The sprint discussion thread

> 2533274839169051;9403:
> Sprint haters have been dragging their feet quite literally on this subject for some time. :stuck_out_tongue_winking_eye:
> They also seem to break Halo down at PHD level like a doctoral thesis is needed to invaildate sprint in Halo.

What do you expect, when people constantly throw baseless one-liners into the discussion, the feign ignorance when people point out how they’re wrong?
It doesn’t need a PHD-level analysis to invalidate sprint in Halo, common sense is sufficient. But a substantive analysis makes sure that even close-minded people get the point.

Halo 2 is different from HCE.
Halo 3 is slightly different from H2.
Reach is different from H3.
Halo 4 is different from Reach.
Halo 5 is different from H4.
Everyones got different opinions on Halo.
Sprint is the tip of the iceberg, more than the issues it represents.
Some want every new Halo to be very close to like it was in H2/3.
Others want Halo with sprint and other features.
I keep getting challenged to show how sprint benefits Halo…How can I convince you all that those things like sprint, smart link, map elongation, faster TTK, short radar, balanced weapon sand box, thuster, clambor (or is it climbor?), spartan charge, and ground pound are good when it’s a matter of personal taste and or opinion.
Yes sprint must be completely ruining the way you want Halo to be.
Just blame it on me I’m a campaign first guy who always has a weak K/D just under 1 in mp and wants sprint in Halo just because I want sprint in Halo.
Another thing I would worry about is the 343i maps for a sprintless Halo…and that point doesn’t benefit you or I either way.
O. K. you can begin branding me a sprint heretic once again.

> 2533274839169051;9424:
>

Ridicules, exaggerates and subtle insults. Then proceed with pulling the sympathy card ( have below 1 k/d, as if k/d mattered ), the opinion card (people like what they like and are allowed to do so, of course everyone can like whatever they want).

However when you share your opinion it’s open for everyone to question. When you make a claim or statement, people may want to have something that backs that up, or an elaboration (new blood progressive growth), or point stuff out (CoD re-releasing MW, new generation of players will be bound to it, Halo doing the same would be slow, bad, boring etc.).

> 2533274839169051;9424:
> I keep getting challenged to show how sprint benefits Halo…How can I convince you all that those things like sprint, smart link, map elongation, faster TTK, short radar, balanced weapon sand box, thuster, clambor (or is it climbor?), spartan charge, and ground pound are good when it’s a matter of personal taste and or opinion.Yes sprint must be completely ruining the way you want Halo to be.

So at first, Halo games without sprint were stuck in the past because they were “completely trapped within the narrow frame work of how the first few games were made”, but now it’s “a matter of personal taste and or opinion”?
Claiming stuff as fact when accusing people with a different opinion, then turning around and justifying it with personal preference when one’s views get challenged.
Just more hypocrisy.

> 2533274839169051;9424:
> Just blame it on me I’m a campaign first guy who always has a weak K/D just under 1 in mp and wants sprint in Halo just because I want sprint in Halo.

What does this have to do with anything? I am also a campaign guy with a K/D close to 1, if not below. So what?

> 2533274801176260;9422:
> That is contradictory. If engangements can happen from opposite sides of the map, then a killed player does not imply the presence of opponents, as he could have easily been cross-mapped.

Maybe there was an “often” missing in there. Now that we’ve fixed that contradiction, the same point still stands: where teammates are dying, there’s a high probability that there are also opponents there. This influences decisions made by the player.

> 2533274801176260;9422:
> I completely agree that there are certain “focal points” for players to accumultate at, but once dead, the game respawns you as far away from the skirmish as possible, so I feel that this compensates sufficiently enough for this issue. It might need to be taken into account when you want to use this formula to actually calculate the mean free path, but not if all you’re interested is proportionality.

You feel, but I’m not convinced. I guess it’s good for you that you feel like it has no effect on the proportionality, but ultimately that’s just it: your feeling.

> 2533274801176260;9422:
> As for the lines of sight, I feel like you’re severely overestimating this issue. There might be some spots on certain maps where you can cross-map enemies, but they are few and far between to be relevant. For every Haven, there is a Skyline. For every Solace there is a Monolith. Even on maps like Abandon and Landfall, large parts of the map are blocked off from view, and being out in the open is the exception, not the rule. Of course this changes rapidly once you switch to Big Team Battle or those kinds of maps, but that is why I focused my analysis on 4v4 Team Slayer, the “bread and butter” of Halo gametypes.

It’s not even about seeing across the whole map, but on most Halo maps there is a huge number of locations where you can see further than half the length of the map. Not to mention, it’s precisely these locations players try to get to because they offer an advantage. Either way, the distance which a player can see almost anywhere on almost any (4v4) map is greater than the average distance between players. There’s just no way you can argue that the interaction distance of players is significantly shorter than their average distance.

> 2533274801176260;9422:
> If absolutely need be, I could repeat the analysis assuming behaviour according to a Leonard Jones Potential, where particles “attract each other at larger distances and repel each other at shorter distances”. But in that case we need a clear definition as to what “temperature” means in this scenario, as the parameters don’t neatly cancel each other out anymore.

Well, it might possibly be less wrong, but that doesn’t make it a reasonable approximation of reality.

> 2533274801176260;9422:
> EDIT: By the way, I just realized, the effect you’re describing just increases the downtime. If 4-6 players are fighting in a room and the game respawns you on the other side of the map, statistically speaking, you are less likely to run into another enemy. Especially if every player would just beeline for said room, since their paths wouldn’t cross until they arrived. And the larger the map, the more prominent the effect. If anything, my estimate gives a lower limit for the mean free path and the downtime.

Now you’re just assuming that the situation is always going to be everyone packed in a single room. But there are two problems here. First, when I said the presences of teammates (often) implies the presence of opponents, I did not say that it implies the entire opposing team is where one player just died. I meant that it implies that there is (with significant probability) at least one member of the opposing team in that part of the map. The other three might still be anywhere else. Secondly, you are using one special scenario to argue something about what happens statistically. Sure, if I have gas in a box, there might exist a state where the molecules all move vertically from top to bottom, colliding almost never, but the possible existence of such a state doesn’t imply anything about the mean time between collisions.

