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> > > > > > > > > > > > > I’ve been playing halo since the OG xbox but if sprint gone so am I. I can’t go back to the slow movement of halo 3. If that’s the case good bye halo I loved u so much
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> > > > > > > > > > > > If you actually loved Halo you wouldn’t leave over the possible return of classic movement, quite a childish act if I have to say
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> > > > > > > > > > > What’s childish is crying about sprint which is a natural movement in modern games and wanting people to pay 60 bucks of their money for a halo3 clone. If you like Halo 3 that much go back and play Master Chief Collection don’t stop the regular evolution of games
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> > > > > > > > > > Sprint is not a natural movement mechanic for an arena shooter. See my above post. It’s an objectively bad mechanic for Halo, which is the problem. Sprint is a natural movement mechanic for other kinds of shooters, but not arena shooters. It’s an unnatural mechanic for an arena FPS, which is why it harms Halo and makes it worse.
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> > > > > > > > > > The idea you need sprint to speed up the game is hilariously ignorant. For one thing, it’s been pretty conclusively shown that sprint does NOT speed up the game. For another, there’s this thing called base movement speed and acceleration. It can be increased. And that DOES speed up the game…
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> > > > > > > > > > The idea that removing sprint would automatically make a halo 3 clone is so stupid that it barely deserves a response. Neither Halo 1 nor Halo 3 have sprint. Would you say Halo 3 is a Halo 1 clone? I doubt it…
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> > > > > > > > > With regards to the “speed” of the game, well that definitely needs to be defined. Average rate of kills? Sure sprint may not increase the “speed” of the game, meaning that older Halo titles had more or less the same (or even higher) rate of kills. But there’s no doubt that sprint speeds up player movement and adds a lot of mechanics that can make the game “feel” faster. You can’t deny that sprinting moves your spartan faster, and coupled with spartan abilities like thrust and sliding can allow you to cover distance faster than any other halo game. So yea, it does “speed” up the game in that regards.
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> > > > > > > > > You keep trying to classify Halo in terms of what YOU want it to be. It needs to be an arena shooter. It needs to be Halo 1-3. It’s “unnatural” if it does not adhere to what I think it should be. These aren’t objective arguments, they’re all preference.
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> An illusion of speed? But didn’t you just type that I like to press a button that makes me go faster? So which is it. An illusion or something that makes me go faster?
Come back when you are capable of demonstrating that you understand my argument.
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> > 3) If Halo is to be an arena shooter, which is what Halo 1, 2, 3, Reach, and 5 are, then yes, sprint is “unnatural”, because it takes one of the most fundamental elements of arena FPS, which is map positioning and control, and makes it less significant. There’s a reason that ZERO great arena FPS games have ever included movement abilities. They work in other kinds of shooters - such as loadout-based games like CoD - but not in arena FPS games.
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> > […]Nothing I’ve just said is preference. You may have a preference for sprint, but it’s objectively bad in an arena FPS. It doesn’t speed the game up, and it lessens the importance of player positioning on the map IN A GENRE THAT IS ALL ABOUT MAP POSITIONING AND CONTROL. It’s completely awful game design
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> Your mistake here is the assumption that there’s some strict mold to which an arena shooter fits. You can make the argument that sprint is no good for arena shooters because this and that, but that is still an argument fundamentally founded on preference: preference regarding what an arena shooter should be. Even if we agree that sprint makes it easier to escape a bad position, whether this is enough to make the game a worse arena shooter is a matter of opinion. Even if we value the importance of good positioning, we can easily disagree how far we want to go with that. There exists no official design specification for an arena shooter stating some minimum for how important positioning needs to be.
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> Regarding sprint, I’d personally say that the ability to move and shoot at the same time is much more important as a defining characteristic than how important positioning is. But again, that’s just my opinion on what arena shooters should be about. There’s nothing objective about it.
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> Genres in general are not objective. They’re loosely defined boxes born from people’s need to categorize things, not strict scientific definitions that have been scrutinized in various conferences and honed to a mathematical degree of precision. And the further you go into sub-genres, the looser it gets. Some arena shooter purists wouldn’t necessarily even agree with us that Halo is an arena shooter, because it’s always been just a watered down version with slow movement speed and limited weapon carrying capacity.
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> When you try to claim things to be objective, you open yourself to a lot of easy hits, because the truth is that fewer things are objective than you think you are. The issue which causes your intuition to fail is that objective statements need to be at least in principle unambiquously falsifiable, but most people fail the unambiquity part, because turns out the concepts they use are often far too vague to be of any use.
>
> Also, I’d like to point out that zero great arena shooters have included advanced movement, because arguably zero great arena shooters have been made during this millenium (again, I’m discounting Halo because you’d probably upset a bunch of Quake fans by calling Halo a great arena shooter). The mechanics in question at that time simply weren’t popular, probably because first person shooters were still a fairly new thing, and the developers didn’t really have the resources to make complex games at the time. It’s really pointless speculation whether the designers of those games would’ve been opposed to things like climbing, dodge mechanics, and such unless we go and ask them. (My bet would be that the developers are often more open to experimentation than the players who fall in love with their games.)
It’s not really a stretch to say that an arena FPS is defined by equal player starts and by power positions/weapons/pickups on the map being the key to winning. That’s a pretty clear-cut subset of the FPS genre that would fit into this, and it would catch everything that anyone calls an arena FPS for the past 30 years. Getting narrower than that starts to be a little trickier (as per my response about regenerating health above), but I stand by that definition. It’s also the explanation that 343 uses for Halo 5’s gameplay. And yes, Halo is a great arena FPS. Halo’s success, in large part, is because it adapted the arena FPS genre to the new millennium and the advent of FPS on console. I’ve got a cup for your tears about that right over here, Quake and UT purists.
My argument against sprint and movement abilities stands or falls on a simple criteria: does Halo’s game design revolve around players controlling specific locations on a map, or not. If not, then my arguments are BS. If so, my arguments are valid and far from being one person’s opinion. .
If player location on a map is integral to the fundamental design of the game, then sprint should not be a part of the game because it harms that fundamental design.