VincentMatts
Member
While the consensus on sprint seems to be "get rid of it," should things like boosters and clamber be left in?
Is it lol? what a stupid consensus
While the consensus on sprint seems to be "get rid of it," should things like boosters and clamber be left in?
Is it lol? what a stupid consensus
These are crazy arguments.
1) a supersoldier SHOULD be able to run fast AND be able to shoot while doing it
2) people max there deflection when they want to move as fast as max deflection allows.When you want to run playing Mario 64 you don't press an extra button, you push the stick all the way, and he runs.
3) you literally can't check your flanks while sprinting, because you can only sprint forward. motion tracker, skill , and FOV have nothing to do with it.
If you want to sprint from A to B, you have to look at B
When you are not sprinting, the direction you are looking is completely independent of the direction you are traveling.
Stop trying to equate distaste for a mechanic, a distaste that is shared among many halo players at all skill levels, especially competitive players, to a matter of players not being good.
i'm staying out of this except to say it seems clear to me its a matter of preference; one option is not inherently, objectively, better than the other. it drives me nuts when its presented as such.
You could even keep the white lines streaming at the edges of the screen to make it look like wind rushing past you!!!!!111
See, I actually think this would be okay honestly.whenever i make a game, i'll put in sprint, but it'll just be the animation
it won't change speed or anything.
i'm staying out of this except to say it seems clear to me its a matter of preference; one option is not inherently, objectively, better than the other. it drives me nuts when its presented as such.
Personally, i just want halo to feel like halo,
whenever i make a game, i'll put in sprint, but it'll just be the animation
it won't change speed or anything.
Pretty much.
I can't really be bothered to continue the discussion because it's been going on so long that it's boring now.
The effects of sprint are objective. Whether or not those effects are a net positive or net negative is subjective.
See this is where the disagreements come from. A number of people feel like the addition of sprint makes it not feel like Halo. Which is fair enough. The problem is when those who dislike sprint say that those who do like sprint are somehow wrong.
I have a compromise that riffs on Metroid's Speed Booster ability called Top Speed. The video's outdated as hell, but I have a proof-of-concept here. .
To your first point, players have a specific expectation as to the physical expression of movement in a given context. The setting and tone of Halo as being an ostensibly grounded science fiction action game, players expect to have their need for increased speed be met with a mechanic functionally identical to sprinting. In this instance the sprinting mechanic serves the same function as the coconut effect. Players expect to be able to move quickly by sprinting in FPS games set in a grounded setting. Even if we suggest that a Spartan should be able to move at the speed that they sprint at in-game with their weapons up with no detriment to their capacity to aim, it still doesn't follow that they could also sprint, which would in turn be faster still, and when combined with the player expectation as to how their agency in that decision is supposed to manifest itself, that's not exactly a reason to remove it.
It's equally important to note that from a design perspective that the illusion of empowerment is just as if not more important than empowerment itself, since the thing that players engage with the most is the sensation of their own avatar's actions and perceptions in the context of their surroundings. It doesn't matter if you're actually empowered if it doesn't actually feel empowering to be empowered. It's like the design equivalent of body dysmorphia. This is much easier to point out in table top games, such as Savage Worlds or my own DBZ RPG. In some games you can increase your die type or the number of dice you roll by leveling up, even if doing so gives you a disadvantage or no significant advantage. In Savage Worlds, the larger your skill die is (ie: eight sides versus four sides) the less likely it is that you'll get to roll that die again by landing on the largest side (eight instead of four). It doesn't matter though, since players feel better about rolling a larger die, even if it's statistically less likely that they'll get insanely high roll results. In my own game, it's possible to roll more than 10d10 at a time, even though you start getting massive diminishing returns after 7d10 or so, and this is done because players just feel better when they get to roll a bigger fistful of dice. It just feels more satisfying to do.
