The sprint discussion thread

> 2535440283237581;14778:
> > 2594261035368257;14777:
> > > 2535440283237581;14772:
> > > > 2594261035368257;14769:
> > > > So if you think about it in the most literal sense, a “sprint” mechanic could be added to even Halo 2 or 3 without changing the game play at all in the aspect of pushing a button to move at top speed. Simply capping BMS to a percentage of “top speed” with stick movement and requiring clicking a TS to achieve full BMS would be sprint… but who would’ve wanted that? It sounds completely stupid in that context, at least to me. Therefor, every single thing that has been done with sprint, all the crap they’ve adjusted to “balance” it, IMO, is nothing more than a (often enough) misguided attempt to justify pushing a button to do something that previously didn’t require you to push a button to do in Halo… well after it’s basic gameplay had been deployed and refined. So the way I see it, all the “balancing” aspects they’ve thrown at sprint in the hopes that something sticks aren’t balancing aspects in as much as they’re little more than “Let’s hope this set of attributes adds enough depth to make the added complexity of having to push a silly button just to achieve top speed seem worthwhile.” Just MPO, but… not really working well.
> > >
> > > There are aspects of Sprint that you’re leaving out here: forward-facing movement only and weapons disabled. Without those restrictions, I wouldn’t call it Sprint so much as an inverse of crouching (without height change, obviously).
> >
> > While I can see a point about forward-facing movement only (and IMO an arguable one in some aspects), you’re missing my point about thinking in the most literal sense and that is to have sprint be nothing more than a button push to move faster. You’re applying weapons disabled… which is not a necessity in order to push a button and move faster. Therefor it isn’t an aspect in the most literal sense of having the ability to sprint, it’s a balancing measure applied in an after the fact fashion.
>
> Don’t get me wrong, I see what you’re saying. The thing is without those restrictions I mentioned, I wouldn’t consider it “Sprint” so much as “turbo” or “speed boost”.
>
> As far as I can tell, those aspects are as integral to Sprint as crouching is to… well, crouching. You can talk about crouching being a “press button to move slower”, but that doesn’t detail the mechanic in its entirety. I know that’s not a perfect comparison, but I hope you get my point.

I can kind of see your point and it’s not that I disagree completely. But, again, staying on the simplistic (and I understand some may see it as over simplistic) side, it seems where we aren’t quite seeing ‘eye to eye’ is that I don’t see crouch as pressing a button to move slower and I never did. Crouch was always a very useful and straightforward mechanic where you had to push a button to avoid radar detection. A secondary benefit, or function would be to “duck down behind low cover” to avoid fire. Either way, the primary function of crouch was never to move slower to me. I could, as I’ve said [inversely with sprint], simply not push my TS as far forward to accomplish that.

That aspect makes sense to me and seems logical in the concept of “push a button to avoid radar”. Crouching, to me, is not about affecting movement speed at all when it comes to why it’s there and what its intended use is. Slower movement is just the balancing “restriction”. Of course, we could always discuss the idea of a push-button radar avoidance mechanic that didn’t involve slower movement speed, but then we’d probably end up with some stupid (IMO) idea like shield regen reduction, or not having the ability to fire while in radar avoidance mode… sounds familiar, yes? >.< But then, I wouldn’t consider it crouch walking as much as “stealth mode” or even… “cloak”…

In either case, “detailing the mechanic in its entirety” is what this thread has done both for and against for over 700 pages and is what I originally was shying away from. Makes me think of the old saying “The devil is in the details”… and what can easily become the problem is when people become so fixated on the details that they either end up demonizing anything they can think of in order to support their opinions or they invent devils when there are none.

