before stopping still.) It carries a new binary rifle. In single player, a sniper can whistle to summon a small crawler pack on tagged players this is designed to force players out from cover and take on the sniper.
The binary rifle can now tag the player or enemy Ai. if the (red) reticule is placed on them. Allowing teammates to see the tagged individual for a short time with a Promethean vision outline through geometry. The binary rifle increases the height of jumps and reduces the rate of fall. (This is to encourage skill shots and create a higher skill gap on the rifle). Its increased utility as a tool for marking enemy units is offset by smaller max ammo and a slower rate of fire. The beam can be manually ended early by releasing the trigger. Holding the trigger allows the second beam to fire faster after use, BUT the weapon descopes after each extended shot and players must release the trigger to engage the scope again. The red lens flare remains on targetted players. The TTK is closer to that of the H4 variant. When unscoped, the Binary Rifle’s reticle is grossly enlarged making it harder to aim effectively. Once fired the gun has a slight recoil and a random recoil direction after the trigger is released. Zoom 5x/10x. A skilled player should be able to get a hattrick on a close together group of players/enemies from a single two round shot(when the trigger is held) but should be vulnerable after taking said shot. Creating a risk-reward mentality when used, a missed shot could likely result in death due to the weapons recharging reload as opposed to the standard. once reload is pressed to ammo counter regenerates over a short period. Forgetting to press reload and switching weapons means players can miss headshot opportunities."Open to feedback. I was pretty green in design when I wrote thequoted stuff.

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> > Seems relevant to make a comparison to Counter-Strike on PC. Only because I love to watch that game (never had a gaming pc, don’t like the keyboard mouse combo). That game never used sprint as far as I know, and is accepted to never have it included. I long back to classic Halo because you always have your weapon aimed and ready. If they keep sprint in Halo, then they should experiment with shooting while sprinting. But that sounds awful.
>
> Counter-Strike does have different speeds for different weapons, though. That’s the reason why people run over the map with their knife out.
>
> Imho, being able to shoot while sprinting, even at an increased spread is the bare minimum needed to bring back run’n’gun, although I’d still prefer to see that mechanic go down the drain instead.

sprint gunning seems like it would completely change how the weapon sandbox works. as you said Mario had it and since then have we rarely had shoot and sprint because its sorta a redundant feature. if weapons are viable while sprinting whats the trade-off, if they aren’t why bother allowing you to shoot. If you can kill effectively while sprinting then is it a motion tracking effect that is the downside, can’t reload, grenade, melee, equipment? It needs a downside. Doom has proven we can have games without sprint even today and I am with you sprint should be removed or relegated to a few modes in halo.

“Return to the basic mechanics” is a superficial way to express the opinion, since those “mechanics” are so much that it’s really hard to consider every variability. The only thing I would like to “return” a little bit to the past is the non-availability to aim in air or dodge in air like in H5 you can do. That added in my opinion some mechanics that look like more from other games than from Halo World. Though now Halo 5 Multiplayer has the fame to be very fun.

> 2535411919953126;1704:
> if weapons are viable while sprinting whats the trade-off, if they aren’t why bother allowing you to shoot.

As far as I understand, one of the biggest problems with sprint is the fact that people can just disengage from combat when they lose, thereby effectively robbing their opponent of their victory. The actual winning player needs to either move at a slower speed and try to finish off their kill or put the weapon down and follow at the risk of running into the enemy team (thus getting killed), their own team (thus getting their kill stolen by a teammate) or chasing indefinitely (thus falling asleep). (Yeah, sure there is desprint, but that doesn’t actually fix anything, it just means you have to thrust out of sight for a second until you’re up to speed.) Allowing to shoot while sprinting, albeit at an increased weapon spread, would allow a pursuer to still finish off their prey which is low on health, but not be precise enough as to take down a player at full shields.
That’s just one suggested fix, though, and there might be others. Regardless, the fact that you can no longer shoot while moving (at max speed) is the single-biggest issue in the latest Halos that needs to be remedied, either by allowing to shoot during sprint (and adding other tradoffs) or by removing sprint outright.