Sprinting in Halo is the digital equivalent of this. It's a mechanic that presents a trade-off that has various mechanical consequences (you can't shoot, you have to physically turn, your shields don't charge, getting shot will stop you, ect) but it still feels more satisfying to be granted the sensation of running at top speed, to huff and puff and have your gun sway in front of you, than to just walk really fast and have your gun bob a bit more than normal. Players have a specific reaction to sprinting because they have probably experienced it before, or know of the adrenaline that you get from having to sprint into combat or out of it or around it or even through it. Sprinting from cover to cover when you're playing paintball or airsoft feels exciting to do, and giving players the illusion of that sensation of excitement is incredibly important to making sure that they actually enjoy the experience of playing and that it satisfies them. I'm not even sure how to explain this because of how thread-bare an explanation of this has to be to get the point across.
To your second, how much of Super Mario 64 did you cautiously walk through? How much of Halo: Combat Evolved did you spend without the maximum deflection on your left stick? Or games like Fable, or Assassin's Creed, or Shadow of Mordor, or Doom, or Call of Duty, or literally any other game that features movement in 3D space as a mechanic? Do you expect players in tense situations to not max out their deflection while trying to move, or do you expect them to not accidentally ruin their strafe because they maxed out their deflection and slid or charged instead of crouched?
To the third, there's nothing intrinsically stopping players from disengaging sprint and checking their corners or their flanks. There's nothing stopping players from exercising a modicum of situation awareness and not sprinting through a corridor full of doorways, or through an open field between two pieces of cover. If you're sprinting through high danger areas with blatant disregard to your own well-being then that's a case of a player not having adequate awareness or decision making skills.
And no, I'm not equating mechanical distaste with player skill, but the objections you're raising can be mostly if not completely circumvented with better situational awareness.
EDIT: Straight up if you think spartan charge is OP then you're just a BK. Not even a hint of sarcasm. It's super not broken, easily telegraphed, and easily avoidable. Maybe if you guys actually used it more you'd know. "Oh no, he's running right at me! I better lazily limp off to the right because for whatever reason I don't maximize the deflection of my movement stick and-"
You only get hit with Spartan charges if you're not paying attention (in which case you had it coming) or you're not shooting the guy (who can't charge if he's getting shot, and if by some miracle he does you can shoot him before he can shoot you, because he has to exit the animation before he can respond, in which case you got outplayed by a guy that was literally running right at you).
PPS: These "you"s are general.
I agree that its preferences. Also, the games were primarily played without sprint for a decade so for some of the older crowd, its difficult to change anything about halo because of how it was then.
What bothers me, is how people (including myself) use the franchises passed success as a guarantee of future success. As if redoing the same thing now for a new game with this new generation would equal the same amount of success in 2018.
The gaming landscape has changed since Halo1-2 and 3. That was more than a decade ago. What peoples expectations were then arent what they are now.
Personally, i just want halo to feel like halo, to look like halo and to sound like halo. And for me, thats bigger than just having a sprint or not. Im ok with the gameplay evolving. In fact, the actually gameplay of H5 is the one thing i feel that 343 absolutely nailed.
While I understand what you are getting at with the objective vs subjective thing...you could literally make that argument every time when discussing a design philosophy or impact.
People will talk objectively about it not because they can't see one side of the argument, but because they think their case is a better one. Just like any truth claim. You have to weigh the evidence yourself and make a decision.
I'm really not interested in going back to classic halo.
But I think for "evolving" to actually lead to growth, we need to understand exactly what elements of Halo's combat systems made it attractive to so many.
I know Halo's sales decline isn't exclusively related to changing mechanics. But, you also can't ignore that more people have been put off by changes than have been brought on. I say this as someone who views H5 as my second favorite MP halo game.
I'm all for evolving with the times. I don't think we needed to sacrifice so many of the beloved nuances of halo combat in order to incorporate these abilities. These unneccisary sacrifices are at least partially responsible for the franchises decline in popularity. I think it's pretty clear that in our attempts to evolve with the times, the times have left us behind.
Was just thinking of something like this, but I'm afraid it would make movement feel unexpected at times. How would you keep the top speed from happening if you don't want yourself to reach that speed? You would then have to take your thumb off the walking stick on occasion to prevent it. You could easily go into a top speed run by accident and overshoot cover, a ledge, etc.
What bothers me, is how people (including myself) use the franchises passed success as a guarantee of future success. As if redoing the same thing now for a new game with this new generation would equal the same amount of success in 2018.