> 2533274801176260;9422:
> I’m sorry, but we’ll just have to disagree there. I see no fault with my model, especially since I observed the exact increase in MFP/downtime that I expected from the assumptions I put into it. Could it be coincidence? Certainly. Will I have to re-validate the model in future games? Definitely. But so far, both theory and observation point towards the same consequence: That - within Halo(!) - the disproportionately scaling in levels due to the inclusion of sprint has led to an increase in downtime and thereby slowed down the overall game.

Tell me again, how have you made these observations? Have you gone and played a bunch of games, recording the time between each encounter? How many matches is this based on?

Maybe I’ll have to go dig some game histories to see how game speed has changed over time. But as I’ve said, this far I haven’t see any data that would bump me in either direction about whether gameplay has even become faster or slower over time.

> 2533274825830455;9427:
> You feel, but I’m not convinced. I guess it’s good for you that you feel like it has no effect on the proportionality, but ultimately that’s just it: your feeling.

Well, I could just as well say that you are not convinced based on your feeling. I made an approximation that your do not agree with. You claim that players already know most of the time where combat is because of their teammates. I claim that this is rarely the case because of reduced sight lines due to map geometry and players (enemies) relocating after a skirmish. Those are two different points of view, and neither one of us can prove they’re right. It’s basically one anecdotal evidence against another. So I’m sorry, but I don’t have to convince you, and until there is hard-boiled evidence that this assumption is wrong, I’m going to keep on using it. Especially since my data agrees with the result. Am I prone to confirmation bias? I don’t know, maybe. But once again, I haven’t seen anything so far that would lead me to assume that the premise is wrong.

> 2533274825830455;9427:
> It’s not even about seeing across the whole map, but on most Halo maps there is a huge number of locations where you can see further than half the length of the map. Not to mention, it’s precisely these locations players try to get to because they offer an advantage. Either way, the distance which a player can see almost anywhere on almost any (4v4) map is greater than the average distance between players. There’s just no way you can argue that the interaction distance of players is significantly shorter than their average distance.

I can and I do. The LoS increases within a FoV of less than 1/4th of the entire solid angle around the player, and is zero everywhere else. I took the radar range as the “interaction distance” because it provides an average between those extremes. Since the corridors the players are confined to - i.e. the actual lateral interaction distance - are usually a lot smaller than the radar range, it compensates for the part that is larger to the front. (At least up until H5G reduced radar to essentially nothing.)

> 2533274825830455;9427:
> Tell me again, how have you made these observations? Have you gone and played a bunch of games, recording the time between each encounter? How many matches is this based on?

Around thirty matches per title, with (more or less) 30 encounters per match. Some that I won, some that I lost, some that my teammates got the kill and so forth. So in total roughly 80-100 “data points” per game.

> 2533274839169051;9424:
> Halo 2 is different from HCE.
> Halo 3 is slightly different from H2.
> Reach is different from H3.
> Halo 4 is different from Reach.
> Halo 5 is different from H4.
> Everyones got different opinions on Halo.
> Sprint is the tip of the iceberg, more than the issues it represents.
> Some want every new Halo to be very close to like it was in H2/3.
> Others want Halo with sprint and other features.
> I keep getting challenged to show how sprint benefits Halo…How can I convince you all that those things like sprint, smart link, map elongation, faster TTK, short radar, balanced weapon sand box, thuster, clambor (or is it climbor?), spartan charge, and ground pound are good when it’s a matter of personal taste and or opinion.
> Yes sprint must be completely ruining the way you want Halo to be.
> Just blame it on me I’m a campaign first guy who always has a weak K/D just under 1 in mp and wants sprint in Halo just because I want sprint in Halo.
> Another thing I would worry about is the 343i maps for a sprintless Halo…and that point doesn’t benefit you or I either way.
> O. K. you can begin branding me a sprint heretic once again.

You don’t understand. The important discussion that we’re having is: Does sprint add actual depth to the gameplay, if not why is it here? We understand what is subjective so please add to the conversation. And keep in mind people like Celestis who will argue that a super soldier should be able to run while holding his gun up. That is not an unfair opinion to hold.

> 2533274839169051;9424:
> Halo 2 is different from HCE.
> Halo 3 is slightly different from H2.
> Reach is different from H3.
> Halo 4 is different from Reach.
> Halo 5 is different from H4.
> Everyones got different opinions on Halo.
> Sprint is the tip of the iceberg, more than the issues it represents.
> Some want every new Halo to be very close to like it was in H2/3.
> Others want Halo with sprint and other features.
> I keep getting challenged to show how sprint benefits Halo…How can I convince you all that those things like sprint, smart link, map elongation, faster TTK, short radar, balanced weapon sand box, thuster, clambor (or is it climbor?), spartan charge, and ground pound are good when it’s a matter of personal taste and or opinion.
> Yes sprint must be completely ruining the way you want Halo to be.
> Just blame it on me I’m a campaign first guy who always has a weak K/D just under 1 in mp and wants sprint in Halo just because I want sprint in Halo.
> Another thing I would worry about is the 343i maps for a sprintless Halo…and that point doesn’t benefit you or I either way.
> O. K. you can begin branding me a sprint heretic once again.

It’s a discussion. We’re telling you why those things have a bad effect on the game. If you think otherwise, then tell us why. If you’re one of the guys that just wants sprint in Halo because you want sprint in Halo, then that’s fine but if you’re not willing to partake in the discussion we’re having, then there’s little reason for you to stick around. You’re the same as so many others that just make a one off post saying, “I want sprint to stay”, the only difference is you keep making posts full of fluff. Until you tell us why the effects of sprint are a good thing, your opinion will be treated as meaningless as far as this discussion goes, because you add nothing to it just the same as all those people.

Frankly you’re making the pro-sprint side look bad because there are people making the effort to explain themselves and here you are posting as if you’re trying to undo their efforts.

