The sprint discussion thread

Just hypothetical thought here but what if HCE was the first Halo on XBL and the pistol wasn’t OP, so that the roll of precision weapons never became so dominating, and then they introduced sprint. Would it of seen the same backlash we are still dealing with here.

I think sprint in H5G is well tuned risk vs reward, I just like charging in with a automatic sometimes and you can have a little sucess doing it unlike previous Halos.

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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

No, that doesn’t make any sense.

The gameplay is different. The weapons are different. The aiming is different. Being a veteran wont give you skill in this game, and it shouldn’t to begin with.

You can’t efficiently move around the map without sprinting.

I can pull out many players on this very website who’ve played Halo longer than I have, and are Bronze-Plat players.

The preseason means nothing. They redid how the ranking works from then, as everyone was getting Onyx.

You seriously can’t play efficiently. Speed is a HUGE part for H5’s meta. Not being to efficiently move around puts you at a severe disadvantage.

The meta is different. If you think that if you’re a veteran that must mean you’re good, you’re wrong.

> 2533274839169051;9463:
> Just hypothetical thought here but what if HCE was the first Halo on XBL and the pistol wasn’t OP, so that the roll of precision weapons never become so dominating, and then they introduced sprint. Would it of seen the same backlash we are still dealing with here.
> —
> I think sprint in H5G is well tuned risk vs reward, I just like charging in with a automatic sometimes and you can have a little sucess doing it unlike previous Halos.

It never was.

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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.
>
>
> 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.)

(Thanks for the well thought out post - It’s atleast got me thinking)
Very good points. I think what you’re describing would work well. I wonder if some of my problems with sprint in Halo 5 stem from the combination of sprint + Thusters.
For halo 5, I wonder if there should be larger benefits other than always having your gun up. Perhaps the following:
Not sprinting:
Radar increased to 40m (Large) 25m (Small) Maps
Invisible to enemy radar when X,Y axis movement is greater than Z access (Basically, if you’re falling, Jumping you’ll show up on radar…but moving up stairs at BMS wouldn’t show up)
Sprinting:
Radar Reduced to 25m (Large) 18m (Small)
All movement visible on enemy radar

I’m not sure if that is possible with the way the game is coded, but it would give way to more tactical decisions based on not sprinting around from objective to objective.

I think ultimately the easiest solution for Halo 6 would be to plan on not having sprint and building your sandbox from there, but I would be open to it if it was implemented properly. I just see movement as such a critical component to game design that adding the extra variable makes things that much harder to get right.

I just keep have to say unlimited sprint with low TTK is killing the Halo Experience. Halo 4 and reach was just fun with limited sprint and higher TTK. It is a shame for 343 that still more people play reach than H5. And if the 360 version H4 would run on the Xbox one, probably H4 would be more popular after H5 fails to deliver the traditional experience.

If we want crapp maps and low TTK why not we just play Titanfaill ot Cod advance warefart?

> 2533274839169051;9463:
> Just hypothetical thought here but what if HCE was the first Halo on XBL and the pistol wasn’t OP, so that the roll of precision weapons never became so dominating, and then they introduced sprint. Would it of seen the same backlash we are still dealing with here.
> —
> I think sprint in H5G is well tuned risk vs reward, I just like charging in with a automatic sometimes and you can have a little sucess doing it unlike previous Halos.

I don’t think that CE would have been as popular had it had sprint. However if H2/H3 had had sprint, then there would be very little backlash.

I don’t think that the precision weapons were OP outside of H2.

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> > More gameplay depth: Yeah, but I was talking about actual depth. Depth is everything that affects the gameplay, actual depth is depth with a skill gap.
>
>
> Can I just mention something that has really bugged me since you last brought this up. Is there some reason we can’t call what you call “actual depth” just depth, and what you call “depth” just complexity? Is there a level of abstraction I’m missing here where your depth differs in some meaningful way from what would generally be called complexity, or is this just odd choice of terminology?

You can call depth whatever you want. I was talking to a friend about H5 having “surface level depth”. So “actual depth” is an inside joke.