As far as I understand, one of the biggest problems with sprint is the fact that people can just disengage from combat when they lose, thereby effectively robbing their opponent of their victory.

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> > 2535411919953126;1704:
> > if weapons are viable while sprinting whats the trade-off, if they aren’t why bother allowing you to shoot.
>
> As far as I understand, one of the biggest problems with sprint is the fact that people can just disengage from combat when they lose, thereby effectively robbing their opponent of their victory.

Correct 343i tried to address this with shields locking while sprinting. Yes, effectively not being “guns up” to quote Treyarch is the issue. However, the problem is sprint shooting won’t solve the issue. first off we had to create a spartan charge to offset momentum melee. The addition of all players having variable speeds effects weapon handling, lead times, cover spacing, weapon placement, objective distances, and map design. weapon spread being tied to sprint changes everything about the weapons design (distance, velocity, magnetism, etc) and begs the question of how much deterioration is (not) enough? Consider the added difficulty in balancing with each sandbox element effectively needing 2 stat sets. And like said if you can play effectively while moving faster then why wouldn’t you and then theirs the risk of placing resources in a feature that only creates redundancy? There may be an extremely novel and efficient way to create a trade-off but that is likely something that completely changes the core design. We have many examples of fast pace shooting without the need for sprinting. From a balancing perspective removing it works much better than tweaking it to fit the established formula.

Didn’t know there was a thread already dedicated to this topic, so I’ll quote the contents of my old post. Long post incoming:

> One of the hottest topics concerning Infinite right now is the direction the movement mechanics will take, either leaning towards “classic” movement (no sprint, ADS, or Spartan Abilities), or advanced movement (sprint, ADS, Spartan Abilities). Those who enjoyed Halos 1-3 and disliked Reach-5 would say that classic is the way to go so Halo can bring back its identity and in term have a shot at being the king at FPS games again. On the other hand, Reach-5 fans often say that the classic games are too slow, not fun, etc. They want advanced movement in the new game.However, neither of these sides are wrong. It isn’t the fault of the people for liking which games they like, nor the fault of Bungie/343i for taking a developmental change into the franchise.Observing discussion amongst both the Halo Waypoint forums and Installation 01 development talk has led me to believe that there is a compromise that can be made. Include both styles of play, but separate them.If Infinite sticks to the matchmaking system we’ve had since Halo 2, with Social and Ranked playlists co-existing, former for casuals and latter for competitive players, advanced movement can be split up into those playlists. Have Social game modes where advanced movement is enabled, but restrict it in Ranked modes.Halo: Reach is a good example of this division, albeit not the same kind. Loadouts with varying Armor Abilities were provided to every player in Matchmaking, however in a few playlists and Custom Games, the feature was sometimes restricted or removed entirely to promote a more classic style of play with the same gameplay sandbox.Halo 5 is a new experience to me, as I just got it this weekend for free and played it practically the whole time. The Spartan Abilities, sprint, and overall faster gameplay have made modes like Super Fiesta and Castle Wars CTF the most Halo fun I’ve had since I first got Reach in 2014. However, I don’t find it to be a game with a huge competitive nature, as far as Halo competitive history itself is concerned. Halo 2 and 3 are where that changes, and that’s why they’re the favored games of most of the competitive players.I do believe that a compromise can be met with these movement mechanics so that everyone will be happy. Be it splitting them into Social and Ranked, Matchmaking and Custom Games, and so forth, both sides of the debate could take something away. Compeititve players can get sweaty with a classic style of play in their own section, while more relaxed casuals can enjoy moving around like crazy and having sloppy, untamed fun in theirs. Both sides win.I really think that if one route is taken, Halo’s fanbase is in jeopardy. Most minds aren’t easy to change. If Infinite goes classic, many advanced supporters will drop off Infinite and continue playing Halo 5. If Infinite goes advanced, classic supporters will stay in MCC.With all of that said, I obviously do not prefer one side of the argument to the other. Both sides want what they want, and there’s nothing anyone can do to change that. That’s why I feel like compromising is definitely the way to keep everyone aboard Infinite.

