The sprint discussion thread

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> > > > > > > > > > > 4. Well then what’ve you accomplished? All you have then is a slightly faster Halo 2/3, which doesn’t make a good compromise.
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> > > > > > > > > > Isn’t that exactly what people wanted in the first place? To move faster than Halo 2 & Halo 3 because they felt so slow? That’s basically the main complaint (both satirical and legitimate) in this thread about those two.
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> > > > > > > > > > Like there’s the solution, it solved the problem that everyone was having. The game is not (as) slow anymore, and there’s no Sprint animation anymore. What’s the problem here?
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> > > > > > > > > > The weapons sucked? That’s a sandbox problem. Maps are too large? That’s a map design problem. Sprint never made any of them better (more people argue it made them worse).
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> > > > > > > > > That’s the main complaint for a lot of people, but my main complaint is in that H1-3 felt restricted. A slow game can be serviced by map design, but a feeling of restriction boils down to the fundamental classic movement system itself. That’s why I’d rather keep sprint. Illusion or not, it definitely feels more free than the one geared system. I also prefer it because 2 geared caters to my flanking playstyle a lot more than a universal max speed.
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> > > > > > > > > Also, remark No.4 was a lot more about the increase proposed rather than the idea of increase in BMS itself. If I’m going to tolerate a classic movement system, I’d expect bigger maps to lessen nade spamming and a bigger bump than 15%. My big problems with classic movement were the terrible nade spam and the limiting feeling.
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> > > > > > > > That’s a lot of use of the word feel.
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> > > tactical shooters "are about caution, care, cooperation, coordination, planning, and pacing. In these games, making decisive pushes, quick moves for cover, strategic retreats, and last ditch grabs at the gold are not only important to success, but balanced in such a way that they become enjoyable activities in play
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> > That sounds a hellva lot more like Classic Halo to me. Classic Halo was far more tactical than Halo 5.
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> 1) That’s still extremely easy to mitigate. The default setup can simply be changed to the Helljumper setup, and that setup’s been proven time and time again to be objectively superior to the default, and not just in the sprint aspect. What is now the “default” setup can be renamed to “H5”, and Helljumper can become the default.
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> 2) What that boils down to is the way you define freedom. The way I see freedom in a video game (and how I think some others see it too, but that’s just my interpretation of pro EM responses) is how many options you have available to you all in all. In that sense, Classic is extremely restrictive because you’re limited to “walk, jump, crouch” in one gear.
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> 2b) Grenade spamming is incredibly relevant to sprint, or should I say, the removal of sprint. The removal is sprint would bring about the shrinking of maps, meaning that splash damage would be infinitely more effective, thus incentivizing frequent grenade use. If it’s already bad in H5, it shouldn’t be exacerbated by returning to classic thus tightening maps and reducing movement speed.
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> 3) Sprint is still a great interception tool. You don’t use sprint to get all up in their grill. Sprint is often used to take the long way and catch them before their destination by using the speed imbalance provided by sprinting. In that sense, it works wonders for games like CTF. And with that, it still holds that great flanking value that I’ve touched on before.
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> Also, I find that classic Halo caters even more to lone wolf gameplay. That example you brought up with the “free kills” and the guy who defended his position is a classic example of punishment for lone wolfing. Sprint is used to prey on that kind of mistake of leaving your team’s territory and getting into a 1v1 with no backup. On the other hand, Classic Halo’s universal speed for everyone gives the other guy ample time to recharge his shields and probably even hide only to come back out and engage solo again. H5’s increased pace punishes this kind of soloing with sprint, which is why full fireteams happen to be so deadly in H5.
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> 4) These traits can still easily be found in H5. As a matter of fact, with the lone wolf punishing aspect of sprint I touched on earlier in play here, they might even be found more than in Classic Halo.

Hope you don’t mind my throwing my .02 in here, but this particular response caught my attention.

  1. I don’t really disagree with the ‘you can customize your controller’s scheme to compensate for discomfort’.

  2. I’ve touched on this before in this thread… many… many… pages ago. It has to do with my feeling on depth vs complexity. I find little ‘freedom’ using Sprint, in addition to the other added mechanics like ground pound and spartan charge, etc. In fact, I often feel like Halo has become about as close to a ‘button masher’ as a FPS can get. Your opponent uses ability X, you counter with ability Y. And while I get that you don’t have to use a particular countering ability in any given situation, people will always gravitate towards a particular set of options that work well for their skills and play styles, regardless of how many are available. This just naturally leads to situations like ‘when he uses X, I counter with Y’. Not because Y is the only option, but because it’s the one that works best for me. This, to me, makes the game play feel repetitive… a pre-programmed set of button pushes for most given situations if that makes sense. It shows off the innovation of the game devs at the expense of asking the people who play it to be innovative with their tactics and thinking.

