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> > > > > > > > > SHUT UP!!! WHY DO YOU KEEP MAKING THIS STUPID FORUM. IF YOU DONT WANT SPRINT THEN DONT USE IT. TRY RUNNING ACROSS A WARZONE MAP QUICKLY TO GET TO A BOSS AT THE LAST SECOND BUT WAIT, YOU CANT, BECAUSE YOU CANT SPRINT. JUST DEAL WITH IT. SPRINT IS HERE AND ITS STAYING. SO SHUT UP
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> > > > > > > > No sprint will go because it’s ruined halo. Then once sprint is gone maybe we can get our playable elites back
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> > > > > > > On this one I have to disagree. Sprint didn’t remove playable elites. Reach had playable elites and they could sprint like everyone else (with the ability. Like everyone else). So yeah, sprint didn’t ruin playable elites, 343 did.
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> > > > > > Thats not what I ment. But sprint ruined our maps!
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> > > > > First, don’t get mad at me when I say it because I’ve played every halo, but I don’t get how it ruins the maps. All it really does is make it easier to get across the map. I actually like sprint and think it’s a pretty cool thing.
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> > > > No it doesn’t it made the maps super stretched so sprint is an illusion. Your not actually getting anywhere faster it just feels like
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> > >
> > > then em how are people faster when sprinting. Does the illusion work or is it a video game that is pretty much all an illusion in itself.
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> >
> > Players have a base speed, and a sprint speed. The latter is faster than the former.
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> > If you look at in on surface level, sprint gets you places faster than the base movement speed.
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> > Scratch deeper and you’ll find that smaller maps are increased in size compared to previous iterations, or alternatively the base speed is slower and the new sprint speed is the old base speed. In this case the latter is very unlikely as a decreased base speed decrease the ability to strafe well.
> >
> > People say they get places faster, completely neglecting that the time you get somewhere is dependant on the map design for that map. If the map designer wants you to be able to cross the map in 8 seconds, you will be able to do so at the default fastest speed you have, wether or not sprint is present.
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> > If sprint is present then the distance you need to travel is larger than if you had a slower base speed and no sprint. If time is a constant, and the speed changes then distances also varies.
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> > The time it takes to cross 100 metres at 10 m/s is the same time as going 150 metres in 15m/s.
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> > This is pretty much why it is argued as being an illusion.
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> The illusion only holds for the average. Given base speeds are fundamentally the same across all games having sprint allows for larger maps that retain the same sized interior locations. You can have the same speed for those intense firefights in hallways and tight rooms and a second for traversing longer distances when other methods are unavailable or dont make sense for the map.
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> Then you have the issue of showing that these larger maps are actually problematic. The fact that maps are averaging larger is not an idictment of sprint in itself.
But if we then have smaller interior areas in larger maps meant for infantry gameplay, sprint will still affect these areas because isolated, it’d be a smaller map, and as such be subject to travel times. Or do you think a map designer can assume there will always be a firefight there making players not sprint at all.
Then let’s tackle the map design itself.
Other methods unavailable, this can mean anything from having no vehicles, far away from teleporters or man cannons or a generall overall lack of them all on the map initially.
If there are vehicle present on the map but you find yourself for some reason without one, maybe the other team stole them, destroyed them, your team used yours up allready and waiting for them all to respawn or you bailed in the middle of no man’s land from a burning vehicle and managed to survive. All these come down to pretty much skill. If your team is without enough vehicles it’s because your opponent has been outplaying you.
If it’s an overall initial lack of vehicles, it’s either because the map was poorly designed, not enough vehicles, or the map designer intend for infantry players to take other routes, man cannons etc.
If alternatives for map travel isn’t present because they don’t make sense for the map, then the map designer obviously either lack imagination, not creative enough to come up with fitting alternatives in map traversal assets, have designed a very poor map, map not designed properly for the existing mechanics, or picked an uneccessary theme.
Aleviating poor large map design with a player mechanic isn’t a good solution. Poor map design is a localised problem, a player mechanic is game encompassing.
If sprint’s higher speed has to be accommodate for in smaller maps in order to maintain a metric, then yes, sprint does cause an increase in average map size. This is assuming there’s not a shift in any way or form from the amount of maps in a given size category and those map categories remain somewhat the same in size.
Even then, if we go with the assumption that sprint has been introduced because maps are increasing in size, what caused the increase in map size in the first place when design metrics in cases has remained the same, and wouldn’t a simple base movement speed increase be enough instead of introducing sprint?