I would love to see a return of classic movement. I’m not opposed to how it is now, but it would be awesome to see a return to how Halo used to be.

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> > There is absolutely no way this game won’t have the classic gameplay the oldest of Halo fans have adored! I am so pumped for this!
>
> As long as ground pound, spartan charge aren’t there then I don’t mind as much but surely they should increase the movement speed instead of the sprint, not a fan of being slowed down to a half just because someone shot at me.

Yes… I feel the same way. Please. Do away with ground pound and Spartan charge.

I would also also be fine with sprint leaving the game entirely in favor for increasing overall movement speed.

Thrust can can stay if it must. I don’t mind it. It’s not a bad mechanic.

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> I’m always trying to look at this from the point of view of “It this had been released as an immediate follow-up (in this case to CE), would I have recognized it as such?”. Because if something claims to be X, it better have some similarity to the thing that defined X in the first place. That’s not the definitive correct way to the problem (otherwise there would be one correct answer to the Ship of Theseus as well) but it is the way I approach the problem.
> This can make for some very controverse debates, specifically in the realm of video games: Is GTA5 a GTA game? Is Zelda II even a Zelda game?
> Is H5G a Halo game? Me, personally, for the first time in the franchise, I’m saying no. With both run’n’gun and weapon consistency removed, it’s the first game in the main series (not counting spinoffs such as Wars) that it has more dissimilarities from the original than similarities. While prior games already changed the movement mechanics, at least the shooting was (somewhat) faithful to the franchise’s roots so I could recognize the overall game as part thereof. With H5G that is no longer the case and as such I refuse to call it by its full name to validate its claim of affiliation.
>
> So in the end, both of you are right, depending on which philosophy you follow. Are the 343 games Halo games? Sure: They were released under the official brand name by the legal IP owner. Their content gradually grew from each consecutive title in the series. And nope: They do not follow the design principles the franchise was based upon and look, sound and play nothing like the original. And plenty of in-between-answers are correct as well, depending on how and where you draw the line. It doesn’t help that different people already have different perceptions of what “Halo” is, even if they started at the same time with the same game, it only gets worse if you factor in those who came in later and are basing their opinion on a different baseline entirely.

Yeah I was aware this is at least similar to a ship of Theseus argument. But here, rather than each plank being replaced, and me claiming that it’s the same ship, a few planks on the starboard side of the bow have been replaced, a few other planks have been polished, and the ships been painted another colour.

It’s still a boat that’s intended to go across water. It shares most of it’s design with it’s former self, and most parts are actually the same. Not to mention, Theseus is standing next to the boat holding a sign that points to the boat, and says “this is my boat”.

I may’ve taken that analogy too far, but ultimately, new movement or old, Halo 5 shares most of the weapons from Halo CE, it shares motifs and imagery, it shares characters, and it shares vehicles. It shares a story, it shares a genre and it shares a campaign structure for the most part. I think an argument that “Halo 5 is not Halo” must either be a disguise placed on a weaker sounding but more honest statement of emotion, or really thoroughly contextualized. To make a claim that some specific variation on something has crossed the line to make it something else, when by most accounts majority has stayed the same, you really should provide the empirical formula upon which you’re forming that judgement, or sparing that, just the angle you’re going at it from.

I fundamentally don’t understand how it’s useful for me to say “Halo 2, Halo Reach and Halo 5 are not Halo games” without adding that my objective method of judging this is “For a game to be a Halo game, one must be in control of Master Chief the whole time”. Giving that context allows other people to agree or disagree based on an actual understanding of what the argument entails, and makes it go from a thinly veiled emotional statement to an argument that can be challenged.