That doesn’t feel like freedom to me. It feels more like being coerced to commit to a specific set of button pushes for given situations and ends up feeling like the majority of the overall game play is pre-programmed. I’m not sure if that’s the best way I can explain it, but it’s the best I can come up with. With the first Halo games, I never once felt “limited to walk, jump, crouch. In one gear.” My thinking had to be in 3 gears. Out-plan, outwit, out-perform. And while newer Halo games retain that methodology somewhat, they just feel like it’s buried in a layer of fluff mechanics that make the game play feel more [singly] geared towards out-react[ionary button push], out-perform (because yes, skills are still required), outrun.

2b) You talk about grenade spamming as if it’s a fixed value and can’t be assuaged, based upon other variables like decreased movement speed and map design. Or at least that’s how it comes across. But that really isn’t the case at all. grenades are just as adjustable as map size and movement speed, in order to achieve a desired balance. Explosion radius, damage radius, damage falloff… all can be adjusted to compensate for map sizing and potential movement speed, no matter how much slower or faster that movement is.

3 [and 4]) Just because you don’t use sprint to ‘get all up in their grill’ doesn’t mean others won’t/don’t. YMMV. IMO sprint’s advantage as a “great interception tool” is limited to a few rare situations when your intended target doesn’t have access to it. Otherwise, it’s just a gamble taken when you take the long way and you hope they decided not to sprint. Also, I find full fireteams are pretty deadly no matter what game you’re playing. I’ve also found that lone wolf types will either be exceptionally lethal or exceptionally well acquainted with the death lobby no matter what game you’re playing and that is more dependent upon their skills / lack of skills than any game mechanic.

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> FightingChances every game I’ve played since the mid 80’s that were first shooter or otherwise always had the option to move faster or slower than the base speed. Halo CE and following (I missed mp in 3-4+reach/ODST) were the first games I played where I felt the character lacked movement abilities that I had been accustomed to in prior gaming experiences. Halo CE was great but really struggled with mobility. Halo 5 has been the first Halo game that actually I would say has “classic” gameplay movements.

The inclusion of “run” in the early id Software games seems more like a strange occurence than a standard to me. While Doom still had it, I don’t think it was part of too many shooters since Quake. Certainly, Quake, its sequels, and the games it spawned (Half-Life, CS) never had it, neither did Unreal Tournament, or Goldeneye as far as I know, and those are all the well known shooters from the late 90’s.

Really, in hindsight to me it seems like pioneers experiementing with features in the early days when game design was hardly understood. If you look at Doom, for example, it kind of lacks a concept of pacing (or at least it deals with pacing in a very elementary way). Very much like Wolfenstein, you run from room to another, and there are enemies waiting for you. There is no separation to slow and fast sections. There can’t be since the levels are highly nonlinear, and the gameplay just gets slower and slower as you find and kill more of the enemies. Without a good understanding of pacing, it’s understandable that one could just give the player the ability to rush from place to place at an absurd speed, but it’s not necessarily good design. And indeed, it was done away with as understanding of game design evolved.

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> Also MLG has been hugely successful during the entire Halo 5 era.

In what context? We’re certainly doing better than the H4 days, but outside of the world finals Halo tourneys aren’t exactly pulling huge viewer numbers and we’re nowhere near the the main eSport games. I also don’t know if you’re referring to MLG as eSports in general or the organization, so I’ll just add that MLG the org has only been with Halo during the X games, last season and now, but they weren’t involved in-between that time.

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> > Also MLG has been hugely successful during the entire Halo 5 era.
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> In what context?

In the context that it’s now literally over 100x more popular than it ever was before; with HCW eclipsing over 13 million unique viewers in 2017. You can thank Sprint for that, because Halo without sprint never, ever went over 135,000 concurrent viewers… That’s simply because Halo without sprint is much more boring to watch (and play).

Note: And YES, classic Halo more than had its chance via the MCC.

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> I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.

I’m still waiting for you to show me how the Marines are running faster than you, when it’s clear that it’s the opposite. Johnson told the marines to climb that rock wall and you to go the other way for a reason.

