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> > > > It’s that subtle level of RNG that sprint adds that helps make engagements a little bit more unique- but not at all “completely unpredictable.”
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> > > I know that this isn’t the intended interpretation, but sprint has nothing to do with RNG’s, so I don’t think we should use the abbreviation “RNG” to refer to anything relating to sprint, or in fact, anything not generated by an actual random number generator.
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> > > I also suggest making a distinction between randomness inherent to the game (i.e. mechanics that depend on a random number generator, call it “game generated randomness”) and randomness caused by player’s actions in the game (call it “player generated randomness”). (It’s worth noting that both of these types of randomness are only pseudorandom.) The reason this is a useful distinction to make is that these are two completely different beasts. Nobody controls game generated randomness, and as it’s fundamentally beyond human prediction ability, there is no skill in dealing with it. When it comes to player generated randomness, players themselves are in charge of how difficult it is for the opponent to predict their actions. Players are also ultimately very predictable, orders of magnitude more so than the random number generator, and therefore there is a chance to play against player generated randomness, as it tends to be not that random after all. This particularly means that player generated randomness adds to the strategy of the game as players need to make their own actions as unpredictable to the opponent as possible, while predicting the opponent’s actions as well as they can.
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> > > Any randomness brought in by sprint is player generated. This is important, because the same arguments that apply to random number generators (no one controls it, it’s impossible to predict) don’t generally apply to player generated randomness. Especially, because game generated randomness nothing to strategy while player generated randomness does add something, more player generated randomness doesn’t automatically make the game shallower, but can make it deeper. Therefore, “sprint adds randomness” is not a valid argument for how sprint makes the game shallower. And that is ultimately why we should make the distinction between game generated and player generated randomness.
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> > Okay I thought “RNG,” was something accepted by the gaming community as something else that sort of evolved to an incorrect abbreviation for “randomness in gaming.” If you don’t think it should be in the debate then I’ll refrain from saying it. Perhaps I said that simply for lack of better words to describe the fact that trying to predict where an opponent will move from a spawn and how long it’ll take them to actually move from that spawn is just slightly more challenging (and fun) when sprint is a factor in the game. Otherwise you can not only start to predict where your opponent will spawn… But with only one BMS you’ll also know how long it’ll take for them to transition from that spawn to another point on the map. Take Lockout for example- you always knew where your enemy was going to start out on the map, that they would move for the sniper rifle, & how long it was going to take for them to move from their spawn to that sniper rifle. My point was that the extra randomness injected from the sprint mechanic would have shaken that last part up a little bit. It’s obvious that people would still have gone for the sniper rifle but you just wouldn’t have known exactly how long it would take for them to get there (and be able to land blind “god,” grenade tosses from BR tower to stick opponents you couldn’t even see coming up the sniper ramp, for instance).
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> Why wouldn’t someone sprint to the sniper all the time from the start?
> “Be more unpredictable in terms of time”?
> What prevented anyone in Halo 2 from stopping now and then or move below highest BMS in order to achieve the same result?
Because that “someone” could pick between walking or sprinting… And at least with sprint they could
zig zag away from random grenade tosses and escape the intial “ambush,” traps that teams set for people. If you spawned underneath the sniper ramp for instance, you wouldn’t have to make an all-out sprinting dash for it. Would a lot of people do that? Probably but not everyone would be as wholly predictable in their movement speed towards weapons like that as they were with one BMS. That’s why I’ve been saying it’s “slightly less random,” which is better and more challenging for gameplay than it being 100% predictable.
with fire