> 2594261035368257;14786:
> > 2535440283237581;14778:
> > > 2594261035368257;14777:
> > > > 2535440283237581;14772:
> > > > > 2594261035368257;14769:
> > > > > So if you think about it in the most literal sense, a “sprint” mechanic could be added to even Halo 2 or 3 without changing the game play at all in the aspect of pushing a button to move at top speed. Simply capping BMS to a percentage of “top speed” with stick movement and requiring clicking a TS to achieve full BMS would be sprint… but who would’ve wanted that? It sounds completely stupid in that context, at least to me. Therefor, every single thing that has been done with sprint, all the crap they’ve adjusted to “balance” it, IMO, is nothing more than a (often enough) misguided attempt to justify pushing a button to do something that previously didn’t require you to push a button to do in Halo… well after it’s basic gameplay had been deployed and refined. So the way I see it, all the “balancing” aspects they’ve thrown at sprint in the hopes that something sticks aren’t balancing aspects in as much as they’re little more than “Let’s hope this set of attributes adds enough depth to make the added complexity of having to push a silly button just to achieve top speed seem worthwhile.” Just MPO, but… not really working well.
> > > >
> > > > There are aspects of Sprint that you’re leaving out here: forward-facing movement only and weapons disabled. Without those restrictions, I wouldn’t call it Sprint so much as an inverse of crouching (without height change, obviously).
> >
> > Don’t get me wrong, I see what you’re saying. The thing is without those restrictions I mentioned, I wouldn’t consider it “Sprint” so much as “turbo” or “speed boost”.
> >
> > As far as I can tell, those aspects are as integral to Sprint as crouching is to… well, crouching. You can talk about crouching being a “press button to move slower”, but that doesn’t detail the mechanic in its entirety. I know that’s not a perfect comparison, but I hope you get my point.
>
> I can kind of see your point and it’s not that I disagree completely. But, again, staying on the simplistic (and I understand some may see it as over simplistic) side, it seems where we aren’t quite seeing ‘eye to eye’ is that I don’t see crouch as pressing a button to move slower and I never did. Crouch was always a very useful and straightforward mechanic where you had to push a button to avoid radar detection. A secondary benefit, or function would be to “duck down behind low cover” to avoid fire. Either way, the primary function of crouch was never to move slower to me. I could, as I’ve said [inversely with sprint], simply not push my TS as far forward to accomplish that.
>
> That aspect makes sense to me and seems logical in the concept of “push a button to avoid radar”. Crouching, to me, is not about affecting movement speed at all when it comes to why it’s there and what its intended use is. Slower movement is just the balancing “restriction”. Of course, we could always discuss the idea of a push-button radar avoidance mechanic that didn’t involve slower movement speed, but then we’d probably end up with some stupid (IMO) idea like shield regen reduction, or not having the ability to fire while in radar avoidance mode… sounds familiar, yes? >.< But then, I wouldn’t consider it crouch walking as much as “stealth mode” or even… “cloak”…
>
> In either case, “detailing the mechanic in its entirety” is what this thread has done both for and against for over 700 pages and is what I originally was shying away from. Makes me think of the old saying “The devil is in the details”… and what can easily become the problem is when people become so fixated on the details that they either end up demonizing anything they can think of in order to support their opinions or they invent devils when there are none.

I don’t think you can simplify a mechanic to its perceived goal by divorcing other aspects from the mechanic’s definition because then you’re no longer talking about the mechanic. To me, at that point you’d be talking about a desired effect on gameplay instead and not the mechanic’s effects. Its talking about moving faster compared to talking about moving forward faster at the press of a button with no offensive abilities.

I wasn’t saying that crouch is at its core about moving slower. I said that it was wrong to consider it so because of its other aspects, just like with Sprint. “Crouching” inherently requires the player to decrease in height, otherwise it isn’t crouching. In Halo, it also alters movement speed and radar visibility and I think those points would also need to be assessed when discussing the mechanic in the context of Halo.

I don’t consider a mechanic “Sprint” (in Halo or otherwise) unless it is restricts the player to faster forward movement and disables offensive abilities. Yes, I know that’s a bit of baggage for Sprint as a mechanic, but I think its an irreducibly complex one.

Ironically, the idiom “the devil’s in the details” is to be used to advise/remind someone to pay attention to the smaller details rather than ignore them.

With all that said, I’m not sure what you mean to accomplish by likening Sprint to pushing a stick all the way that hasn’t already been mentioned by bringing up the alternative of a higher BMS.