You keep talking about feeling like a Spartan, but what about the Battle of Sunion when Arbiter climbs up a ledge and you can’t follow them, and you actually have Clamber this time? What’s Locke’s excuse? That should be more depressing than anything else.

It’s really hard to take you seriously when you’re basically falsifying and exaggerating information.

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> > I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.
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> I’m still waiting for you to show me how the Marines are running faster than you, when it’s clear that it’s the opposite. Johnson told the marines to climb that rock wall and you to go the other way for a reason.

I think you’re being a little harsh here, mean I get where he’s coming from- the marines are indeed more agile than a Spartan in that level. It is upsetting to see regular humans moving swifter than an augmented super human wearing MJOLNIR armor. Overall they’re slightly slower than Chief in H3, but the movement for the player was the slowest ever in H3 anyway so if the marines are slow, the Spartans are slow- everyone is slow in Halo 3. A little speed boost in the way of sprint could have gone such a long way for Halo 3…

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> In the context that it’s literally over 100x more popular than it ever was before. I think we can thank Sprint for that.

That’s one event. You said “during the entire Halo 5 era” so try again. I’m not even gonna take your sprint comment seriously.

I also love this comment from the article:

> In total more than 13 million unique viewers tuned in over the weekend, with a massive 10.3 million of those tuning in through Twitter. This probably isn’t surprising as seemingly everyone on Twitter was greeted with a message about the event when they loaded up the site.

It’s hilarious considering it was a thumbnail video with no sound which auto played so it counted as view even if you instantly deleted it, but I guess it’s an easy way to inflate their stats.

Since you decided to add more:

> You can thank Sprint for that, because Halo without sprint never, ever went over 135,000 concurrent viewers… That’s simply because Halo without sprint is much more boring to watch (and play).
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> Note: And YES, classic Halo more than had its chance via the MCC.

You mean the MCC where they only played H2A and nothing else on a game that was massively broken at launch and still has issues to this day? That MCC? Gee, I wonder why it wasn’t popular…

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> That MCC? Gee, I wonder why it wasn’t popular…

No need to wonder… It’s because 4/5 titles on the MCC don’t have sprint.

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> No need to wonder… It’s because 4/5 titles on the MCC don’t have sprint.

Nice to see you back to your trolling instead of answering my question. Have fun with that by yourself.

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> > > I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.
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> > I’m still waiting for you to show me how the Marines are running faster than you, when it’s clear that it’s the opposite. Johnson told the marines to climb that rock wall and you to go the other way for a reason.
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> I think you’re being a little harsh here, mean I get where he’s coming from- the marines are indeed more agile than a Spartan in that level. It is upsetting to see regular humans moving swifter than an augmented super human wearing MJOLNIR armor. Overall they’re slightly slower than Chief in H3, but the movement for the player was the slowest ever in H3 anyway so if the marines are slow, the Spartans are slow- everyone is slow in Halo 3. A little speed boost in the way of sprint could have gone such a long way for Halo 3…

But they aren’t moving swifter. You can run faster than them, you can jump higher than them. They have to use clamber on small ledges to get up while you can simply hop over them with one button (Even Arbiter has to actually climb those same ledges). The reason you can’t climb the rock wall is because the level design doesn’t permit you to go that way, it’s telling you to go the other direction. Otherwise Keyes in Halo CE would be like 2 minutes long, but it takes longer because Chief is too weak to open a broken door.

The movement for Halo CE-3 are all the exact same. The only difference is the FoV being much smaller than before, giving off that impression. That’s why I always say feelings can be faked or replicated, because people spread that rumor around in the first place.

Even with Halo CE, he said the Warthog was slow, despite going much faster than a regular player. I don’t think direct speed is what he’s looking for, because you can’t simply add Sprint to a Warthog, and I’m pretty sure every Warthog goes at almost the same speed. If I’m correct, that means it should be a problem even in Halo 5, but “surprisingly”, it’s not.

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> > > > I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.
> >
> > I think you’re being a little harsh here, mean I get where he’s coming from- the marines are indeed more agile than a Spartan in that level. It is upsetting to see regular humans moving swifter than an augmented super human wearing MJOLNIR armor. Overall they’re slightly slower than Chief in H3, but the movement for the player was the slowest ever in H3 anyway so if the marines are slow, the Spartans are slow- everyone is slow in Halo 3. A little speed boost in the way of sprint could have gone such a long way for Halo 3…
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> The movement for Halo CE-3 are all the exact same.

Halo 3 was slower- the slowest Halo ever. And sprint would have undoubtably saved it.