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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.
> >
> >
> > 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.)
>
>
> (Thanks for the well thought out post - It’s atleast got me thinking)
> Very good points. I think what you’re describing would work well. I wonder if some of my problems with sprint in Halo 5 stem from the combination of sprint + Thusters.
> For halo 5, I wonder if there should be larger benefits other than always having your gun up. Perhaps the following:
> Not sprinting:
> Radar increased to 40m (Large) 25m (Small) Maps
> Invisible to enemy radar when X,Y axis movement is greater than Z access (Basically, if you’re falling, Jumping you’ll show up on radar…but moving up stairs at BMS wouldn’t show up)
> Sprinting:
> Radar Reduced to 25m (Large) 18m (Small)
> All movement visible on enemy radar
>
> I’m not sure if that is possible with the way the game is coded, but it would give way to more tactical decisions based on not sprinting around from objective to objective.
>
> I think ultimately the easiest solution for Halo 6 would be to plan on not having sprint and building your sandbox from there, but I would be open to it if it was implemented properly. I just see movement as such a critical component to game design that adding the extra variable makes things that much harder to get right.

Both very well thought out posts

> 2533274943854776;9468:
> > 2533274839169051;9463:
> > Just hypothetical thought here but what if HCE was the first Halo on XBL and the pistol wasn’t OP, so that the roll of precision weapons never became so dominating, and then they introduced sprint. Would it of seen the same backlash we are still dealing with here.
> > —
> > I think sprint in H5G is well tuned risk vs reward, I just like charging in with a automatic sometimes and you can have a little sucess doing it unlike previous Halos.
>
>
> I don’t think that CE would have been as popular had it had sprint. However if H2/H3 had had sprint, then there would be very little backlash.
>
> I don’t think that the precision weapons were OP outside of H2.

There’s a reason sprint was cut from H2, and why it didn’t appear in H3.

Bungie didn’t even want it, they said it impacted pacing.

> 2533274970658419;9471:
> > 2533274943854776;9468:
> > > 2533274839169051;9463:
> > > Just hypothetical thought here but what if HCE was the first Halo on XBL and the pistol wasn’t OP, so that the roll of precision weapons never became so dominating, and then they introduced sprint. Would it of seen the same backlash we are still dealing with here.
> > > —
> > > I think sprint in H5G is well tuned risk vs reward, I just like charging in with a automatic sometimes and you can have a little sucess doing it unlike previous Halos.
> >
> >
> > I don’t think that CE would have been as popular had it had sprint. However if H2/H3 had had sprint, then there would be very little backlash.
> >
> > I don’t think that the precision weapons were OP outside of H2.
>
>
> There’s a reason sprint was cut from H2, and why it didn’t appear in H3.
>
> Bungie didn’t even want it, they said it impacted pacing.

Yeah, can we really trust Bungie’s judgement after Destiny, H3’s BR spread, rank caps to encourage “community goals”, the removal of visible skill rankings, and the addition of armor lock, jetpacks, and bloom in Reach?

> 2533274839169051;9463:
> Just hypothetical thought here but what if HCE was the first Halo on XBL and the pistol wasn’t OP, so that the roll of precision weapons never became so dominating, and then they introduced sprint. Would it of seen the same backlash we are still dealing with here.
> —
> I think sprint in H5G is well tuned risk vs reward, I just like charging in with a automatic sometimes and you can have a little sucess doing it unlike previous Halos.

The HCE pistol wasn’t overpowered because, while strong, it also took a degree of skill to use well when compared to the rest of the sandbox. People weren’t typically popping off 3sk left and right. Do you mean if they introduced sprint in Halo 2 would it be a problem even if CE started on xbl? Yeah it would because most, if not all, of these effects we’re talking about would still be applied in that situation as well. The only way it would work is if they didn’t limit themselves to what Halo is “supposed” to be (which is exactly what Reach-H5 has tried to do). If you mean if HCE introduced sprint in that first game, then it wouldn’t be a problem because the game would’ve been built for it from scratch, not making a compromise between two different styles of play and the game would’ve been very different from what it was.

Risk vs reward is only really beneficial to those who would do worse without it. Most people don’t like leaving things to chance and risk vs reward means the player has to rely more on chance than their own ability when compared to a lack of risk vs reward.

you must leave because they put him and remove haria that many people also get angry in many cinematics Master Chief ran and not do in the game he felt weird: /

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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.
> >
> >
> > 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.)
>
>
> (Thanks for the well thought out post - It’s atleast got me thinking)
> Very good points. I think what you’re describing would work well. I wonder if some of my problems with sprint in Halo 5 stem from the combination of sprint + Thusters.
> For halo 5, I wonder if there should be larger benefits other than always having your gun up. Perhaps the following:
> Not sprinting:
> Radar increased to 40m (Large) 25m (Small) Maps
> Invisible to enemy radar when X,Y axis movement is greater than Z access (Basically, if you’re falling, Jumping you’ll show up on radar…but moving up stairs at BMS wouldn’t show up)
> Sprinting:
> Radar Reduced to 25m (Large) 18m (Small)
> All movement visible on enemy radar
>
> I’m not sure if that is possible with the way the game is coded, but it would give way to more tactical decisions based on not sprinting around from objective to objective.
>
> I think ultimately the easiest solution for Halo 6 would be to plan on not having sprint and building your sandbox from there, but I would be open to it if it was implemented properly. I just see movement as such a critical component to game design that adding the extra variable makes things that much harder to get right.