> 2533274825830455;14780:
> > 2535440283237581;14779:
> > > 2533274825830455;14775:
> > > > 2535440283237581;14773:
> > > > > 2533274830294676;14770:
> > > > > DOOM 2016 didn’t need sprint to be a good game
> > > >
> > > > Any games you can think of that really benefit from Sprint? Only thing I can think of is the mechanic’s merits in a survival-horror (not being able to look at whatever deranged character is chasing you if you hope to get away).
>
> At that point you’d have to specify what sorts of benefits to gameplay you’re looking for. People often talk about gameplay as if it existed in a vacuum. LIke “does it benefit gameplay?” Well, I can tell you as soon as you enlighten me on what it is that you want from your gameplay. Gameplay always has some purpose, and realism isn’t fundamentally a worse purpose than any other.
>
> Now, if you were to ask me whether there’s any situation where sprint is the only choice for adding some tactical depth to movement, I would have to say no. There is no such situation that I can think, for all the important features of sprint can be replaced by other mechanics. For instance, one could argue that in some slow-paced, tactical shooter with short kill times sprint could be the way for transporting the player between cover fast while also preventing them from shooting while on move, since allowing them to shoot while moving would ruin the concept of the gameplay. However, I know well that the concept of accuracy that changes depending on the player’s movement speed was invented precisely to address such issues, and that it can be made so that shooting while running is as good as useless.
>
> But I would claim that what we’re forgetting is that in scenarios like these, sprint isn’t necessarily any worse than the alternative. In fact, I would claim that in most games with short kill times, sprint isn’t any more harmful way of achieving the goal of fast movement than a high base movement speed. At which point, from the point of view of tactical depth, it is not any worse as an option. However, it can be, and often is, that it is the more thematically fitting option, which tips the scales in its favor.
>
> We can all have our own opinions on what sort of design philosophy Halo should follow. However, I think it’s useful to appreciate that by no means should we try to apply the same philsosophy to all games. We should celebrate the variety of games that we have, that could only have come out of people embracing different design philosophies.

Very well said. I cannot disagree with your assessment, especially not that last paragraph. I suppose I got so caught up in what I value from a “proper” Halo game that I started projecting that design philosophy as the best/only one for an FPS.

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>

*Original post. Click at your own discretion.

People that can’t aim dislike advanced movements. Just admit you suck instead of pushing a dated play style into modern Halo as if it’s ‘state of the art’. Fixed movement speed is obsolete.

> 2533274797738465;14789:
> **This post has been edited by a moderator. Please refrain from making non-constructive posts.***Original post. Click at your own discretion. People that can’t aim dislike advanced movements. Just admit you suck instead of pushing a dated play style into modern Halo as if it’s ‘state of the art’. Fixed movement speed is obsolete.

Completely ignoring the flaming part.

Intetesting how a design choice is “obsolete” or “outdated”. Could you possibly explain that?

You do realise that Doom from 1993 had a turbo button? Could be regarded as a really early form of sprint.
Then a few years later, to my knowledge, the first interation of sprint as we know it today saw light in Day of Defeat, in 1998. Soon 20 years ago.

Even then, “fixed movement” speed, what does this mean? Sprint is just as fixed as a high BMS. Kind of comparable to crouch-standing. You’ll dismiss that though, no?
As well as the fact that we have analog sticks, meaning a range of different movement speeds depending on how much you tilt your stick, but dismissed again for whatever reason.

So, let’s go back to business.
If a mechanic should be implemented soley because it’s “state of the art”, why do we not have Prone? Corner leaning? Wall hugging? Double jump? Grappling hooks? Wall running?

Before you state that these will be implemented in due time, or that they never will be because “we sore losers can’t handle change at all, let alone that much”.
Keep in mind that you don’t know a single one of us. What we want from Halo, the only thing you’ve done is project a stereotype you’ve picked up or formed on your own. You don’t know what I’ve suggested in other threads.

i think you keep sprint, however i would like to see your shields go up while sprinting. im fine with them not going up right away but if youre sprinting for say 10+ seconds then your shields should start to regen, even if its at half speed

> 2533274797738465;14789:
> **This post has been edited by a moderator. Please refrain from making non-constructive posts.***Original post. Click at your own discretion. People that can’t aim dislike advanced movements. Just admit you suck instead of pushing a dated play style into modern Halo as if it’s ‘state of the art’. Fixed movement speed is obsolete.