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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?
> > > > > > > >
> > > > > > > >
> > > > > > > > If you’ve played Halo since CE or even Halo 3, you know how to play without Sprint so apply it to playing Halo 5
> > > > > > >
> > > > > > >
> > > > > > > So, my issues, whatever they may be, are solved, if I stop sprinting?
> > > > > > >
> > > > > > > The time it takes to reach a location is the same as if I was sprinting?
> > > > > > > I can still pursue a sprinting player as efficiently?
> > > > > > > I can still slide or use Spartan Charge?
> > > > > >
> > > > > >
> > > > > > Oh so now you decide to list your issues? Kthnx
> > > > > >
> > > > > > Reaching a location isn’t a big deal, a good player can work with high ground or low ground.
> > > > > > A sprinting player will eventually come back anyway so why chase? You never chase.
> > > > > > Jumping is a wonderful thing
> > > > >
> > > > >
> > > > > Reaching a location is a huge deal, especially at a higher level, something you don’t play in as it looks you only play WZ.
> > > > > The first part makes no sense. Chasing is more of an issue with sprint because if someone runs, and it happens a lot, if you choose to clean up you wont be able to shot immediately.
> > > > > Good job dodging the question.
> > > > >
> > > > > Hm, maybe if you don’t like rockets don’t pick it up? Oh, I know, don’t like OS? Don’t use it! That totally fixes the mechanic!
> > > >
> > > >
> > > > It all depends on how a player thinks when it comes to playing a game. Higher level has nothing to do with it. I play a good mix of Arena and WZ, still rarely sprint and it makes no difference for me. Sprinting (to me) is good for nothing but rushing power weapons and chasing. I’m not dodging questions, just pointing things out.
> > > >
> > > > I don’t pick up power weapons very often because either A) Players get angry usually betray or horde them and B) Everyone always aims to pick it up so Ill be the one guy watching from afar picking off players fighting/waiting for the power weapons. Same goes for the OS.
> > > >
> > > > Again, just because its in the game doesn’t mean you have to use it. Halo Reach had loadouts for players to pick but I still rarely used them. Doesn’t change my gameplay experience but I’ve also been playing since CE so I know how to play Halo without all the armor abilities and sprint. My opinion is that 90%+ of the players fight to keep sprint in Halo because they have little to no experience playing Halo without all the abilities.
> > > > Again, just my opinion.
> > >
> > >
> > > Sprinting is used to stop pushes, block spawns, push, close in, run the flag, get to the SH, stop the flag, etc.
> > >
> > > You cannot do these things efficiently at a high level without sprint in Halo 5. The maps are made for sprint.
> > >
> > > That doesn’t remove the effects from the game. Choosing not to sprint affects many, many different things in a game.
> > >
> > > The reality is, and I don’t want to sound harsh, but high level play is like a completely different game when it comes to how people play. Being aggressive is a huge part of it, and being forced to sprint to move around restricts the player. Choosing not to sprint affects the team.
> >
> >
> > Can you imagine how all the “older players” played Halo CE, Halo 2, and Halo 3 when they stopped pushes, blocked spawns, pushed, closed in, juggled the flag (you could never run the flag), got to the SH, stopped the flag, and all that other stuff? Players can very well still do all that as long as they act as team while doing so.
> >
> > You’re not sounding harsh but players can still be extremely aggressive while playing at a high level/professional level. If the player is a seasoned veteran as in has been around since Halo CE, Halo 2, and/or Halo 3, they can still play pretty darn well without Sprint. If you’re talking about a newer generation player (Halo 4 or Halo 5) then yes, choosing not to sprint would make the player go nuts. More than likely quit within 60 seconds rather than not being able to sprint
>
>
> Being a veteran has nothing to do with skill, or the ability to deal with no sprint. I’m saying not sprinting in halo 5 puts you at a disadvantage. Plain and simple. That wasn’t a problem in CE-3 as the maps were built for a single BMW, not sprint speed.
>
> You cannot play at a high level without being forced to sprint in halo 5. Fact. If you do, you hurt the team. I think you misunderstood what I was saying.

It does has a factor with skill and no sprint. Halo CE came out in 2001 and Halo Reach came out in 2010, that nine years worth of playing Halo with no sprint. That gives veterans who stuck with Halo from the start, a nine year advantage to learn all the tricks, how to’s, and don’ts of playing Halo without sprint or any armor abilities. That’s pretty significant but doesn’t show because most of those players don’t play anymore.

It’s not fact either. It’s all 100% based on the player. I placed in the Onyx rankings in several playlists when Halo 5 came out and hardly ever used Sprint. I don’t compete in Arena now because I don’t have the same team I played with all the time and because it’s not worth the energy. You can play at a high level if you and your team are experienced enough to do so. 95% of the time you’re not going to find players like that because the players who grew up with the older Halo’s don’t play anymore.

I’m not misunderstanding but you need to be open to the idea. Even better, you should play someone who doesn’t use sprint and see how you fair