[deleted]

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> > > > > I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.
> > >
> > > I think you’re being a little harsh here, mean I get where he’s coming from- the marines are indeed more agile than a Spartan in that level. It is upsetting to see regular humans moving swifter than an augmented super human wearing MJOLNIR armor. Overall they’re slightly slower than Chief in H3, but the movement for the player was the slowest ever in H3 anyway so if the marines are slow, the Spartans are slow- everyone is slow in Halo 3. A little speed boost in the way of sprint could have gone such a long way for Halo 3…
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> > The movement for Halo CE-3 are all the exact same.
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> Halo 3 was slower- the slowest Halo ever. And sprint would have undoubtably saved it.

Nope, there is physical data on this.

A unit speed test. (Using his tests, Halo 3 is actually very slightly faster than Halo CE, 2, and Reach, but software data says CE-3 are all the same speed.)

And [the difference in FOV.

](Ten Years of Halo: Ten Years of FoVs *IMGs*)Increasing the Base Movement Speed would have solved the problem, and it kinda did because…that’s exactly what they did in the MLG playlist.

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> > > > > I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.
> > >
> > > I think you’re being a little harsh here, mean I get where he’s coming from- the marines are indeed more agile than a Spartan in that level. It is upsetting to see regular humans moving swifter than an augmented super human wearing MJOLNIR armor. Overall they’re slightly slower than Chief in H3, but the movement for the player was the slowest ever in H3 anyway so if the marines are slow, the Spartans are slow- everyone is slow in Halo 3. A little speed boost in the way of sprint could have gone such a long way for Halo 3…
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> > The movement for Halo CE-3 are all the exact same.
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> Halo 3 was slower- the slowest Halo ever. And sprint would have undoubtably saved it.

How do you “save” the highest grossing halo Halo game of all time? Who’s population stayed strong for around 4 years. I’m so confused right now…

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> > > Also MLG has been hugely successful during the entire Halo 5 era.
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> > In what context?
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> In the context that it’s now literally over 100x more popular than it ever was before; with HCW eclipsing over 13 million unique viewers in 2017. You can thank Sprint for that, because Halo without sprint never, ever went over 135,000 concurrent viewers… That’s simply because Halo without sprint is much more boring to watch (and play).
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> Note: And YES, classic Halo more than had its chance via the MCC.

> This probably isn’t surprising as seemingly everyone on Twitter was greeted with a message about the event when they loaded up the site.

Two years after Halo 5 launched, MS pays to have HWC promoted to every gamer on twitter (because increased esports interest turns in to increased REQ sales). Where as MCC barely had a year before Halo 5 released, and MS stopped promoting the game after they failed to make a working game and instead decided to bury it until just recently. All this coming from the studio who touted Halo 5’s launch as the biggest in Halo history and left people thinking that Halo 5 was the fastest selling Halo game ever (and yes, we had to debunk this yet again a few days ago) where Halo 3 actually sold around 3 million more copies in the launch window. And you are still taking all this at face value?

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> > > I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.
> >
> > I’m still waiting for you to show me how the Marines are running faster than you, when it’s clear that it’s the opposite. Johnson told the marines to climb that rock wall and you to go the other way for a reason.
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> I think you’re being a little harsh here, mean I get where he’s coming from- the marines are indeed more agile than a Spartan in that level. It is upsetting to see regular humans moving swifter than an augmented super human wearing MJOLNIR armor. Overall they’re slightly slower than Chief in H3, but the movement for the player was the slowest ever in H3 anyway so if the marines are slow, the Spartans are slow- everyone is slow in Halo 3. A little speed boost in the way of sprint could have gone such a long way for Halo 3…

This is all untrue. Halo 3 had the exact same speed as Halo CE and Halo 2. All the original trilogy had the same BMS and Halo Reach’s BMS was slightly slower. Halo CE had 90 FOV, while Halo 3 had 70 FOV. This is why everything is slow in Halo 3.With this gen and games allowing us to pick our FOV I’ve found that I prefer 90. It adds enough view and speed without hurting the game. Sprint wouldn’t have felt fast in Halo 3.I’d argue, given Halo 3’s success without sprint, that adding in the mechanic would have ruined all the fond memories that millions of gamers still have of Halo 3…

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> > > > > I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.
> > >
> > > I think you’re being a little harsh here, mean I get where he’s coming from- the marines are indeed more agile than a Spartan in that level. It is upsetting to see regular humans moving swifter than an augmented super human wearing MJOLNIR armor. Overall they’re slightly slower than Chief in H3, but the movement for the player was the slowest ever in H3 anyway so if the marines are slow, the Spartans are slow- everyone is slow in Halo 3. A little speed boost in the way of sprint could have gone such a long way for Halo 3…
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> > The movement for Halo CE-3 are all the exact same.
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> Halo 3 was slower- the slowest Halo ever. And sprint would have undoubtably saved it.