No, we just have a wider variety of video game experience to draw from, and evidently more understanding of video game design, and what personal preferences are.

> 2535406078078116;14791:
> i think you keep sprint, however i would like to see your shields go up while sprinting. im fine with them not going up right away but if youre sprinting for say 10+ seconds then your shields should start to regen, even if its at half speed

I’m going to ask you what I always try to ask people who prefer Halo with Sprint:

> Why do you prefer to need to put your weapon down in order to move at your max speed? Why do you prefer being required to move forward to reach your max speed?
>
> We’ve established that simply increasing the base movement speed could allow you to move as fast as you can while sprinting (and do so in any direction). Why would you prefer the limitations of Sprint over this alternative?

I periodically check in on this thread. I find it fascinating just how much sprint gets debated in halo and the passion that both sides have regarding this mechanic.

After playing the game for 2 years I have switch from a pro sprint to one who would prefer if sprint were removed. But under certain circumstances.

1 this is the most important, thruster needs to stay. I know a lot of halo players think of this as a panic button but I think of it as a really good dynamic in gunfights. It allows you to be slightly more aggressive than you would in previous games as you can get behind cover a little easier but reckless play will not be consequence free with the thruster. Thruster has made the basic function of sprint obsolete and outdated.

  1. Forward speed needs to be much faster than backward or strafe movements.
    (edit~ it’s been pointed out that I have some flaws in my thinking on this. )

3 slide does not increase movement speed any higher than max bms. It is not a tool to move faster.

4 Spartan charge is out. Completely. Gone. Lit on fire. Driven over a truck 3 times then fed to a pack of wild dogs.

  1. Forward bms does not revert back to halo 3 speed. That game hasn’t aged well. It feels very slow and outdated.

Just my opinion. I enjoy the faster movement. But would love to keep my reticle up while doing so. There is just no reason to have sprint and thrust in the same game. Of the 2 mechanics thrust is a much better one.

enjoy the debate :slight_smile:

> 2535473635314008;14794:
> 2. Forward speed needs to be much faster than backward or strafe movements.

Can I ask why?

I know it’s not the most prominent argument for anti-sprinters but being able to travel in all directions at the same speed is still part of the argument. Like being able to face and fire in enemy direction, either killing, supressing, or finishing off players, while still maintaining that maximum speed to traverse, utilise, and control the map.

Would having faster forward movement not contribute to a continued ‘tunnel vision’ playstyle?, where everybody is always moving forward (a la COD) and not split evenly between forward, sideways and backwards (a la Classic Halo).

> 2547348539238747;14795:
> > 2535473635314008;14794:
> > 2. Forward speed needs to be much faster than backward or strafe movements.
>
> Can I ask why?
>
> I know it’s not the most prominent argument for anti-sprinters but being able to travel in all directions at the same speed is still part of the argument. Like being able to face and fire in enemy direction, either killing, supressing, or finishing off players, while still maintaining that maximum speed to traverse, utilise, and control the map.
>
> Would having faster forward movement not contribute to a continued ‘tunnel vision’ playstyle?, where everybody is always moving forward (a la COD) and not split evenly between forward, sideways and backwards (a la Classic Halo).

Because I want forward BMS increased to somewhere between what it is now in halo 5 and halo 5 sprint. Not as fast as you can move with sprint but faster than it currently is.

If we increase all movement to this speed the auto aim and bullet magnetism needed to compensate would be very frustrating. I think that halo 5 strafe is already fast enough especially when you include the thruster.

As far as backward movement that’s just my selfish reasoning lol. Im a very aggressive flank style player. I just like to see a few methods to close the gap between players. I understand why some would like it the same for both. But backward movement speed isn’t as high a priority and strafe is. I like a faster strafe, yes, but not to the point they need to tweak auto aim mechanics any more than they currently are.

> 2535473635314008;14794:
> 2. Forward speed needs to be much faster than backward or strafe movements.

I could live with all of your other conditions except for this one. Having vastly different movement speeds in different directions is unnecessarily confusing. Even if experienced players might be able to cope with it, it’s an extremely inelegant setup. It makes gaps that can be jumped over while moving forwards impossible to jump over backwards, which significantly reduces the possibilities of how players can maneuver in combat. Having forward movement speed be significantly faster than speed in other directions also encourages melee attacks at close range, which makes for uninteresting and unskillful close range encounters by encouraging mindlessly running at the opponent.