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> > > > > > > All your matches on Halo 5? I’ve reached your SR at least a half-dozen times at this point. I’ve also played Halo for 15 years. The sandbox is reasonably balanced for the inclusion of sprint, sure, but that’s pretty much were “fine and balanced” ends for me. Of course there are things that are more important in this world, but it isn’t very constructive for you to act condescending towards those who don’t agree with you. In other words: it was unnecessary for you to share that opinion.
> > > > > > >
> > > > > > > What are these “new and interesting combat interactions”?
> > > > > >
> > > > > >
> > > > > > . . . .
> > > > > >
> > > > > > Halo 1-3
> > > > > >
> > > > > > - Slower paced, and with much less interaction due to this especially on larger maps such as Zanzibar, Backwash, or Sandtrap. You needed vehicles to even have fast and fun interactions there, which rendered staying on foot almost useless.
> > > > > > - Inactivity, which makes it more boring. You meet with others less, you don’t feel as important and the gameplay only really gets good when you finally can find both teams about to clash.
> > > > > > Halo 5 (I did not include Halo 4, because I don’t feel like it should considered part of this. It’s multiplayer feels much different.)
> > > > > >
> > > > > > - Faster paced, which means more player interactions on any size of map, which makes staying on foot more viable. Vehicles still are fun, but now being on foot can be too.
> > > > > > - More activity, which leads to more fun and intense gameplay. This can help players feel more important, and feel as if this gameplay’s on a larger scale than it really is by having player interaction happen constantly around the map.
> > > > > > Now this is just what I think, no need to go all “I know much more than you because I played longer!”, that just makes me not even want to try and talk about this subject and rather go talk with other people who can accept criticism and opinions on gameplay better.
> > >
> > >
> > > Uh, why? I mean, there were teleporters and mancannons on most of the larger maps in classic Halo. Sprint could be a potential solution for some maps, sure, but the way that it has been applied fails to cater to the portion of the community that wants a deeper gameplay experience. In classic Halo, the maps that had vehicles were medium/large, and most of them were designed for Big Team Battle. I don’t remember anyone complaining about vehicles.
> >
> >
> > I’ve been around since CE’s launch and there’s been significant complaining about vehicles for as long as there’s been a Halo franchise (particularly with respect to balance and the accessibility of cover, BTB maps especially, which sprint brings closer to hand.)
> >
> > From a veteran: the further we move away from “Classic” Halo the better. It’s full of fond memories, but there’s no way in hell that it can be taken as a reasonable criteria for good game design today.
>
>
> Wut? “As reasonable criteria for a good game design”. I’m gonna burn those words to my soul. Take a look at CE. Deeper PvP, a better story, better music, better sound design, better art style, better AI, more replay value in campaing and CE has no microtransactions. Explain how H5 is better than CE out-side of like forge and XB live.

More gameplay depth (CE combat was vague and often oversimplified itself), better pacing, better weapon mechanics, better weapon balance, better movement mechanics (more options, stronger feel, more precise control), better tactical options (a factor of map design, weapon design, and movement mechanics), better vehicle mechanics, better use of environments (in terms of both art and map design), richer characters, dynamic characters, more plot, a less static pot, more interesting concepts, better dialog writing, better AI (it’s much more capable now and less easy to exploit), monumentally less repetitive, an art style that hasn’t largely been ripped from Forbidden Planet (CE Forerunner) and Aliens (CE UNSC), and online four player co-op.

Of course that’s all “because you asked” (and doesn’t need bearing out into a full tangent in a sprint thread, it’s just a text block to illustrate a point) but there’s really no getting around the fact that there’s been conceptual, technological, and stylistic evolution (ie. heritable change over time) of not just Halo but the entire genre over the last 15 years which you can very easily call “progress.” It’s not utopian progress, it hasn’t reached any conclusion, and it doesn’t accommodate all tastes, but it’s still progress.

Regardless of what your preferences may be, using “because that’s how CE did it” is a tautological argument that doesn’t actually justify any given proposal. Those need to stand up on their own merits (which I don’t feel removing sprint does. From everything I’ve seen, it would be a distinct retrogression.)

> 2533274801176260;9428:
> Well, I could just as well say that you are not convinced based on your feeling. I made an approximation that your do not agree with. You claim that players already know most of the time where combat is because of their teammates. I claim that this is rarely the case because of reduced sight lines due to map geometry and players (enemies) relocating after a skirmish. Those are two different points of view, and neither one of us can prove they’re right. It’s basically one anecdotal evidence against another. So I’m sorry, but I don’t have to convince you, and until there is hard-boiled evidence that this assumption is wrong, I’m going to keep on using it. Especially since my data agrees with the result. Am I prone to confirmation bias? I don’t know, maybe. But once again, I haven’t seen anything so far that would lead me to assume that the premise is wrong.

It’s not even that there’s anything anecdotal, but that I just don’t find your approximation justifiable. Sure, you don’t have to convince me, it’s just that if other people don’t find your arguments appealing, then it’s either that there’s no point in trying to convince them, or you need to find stronger arguments. But if you don’t feel like you need to convince me, then maybe spending a couple of posts trying to convince me isn’t the best course of action. But convincing others is kind of the reason we’re here, even if usually with limited success.

> 2533274801176260;9428:
> Around thirty matches per title, with (more or less) 30 encounters per match. Some that I won, some that I lost, some that my teammates got the kill and so forth. So in total roughly 80-100 “data points” per game.

I guess that’s reasonable enough that I don’t have much say without conflicting data. Not to say I’m now convinced that games after the original trilogy are significantly slower than games in the original trilogy, but I have to concede here until there’s further data.

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> > > > > > > > All your matches on Halo 5? I’ve reached your SR at least a half-dozen times at this point. I’ve also played Halo for 15 years. The sandbox is reasonably balanced for the inclusion of sprint, sure, but that’s pretty much were “fine and balanced” ends for me. Of course there are things that are more important in this world, but it isn’t very constructive for you to act condescending towards those who don’t agree with you. In other words: it was unnecessary for you to share that opinion.
> > > > > > > >
> > > > > > > > What are these “new and interesting combat interactions”?
> > > > > > >
> > > > > > >
> > > > > > > . . . .
> > > > > > >
> > > > > > > Halo 1-3
> > > > > > >
> > > > > > > - Slower paced, and with much less interaction due to this especially on larger maps such as Zanzibar, Backwash, or Sandtrap. You needed vehicles to even have fast and fun interactions there, which rendered staying on foot almost useless.
> > > > > > > - Inactivity, which makes it more boring. You meet with others less, you don’t feel as important and the gameplay only really gets good when you finally can find both teams about to clash.
> > > > > > > Halo 5 (I did not include Halo 4, because I don’t feel like it should considered part of this. It’s multiplayer feels much different.)
> > > > > > >
> > > > > > > - Faster paced, which means more player interactions on any size of map, which makes staying on foot more viable. Vehicles still are fun, but now being on foot can be too.
> > > > > > > - More activity, which leads to more fun and intense gameplay. This can help players feel more important, and feel as if this gameplay’s on a larger scale than it really is by having player interaction happen constantly around the map.
> > > > > > > Now this is just what I think, no need to go all “I know much more than you because I played longer!”, that just makes me not even want to try and talk about this subject and rather go talk with other people who can accept criticism and opinions on gameplay better.
> > > >
> > > >
> > > > Uh, why? I mean, there were teleporters and mancannons on most of the larger maps in classic Halo. Sprint could be a potential solution for some maps, sure, but the way that it has been applied fails to cater to the portion of the community that wants a deeper gameplay experience. In classic Halo, the maps that had vehicles were medium/large, and most of them were designed for Big Team Battle. I don’t remember anyone complaining about vehicles.
>
>
> More gameplay depth (CE combat was vague and often oversimplified itself), better pacing, better weapon mechanics, better weapon balance, better movement mechanics (more options, stronger feel, more precise control), better tactical options (a factor of map design, weapon design, and movement mechanics), better vehicle mechanics, better use of environments (in terms of both art and map design), richer characters, dynamic characters, more plot, a less static pot, more interesting concepts, better dialog writing, better AI (it’s much more capable now and less easy to exploit), monumentally less repetitive, an art style that hasn’t largely been ripped from Forbidden Planet (CE Forerunner) and Aliens (CE UNSC), and online four player co-op.
>
> Of course that’s all “because you asked” (and doesn’t need bearing out into a full tangent in a sprint thread, it’s just a text block to illustrate a point) but there’s really no getting around the fact that there’s been conceptual, technological, and stylistic evolution (ie. heritable change over time) of not just Halo but the entire genre over the last 15 years which you can very easily call “progress.” It’s not utopian progress, it hasn’t reached any conclusion, and it doesn’t accommodate all tastes, but it’s still progress.
>
> Regardless of what your preferences may be, using “because that’s how CE did it” is a tautological argument that doesn’t actually justify any given proposal. Those need to stand up on their own merits (which I don’t feel removing sprint does. From everything I’ve seen, it would be a distinct retrogression.)

