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> > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > >
> > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > >
> > > >
> > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > >
> > >
> > > What issues do you have?
> >
> >
> > You’re telling me that sprinting is an option and I don’t have to use it.
> > My issues are then irrelevant.
> >
> > So how does it exactly help if I stop sprinting?
>
>
> The problem is not that we sprint or not the problem is that we get bullets to much from our back, no strategy just a constant everybody runs everywhere.
Have you even played Halo 5? Many players benefit more often from not sprinting, especially in swat. In many cases, sprinting only gets you where you don’t want to be: In between 2 or more enemies. Doing well takes into account that you decide when to sprint appropriately, mistakes are made more often when you rush.
Why is this still so active?
I don’t really like sprint, but come on, where are the splitscreen topics??
OH wait 343 will lock anything revolving around splitscreen.
> 2533274921821201;9364:
> Why is this still so active?
> I don’t really like sprint, but come on, where are the splitscreen topics??
> OH wait 343 will lock anything revolving around splitscreen.
There is one but its buried in locked topics and months of spammed threads
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> > > > > > 2533274866652866;8999:
> > > > > > When did you start playing Halo? Halo originally had no sprint, adding it was the change. Im not affraid of the change cause ive been through it. And the reason super soldier are putting their guns down is because that allows them to run faster. You dont see Usan Bolt having his arms in a gun position.
> > > > >
> > > > >
> > > > > I’ve played since CE, thank you very much.
> > > > > So just because it already was like this in previous games makes it not a change? So removing dual wielding wasn’t a change either? Removing loadouts? Removing bloom?
> > > > > As for the “run faster” thing, I have spent the last 50 pages or so disproving this statement. You can run equally as fast with your gun up as with yout gun down. Especially if you’re a genetically and cybernetically enhanced super soldier with a power armor which does all of the heavy-lifting and moving for you.
> > > >
> > > >
> > > > No you cant, have a look at the 100m sprints they are all using technique to run that fast it doesn’t matter if your a super soldier. So lets say that you could have your wish and sprint is removed what would that do for halo?
> > >
> > >
> > > What would happen in reality if a 500 pound Spartan thrusted into a wall? Would he not even flinch? Would his or her aim remain steady?
> > >
> > > Why is realism more important than gameplay?
> >
> >
> > Realism is not more important than gameplay, just stating some facts.
>
>
> Well, here’s another fact: the addition of sprint has led to a lower TTK, which has further changed Halo’s gameplay.
>
> What does sprint do for Halo?
Well for me having sprint has lowered TTK which has made for faster gameplay. I like that change. Fair enough if you don’t. Halo games always change from Halo CE, Halo 2, Halo 3 these games have each brought something different to the game style. Halo 5 is no different. Halo for me is about power weapons, power positions, communication and strategy.
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> > > > > > > 2533274801176260;9001:
> > > > > > > > 2533274866652866;8999:
> > > > > > > > When did you start playing Halo? Halo originally had no sprint, adding it was the change. Im not affraid of the change cause ive been through it. And the reason super soldier are putting their guns down is because that allows them to run faster. You dont see Usan Bolt having his arms in a gun position.
> > > > > > >
> > > > > > >
> > > > > > > I’ve played since CE, thank you very much.
> > > > > > > So just because it already was like this in previous games makes it not a change? So removing dual wielding wasn’t a change either? Removing loadouts? Removing bloom?
> > > > > > > As for the “run faster” thing, I have spent the last 50 pages or so disproving this statement. You can run equally as fast with your gun up as with yout gun down. Especially if you’re a genetically and cybernetically enhanced super soldier with a power armor which does all of the heavy-lifting and moving for you.
> > > > > >
> > > > > >
> > > > > > No you cant, have a look at the 100m sprints they are all using technique to run that fast it doesn’t matter if your a super soldier. So lets say that you could have your wish and sprint is removed what would that do for halo?
> > > > >
> > > > >
> > > > > What would happen in reality if a 500 pound Spartan thrusted into a wall? Would he not even flinch? Would his or her aim remain steady?
> > > > > Why is realism more important than gameplay?
> > > >
> > > >
> > > > Realism is not more important than gameplay, just stating some facts.
