> 2592250499807011;1814:
> The following are more or less straight facts about how the game mechanics work:
> A) Sprint allows you to escape bad map positioning more easily than if there is no sprint
> B) Because of A, players are less punished for bad map positioning, and correspondingly less rewarded for good map positioning
The first statement in B is a straightforward conclusion from A, but the mistake you make is thinking that the second is equally straightforward. The first is straightforward because the punishment for positioning oneself poorly is death. Or to be more precise a bad position in this context is a position where the player is vulnerable and more likely to die if they are attacked, and the ability to sprint away decreases that likelihood. However, a good position correspondingly is one where the player is less vulnerable, or has better visibility and access across the map. These are the “rewards”, and sprint doesn’t affect them in any obvious way.
> 2592250499807011;1814:
> The combined effect of these two things is that sprint provides a game mechanic that actively disincentivises players from focusing on their map location. This is bad design in a game which holds control of specific map locations as one of its fundamental design principles.
This is partially true. Sprint makes it so that players need to be less concerned about ending up in a position that in previous games would’ve been considered “bad”. However, it does not lessen the importance of things such as getting power weapons or obtaining the high ground, because these still give the same advantages to players they have always given.
> 2592250499807011;1814:
> You either missed or dismissed the distinction I first made about this. There is a difference between “what is the range of possibilities for where a player could be now?” and “where is a player likely to be right now?”.
I made this distinction myself. However, I concluded that the latter is only dependent of the player’s movement tactics, not of the gameplay mechanics.
> 2592250499807011;1814:
> You simply cannot (and in game, in fact do not) assume that the player has been moving at sprint speed the entire time.
Why not? Halo 5 has infinite sprint. The player is completely capable of sprinting the whole time if they want to. In fact, since the know that players sometimes sprint for some amount of time, there absolutely exist some scenarios where the player has moved at maximum speed the whole time (since we are discussing of more or less an arbitrary time interval). Of course, whether they do this often enough to lead to the optimal randomness I was talking about is another matter. But in any case, unless there is some mechanical barrier to doing this, it doesn’t really matter.
> 2592250499807011;1814:
> The problem, as I wrote above, is that sprint adds a variable to the player movement equation which fundamentally makes it harder to predict where they are than in a corresponding system without that variable. As with other matters in this post, the degree to which this effect applies doesn’t matter to my point.
But your variable has nothing to do with predictability is the issue. You acknowledged that where the player can be is independent of whether the maximum speed is at sprint or at base speed, as long as it is the same. However, what you are failing to understand is that where the player is likely to be found only depends on the decisions of the player, not on whether the maximum speed is sprint or base speed. The player can sprint at any time for as long as they want to, regardless of whether they choose not to.
> 2592250499807011;1814:
> > This issue is essentially whether a clever player can optimally randomize their movement in this sense. Your claim is essentially that they can’t, at least unless the game has sprint
>
> This is not my claim. In fact, I explicitly said the opposite regarding high level Halo 3 play. To use the terminology here, my point is more that a game with sprint provides a system with two randomized movement variables instead of one, and thus it is harder to predict a player’s location.
This discussion precisely boils down to how randomly a player can move given the mechanics of the game. My claim is that given a maximum movement speed, it only depends on the player’s choice, and whether the player needs to lower their weapon or not does not place any restrictions on it. Your claim is that the player can be more random with sprint, i.e., there are some restrictions when there is no sprint.
The way you’re trying to formulate your point does not make sense. How you use the term “randomized […] variable” is too informal, and doesn’t lend itself to discussing the probability of player movement. The only random variable here is the player’s position on the map, given an initial position and an amount of time that has passed. We’ve fixed the maximum movement speed, and therefore the space of possibilities, and we are left discussing the probability distribution and how flat the player can make it.
> 2592250499807011;1814:
> In other words, I believe I understood your point, and that was my response. I am comparing a single system against itself, considered both with and without sprint. I think you are comparing two different systems and showing that you can make a system with sprint that theoretically could be better than a different system without it. In other words, you observe that there are particular values for x, in a system without y, which would be worse than other values chosen in a different system that has both x and y. I do not disagree with this observation, but that isn’t and hasn’t been my point.
I don’t understand the point of this paragraph.
> 2592250499807011;1814:
> No more cliche than treating any and all claims about objectivity as spurious and pretending to be a philosophical skeptic.
Don’t think that’s a cliche. In any case, let’s not get into this “you’re a…” game, because that’s one only you can lose.