I like your idea on how to make sprint more tactical. As of now sprint feels like a base movement speed that gets you killed. However in my opinion you should have a time to wait befor your motion sensor gos from 25m to 18m. Such time sould only be a second or two

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> > > > Just hypothetical thought here but what if HCE was the first Halo on XBL and the pistol wasn’t OP, so that the roll of precision weapons never became so dominating, and then they introduced sprint. Would it of seen the same backlash we are still dealing with here.
> > > > —
> > > > I think sprint in H5G is well tuned risk vs reward, I just like charging in with a automatic sometimes and you can have a little sucess doing it unlike previous Halos.
> > >
> > >
> > > I don’t think that CE would have been as popular had it had sprint. However if H2/H3 had had sprint, then there would be very little backlash.
> > >
> > > I don’t think that the precision weapons were OP outside of H2.
> >
> >
> > There’s a reason sprint was cut from H2, and why it didn’t appear in H3.
> >
> > Bungie didn’t even want it, they said it impacted pacing.
>
>
> Yeah, can we really trust Bungie’s judgement after Destiny, H3’s BR spread, rank caps to encourage “community goals”, the removal of visible skill rankings, and the addition of armor lock, jetpacks, and bloom in Reach?

Can we trust 343 after seeing Halo 4, Master Chief Collection, and Halo 5?

I Like Sprint, But Is Not The Same -Yoink-. 343 Please Remove The sprint…

> 2535417819898470;9474:
> you must leave because they put him and remove haria that many people also get angry in many cinematics Master Chief ran and not do in the game he felt weird: /

What did you just say?

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> > 2535417819898470;9474:
> > you must leave because they put him and remove haria that many people also get angry in many cinematics Master Chief ran and not do in the game he felt weird: /
>
>
> What did you just say?

Something about harambe?

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> > > > > > > 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.

Well for me, I don’t remember running around a map for almost the entire match and not finding anyone. Gameplay was plenty fast on maps like Narrows. The longer the battle, the more skill that is needed to win. Also, Halo 5 has longer match times than previous Halo titles, so how can the gameplay be faster? Why would the match times need to be designed in such a way?

Halo 4 completely scrapped the Halo formula, and Halo 5’s REQ system is the lamest way of unlocking armor, ever. Expectation and immersion are not solid justifications for the addition of sprint. What else did Halo 5 bring to the table?

For me, Halo is about simple gameplay, solid map design, map knowledge, skill jumps, communication, teamwork, tactics, strategy, strong positioning/map control, and controlling power weapons. Oh, and kicking alien tail without having to worry about whether or not I should be sprinting, because Spartans are always running. Blood, military themes, etc.

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> > > > > > > > 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.
>
>
> Well for me, I don’t remember running around a map for almost the entire match and not finding anyone. Gameplay was plenty fast on maps like Narrows. The longer the battle, the more skill that is needed to win. Also, Halo 5 has longer match times than previous Halo titles, so how can the gameplay be faster? Why would the match times need to be designed in such a way?
>
> Halo 4 completely scrapped the Halo formula, and Halo 5’s REQ system is the lamest way of unlocking armor, ever. Expectation and immersion are not solid justifications for the addition of sprint. What else did Halo 5 bring to the table?
>
> For me, Halo is about simple gameplay, solid map design, map knowledge, skill jumps, communication, teamwork, tactics, strategy, strong positioning/map control, and controlling power weapons. Oh, and kicking alien tail without having to worry about whether or not I should be sprinting, because Spartans are always running. Blood, military themes, etc.

Exactly my thought. It’s just trend that companies want to mimic Call of Duty and 343 is sadly one of them.

> 2535430046317819;9479:
> > 2533274820642782;9478:
> > > 2535417819898470;9474:
> > > you must leave because they put him and remove haria that many people also get angry in many cinematics Master Chief ran and not do in the game he felt weird: /
> >
> >
> > What did you just say?
>
>
> Something about harambe?

Honestly this is some real word salad if I do say so myself. Tasty!
(seriously have no idea what he said =| )