What recourse does someone even have when someone else says “Halo X is not a Halo game”? The argument can only really go two ways - one is “I think Halo X is a Halo game because it’s got X,Y and Z” to which, the original commenter replies “Yeah but it doesn’t have W, which is a crucial feature in a Halo game”, at which point saying that at the start would have saved both people time; and the other is just a useless shouting match.

It’s just a bad argument. I can say “Halo 2, Halo 3, Halo Reach and Halo 4 are not Halo games” with about as much merit as someone would argue the same about Halo 5.

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> CE is objectively more balanced than H5G.

Also I wasn’t claiming Halo 5 was balanced, just that CE was unbalanced, and that Halo 3 (and I would argue Halo 4 without loadouts and armour abilities) were much more balanced games, at least in 4v4 / 8v8 settings. I would also say that the CE Magnum being as powerful as it was, and 4v4/8v8 spawns being so broken meant that, even compared to Halo 5, CE is a pretty unballanced game.

> 2533274956613084;1711:
> I would also say that the CE Magnum being as powerful as it was, and 4v4/8v8 spawns being so broken meant that, even compared to Halo 5, CE is a pretty unballanced game.

The CE Magnum is actually one of the better balanced weapons in the franchise, certainly better balanced that the BR in the two successors of CE. The sandbox of CE is generally pretty misunderstood by people. Weapon balance is not always about every weapon being equally good in every situation, or about having every weapon be as frequently used, and in CE each weapon actually falls into its own niche very well.

When it comes to spawns, “unbalanced” to me seems like a mischaracterization of an issue with a spawn system unless the issue is of very specific type that fits the usual notion of “balance” (that is, things being in desirable proportions). The spawns in CE may be problematic with large player counts, but they are not unbalanced.

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> If the game plays like classic halo, modern fans will leave
>
> if the game plays like modern halo, classic fans will leave and probably much worse outcome
>
> if the game plays like classic and modern halo then the game will be meh

The problem with this is that most of the classic Halo fans have already left (any that I know of, at least). You can see how quickly the population of Halo 4 dropped off after its release, and how comparitively little Halo 5 sold in comparison (not the best measure, I know, it’d been mentioned before). Out of 6 people I know who were rather into Halo pre-H4, only one of them bought Halo 5, we both stopped playing around a month after release compared to two years we spent playing Halo Reach continuously, and the long amount of time we spent in H4.

Now, that’s obviously anecdotal and not worth too much on it’s own, but I seem to hear of the same thing happening with many other people. Those who used to play Halo before 343 took over just don’t really play any more.

The classic Halo fans are probably the majority of Halo’s fans over its entire lifetime, and while some have moved on due to other reasons, many just don’t want the newer games and go back and play MCC or Reach, or just nothing at all. I know I’m considering just not bothering with the franchise much if Infinite goes the way of Halo 5.

But again, all of this is anecdotal and just my thought on the issue.

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> > If the game plays like classic halo, modern fans will leave
> >
> > if the game plays like modern halo, classic fans will leave and probably much worse outcome
> >
> > if the game plays like classic and modern halo then the game will be meh
>
>
> I know I’m considering just not bothering with the franchise much if Infinite goes the way of Halo 5.
>
> But again, all of this is anecdotal and just my thought on the issue.

I agree with your view on this although I’m the opposite. My problem with Halo 5 was not the movement. I walked away for other reasons, I have played every Halo from CE to Halo 5 on release. Halo Infinite will be the first I won’t. Also, if they go the way of Halo 3 feel I won’t come back. Halo 3 was a terrible example of classic Halo imo, I don’t want to go back to that. 343i have a problem imo.

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> > > 2533274936074323;1680:
> > > If the game plays like classic halo, modern fans will leave
> > >
> > > if the game plays like modern halo, classic fans will leave and probably much worse outcome
> > >
> > > if the game plays like classic and modern halo then the game will be meh
> >
> > I know I’m considering just not bothering with the franchise much if Infinite goes the way of Halo 5.
> >
> > But again, all of this is anecdotal and just my thought on the issue.
>
> I agree with your view on this although I’m the opposite. My problem with Halo 5 was not the movement. I walked away for other reasons, I have played every Halo from CE to Halo 5 on release. Halo Infinite will be the first I won’t. Also, if they go the way of Halo 3 feel I won’t come back. Halo 3 was a terrible example of classic Halo imo, I don’t want to go back to that. 343i have a problem imo.