As Richnj pointed out, this is one of the less discussed points about sprint, but nonetheless an important one. Allowing the player to move in all directions at maximum speed allows for and encourages more complex encounters while discouraging unwanted behavior. Not to mention that it’s a simple, natural solution to movement that is easy for inexperienced players to learn, and frees up mental resources for all players to more meaningful tasks.

> 2535473635314008;14794:
> I periodically check in on this thread. I find it fascinating just how much sprint gets debated in halo and the passion that both sides have regarding this mechanic.
>
> After playing the game for 2 years I have switch from a pro sprint to one who would prefer if sprint were removed. But under certain circumstances.
>
> 1 this is the most important, thruster needs to stay. I know a lot of halo players think of this as a panic button but I think of it as a really good dynamic in gunfights. It allows you to be slightly more aggressive than you would in previous games as you can get behind cover a little easier but reckless play will not be consequence free with the thruster. Thruster has made the basic function of sprint obsolete and outdated.
>
> 2. Forward speed needs to be much faster than backward or strafe movements.
>
> 3 slide does not increase movement speed any higher than max bms. It is not a tool to move faster.
>
> 4 Spartan charge is out. Completely. Gone. Lit on fire. Driven over a truck 3 times then fed to a pack of wild dogs.
>
> 5. Forward bms does not revert back to halo 3 speed. That game hasn’t aged well. It feels very slow and outdated.
>
> Just my opinion. I enjoy the faster movement. But would love to keep my reticle up while doing so. There is just no reason to have sprint and thrust in the same game. Of the 2 mechanics thrust is a much better one.
>
> enjoy the debate :slight_smile:

5:

Halo CE to Halo 3 all had the same BMS.
Halo 5 already has a higher BMS than the original Halo trilogy.
Halo 3’s “speed sensation issues” has to do with a low FoV, possibly the movement accelerations and probably the maps themselves.

> 2533274825830455;14797:
> > 2535473635314008;14794:
> > 2. Forward speed needs to be much faster than backward or strafe movements.
>
> I could live with all of your other conditions except for this one. Having vastly different movement speeds in different directions is unnecessarily confusing. Even if experienced players might be able to cope with it, it’s an extremely inelegant setup. It makes gaps that can be jumped over while moving forwards impossible to jump over backwards, which significantly reduces the possibilities of how players can maneuver in combat. Having forward movement speed be significantly faster than speed in other directions also encourages melee attacks at close range, which makes for uninteresting and unskillful close range encounters by encouraging mindlessly running at the opponent.
>
> As Richnj pointed out, this is one of the less discussed points about sprint, but nonetheless an important one. Allowing the player to move in all directions at maximum speed allows for and encourages more complex encounters while discouraging unwanted behavior. Not to mention that it’s a simple, natural solution to movement that is easy for inexperienced players to learn, and frees up mental resources for all players to more meaningful tasks.

You bring up some very good points about gaps I never thought of. I guess I would have to try it in practice first before I knew if it would work properly. There may be much better ways to reach my desired goals.

Perhaps even leaving all bms at halo 5 levels without any increase whatsoever.

> 2533274795123910;14798:
> > 2535473635314008;14794:
> > I periodically check in on this thread. I find it fascinating just how much sprint gets debated in halo and the passion that both sides have regarding this mechanic.
> >
> > After playing the game for 2 years I have switch from a pro sprint to one who would prefer if sprint were removed. But under certain circumstances.
> >
> > 1 this is the most important, thruster needs to stay. I know a lot of halo players think of this as a panic button but I think of it as a really good dynamic in gunfights. It allows you to be slightly more aggressive than you would in previous games as you can get behind cover a little easier but reckless play will not be consequence free with the thruster. Thruster has made the basic function of sprint obsolete and outdated.
> >
> > 2. Forward speed needs to be much faster than backward or strafe movements.
> >
> > 3 slide does not increase movement speed any higher than max bms. It is not a tool to move faster.
> >
> > 4 Spartan charge is out. Completely. Gone. Lit on fire. Driven over a truck 3 times then fed to a pack of wild dogs.
> >
> > 5. Forward bms does not revert back to halo 3 speed. That game hasn’t aged well. It feels very slow and outdated.
> >
> > Just my opinion. I enjoy the faster movement. But would love to keep my reticle up while doing so. There is just no reason to have sprint and thrust in the same game. Of the 2 mechanics thrust is a much better one.
> >
> > enjoy the debate :slight_smile:
>
> 5:
>
> Halo CE to Halo 3 all had the same BMS.
> Halo 5 already has a higher BMS than the original Halo trilogy.
> Halo 3’s “speed sensation issues” has to do with a low FoV, possibly the movement accelerations and probably the maps themselves.