> > >
> > >
> > > Well, here’s another fact: the addition of sprint has led to a lower TTK, which has further changed Halo’s gameplay.
> > > What does sprint do for Halo?
> >
> >
> > Well for me having sprint has lowered TTK which has made for faster gameplay. I like that change. Fair enough if you don’t. Halo games always change from Halo CE, Halo 2, Halo 3 these games have each brought something different to the game style. Halo 5 is no different. Halo for me is about power weapons, power positions, communication and strategy.
>
>
> I’m just gonna drop in and say that a lower TTK makes the game less skill-based and more along the lines of who has the fastest reaction time. Mechanical skill (skill jumps for power positions, positioning, map movement efficiency, etc.) can go bye bye when your TTK is so low all you have to do is spot and shoot. It rewards accuracy and reaction time more than game skill.
If you are playing a skilled person the chances of reversing that kill are low even in a classic Halo games. Reversing a kill in halo 5 is hard but thats when you need to use thrusters, crouching and jumping.
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> > > > > > > > > 2533274866652866;8999:
> > > > > > > > > When did you start playing Halo? Halo originally had no sprint, adding it was the change. Im not affraid of the change cause ive been through it. And the reason super soldier are putting their guns down is because that allows them to run faster. You dont see Usan Bolt having his arms in a gun position.
> > > > > > > >
> > > > > > > >
> > > > > > > > I’ve played since CE, thank you very much.
> > > > > > > > So just because it already was like this in previous games makes it not a change? So removing dual wielding wasn’t a change either? Removing loadouts? Removing bloom?
> > > > > > > > As for the “run faster” thing, I have spent the last 50 pages or so disproving this statement. You can run equally as fast with your gun up as with yout gun down. Especially if you’re a genetically and cybernetically enhanced super soldier with a power armor which does all of the heavy-lifting and moving for you.
> > > > > > >
> > > > > > >
> > > > > > > No you cant, have a look at the 100m sprints they are all using technique to run that fast it doesn’t matter if your a super soldier. So lets say that you could have your wish and sprint is removed what would that do for halo?
> > > > > >
> > > > > >
> > > > > > What would happen in reality if a 500 pound Spartan thrusted into a wall? Would he not even flinch? Would his or her aim remain steady?
> > > > > > Why is realism more important than gameplay?
> > > > >
> > > > >
> > > > > Realism is not more important than gameplay, just stating some facts.
> > > >
> > > >
> > > > Well, here’s another fact: the addition of sprint has led to a lower TTK, which has further changed Halo’s gameplay.
> > > > What does sprint do for Halo?
> > >
> > >
> > > Well for me having sprint has lowered TTK which has made for faster gameplay. I like that change. Fair enough if you don’t. Halo games always change from Halo CE, Halo 2, Halo 3 these games have each brought something different to the game style. Halo 5 is no different. Halo for me is about power weapons, power positions, communication and strategy.
> >
> >
> > I’m just gonna drop in and say that a lower TTK makes the game less skill-based and more along the lines of who has the fastest reaction time. Mechanical skill (skill jumps for power positions, positioning, map movement efficiency, etc.) can go bye bye when your TTK is so low all you have to do is spot and shoot. It rewards accuracy and reaction time more than game skill.
>
>
> If you are playing a skilled person the chances of reversing that kill are low even in a classic Halo games. Reversing a kill in halo 5 is hard but thats when you need to use thrusters, crouching and jumping.
Exactly you are right TTK to blame sprint is not the main issue.
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> > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > >
> > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > >
> > > > >
> > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > >
> > > >
> > > > What issues do you have?
> > >
> > >
> > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > My issues are then irrelevant.
> > >
> > > So how does it exactly help if I stop sprinting?
> >
> >
> > The problem is not that we sprint or not the problem is that we get bullets to much from our back, no strategy just a constant everybody runs everywhere.
>
>
> Have you even played Halo 5? Many players benefit more often from not sprinting, especially in swat. In many cases, sprinting only gets you where you don’t want to be: In between 2 or more enemies. Doing well takes into account that you decide when to sprint appropriately, mistakes are made more often when you rush.
Even if you dont sprint other yoinking players spint into my back while I play your careful strategy. Yes indeed I played Halo 5 for a few time and I got hunted, in reach or 4 its never happens like that way. I love Halo but five is spoiled because of the unlimited sprint, limited would be just fine and lover ttk and too accurate ar is just anoying.