I think many classic Halo fans would agree with you that Halo 3 is a bad example of a classic Halo game. In fact, I think I see more advanced movement fans talking about the alternative for advanced movement being Halo 3 (presumably because it’s easier to dismiss a whole idea if you just imagine the worst execution of it). The classic fans talk about “classic movement” and not “Halo 3 movement” for a reason. We should really in this thread just forget Halo 3, because nobody’s asking for Halo 3 movement.

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> > 2592250499819446;1714:
> > > 2533274909712896;1713:
> > > > 2533274936074323;1680:
> > > > If the game plays like classic halo, modern fans will leave
> > > >
> > > > if the game plays like modern halo, classic fans will leave and probably much worse outcome
> > > >
> > > > if the game plays like classic and modern halo then the game will be meh
> > >
> > > I know I’m considering just not bothering with the franchise much if Infinite goes the way of Halo 5.
> > >
> > > But again, all of this is anecdotal and just my thought on the issue.
> >
> > I agree with your view on this although I’m the opposite. My problem with Halo 5 was not the movement. I walked away for other reasons, I have played every Halo from CE to Halo 5 on release. Halo Infinite will be the first I won’t. Also, if they go the way of Halo 3 feel I won’t come back. Halo 3 was a terrible example of classic Halo imo, I don’t want to go back to that. 343i have a problem imo.
>
> I think many classic Halo fans would agree with you that Halo 3 is a bad example of a classic Halo game. In fact, I think I see more advanced movement fans talking about the alternative for advanced movement being Halo 3 (presumably because it’s easier to dismiss a whole idea if you just imagine the worst execution of it). The classic fans talk about “classic movement” and not “Halo 3 movement” for a reason. We should really in this thread just forget Halo 3, because nobody’s asking for Halo 3 movement.

We can’t just forget Halo 3, everyone has “their” opinion on classic Halo. I really don’t want to return to that, and we have no idea if 343i will or not. I actually quite like the Halo 5 feel as far as movement goes, and if I’m being honest I don’t want movement to return to pre Halo Reach. Halo 3 is the worst case scenario though, imo.

> 2533274825830455;1715:
> > 2592250499819446;1714:
> > > 2533274909712896;1713:
> > > > 2533274936074323;1680:
> > > > If the game plays like classic halo, modern fans will leave
> > > >
> > > > if the game plays like modern halo, classic fans will leave and probably much worse outcome
> > > >
> > > > if the game plays like classic and modern halo then the game will be meh
> > >
> > > I know I’m considering just not bothering with the franchise much if Infinite goes the way of Halo 5.
> > >
> > > But again, all of this is anecdotal and just my thought on the issue.
> >
> > I agree with your view on this although I’m the opposite. My problem with Halo 5 was not the movement. I walked away for other reasons, I have played every Halo from CE to Halo 5 on release. Halo Infinite will be the first I won’t. Also, if they go the way of Halo 3 feel I won’t come back. Halo 3 was a terrible example of classic Halo imo, I don’t want to go back to that. 343i have a problem imo.
>
> I think many classic Halo fans would agree with you that Halo 3 is a bad example of a classic Halo game. In fact, I think I see more advanced movement fans talking about the alternative for advanced movement being Halo 3 (presumably because it’s easier to dismiss a whole idea if you just imagine the worst execution of it). The classic fans talk about “classic movement” and not “Halo 3 movement” for a reason. We should really in this thread just forget Halo 3, because nobody’s asking for Halo 3 movement.

I don’t think any one is asking for a horrible BR spread , only useful at point blank AR , or completely useless pistol either. Halo 3 had some of the worst over all mechanics of the Original trilogy. My only problem with Bungie is the feeling that they have to break and remake the wheel every time they make a new game. 343I is stumbling down the same path , just not as adeptly.