The gaming landscape has changed since Halo1-2 and 3. That was more than a decade ago. What peoples expectations were then arent what they are now.
Personally, i just want halo to feel like halo, to look like halo and to sound like halo. And for me, thats bigger than just having a sprint or not.
I think Halo 4, the absolute disaster that was the MCC and the poor launch state of H5 are far bigger reasons for the low population than sprint.
Even if H6 is just a reskin of H5 gameplay wise, if they market it well and it launches with a good amount and variety of content it will retain a high playerbase.
I'm not saying sprint is a greater culprit. But Halo piqued with H3.
I don't want a reskinned H3 ( I really didn't like that game) But would a reskinned H5 lead to growth?
I think a future Halo games are more faithful to core sensibilities (like not separating movement from shooting), then the franchise could grow by appealing to old fans while still adding things to appeal to new ones.
From a handful of mainstream players I know, they have all expressed that they don't like the art style, maps, and controls. They feel it's too complicated and difficult to get into. Even after getting them into it they get fatigued quickly after a few matches.
Look at Gears it has classic gameplay and sold poorly. It was quite boring so I stopped playing it. Halo 3 rode off of 2, that was the year CoD took over. People started losing interest with 3.
The Great Pistol Debate continues.A faster TTK with your starting utility weapon would be nice too, imo. You'll see a lot of pro players get salty about the pistol not being a good enough weapon to contest against the BR's, carbines, etc.
Gears 4 multiplayer is l e g i t. I hope you're just talking about the campaign, otherwise I have to ask how much you enjoy Gears to begin with? Genuine question btw because for me Gears 4 finally provides the Gears experience I've been waiting for on Xbox One. UE was okay, but it was clunky and felt exactly like Gears 1 obviously.Look at Gears it has classic gameplay and sold poorly. It was quite boring so I stopped playing it.
No, it was Halo Reach when people started loosing interest. Halo 3 consistently held the top spot for most xbox live game for two years and it wasn't dethroned untill Modern Warfare 2 came out. Even then it was still consistently in the top 3 or 4 until Reach was released which quickly dropped off the top 10 most played monthly list.Look at Gears it has classic gameplay and sold poorly. It was quite boring so I stopped playing it. Halo 3 rode off of 2, that was the year CoD took over. People started losing interest with 3.
No, it was Halo Reach when people started loosing interest. Halo 3 consistently held the top spot for most xbox live game for two years and it wasn't dethroned untill Modern Warfare 2 came out. Even then it was still consistently in the top 3 or 4 until Reach was released which quickly dropped off the top 10 most played monthly list.
As for sales figure's Halo 4 sold as much as it did because it was the return of the Master Chief. In addition Halo 5 sold even less, though it is hard to pinpoint if it's due to fans not liking gameplay, the Xbox One DRM fiasco, franchise fatigue, more competition, people disappointed and burned by Reach, Halo 4, and MCC or all of the above.
Halo 5 had alot going against it and the lack of gameplay options at launch and the in your face focus on the ultra niche pro gamer audience did not help either. The original trilogy did fine without Bungie neglecting most of their fans for the sake of competitive players.
Halo is what made MLG succesful, not the other way around. The franchise shouldn't have to sacrifice options at launch just to cater to a niche audience.
I also don't buy the COD argument. It's a monster, H3 went toe to toe with COD. Halo used to be a monster, now Several FPS' are sitting higher than H5 on the most played list
Did people who liked halo's style of play start preferring CODs? Or did people who liked halo's style of play stop playing halo because there was nothing on the market that filled that gap due to gameplay changes.
Halo 3 was pretty thoroughly dethroned by COD by the time Reach came out, as far as I remember.
Make FPS Great Again
No reload!
Look at Gears it has classic gameplay and sold poorly. It was quite boring so I stopped playing it. Halo 3 rode off of 2, that was the year CoD took over. People started losing interest with 3.
Let's not go overboard there.Don't worry, you don't have to buy the CoD argument. Major Nelson used to post monthly active users for every game on XBL and H3 was always on #1 for a long time. Here is the end result for 2009 for example.