> 2533274866652866;9366:
> Well for me having sprint has lowered TTK which has made for faster gameplay. I like that change. Fair enough if you don’t. Halo games always change from Halo CE, Halo 2, Halo 3 these games have each brought something different to the game style. Halo 5 is no different. Halo for me is about power weapons, power positions, communication and strategy.
The encounters have become faster. You either kill the enemy immediately, or he sprints away and you’ll never get him anyhow. The outcome is decided in a few seconds. But the downtime between encounters has increased significantly. In the original trilogy it took me between 5 and 10 seconds to find a new enemy after a kill or a respawn. In the Reclaimer saga (and Reach) it now takes around 15 to 20 seconds, about twice as long. Which is why so many matches end in timeouts nowadays. The overall gameplay has been slowed down because of sprint and its ripple effects (map size, TTK, etc.)
I don’t think removing sprint would be good mostly cause people hate moving slowly when everyone else has vehicles. It’s like “hey guys see you have a warthog and a mongoose that’s all full, catch up with you guys once they’re all dead.” Then the spawns flip once you get there then the process repeats. Now few people will say, “well stay there until the spawns flip.” Considering most people don’t know that spawns flip like that and if they do they usually end up dying right away cause it’s a 1v5.
Point being is that now a days people like faster pace games. Now I don’t think spring should be practically unlimited I think it should be like in reach where it’s limited but can be changed in custom games.
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> > > > > > > It should be a loadlout like Halo Reach had so those who don’t want it, don’t have to use it.
> > > > > > >
> > > > > > > Or one could simply not use sprint. Just because its an option doesn’t mean it MUST be used
> > > > > >
> > > > > >
> > > > > > Does this mean that any issue I have with sprint goes away even though others are sprinting?
> > > > >
> > > > >
> > > > > What issues do you have?
> > > >
> > > >
> > > > You’re telling me that sprinting is an option and I don’t have to use it.
> > > > My issues are then irrelevant.
> > > >
> > > > So how does it exactly help if I stop sprinting?
> > >
> > >
> > > The problem is not that we sprint or not the problem is that we get bullets to much from our back, no strategy just a constant everybody runs everywhere.
> >
> >
> > Have you even played Halo 5? Many players benefit more often from not sprinting, especially in swat. In many cases, sprinting only gets you where you don’t want to be: In between 2 or more enemies. Doing well takes into account that you decide when to sprint appropriately, mistakes are made more often when you rush.
>
>
> Even if you dont sprint other yoinking players spint into my back while I play your careful strategy. Yes indeed I played Halo 5 for a few time and I got hunted, in reach or 4 its never happens like that way. I love Halo but five is spoiled because of the unlimited sprint, limited would be just fine and lover ttk and too accurate ar is just anoying.
I think one way to limit the OP of spartan charge is to increase the radar from 18m to 25m. Or they could tone it down altogether because i dont really like the lack of gun fight when someone spartan charges you.
It’s something like irony or tragedy that this sprint battle is still going on years, so many years after it should be a non issue.
In other comical news the game that knocked Halo off the top of the mountain is coming back to rub it in once again.
Keep fighting over sprint guys like it matters once this generation of kids gets a taste of a real CoD and then they’ll never want anything else.
The Halo series shouldn’t be completely trapped within the narrow frame work of how the first few games were made unless you all prefer a cookie cutter Halo by numbers design.
So far every Halo has changed the game while retaining enough of it’s past.
It’s a sad day since it seems that Gears and Forza are the Xbox’s flagships and Halo is a tugboat or dingy thanks to a community that pushed away new blood progressive growth while clinging to idolized memories.
> 2533274940633430;9372:
> I don’t think removing sprint would be good mostly cause people hate moving slowly when everyone else has vehicles. It’s like “hey guys see you have a warthog and a mongoose that’s all full, catch up with you guys once they’re all dead.” Then the spawns flip once you get there then the process repeats. Now few people will say, “well stay there until the spawns flip.” Considering most people don’t know that spawns flip like that and if they do they usually end up dying right away cause it’s a 1v5.