> 2592250499819446;1716:
> We can’t just forget Halo 3, everyone has “their” opinion on classic Halo. I really don’t want to return to that, and we have no idea if 343i will or not. I actually quite like the Halo 5 feel as far as movement goes, and if I’m being honest I don’t want movement to return to pre Halo Reach. Halo 3 is the worst case scenario though, imo.

I think talking about Halo 3 is distracting the discussion. Sure, if somebody comes to this thread and says specifically “I want the movement to be exactly like in Halo 3, and I also want a very narrow field of view like in Halo 3 so that I can feel like a slug”, then fine. They’re free to ask for that, and we can then discuss why they want that. However, this constant “I don’t want Halo 3” is distracting, because yes, we know. We don’t want that either, but you don’t need to bring it up because nobody’s asking for it specifically. It’s like if somebody came to you and asked “Hey, want to go buy some ice cream?” and you responded with “No, I don’t want chocolate ice cream”.

> 2533274825830455;1718:
> > 2592250499819446;1716:
> > We can’t just forget Halo 3, everyone has “their” opinion on classic Halo. I really don’t want to return to that, and we have no idea if 343i will or not. I actually quite like the Halo 5 feel as far as movement goes, and if I’m being honest I don’t want movement to return to pre Halo Reach. Halo 3 is the worst case scenario though, imo.
>
> I think talking about Halo 3 is distracting the discussion. Sure, if somebody comes to this thread and says specifically “I want the movement to be exactly like in Halo 3, and I also want a very narrow field of view like in Halo 3 so that I can feel like a slug”, then fine. They’re free to ask for that, and we can then discuss why they want that. However, this constant “I don’t want Halo 3” is distracting, because yes, we know. We don’t want that either, but you don’t need to bring it up because nobody’s asking for it specifically. It’s like if somebody came to you and asked “Hey, want to go buy some ice cream?” and you responded with “No, I don’t want chocolate ice cream”.

Talking about units sold is also distracting the discussion imo. Halo 3 is a classic Halo imo, and I don’t want to go back to it. I also stated if I’m being honest I don’t want movement to return to pre Reach. Halo CE, 2 and 3 are classic Halo imo, and all are relevant to the topic, we can’t just ignore one of them.

As a gameplay mode, sure. As the core mechanics of the game, no. Those mechanics are stale and old and had their place. If halo 1-3 (the mechanics of movement) was so good, go play it, there is nothing wrong with doing that. The mindset you are putting forth is like the new star wars movies: “let’s make it exactly like the first one”. Making a halo that is itself a halo clone wont Cut it. There is alot to work with with the current halo 5 system, and most fans would be pleased if it were added to, not stripped away.

> 2533274870849236;1720:
> As a gameplay mode, sure. As the core mechanics of the game, no. Those mechanics are stale and old and had their place. If halo 1-3 (the mechanics of movement) was so good, go play it, there is nothing wrong with doing that. The mindset you are putting forth is like the new star wars movies: “let’s make it exactly like the first one”. Making a halo that is itself a halo clone wont Cut it. There is alot to work with with the current halo 5 system, and most fans would be pleased if it were added to, not stripped away.

I was one of the unlucky people who started the series with Halo 4 (even though I still like the game and will defend it at times), but even I prefer the gameplay mechanics of the original trilogy. Halo CE and 2 had satisfying weapons and didn’t have sprint to restrict your weapons. The movement speed from those games were fast enough. Although I agree Halo 3 was kind of slow and the weapons just felt very nerfed. Otherwise, it was simple and straight-forward.

Considering the amount of people who prefer the same opinion, I wouldn’t say that “most” fans would be pleased with your outcome. Just because the mechanics are old doesn’t mean it’s bad. Doom (2016) had the classic no health regen, no reloading, item pickups, and fast movement speed and the game was praised as the best shooter in years. Just sayin’.