Halo 3 maps are huge. I think that’s why it plays slower. Imo CE plays the fastest out of any halo but that’s more due to maps and spawns and probably CE pistol starts.

I wonder if the the majority of the anti sprint crowd would be cool with keeping a higher bms. Imo that’s the only part of the original saga that hasn’t aged well.

> 2535473635314008;14800:
> I wonder if the the majority of the anti sprint crowd would be cool with keeping a higher bms. Imo that’s the only part of the original saga that hasn’t aged well.

There’s generally no strong objection from anyone to fast base movement speeds. The only one I can think of is that it excludes certain compact map designs and favors larger maps with longer engagement distances (and thus maps that are fundamentally more geared towards long range encounters). But I don’t think most people consider that as a really big deal.

However, I think most people who are against sprint would cautiosly point out that a very significant portion of the “speed sensation” is down to the field of view. If that’s all you’re after, and you don’t want (or don’t care about) the other effects that come with higher movement speed (larger map sizes and higher difficulty of hitting), it’s strongly advisable to consider whether a higher field of view (or even the possibility for each player to choose their own field of view) could do most of the heavy lifting.

> 2533274825830455;14801:
> > 2535473635314008;14800:
> > I wonder if the the majority of the anti sprint crowd would be cool with keeping a higher bms. Imo that’s the only part of the original saga that hasn’t aged well.
>
> There’s generally no strong objection from anyone to fast base movement speeds. The only one I can think of is that it excludes certain compact map designs and favors larger maps with longer engagement distances (and thus maps that are fundamentally more geared towards long range encounters). But I don’t think most people consider that as a really big deal.
>
> However, I think most people who are against sprint would cautiosly point out that a very significant portion of the “speed sensation” is down to the field of view. If that’s all you’re after, and you don’t want (or don’t care about) the other effects that come with higher movement speed (larger map sizes and higher difficulty of hitting), it’s strongly advisable to consider whether a higher field of view (or even the possibility for each player to choose their own field of view) could do most of the heavy lifting.

I understand the effects of field of view and the feeling of increased movement. But I don’t think that changing the FOV has quite the same effect as increasing movement speed.

I dont know if you ever played battlefield one but an example would be the bayonet charge. The FOV is drastically lowered to increase the feeling of speed. But that doesn’t feel or play the same as a higher base movement. At least not to me personally.

Basically i I think that a faster than the original 3 movement speed and the elimination of sprint is a good way to make halo feel new and at the same time keep the long term player base happy.

> 2535473635314008;14800:
> > 2533274795123910;14798:
> > > 2535473635314008;14794:
> > >
> >
> > 5:
> >
> > Halo CE to Halo 3 all had the same BMS.
> > Halo 5 already has a higher BMS than the original Halo trilogy.
> > Halo 3’s “speed sensation issues” has to do with a low FoV, possibly the movement accelerations and probably the maps themselves.
>
> Halo 3 maps are huge. I think that’s why it plays slower. Imo CE plays the fastest out of any halo but that’s more due to maps and spawns and probably CE pistol starts.

If Halo 3 has slower movement and larger maps. How can this happen?.

> I dont know if you ever played battlefield one but an example would be the bayonet charge. The FOV is drastically lowered to increase the feeling of speed.

Here is an example of Halo CE with 70 degrees (the same as Halo 3) and 100 degrees of FoV.