This might actually be the first post I’ve read from someone on the Pro-Sprint side that I can see good discussion coming from

In order to not derail the thread, Could you detail specifically how the movement mechanics make the game better and how reverting them would be regression? I’m seriously interesting in your opinion because I’ve read similar lists to the reasons you listed and I have a feeling your detailed arguments might lead to debate/discussion.

I agree that using solely “Because that’s how CE did it” is a flawed way of thinking. But I feel that the anti sprinters have used examples of gameplay from Halo 1,2 and 3 to detail how the changes made from Reach,4, and 5 aren’t the best for Halo’s design.

The reason this thread exists is because there are a lot of problems with Halo 5’s gameplay and design. We can begin to work on these issues by creating a standard Base Movement speed. Just this change would fix a number of the problems I feel halo 5 has. It’s not going to cure everything, but it would be a start and then we can work toward balancing from there. But we gotta get the core mechanics correct in order to have that proper foundation in order to build a great sandbox.

> 2533274825830455;9433:
> It’s not even that there’s anything anecdotal, but that I just don’t find your approximation justifiable. Sure, you don’t have to convince me, it’s just that if other people don’t find your arguments appealing, then it’s either that there’s no point in trying to convince them, or you need to find stronger arguments. But if you don’t feel like you need to convince me, then maybe spending a couple of posts trying to convince me isn’t the best course of action. But convincing others is kind of the reason we’re here, even if usually with limited success.

Well, I’ve tried to explain why I made the approximations in the model the way I did, but you don’t seem to agree with any of them.
The fact is, I’ve already thought of at least most, if not all of your counterpoints when I approached this problem years ago, and I either deemed them irrelevant enough to be ignored in first order(!) due to their rarity (like people meeting up at the place of a past skirmish) or I’ve already accounted for them in other places of the model (like averaging out the inhomogeneous line of sight to the circular radar range).
I really don’t know what else to say, because I find all of these approximations perfectly justifiable, while you don’t. I also never thought I’d needed to defend my approach as I never saw any flaw in it for a qualitative(!) estimation, and frankly, I still don’t.
This discussion basically has boiled down to what usually ends up when people talk about immersion: Some people find A immersive, while other people find B immersive. It’s just that I see the model as completely valid and sensible, while you think it’s baseless and way off reality.
Maybe I’m overlooking some difference between high-level and low-level gameplay (because as I already said, I have a K/D around 1 and am usually paired with similar players), but I’ve based my line of thought on the player behaviour that I, personally, observed during my entire Halo carreer. Maybe that’s biased, but there’s literally not much else that I can do…

