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> > > > > > > > The first Halo game to add sprint (Reach) PLUMITED the Halo community. The first Halo game to add sprint as a standard mechanic (Halo 4) Ruined the franchise. Is this a coincidence? I think not! Maybe if 343 goes back to what was obviously working, they would make a truly great Halo game. Just look at Overwatch. No sprint… killing Halo 5 in just a few months of release as compared to Halo’s 7 months.
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> > > > > > > Actually it wasn’t sprint IMO… it was loadouts and armor abilities in general not to mention they took away the awesome matchmaking and rank structure. Those things killed Halo not the addition of one mechanic.
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> > > > > > Why is sprint good for the game? Can you not even think of an answer?
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> > > > > Why do you keep demanding people to give you reasons for this? Isn’t the fact that they like sprint good enough? Or do you insist on getting individual points so you can better attempt to pick them apart one by one?
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> > > > Half 9th his arguments are just “OK, but what makes it good?” That’s like saying “Why are gun laws good?” It does nothing but prolong an argument that is otherwise in an unfavorable state for the attacking side.
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> > > > If you really are curious about what are good reasons for keeping sprint, then maybe you should go from page one and catch up to here.
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> > > > P.S.
> > > > DOOM is not the fastest game in the market, it does seem fast but a lot of it is a wider FOV. I won’t lie that it’s not fast but there are faster games, like some arena shooters, that just aren’t as recent or popular.
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> > > So I guess you can’t tell me why sprint is good for the gameplay either, huh? Funny how the anti-sprinters can explain in detail how sprint effects the game negatively, but pro-sprinters all to often can’t seem to explain why it effects the game positively.
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> > > P.S. Whether its speed or FOV doesn’t matter, my point remains that Doom doesn’t have sprint and it isn’t “too slow” and is one probably the fastest paced shooter on consoles right now. If you think otherwise, give some examples.
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> > Is affect or effect the correct usage in this situation? It always boggles me.
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> > Look, most of the anti-sprint points argue with facts that maybe the top 4% of players actually care about. TTK, Map Elongation, Enemies running away and the need to chase, people not being punished for being out of position. Its all unnecessary to the average player. Halo 5 is fun. What Halo is not, however, is accomodating or welcoming to new players. Now more than ever. You need skill to play Halo. And the auto-aim and bullet magnetism of games like CoD have ruined that in the common gamer. People used to be better. Back when there was only Halo to play.
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> It would be “affect” in this case.
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> And I would say that while the average player is not aware of these things, they are nonetheless impacted by them. Halo 5 in particular introduces a lot of complexity and stress at the expensive real depth. With people thrusting, sliding, thrust sliding all over the place. With ridiculous quick kills with automatics. With stretched out, cluttered maps filled with a million routes, windows, and sneakies. With the tiny motion tracker compromise between casual and competitive. These are all elements that make this game less of the simple fun as a casual game and worse as a competitive Halo game. It’s not as if the top 4% of players are the only ones affected by design changes that fundamentally change map design and gameplay. The larger audience doesn’t need to be able to clearly articulate their issues with the game to have a problem with it. Most of the people who dislike “modern” Halo probably haven’t stuck around long enough to continue these conversations, as evidenced by the drastically smaller install-base and even worse concurrent population of this game versus something like H3.
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> And the idea that there was only Halo to play is similarly dubious. The original Modern Warfare came out in the same year as Halo 3. Halo 3’s population stayed strong for years after that. It survived MW2 just fine as well. It wasn’t until fundamental, detrimental changes were made to the formula that Halo started its decline.
These routes and abilities you refer to are in many, many games. The real issues with Halo that casual gamers you find is that you shoot someone and it hits an energy shield on that person and they dont die in 1.0 seconds. There is no minimap to tell them exactly where everyone is, and aim-assist isnt cranked up to 1000% to help everyone get kills. Casuals dont care about how many routes there are or windows to climb through. They want to play a game, be good at it, and have fun. Being good and having fun normally correlate pretty well.
As Halo fans, most people do care about the radar, fair enough. But standard gamers arent worried about map elongation or players running away. Most Halo fans by now have understood this is a team game, reliant on team shooting and map control. Map elongation isnt a problem when there are huge maps since the beginning of the game like Sidewinder or Avalanche. TTK has essentially stayed the same, and is still much larger than most other games. The only issue here that Halo players are rightfully angry with, and would probably be on a large scale, is the smaller radar. 343 said why they did it. Anecdotal evidence isn’t really good evidence but I’ve seen new players get confused by the radar countless times. Im sure you have too.
The original Modern Warfare, while essentially rebirthing the CoD series when comparing sales to CoD 3, it cant hold a candle to Halo 3. Halo 3 doubled the launch month sales of CoD 4 in its first 12 days of sale. Why? People didnt understand CoD, couldnt relate to just another military WW2 shooter. CoD 5 did nothing to help this. Modern Warfare 2 comes out, and suddenly, within its first month of release, it is top of the XBL Activity Chart. How is that possible?
Let me give you some numbers.
Sales for Halo 3 vs CoD 4: Modern Warfare
Halo 3: Xbox 360 sales within first 12 days - 3.3 million.
CoD 4: Xbox 360 sales within first month - 1.57 million
Hardly comparable, and Halo continued to grow threw brand recognition and more adopters of consoles. CoD has still not hit is peak. World at War did not help, going back to WW2 setting. Data wise, World At War managed to sell a combined 1.41 million units across ALL consoles. The point im trying to get at, CoD still hadnt hit its peak.
Sales for Halo 3 vs Modern Warfare 2
By this point in the generation, Halo had sold very well. It had sold at least 8.1 million copies by January of 2008. Modern Warfare 2 came out in 2009. So add at least 1 more year of sales to Halo 3. But for all purposes, we’ll use 8.1 as a comparable figure.
Modern Warfare 2: Xbox 360 sales withing first month - 4.2 millon.
Link 1
Link 2These two links go to the activity pages for November 2009 and December 2009. Both of these list have Modern Warfare 2 at the top of that activity list, which counts UU’s on a weekly basis. This tells us one thing. When Modern Warfare 2 came out, at least 4 million Halo players just did not touch the franchise on a weekly basis. Maybe even longer. I dont have all the Activity charts, but a quick google search shows me that Halo lost the top spot in both April 2010 and was down to the 7th spot for January 8th of 2010.
Funnily enough, the amount of Halo fans left after Modern Warfare 2 came through is roughly the same amount of sales that we average now. Sort of like all the casual gamers slowly took off. But yeah, sure, this isnt a decline at all.