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> > > > SHOOT2KILL gets all upset that ignored his points. So I respond to them. And he ignores it.
> > > >
> > > > Oh waypoint
> > >
> > >
> > > Says the person who asked me for a point that was already given to you yet you literally ignored it a couple hours earlier… smh
> > >
> > > Don’t get mad at me if you have trouble reading when the points you want have already been provided. Just open your eyes, I guess.
> >
> >
> > I went back through your 18 layered hyperlinks and replied to your points.
> >
> > Well, i’ll address a few of your points then
> > 1. Immersion
> > Immersion is 100% subjective. I’m supposed to be the augmented epitome of killing from the future and yet I have to slow down to a crawl in order to fire a weapon? That’s not immersive to me at all.
> >
> > 2. Lore
> > It’s already been proven that according to the lore Spartans can maintain the ability to move and shoot well past the speed at which sprint is depicted in the games. Sprint actually goes against the Lore.
> >
> > 3-Sprint providing choices
> > This is not a good thing. Halo gameplay is built upon the premise of empowering the player through the limiting of binary either/or decisions in it’s gameplay systems. Look through all of Halo’s central gameplay systems and you will see this. You don’t have to choose between strafing and accuracy because you don’t bloom when you strafe like in most games. Hell, you don’t bloom from movement at all. Not from Jumping, walking or strafing. On precision weapons you don’t even bloom from ROF. Unlike practically all of HCE’s predecessors the game limits binary weapon choices by limiting the player to two weapons that are almost always fairly utilitarian instead of having the player carry 10+ incredibly niche weapons. Players are given hotkey grenades to limit the binary choice between nades and shooting. You only lose the ability to shoot for a fraction of a second instead of having to slowly open a menu, switch to nades, throw it and then switch back. Rebounding health limits the binary choices players have to make regarding health. In games with health pick ups you switch between defensively searching for health and offensively attacking when you have a health advantage. Rebounding health muddies the water between this decision to the point of essentially eliminating it.
> >
> > All the key pillars of Halo gameplay focus on the idea of making the player not have to choose between two things. It tries really hard to ensure that the player feels empowered by being able to do multiple things at once instead of having to make either/or decisions. The only system in Halo that doesn’t do this is sprint(and now some of the other movement mechanics in H5). Why would you make a game in which every single one of it’s core systems are trying to accomplish one thing and then stick in one system that tries to do the exact opposite? That makes no sense. This is a huge reason why sprint causes such a problem for so many people. It’s also the reason why literally every single other mechanic that has been introduced to Halo that brings about binary decisions(dual wielding, bloom, AAs) has been scraped from the franchise.
>
>
> More than half of the halos made by Bungie had healthpickups. 3/5. Only 2 did not. So I fail to see your reasoning of removing player choices.
The core health mechanic was still the rebounding shield. They were not health pick up games along the lines of Quake.