Halo 3 sold more, sold faster, rated higher, and lasted far longer than any other Halo, and was the last Halo game to go toe to toe with COD and survive.

I think your bias is showing.

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

*Original post. Click at your own discretion.

Classic fans ,we should stop arguing with these “people”.They always have an answer to everything.A rock understand s more.

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> Do you know why Halo without sprint never went over 135,000 concurrent viewers throughout all of their streaming platforms before? It’s because live game streaming is a relatively new business in comparison to the age of the franchise. If I had to say, it was around 2013 or 2014 that live streaming blew up as a profitable and legitimate service for gamers and businesses, a very short time after Halo’s fall from being the most sought-after franchsie, based on general interest at the time and recorded player retention data.

Yeah, MLG was always losing money with Halo. First in the original trilogy days and then with Reach and finally H4 which was dropped after one event I believe. That’s why I found it amusing when a certain someone mentioned that lack of sprint was the reason why classic Halo was doing so poorly when two of the MLG games had sprint in it. Halo 4 viewership during the AGL days was abysmal and usually peaked with 8-9K viewers with a few above that, but I guess we’ll forget sprint was in that game.

Here is a chart for the majority of H5’s Twitch viewership numbers during the tourneys made by Moses_FPS. As you can see, most of the events averaged around 10K or less viewers which isn’t bad for Halo, but it’s not great and it had some decent peaks as well. High peaks are nice, but you’d want the average viewer number to be higher. Anyway, this is getting away from the sprint debate so I’ll leave it at that.

Remember kids, classic Halo was successful because of anything but the gameplay, and H4 failed because of anything but the gameplay.

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> > > > I tried playing HaloCE the other day and it was like master chief and the warthog were towing a boat anchor. My thumbs got sore from jamming the stick forward hoping he’d move just a little faster. Not to mention watching the marines at the beginning of Halo 3 clamber up the side of a cliff while Chief has to crouch hop jump along the creek was a little depressing.
> > >
> > > I’m still waiting for you to show me how the Marines are running faster than you, when it’s clear that it’s the opposite. Johnson told the marines to climb that rock wall and you to go the other way for a reason.
> >
> > I think you’re being a little harsh here, mean I get where he’s coming from- the marines are indeed more agile than a Spartan in that level. It is upsetting to see regular humans moving swifter than an augmented super human wearing MJOLNIR armor. Overall they’re slightly slower than Chief in H3, but the movement for the player was the slowest ever in H3 anyway so if the marines are slow, the Spartans are slow- everyone is slow in Halo 3. A little speed boost in the way of sprint could have gone such a long way for Halo 3…
>
> This is all untrue. Halo 3 had the exact same speed as Halo CE and Halo 2. All the original trilogy had the same BMS and Halo Reach’s BMS was slightly slower. Halo CE had 90 FOV, while Halo 3 had 70 FOV. This is why everything is slow in Halo 3.With this gen and games allowing us to pick our FOV I’ve found that I prefer 90. It adds enough view and speed without hurting the game. Sprint wouldn’t have felt fast in Halo 3.I’d argue, given Halo 3’s success without sprint, that adding in the mechanic would have ruined all the fond memories that millions of gamers still have of Halo 3…

I’ll just link Ten Years of Halo: Ten Years of FoVs here. In case anyone’s wondering, Halo 5 has an FoV of 78, the same as in Reach. CE has actually 86, and ODST is the highest at 88. These are all 16:9 aspect ratio numbers, the aspect ratio affects the FoV, but does not change the amount of distortion that is responsible for the sensation of speed.

Halo should ideally have an FoV slider that defaults at 90 and goes from 70 to at least 120. For players who care a lot about the sensation of speed, cranking up the FoV would be highly recommended, because the effect is really significant when you go above 100, as seen from those videos.

As hard as a couple of people in this thread want sprint to day, and won’t even consider a solution where the animation doesn’t exist, based on the pro-sprint arguments I’ve heard over the years, I genuinely believe that a combination of a high default FoV and some audio-visual cues would satisfy almost everyone. After all, for most people it boils down to the sensation of speed, and if we can just get that right, most wouldn’t even notice.