I also just booted up BF1 to test what you said and you’re wrong. The FoV increases when you charge. That is what I suspected, but obviously Dice have done this to make you feel like you are running faster than you actually are. You can also find this is a lot of other games that use sprint. Hell, even Minecraft uses the same technique. To prove this, go in to a game. Start sprinting and just as an edge of a building reaches the side of your screen, press charge, The View will zoom out and you will see further to the left/right of that building than you could when you began the charge. That’s an increase of FoV.

Found this video and found it very funny. This guy is increasing his FoV on BF1 and he honestly believes that it’s making him run faster. He’s a living example of how easily people can be fooled by using FoV to simulate increased speed.

> 2547348539238747;14803:
> > 2535473635314008;14800:
> > > 2533274795123910;14798:
> > > > 2535473635314008;14794:
> > > >
> > >
> > > 5:
> > >
> > > Halo CE to Halo 3 all had the same BMS.
> > > Halo 5 already has a higher BMS than the original Halo trilogy.
> > > Halo 3’s “speed sensation issues” has to do with a low FoV, possibly the movement accelerations and probably the maps themselves.
> >
> > Halo 3 maps are huge. I think that’s why it plays slower. Imo CE plays the fastest out of any halo but that’s more due to maps and spawns and probably CE pistol starts.
>
> If Halo 3 has slower movement and larger maps. How can this happen?.
>
>
>
>
> > I dont know if you ever played battlefield one but an example would be the bayonet charge. The FOV is drastically lowered to increase the feeling of speed.
>
> Here is an example of Halo CE with 70 degrees (the same as Halo 3) and 100 degrees of FoV.
>
> I also just booted up BF1 to test what you said and you’re wrong. The FoV increases when you charge. That is what I suspected, but obviously Dice have done this to make you feel like you are running faster than you actually are. You can also find this is a lot of other games that use sprint. Hell, even Minecraft uses the same technique. To prove this, go in to a game. Start sprinting and just as an edge of a building reaches the side of your screen, press charge, The View will zoom out and you will see further to the left/right of that building than you could when you began the charge. That’s an increase of FoV.
>
> Found this video and found it very funny. This guy is increasing his FoV on BF1 and he honestly believes that it’s making him run faster. He’s a living example of how easily people can be fooled by using FoV to simulate increased speed.

Thank you for those comparisons. Ive never seen them and its very good info to have. I still like having sprint more but have never visually seen how it effects map design.

> 2547348539238747;14803:
> > 2535473635314008;14800:
> > > 2533274795123910;14798:
> > > > 2535473635314008;14794:
> > > >
> > >
> > > 5:
> > >
> > > Halo CE to Halo 3 all had the same BMS.
> > > Halo 5 already has a higher BMS than the original Halo trilogy.
> > > Halo 3’s “speed sensation issues” has to do with a low FoV, possibly the movement accelerations and probably the maps themselves.
> >
> > Halo 3 maps are huge. I think that’s why it plays slower. Imo CE plays the fastest out of any halo but that’s more due to maps and spawns and probably CE pistol starts.
>
> If Halo 3 has slower movement and larger maps. How can this happen?.
>
>
>
>
> > I dont know if you ever played battlefield one but an example would be the bayonet charge. The FOV is drastically lowered to increase the feeling of speed.
>
> Here is an example of Halo CE with 70 degrees (the same as Halo 3) and 100 degrees of FoV.
>
> I also just booted up BF1 to test what you said and you’re wrong. The FoV increases when you charge. That is what I suspected, but obviously Dice have done this to make you feel like you are running faster than you actually are. You can also find this is a lot of other games that use sprint. Hell, even Minecraft uses the same technique. To prove this, go in to a game. Start sprinting and just as an edge of a building reaches the side of your screen, press charge, The View will zoom out and you will see further to the left/right of that building than you could when you began the charge. That’s an increase of FoV.
>
> Found this video and found it very funny. This guy is increasing his FoV on BF1 and he honestly believes that it’s making him run faster. He’s a living example of how easily people can be fooled by using FoV to simulate increased speed.

I meant increased. Thanks for the correction. My point is that altering the field of view to make the illusion of going faster isn’t the same as actually going faster. The bayonet charge is an example of this.