> 2533274802441922;9434:
> > 2533274797771187;9432:
> > > 2533274943854776;9356:
> > > > 2533274797771187;9354:
> > > > > 2533274816931642;9342:
> > > > > > 2533274798319848;9082:
> > > > > > > 2533274816931642;9070:
> > > > > > > > 2533274798319848;9060:
> > > > > > > > > 2533274816931642;9059:
> > > > > > > > > All your matches on Halo 5? I’ve reached your SR at least a half-dozen times at this point. I’ve also played Halo for 15 years. The sandbox is reasonably balanced for the inclusion of sprint, sure, but that’s pretty much were “fine and balanced” ends for me. Of course there are things that are more important in this world, but it isn’t very constructive for you to act condescending towards those who don’t agree with you. In other words: it was unnecessary for you to share that opinion.
> > > > > > > > >
> > > > > > > > > What are these “new and interesting combat interactions”?
> > > > > > > >
> > > > > > > >
> > > > > > > > . . . .
> > > > > > > >
> > > > > > > > Halo 1-3
> > > > > > > >
> > > > > > > > - Slower paced, and with much less interaction due to this especially on larger maps such as Zanzibar, Backwash, or Sandtrap. You needed vehicles to even have fast and fun interactions there, which rendered staying on foot almost useless.
> > > > > > > > - Inactivity, which makes it more boring. You meet with others less, you don’t feel as important and the gameplay only really gets good when you finally can find both teams about to clash.
> > > > > > > > Halo 5 (I did not include Halo 4, because I don’t feel like it should considered part of this. It’s multiplayer feels much different.)
> > > > > > > >
> > > > > > > > - Faster paced, which means more player interactions on any size of map, which makes staying on foot more viable. Vehicles still are fun, but now being on foot can be too.
> > > > > > > > - More activity, which leads to more fun and intense gameplay. This can help players feel more important, and feel as if this gameplay’s on a larger scale than it really is by having player interaction happen constantly around the map.
> > > > > > > > Now this is just what I think, no need to go all “I know much more than you because I played longer!”, that just makes me not even want to try and talk about this subject and rather go talk with other people who can accept criticism and opinions on gameplay better.
> > > > >
> > > > >
> > > > > Uh, why? I mean, there were teleporters and mancannons on most of the larger maps in classic Halo. Sprint could be a potential solution for some maps, sure, but the way that it has been applied fails to cater to the portion of the community that wants a deeper gameplay experience. In classic Halo, the maps that had vehicles were medium/large, and most of them were designed for Big Team Battle. I don’t remember anyone complaining about vehicles.
> >
> >
> > More gameplay depth (CE combat was vague and often oversimplified itself), better pacing, better weapon mechanics, better weapon balance, better movement mechanics (more options, stronger feel, more precise control), better tactical options (a factor of map design, weapon design, and movement mechanics), better vehicle mechanics, better use of environments (in terms of both art and map design), richer characters, dynamic characters, more plot, a less static pot, more interesting concepts, better dialog writing, better AI (it’s much more capable now and less easy to exploit), monumentally less repetitive, an art style that hasn’t largely been ripped from Forbidden Planet (CE Forerunner) and Aliens (CE UNSC), and online four player co-op.
> >
> > Of course that’s all “because you asked” (and doesn’t need bearing out into a full tangent in a sprint thread, it’s just a text block to illustrate a point) but there’s really no getting around the fact that there’s been conceptual, technological, and stylistic evolution (ie. heritable change over time) of not just Halo but the entire genre over the last 15 years which you can very easily call “progress.” It’s not utopian progress, it hasn’t reached any conclusion, and it doesn’t accommodate all tastes, but it’s still progress.
> >
> > Regardless of what your preferences may be, using “because that’s how CE did it” is a tautological argument that doesn’t actually justify any given proposal. Those need to stand up on their own merits (which I don’t feel removing sprint does. From everything I’ve seen, it would be a distinct retrogression.)
>
>
> This might actually be the first post I’ve read from someone on the Pro-Sprint side that I can see good discussion coming from
>
> In order to not derail the thread, Could you detail specifically how the movement mechanics make the game better and how reverting them would be regression? I’m seriously interesting in your opinion because I’ve read similar lists to the reasons you listed and I have a feeling your detailed arguments might lead to debate/discussion.
>
> I agree that using solely “Because that’s how CE did it” is a flawed way of thinking. But I feel that the anti sprinters have used examples of gameplay from Halo 1,2 and 3 to detail how the changes made from Reach,4, and 5 aren’t the best for Halo’s design.
>
> The reason this thread exists is because there are a lot of problems with Halo 5’s gameplay and design. We can begin to work on these issues by creating a standard Base Movement speed. Just this change would fix a number of the problems I feel halo 5 has. It’s not going to cure everything, but it would be a start and then we can work toward balancing from there. But we gotta get the core mechanics correct in order to have that proper foundation in order to build a great sandbox.

What I feel sprint does (from a design point of view) is allow movement to be broken down into two modes.

  1. Travelling
  2. Fighting
    Movement speed while fighting can be tailored to what makes that experience feel controlled and/or fun (depending on your take on gameplay). It doesn’t have to accommodate (fully) the basic need to allow players to get from point A to B in a time that’s appropriate to intended pacing. That is separated behind a toggle command.

The benefit isn’t so much that sprint makes you fast (and can therefore access parts of the map more quickly), it’s that it separates elements of gameplay so that each can be more specifically tailored to work better for their own purpose. Then there’s the secondary interactions that come from knowing when to use each mode, which adds a small, definable facet to gameplay (which you can more consciously work with compared to unimodal movement.)

Overall movement speed, in my view, is a separate discussion (more to do with overall pacing, and that can certainly stand to be changed). The sprint function is a control utility and one that I think games benefit from (when the specific settings don’t interfere with balance, mechanics, and pacing, such as I think can be definitely said for Halo Reach.)

> 2533274797771187;9436:
> > 2533274802441922;9434:
> > > 2533274797771187;9432:
> > > > 2533274943854776;9356:
> > > > > 2533274797771187;9354:
> > > > > > 2533274816931642;9342:
> > > > > > > 2533274798319848;9082:
> > > > > > > > 2533274816931642;9070:
> > > > > > > > > 2533274798319848;9060:
> > > > > > > > > > 2533274816931642;9059:
> > > > > > > > > > All your matches on Halo 5? I’ve reached your SR at least a half-dozen times at this point. I’ve also played Halo for 15 years. The sandbox is reasonably balanced for the inclusion of sprint, sure, but that’s pretty much were “fine and balanced” ends for me. Of course there are things that are more important in this world, but it isn’t very constructive for you to act condescending towards those who don’t agree with you. In other words: it was unnecessary for you to share that opinion.
> > > > > > > > > >
> > > > > > > > > > What are these “new and interesting combat interactions”?
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > . . . .
> > > > > > > > >
> > > > > > > > > Halo 1-3
> > > > > > > > >
> > > > > > > > > - Slower paced, and with much less interaction due to this especially on larger maps such as Zanzibar, Backwash, or Sandtrap. You needed vehicles to even have fast and fun interactions there, which rendered staying on foot almost useless.
> > > > > > > > > - Inactivity, which makes it more boring. You meet with others less, you don’t feel as important and the gameplay only really gets good when you finally can find both teams about to clash.
> > > > > > > > > Halo 5 (I did not include Halo 4, because I don’t feel like it should considered part of this. It’s multiplayer feels much different.)
> > > > > > > > >
> > > > > > > > > - Faster paced, which means more player interactions on any size of map, which makes staying on foot more viable. Vehicles still are fun, but now being on foot can be too.
> > > > > > > > > - More activity, which leads to more fun and intense gameplay. This can help players feel more important, and feel as if this gameplay’s on a larger scale than it really is by having player interaction happen constantly around the map.
> > > > > > > > > Now this is just what I think, no need to go all “I know much more than you because I played longer!”, that just makes me not even want to try and talk about this subject and rather go talk with other people who can accept criticism and opinions on gameplay better.
> > > > > >
> > > > > >
> > > > > > Uh, why? I mean, there were teleporters and mancannons on most of the larger maps in classic Halo. Sprint could be a potential solution for some maps, sure, but the way that it has been applied fails to cater to the portion of the community that wants a deeper gameplay experience. In classic Halo, the maps that had vehicles were medium/large, and most of them were designed for Big Team Battle. I don’t remember anyone complaining about vehicles.
>
>
> What I feel sprint does is allow gameplay to be broken down into two modes.
> 1. Moving to a location
> 2. Fighting
> Movement speed while fighting can be tailored to what makes that experience feel controlled and/or fun (depending on your take on gameplay). It doesn’t have to accommodate (fully) the basic need to allow players to get from point A to B quickly. That is separated behind a toggle command.
>
> It’s not so much that sprint makes you fast, it’s that it separates elements of gameplay so that each can be more specifically tailored to work better. And knowing when to use one or the other adds another layer onto basic mechanics which, while not a dominant factor, is subtle little interaction that adds to the decisions that go into gameplay.
>
> Base movement speed, in my view, is a separate discussion (more to do with overall pacing). The sprint function is a control utility and one that games benefit from.