Yes, that's right. It beat 3 CoD titles, Gears of War 2 and Battlefield: Bad Company(despite MW2 breaking all sale records). People throwing arround that "but it had no competitors" or the "H3 was only a success because of H2" excuse don't know what they are talking about. Those arguments are the ones that you shouldn't buy.(that didn't even break the top 20)
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Also:
No Radar > Radar
No Sprint > Sprint
Run and Gun > Run or Gun
Bungie/DICE aiming > 343i aiming
Gamertags in Player Search > Emblems in Player Search
Chat in Player Search > No chat in Player Search
stuff
Halo 3 rode off of 2, that was the year CoD took over. People started losing interest with 3.
Halo 3 was pretty thoroughly dethroned by COD by the time Reach came out, as far as I remember.
Wait Masters1337 is a member? When did that happen?
Halo 3 was pretty thoroughly dethroned by COD by the time Reach came out, as far as I remember.
I think there is no stopping Halo's decline. More people would rather play like 8 other shooters on an Xbox console than Halo. It is what it is. The era of Halo is done, long live Overwatch and CoD. Even Infinite Warfare is behind Blops 2 and Blops 3. Maybe it is fatigue.
I honestly think shitty H4 multiplayer, coupled with Xbox One being a stinker of a console with a poor launch, the MCC debacle and H5 being so feature poor at launch hurt more than anything else.
Doom is an excellent example of what a modern FPS can take from old games without having to use Sprint and ADS (even if ADS isn't really a thing in Halo). And it's freaking fun to play (even the PvP, but it's not Halo of course).
I agree that Sprint isn't the thing that is making Halo not Halo, but without repeating previous post, Sprint is really hurting a lot of concept that were what make Halo, well, Halo, like level design, gameplay momentum, etc...
I think this says it all. The original trilogies uncompromising run&gun mechanics stood tall against COD and the onslaught of sprint/ADS FPS giants.
The moment the franchise shifted away from that it became less competitive in the FPS space. I would argue that Halo offering a unique style of engagement is part of what allowed it to remain interesting to the wider audience.
Since we haven't had a sprintless Halo since H3, there is no evidence that the market "prefers" sprint in their halo, but I keep hearing arguments that suggest it's a mandatory, player agency, requirement at this point.
I think Halo's decline is reversable. The primary issue is that the current gameplay loop isn't widely appealing. I like it. Anyone who's still playing it probably likes it. But there are millions of people who bought it, but didn't enjoy it enough to keep playing it.
A resonating gameplay loop can survive a bad, content sparse launch. Just look at Rainbow Six: Siege. People stuck around long to see it's offering improved because the gameplay was so good. Others picked it up after positive word of mouth.
Sometimes I feel like we're in an echo chamber. Halo 5 DOES feel good to me. But would the mass market agree? I think the convoluted control scheme used to deliver the SAs is frowned upon by many. Is the lack of content really want actually kept people away Or did people just not like how it plays.
We can all agree that grenade hitmarkers are stupid as fuck though right?
Interesting Reach dropped after the Bungie handoff and after CEA came out which completely split the playerbase with the Anniversary playlist and different settings were just crazy. I think I pretty much stopped playing Reach then too.
Nice to see Halo 3 largely remained ahead of CoD until about 2009 trading back and forth. People always love to shit on it, but it was the most played Halo MP and most popular game by a longshot. H3A makes a lot of sense for 343 to capitalize on the remaining popularity for the game. 4K/60fps Scorpio campaign, get like 10-12 maps remade with the Halo 5 engine. There is that lego fun blocks version of the Pit that plays pretty good in H5. Try and mimic some settings like H2A. H2A only faltered because of the low map count and that it was tied to MCC shenanigans. By itself it would have seen much greater play especially with more maps.
We can all agree that grenade hitmarkers are stupid as fuck though right?
Sometimes I feel like we're in an echo chamber. Halo 5 DOES feel good to me. But would the mass market agree? I think the convoluted control scheme used to deliver the SAs is frowned upon by many. Is the lack of content really want actually kept people away Or did people just not like how it plays.
We can all agree that grenade hitmarkers are stupid as fuck though right?