> Point being is that now a days people like faster pace games. Now I don’t think spring should be practically unlimited I think it should be like in reach where it’s limited but can be changed in custom games.
-Alternative routes for infantry
-Man cannons
-Teleporters
-Other map assets meant to faster cover a specific distance
> 2533274839169051;9374:
> It’s a sad day since it seems that Gears and Forza are the Xbox’s flagships and Halo is a tugboat or dingy thanks to a community that pushed away new blood progressive growth while clinging to idolized memories.
Soo, let me get this straight.
i343 the developer of Halo, is being forced to do the will of what is repeatedly said to be the vocal minority?
I was under the impression that the developers call the shots and not the “vocal minority”.
I don’t know what you mean by “new blood progressive growth” but if it’s what I think it is.
Hasn’t it been said on numerous occasions in this thread alone that what is disliked is the direction in gameplay the changes are taking Halo, not that anyone (bar a very very small percentage) is against all and any change, but would be happy with another direction.
Or is what “we have pushed away” the only available “new blood preogressive growth”?
> 2533274801176260;9371:
> > 2533274866652866;9366:
> > Well for me having sprint has lowered TTK which has made for faster gameplay. I like that change. Fair enough if you don’t. Halo games always change from Halo CE, Halo 2, Halo 3 these games have each brought something different to the game style. Halo 5 is no different. Halo for me is about power weapons, power positions, communication and strategy.
>
>
> The encounters have become faster. You either kill the enemy immediately, or he sprints away and you’ll never get him anyhow. The outcome is decided in a few seconds. But the downtime between encounters has increased significantly. In the original trilogy it took me between 5 and 10 seconds to find a new enemy after a kill or a respawn. In the Reclaimer saga (and Reach) it now takes around 15 to 20 seconds, about twice as long. Which is why so many matches end in timeouts nowadays. The overall gameplay has been slowed down because of sprint and its ripple effects (map size, TTK, etc.)
This doesn’t make sense to me. There is no effect of sprint that should make the times between encounters longer. If you just add sprint to any game, it should only make the average time between encounters shorter as players cover more ground per unit time, and are therefore more likely to bump into each other. If you count in the increase in map size, the sole purpose of that is to counteract the aforementioned incerase in pace, and all of that is done deliberately anyway. That is to say: sprint doesn’t force maps to be bigger, you just need to make the bigger if you don’t want to increase the frequency of encounters. Sure, you can choose to make unnecessarily large maps, and make gameplay even slower than before, but this is in no way a necessary effect of sprint. The only mechanism by which sprint can decrease the pace of gameplay is by making it easier for players to flee from encounters, making a larger portion of encounters not end with a kill, producing more encounters per game, thus dragging the game on.
I often feel like we’re pushing this part of the agenda too far. As if it’s not enough to say that no, sprint doesn’t necessarily make gameplay faster, we somehow feel the need to go to the other extreme and claim that “no, it actually makes gameplay slower”. The reality is that
moving at higher speed makes encounters more frequent, and therefore makes gameplay faster
when a player escapes from an encounter by sprinting, they force the chasing player to either shoot and move slower, or sprint and be unable to shoot, making it easier for the escaper to get away compared to if players could run at maximum speed and shoot at the same time; thus sprint increases the portion of encounters not ending in a kill, making gameplay slower
if designers want to avoid the first effect, they can negate it to any extent by choosing to make maps larger, but this is in no way a necessary result of sprint.There is no effect of sprint that necessarily increases time between encounters. “Ripple effects” are conscious choices by the designer to artificially make gameplay slower, not necessary effects of sprint. So, “sprint makes gameplay slower” is a baseless claim. “A game with sprint isn’t necessarily faster than a game without, and can even be slower depending on other design choices” is a more sensible thing to say. Whether Halo 5 is faster or slower than previous games I don’t know. I haven’t seen any actual data either way, and you probably don’t mind me saying that I don’t find your anecdotal account particularly convincing either.
> 2533274839169051;9374:
> It’s something like irony or tragedy that this sprint battle is still going on years, so many years after it should be a non issue.
> In other comical news the game that knocked Halo off the top of the mountain is coming back to rub it in once again.