Hmm - Interesting point.

I agree that Sprint breaks down moving to a location (travel) and fighting. But I see this as a dangerous element when it comes to map design. I guess I should start over.

Halo has technically always has 2 movement speeds, Run and Crouch. The maps in Halo 1, 2, 3, and, for the most part, Reach we’re all designed based on the “Run” Speed. Running was the standard because it was the most logical. You Could Crouch around the whole map - and there are tactical situations where this might be desirable - but doing so put you at a disadvantage.

The problem with Sprint can be seen in Reach because some maps had jumps that required the Sprint armor ability. This by itself isn’t a problem, In Fact, it’s one of the few things I like about some of the armor abilities - They required a tactical decision and sacrifice of something else to gain an advantage. BUT, where this runs into a problem in Map design is this: Let’s say there was a jump you DIDN’T want someone to be able to make. In this instance, the map would need to be designed assuming sprint was an option. So the Jump would need to be much further apart/higher than before. This then causes the rest of the map to become larger as a byproduct. If you had only one jump that you wanted to keep tactically neutral - Meaning whether they had sprint or not, they can’t make it - Then the map could come out ok. But if you are trying to control the flow of maps by making several of these long jumps, the map then get’s larger. The map would get so large that having sprint now become a requirement. By not sprinting, you are leaving yourself open to attacks. This forces people to heavily favor that armor ability over others.
Whatever your opinion on the MLG community is, you can’t deny that they saw this and then standardized Sprint as the armor ability for everyone.

Now that we’re at halo 5 and everyone does have sprint we should be good right? I would disagree with that statement. Because everyone has sprint, all maps need to be designed around sprint…It’s the new Standard by which you MUST design maps. If you don’t design maps with sprint in mind, all map flow is gone. (See the 1 to 1 between Headlong in H2 and Guillotine in H5 and how each map plays)

I could type more, but I’d like to hear your thoughts on map design and sprint.

> 2533274819667356;9419:
> > 2533274844115314;9418:
> > If you don’t like sprint don’t use it
>
>
> Ok, I’ll stop sprinting in style. Now in all seriousness, why should sprint be kept, or offer up a solution to keep both Sprint players and anti-players happy.

Seriously what is it good for. If you don’t sprint. Your more ready, not lowering your gun , less likely to run into doubeteam situations, stay off motion radar more often se more of what is happening around you. I preferred not to use it. Unless your pushing a alone spartan and you hit him with a spartan charge, but that’s risky in some cases.

It is only good for getting to point a to point b in warzone. Not very useful in a hostile environment. They are not going to get rid of it because, it is a choice. Be smart with your choices.

> 2533274817677471;9:
> People are always reluctant when it comes to change. People either like sprint or don’t. It’s here and you either accept it and learn to adapt or you don’t. Figure it out.
>
> It has its place in the game, it can be rather gratifying when you do a sprint/boost/slide/jump and blast your opponent with the shotty.
>
> Also, in CTF, if you time your sprint/flag grab/boost/throw you can really move the flag in a hurry.
>
> There are plenty more examples of utilizing the feature. Like I said it has it’s place in the game. The real key is balance and understanding the differences when to use it and when not to use it.

This guy, he gets it.

> 2535443801525098;9440:
> > 2533274817677471;9:
> > People are always reluctant when it comes to change. People either like sprint or don’t. It’s here and you either accept it and learn to adapt or you don’t. Figure it out.
> >
> > It has its place in the game, it can be rather gratifying when you do a sprint/boost/slide/jump and blast your opponent with the shotty.
> >
> > Also, in CTF, if you time your sprint/flag grab/boost/throw you can really move the flag in a hurry.
> >
> > There are plenty more examples of utilizing the feature. Like I said it has it’s place in the game. The real key is balance and understanding the differences when to use it and when not to use it.
>
>
> This guy, he gets it.

