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> > > > > > > > > This guy must have the advanced thrusters mod on. Dodging questions like a pro!
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> > > > > > What your thought process is, is A LOT different than the rest of us, even the other pro sprinters.
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> > > > > To the contrary, my thought process lines up pretty closely with Josh Holmes (343i Executive Producer) when he advocated for sprint here and here.
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> > > > > I just want to seek a viable compromise, such as the potential for split settings/playlists in the next Halo game regarding sprint so that as many fans as possible will be satisfied with the game.
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> > 4) Now that is just straight up wrong, no matter how you try to interpret it. It was Halo Reach, and everyone had a CHOICE of using sprint or not. Sprint or movement modifiers weren’t even a thing in Halo 3. I don’t know what series you’ve been playing, but Halo has never had map pickup abilities except for Camo and Overshields. You’re just reaching at this point.
> >
> > 3) Then you might as well play Battlefield with that logic. Why have two games that are almost essentially the same thing? Halo is about point blank-mid range engagements in Arena maps, and short-long range chaos in BTB, Invasion, and Warzone. Reducing map sizes isn’t going backwards, it’s to IMPROVE GAME FLOW of Arena maps, if and ONLY IF sprint isn’t included. I don’t remember if I told this to you or someone else, but Battlefield is about “simulating” warfare. Halo is about having controlled chaos, and the design of CE-Reach and 5 Arena show it. Low player counts, smaller and easy to learn maps, “equal” starts and map pickups, and mostly balanced equipment. Halo 4 is the only one to break most of these characteristics, and look at where that got Halo. Halo Reach had equal starts because everyone had the same Loadout options. It’s the same as League of Legend’s champions, but not as in-depth. If player count is increased, so too is randomness.
> >
> > 2) Ok then, prove it’s not related. If I play Battlefield at 120 FOV and never use vehicles, I feel fast when moving through Caspian Border and Siege of Shanghai because the edge of the screen moves faster than the middle of the screen. If I play those same maps at console FOV, I feel the need to use vehicles because my camera “isn’t going anywhere”. It’s directly related to player perception and whether sprint is needed or not. FOV may not solve pacing issues, but it artificially solves it by giving the perception that there are no pacing issues.
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> > 1) I might take that back if you don’t understand what I’m trying to say. I might ask you to reiterate and paraphrase before I do though.
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> 1) Just gonna let that one go entirely because there’s no point at all to continue down that train of thought that with you.
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> 2) Battlefield isn’t Halo. Halo 3 had FOV issues and that game didn’t have sprint. Sprint could have helped game play in that game but either way that game demonstrated that FOV problems can (and did) still exist in Halo in the absence of any perceived sprint issues.
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> 3) You’re the one who literally just used Battlefield as an example for 120 FOV so why couldn’t I tell you to “Just play Battlefield instead,” in just the same way you’re trying to tell me to do it in that point? Increasing map size can and will work in the next Halo if they just increase the player count and keep sprint (Increasing player count doesn’t just “increase randomness” as you’re suggesting it would… Increasing map sizes increases the fun factor and increasing the player count enables developers with the ability to create larger maps). You’re really only suggesting that “map sizes should be reduced,” in order to remain in line with your anti-sprint opinion. Outside of that there’s no reason to assume that larger maps can’t or won’t work for the next Halo title.
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> 4) So after looking this up I found that the sprint power up was on CE, big whoop- it still created problems as the source explains.
I don’t think that you understand the impact of FoV in first person games. A low FoV makes a game feel slower. This is why Halo 3 feels so slow. Faster FoV makes you feel faster. That’s what FightingChances is trying to say, I think, when talking about Battlefield, as that games give you the option to increase or decease the FoV in the options. Look at this video, or this one. Look at how much faster those games look with that increased FoV. That is what people are talking about when they say FoV makes a game feel faster. We don’t need sprint to make a Halo game feel faster. Especially if it is going to have all the negative that it does.
Every benefit that sprint has can be (and has been) achieved through other means without the negatives that Sprint creates. The only reason that sprint is in Halo today is because 343i are scared that they aren’t going to be able to attract the CoD kids (Josh Holmes more or less admitted this by saying that the only reason sprint is in the game is because people expect it), something that they have failed to do anyways, while also alienating a lot of the core Halo fanbase. There is a reason that people fled Halo 4 immediately and why Halo 5 is the worst selling game in the series. If Halo 6 follows this same formula I’m seriously afraid that one of my favorite gaming series will die. People don’t like it. Halo never dropped out of the top 10 most played games on Xbox Live before Halo 4, and now it is consistently below it, even with all the updates and consistent support. (right now it’s 19th) Something has to change to make Halo popular again, and I truly do believe that that taking sprint out and going back to the series roots is what needs to happen. Increasing the FoV will go a long way in making the game feel fast even after removing sprint. I’m not going to sit here and say that Halo 3 doesn’t feel slow, it does, but saying that sprint should be added to the game shows a complete misunderstanding of how games work.