CoD4 didn’t knock anything, Halo 3 surpassed both CoD4 and WaW in terms of sales and population numbers for two years until MW2 came about…
> 2533274839169051;9374:
> Keep fighting over sprint guys like it matters once this generation of kids gets a taste of a real CoD and then they’ll never want anything else.
> The Halo series shouldn’t be completely trapped within the narrow frame work of how the first few games were made unless you all prefer a cookie cutter Halo by numbers design.
Yes, because it’s totally kosher for CoD to return to its classic gameplay, but if Halo does the same, it’s stagnating and obsolete.
Hypocrisy, much?
> 2533274839169051;9374:
> So far every Halo has changed the game while retaining enough of it’s past.
Yes, except Reach and Halo 4 and H5G…
> 2533274839169051;9374:
> It’s a sad day since it seems that Gears and Forza are the Xbox’s flagships and Halo is a tugboat or dingy thanks to a community that pushed away new blood progressive growth while clinging to idolized memories.
Nothing about the fad mechanics from H5G is new. Copypasting is not progressive growth. The fanbase is pushing away the homogenization of genres, not natural evolution. Gears and Forza have remained flagships because nobody tried mutating them into something they aren’t. As soon as 343 stops doing this, Halo can once again join those two on the podium.
> 2533274825830455;9377:
> There is no effect of sprint that necessarily increases time between encounters. “Ripple effects” are conscious choices by the designer to artificially make gameplay slower, not necessary effects of sprint. So, “sprint makes gameplay slower” is a baseless claim. “A game with sprint isn’t necessarily faster than a game without, and can even be slower depending on other design choices” is a more sensible thing to say. Whether Halo 5 is faster or slower than previous games I don’t know. I haven’t seen any actual data either way, and you probably don’t mind me saying that I don’t find your anecdotal account particularly convincing either.
343 themselves has stated that map sizes have increased because of sprint, so any issue that can be attributed to increased maps is, by extension, also caused by sprint.
The rest is just pure mathematics. Truth takes the same amount of time to sprint from one end to another as it took Midship with BMS. The ratio of both speeds is 12 / 7 = 1.7. So all lengths have increased by a factor of 1.7. Therefore, the overall area of the map increased by (1.7)^2=2.9. Assuming random spawns (which I know isn’t true, but the game at least tries not to spawn you in another players face) it takes you roughly between 1.7 and 2.9 times as long to find another player, as you have about three times as much level to cover, but only a 1.7 increase in speed at best.
While said “anecdotal evidence” is no proof in and of itself, it servers perfectly as a demonstration of this effect.
> 2533274801176260;9379:
> > 2533274825830455;9377:
> > There is no effect of sprint that necessarily increases time between encounters. “Ripple effects” are conscious choices by the designer to artificially make gameplay slower, not necessary effects of sprint. So, “sprint makes gameplay slower” is a baseless claim. “A game with sprint isn’t necessarily faster than a game without, and can even be slower depending on other design choices” is a more sensible thing to say. Whether Halo 5 is faster or slower than previous games I don’t know. I haven’t seen any actual data either way, and you probably don’t mind me saying that I don’t find your anecdotal account particularly convincing either.
>
>
> 343 themselves has stated that map sizes have increased because of sprint, so any issue that can be attributed to increased maps is, by extension, also caused by sprint.
> The rest is just pure mathematics. Truth takes the same amount of time to sprint from one end to another as it took Midship with BMS. The ratio of both speeds is 12 / 7 = 1.7. So all lengths have increased by a factor of 1.7. Therefore, the overall area of the map increased by (1.7)^2=2.9. Assuming random spawns (which I know isn’t true, but the game at least tries not to spawn you in another players face) it takes you roughly between 1.7 and 2.9 times as long to find another player, as you have about three times as much level to cover, but only a 1.7 increase in speed at best.
> While said “anecdotal evidence” is no proof in and of itself, it servers perfectly as a demonstration of this effect.
What if we were to look at matches played from Halo 2’s Midship, Halo 3’s Heretic (or whatever it’s called) and Halo 5’s Truth? Relatively the same skill range from game to game and the same game mode?
From what I recall when I checked times in general up, my Halo 3 matches were somewhat longer than their Halo 4 counter parts.
Because as much as math can explain, I don’t think math is a good explainer of exactly that.
