> 2533274800772611;11423:
> > 2625759425619671;11417:
> > > 2533274800772611;11414:
> > > > 2625759425619671;11405:
> > > > > 2535464451695009;11381:
> > > > > > 2625759425619671;11377:
> > > > > > > 2535464451695009;11369:
> > > > > > > > 2625759425619671;11328:
> > > > > > > > > 2535464451695009;11325:
> > > > > > > > > > 2625759425619671;11321:
> > > > > > > > > > > 2533274886529017;11318:
> > > > > > > > > > > > 2625759425619671;11308:
> > > > > > > > > > > > This guy must have the advanced thrusters mod on. Dodging questions like a pro!
> > > > > > > > >
> > > > > > > > >
> > > > > > > > > What your thought process is, is A LOT different than the rest of us, even the other pro sprinters.
> > > > > > > >
> > > > > > > >
> > > > > > > > To the contrary, my thought process lines up pretty closely with Josh Holmes (343i Executive Producer) when he advocated for sprint here and here.
> > > > > > > >
> > > > > > > > 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.
> > > > >
> > > > >
> > > > > 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.
> > > > >
> > > > > 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.
> > > >
> > > >
> > > > 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.
> > > >
> > > > 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.
> > > >
> > > > 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.
> > > >
> > > > 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.
> > >
> > >
> > > 1) I don’t think that you understand the impact of FoV in first person games.
> > >
> > > 2) 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.
> >
> >
> > 1) Yes I do understand how FOV impacts FPS titles.
> >
> > 2) Since that’s how you chose to open and close (when summarizing) your post here then I’m naturally going to assume that that was your intent of the entire post… You just wanted to try and prove that I “show a complete misunderstanding of how games work,” which doesn’t even have anything to do with whether or not sprint should remain in Halo. Your intent was to try and prove why you think that I don’t understand how games work which is null IMO. And just like you admitted, Halo 3 does have FOV problems and that game didn’t feature sprint. You basically contradicted yourself because you’re acknowledging that I do have an understanding of FOV (and agreeing with me to an extent) only to flip around in the next sentence to accuse me of “show[ing] a complete misunderstanding of how games work.” I doubt that I would be able to make a point about how Halo 3 worked that you’d have to reluctantly agree to if that were truly the case.
>
>
> You said that sprint would have helped halo 3 feel faster. Something that doesn’t really make any sense. That’s why I said you don’t have a great understanding of games. Halo 3’s “speed” problem had nothing to do with how fast you moved and had 100% to do with the FoV. I think we agree on this point, but you also say that FoV and Sprint have nothing to do with each other, which is what I disagree with. A primary defense for Sprint in Halo is that it makes the games feel faster, a point that doesn’t make sense when you look at the increased FoV footage I posted before. People like to complain that the older games “feel slow” (particularly Halo 3) and that that is why Sprint should be in Halo. That’s what I’m talking about. FoV is why Halo 3 feels slow and not the lack of sprint.
I said that sprint would have enhanced gameplay in Halo 3. I’ll admit that there are other ways to make a game “feel faster,” and the effects of sprint “feeling,” any faster is debatable in and about itself. Still that statement wouldn’t necessarily demonstrate an understanding of video games one way or the other, even if you disagreed with it. Either way I don’t stand upon sprint “feeling faster,” as a great defense for having it in Halo.