As a developer, you’re suppose to embrace and adapt to player behavior, not correct it. Your game is suppose to evolve into something greater because of player behavior. And the first opportunity to evolve your game, you shut it down by “fixing” the sliding.
I remember the first Gears of War was being promoted as a third person tactical shooter. Once gamers started playing it, everyone played it like an arena shooter, wall bouncing with shotguns. Mr. Cliff Bleszinski went against player behavior, he didn’t like HIS game not being played HIS way, so it removed it on the sequel and mannn it was boring. I remember those MLG events being so boring and quiet, hiding behind cover until the clock hits zero and repeat. Last year, Cliff Bleszinski had an interview with Realms Deep (look it up yourself on youtube) saying he regretted that decision and he learned from it.
This comes down to one thing, the art of serving your community. Think about how a servant uses a fan to cool the pharaoh, that’s the philosophy you’re suppose have, especially when you’re dealing with millions. Embrace them and love them like your own kids, I know that’s extreme but that’s the mentality you’re suppose to have. Hey, is Halo your game or is halo our game, developer and community together.
They didn’t remove sliding though, you can still do it. Personally I’m not a fan of seeing players sliding everywhere. I suppose I’ll join them when I get an Elite controller.
Well… No. As a dev you’re supposed to analyze player behavior to make sure it falls in the goldilocks zone of what the intended design is. I’m not arguing with whether or not the devs over-corrected here, but this idea that devs should just leave bugs/exploits in the game because people use them isn’t true.
I don’t have the time or patience to get good at them myself, but I’ve watched in amazement at some of the videos.
But if 343 have telemetry etc that shows that something is adversely affecting gameplay. Making the game unfair to one team. Or simply breaking a map. Then it’s a no brainer that needs to be removed.
And there will also be anomalys that get lost in fixes for other things. If a map is updated or optimised then a hitbox for part of a wall etc may get changed. The removal of that jump was just a victim of that other fix.
It ultimate is the Dev’s decision wither or not something goes or stays in a game. I honestly support that it should be that way. But if you want it back in you can do your best to persuade them to change their minds if enough people enjoyed the mechanic.
The way you frame it is as though people are asking them to not take care of their game.
We want that, but the stuff they patched was of no danger to the core gameplay. In fact, stuff like flying a pelican is something you’d probably find in a playlist like action sack or fun sack. Whatever that playlist was called.
I could super slide easily with controller but for some reason it was difficult with the keyboard especially if you had hold to sprint instead of tap to sprint.
It’s a glitch so they nerfed it. Otherwise it should be an actual mechanic that works consistently across inputs. It’s not.
I mean this is about the sliding momentum bug (right?), which people were using to do all kinds of fun shenanigans. Players were using it to escape from combat much faster than should be possible (core gameplay), they were using it during objective games for fairly significant advantages (core gameplay), and they used it to completely circumvent map design (core gameplay).
I’m not quite as familiar with all the exploits caused by having advanced movement in the game, but in the handful of videos I’ve seen it looks like it’s pretty dang disruptive to the core gameplay.
Here’s why this doesn’t make sense. If the reward (disrupting the intended flow of the game) wasn’t worth the time and effort on account of the difficulty, then there would be exactly zero people complaining about this. The fact that you want them to reverse the changes means that you were able to disrupt the gameplay reliably enough that you no longer have this advantage that other players don’t have.
Furthermore, there’s enough video out there of really skilled players just absolutely dominating with this bug after practicing. It’s disruptive.
You mean if the jumps were super easy? Yeah people would probably rejoice. However that’s not the case which is what I’m highlighting.
You take that skill gap away and the game becomes less enjoyable. You have creators like Shyway who made it his mission to teach people about Halo Infinite’s jumps.
This wasn’t disruptive. This was the skill gap.
It totally not. I myself have tried these jumps and I’m ways away from dominating with it. And besides, the skilled players should be rewarded for taking the time out to learn about all this.
No, I mean that the fact that people are complaining means that the bug was easy enough to exploit and it disrupted the gameplay significantly enough to elicit complaints from the people who were exploiting it.
It is though. You keep advocating for this exploit to remain in the game because it can be used by players to disrupt portions of the gameplay. If the devs explicitly designed a map to have a wall that cannot be scaled (without using something like repulsor or grapple), and an exploit allows players to scale that wall in a way that circumvents the design, that is a disruption to the gameplay.
I’m not advocating for exploits. Yeah, they may not have intended for gameplay to look like this, but it’s not as terrible as you make it appear.
You first have to actually know about the jumps to pull it off and not a lot of people know about it. Secondly, you have to practice with it and get the timing down. I know of very few people who are actually good enough to pull it off consistently.