> 2533274801176260;9379:
> > 2533274825830455;9377:
> > There is no effect of sprint that necessarily increases time between encounters. “Ripple effects” are conscious choices by the designer to artificially make gameplay slower, not necessary effects of sprint. So, “sprint makes gameplay slower” is a baseless claim. “A game with sprint isn’t necessarily faster than a game without, and can even be slower depending on other design choices” is a more sensible thing to say. Whether Halo 5 is faster or slower than previous games I don’t know. I haven’t seen any actual data either way, and you probably don’t mind me saying that I don’t find your anecdotal account particularly convincing either.
>
>
> 343 themselves has stated that map sizes have increased because of sprint, so any issue that can be attributed to increased maps is, by extension, also caused by sprint.
> The rest is just pure mathematics. Truth takes the same amount of time to sprint from one end to another as it took Midship with BMS. The ratio of both speeds is 12 / 7 = 1.7. So all lengths have increased by a factor of 1.7. Therefore, the overall area of the map increased by (1.7)^2=2.9. Assuming random spawns (which I know isn’t true, but the game at least tries not to spawn you in another players face) it takes you roughly between 1.7 and 2.9 times as long to find another player, as you have about three times as much level to cover, but only a 1.7 increase in speed at best.
> While said “anecdotal evidence” is no proof in and of itself, it servers perfectly as a demonstration of this effect.
You are assuming the only factor in how long it takes for one player to find another is area, not to mention that you’re suggesting a very simple relation for the area of the map and the time it takes to find another player, for which I can’t immediately see a justification. Either way, you’re entirely ignoring the fact that the player can also cover 2.9 times more area in a given time (simplification assuming there are no walls they can run into, not strictly true). You can’t conclude that the average time between encounters has increased.
> 2533274795123910;9380:
> What if we were to look at matches played from Halo 2’s Midship, Halo 3’s Heretic (or whatever it’s called) and Halo 5’s Truth? Relatively the same skill range from game to game and the same game mode?
This is the only approach that can actually tell us anything. The data’s definitely out there. If you just average over many different players, you don’t necessarily need to worry about skill ranges or anything such, allowing you to have gameplay differences between the games as the only variables (note the plural, we need to accept that sprint isn’t the only variable, and this wouldn’t conclusively show that sprit is the cause of incerase/decrease of gameplay speed). It’s really just a matter of slogging through player histories recording match lengths.
> 2533274795123910;9380:
> What if we were to look at matches played from Halo 2’s Midship, Halo 3’s Heretic (or whatever it’s called) and Halo 5’s Truth? Relatively the same skill range from game to game and the same game mode?
>
> From what I recall when I checked times in general up, my Halo 3 matches were somewhat longer than their Halo 4 counter parts.
>
> Because as much as math can explain, I don’t think math is a good explainer of exactly that.
I don’t see what effect skill has on this outcome. Skill only comes into play once two players encounter each other on the battlefield. The effect I’m describing applies only during the downtime within matches, when players are on foot alone, looking for each other.
The mode I compared over the different games was 4v4 Team Slayer. (Non-Infinity in the case of Halo 4.)
There are some effects that somewhat remedy this, such as players accumulating at power weapon positions, but that is not a constant factor since power weapons only spawn a select few times during a 12 minute match.
Did you maybe compare Halo 3 to Halo 4 Infinity Slayer? Because Ordnance can lead to a snowballing effect that ends games more quickly.
> 2533274825830455;9381:
> You are assuming the only factor in how long it takes for one player to find another is area, not to mention that you’re suggesting a very simple relation for the area of the map and the time it takes to find another player, for which I can’t immediately see a justification. Either way, you’re entirely ignoring the fact that the player can also cover 2.9 times more area in a given time (simplification assuming there are no walls they can run into, not strictly true). You can’t conclude that the average time between encounters has increased.
Walls, if anything, support my theory. If there is a wall between you and where you want to go, it now takes you more time to navigate around it, because the length of the wall has been scaled as well.
Your counterpoints seem very vague. What would be a better relation between areas and times at a given speed? How can a player cover 2.9 times more level with only a 1.7 speed boost? Why can’t I conclude that time between encounters has increased?
I’m sorry to say, but I really can’t see any tangible arguments within your rebuttal.