Agree with this 1000%

> 2533274802441922;9437:
> > 2533274797771187;9436:
> > > 2533274802441922;9434:
> > > > 2533274797771187;9432:
> > > > > 2533274943854776;9356:
> > > > > > 2533274797771187;9354:
> > > > > > > 2533274816931642;9342:
> > > > > > > > 2533274798319848;9082:
> > > > > > > > > 2533274816931642;9070:
> > > > > > > > > > 2533274798319848;9060:
> > > > > > > > > > > 2533274816931642;9059:
> > > > > > > > > > > All your matches on Halo 5? I’ve reached your SR at least a half-dozen times at this point. I’ve also played Halo for 15 years. The sandbox is reasonably balanced for the inclusion of sprint, sure, but that’s pretty much were “fine and balanced” ends for me. Of course there are things that are more important in this world, but it isn’t very constructive for you to act condescending towards those who don’t agree with you. In other words: it was unnecessary for you to share that opinion.
> > > > > > > > > > >
> > > > > > > > > > > What are these “new and interesting combat interactions”?
> > > > > > > > > >
> > > > > > > > > >
> > > > > > > > > > . . . .
> > > > > > > > > >
> > > > > > > > > > Halo 1-3
> > > > > > > > > >
> > > > > > > > > > - Slower paced, and with much less interaction due to this especially on larger maps such as Zanzibar, Backwash, or Sandtrap. You needed vehicles to even have fast and fun interactions there, which rendered staying on foot almost useless.
> > > > > > > > > > - Inactivity, which makes it more boring. You meet with others less, you don’t feel as important and the gameplay only really gets good when you finally can find both teams about to clash.
> > > > > > > > > > Halo 5 (I did not include Halo 4, because I don’t feel like it should considered part of this. It’s multiplayer feels much different.)
> > > > > > > > > >
> > > > > > > > > > - Faster paced, which means more player interactions on any size of map, which makes staying on foot more viable. Vehicles still are fun, but now being on foot can be too.
> > > > > > > > > > - More activity, which leads to more fun and intense gameplay. This can help players feel more important, and feel as if this gameplay’s on a larger scale than it really is by having player interaction happen constantly around the map.
> > > > > > > > > > Now this is just what I think, no need to go all “I know much more than you because I played longer!”, that just makes me not even want to try and talk about this subject and rather go talk with other people who can accept criticism and opinions on gameplay better.
> > > > > > >
> > > > > > >
> > > > > > > Uh, why? I mean, there were teleporters and mancannons on most of the larger maps in classic Halo. Sprint could be a potential solution for some maps, sure, but the way that it has been applied fails to cater to the portion of the community that wants a deeper gameplay experience. In classic Halo, the maps that had vehicles were medium/large, and most of them were designed for Big Team Battle. I don’t remember anyone complaining about vehicles.
> >
> >
> > What I feel sprint does is allow gameplay to be broken down into two modes.
> > 1. Moving to a location
> > 2. Fighting
> > Movement speed while fighting can be tailored to what makes that experience feel controlled and/or fun (depending on your take on gameplay). It doesn’t have to accommodate (fully) the basic need to allow players to get from point A to B quickly. That is separated behind a toggle command.
> >
> > It’s not so much that sprint makes you fast, it’s that it separates elements of gameplay so that each can be more specifically tailored to work better. And knowing when to use one or the other adds another layer onto basic mechanics which, while not a dominant factor, is subtle little interaction that adds to the decisions that go into gameplay.
> >
> > Base movement speed, in my view, is a separate discussion (more to do with overall pacing). The sprint function is a control utility and one that games benefit from.
>
>
> Hmm - Interesting point.
>
> I agree that Sprint breaks down moving to a location (travel) and fighting. But I see this as a dangerous element when it comes to map design. I guess I should start over.
>
> Halo has technically always has 2 movement speeds, Run and Crouch. The maps in Halo 1, 2, 3, and, for the most part, Reach we’re all designed based on the “Run” Speed. Running was the standard because it was the most logical. You Could Crouch around the whole map - and there are tactical situations where this might be desirable - but doing so put you at a disadvantage.
>
> The problem with Sprint can be seen in Reach because some maps had jumps that required the Sprint armor ability. This by itself isn’t a problem, In Fact, it’s one of the few things I like about some of the armor abilities - They required a tactical decision and sacrifice of something else to gain an advantage. BUT, where this runs into a problem in Map design is this: Let’s say there was a jump you DIDN’T want someone to be able to make. In this instance, the map would need to be designed assuming sprint was an option. So the Jump would need to be much further apart/higher than before. This then causes the rest of the map to become larger as a byproduct. If you had only one jump that you wanted to keep tactically neutral - Meaning whether they had sprint or not, they can’t make it - Then the map could come out ok. But if you are trying to control the flow of maps by making several of these long jumps, the map then get’s larger. The map would get so large that having sprint now become a requirement. By not sprinting, you are leaving yourself open to attacks. This forces people to heavily favor that armor ability over others.
> Whatever your opinion on the MLG community is, you can’t deny that they saw this and then standardized Sprint as the armor ability for everyone.
>
> Now that we’re at halo 5 and everyone does have sprint we should be good right? I would disagree with that statement. Because everyone has sprint, all maps need to be designed around sprint…It’s the new Standard by which you MUST design maps. If you don’t design maps with sprint in mind, all map flow is gone. (See the 1 to 1 between Headlong in H2 and Guillotine in H5 and how each map plays)
>
> I could type more, but I’d like to hear your thoughts on map design and sprint.

It certainly requires accommodation in map design (as a general rule for any change) but when sprint is done right it shouldn’t be a very noteworthy effect.

In Halo, one could consider the old speeds to be an accommodation of traveling (T to make it easier to type) and fighting (F), something in-between what either would most optimally work with (or alternatively a total compromise to one or the other, but I don’t think that’s the case.) When sprint is incorporated into Halo, it shouldn’t (when properly executed) represent a hugely impactful increase in base movement speed. That would suggest that you’ve merely added more speed onto the inflated compromise between T and F (ensuring that both fall outside the optimum.)

If there is any increase in base movement in Halo (and therefore map accessibility) then it should be relatively minor because traveling speed wasn’t a crippling issue with the old games. Likewise, the change to fighting speed should also be relatively minor (it worked, just not as well as it might have). Through sprint each has just been released from the constraints of accommodation. The impact should (ideally) be felt most in the combined difference, not overall shifts in design and pacing (which, while at some level necessary to account for any change, shouldn’t become a dominant gameplay factor in the design of a new game.)

What we can probably hold as the ruleset for when to include sprint is probably this:
If the difference between ideal traveling speed and ideal fighting speed is so small that a sprint function between them doesn’t result in an appreciable difference, get rid of it as then its simply needless complication. For a game like Unreal Tournament I think that’s the case. For Halo’s maps and combat, I feel there is a significant enough difference to justify it (though I can’t specifically quantify it. This is basically as far as my line of thinking has gone with it.)