Prinz Eugn
Member
Wait, isn't this the thread for complaining about Halo 5, not the thread for complaining about Haloes that haven't even happened yet?
Wait, isn't this the thread for complaining about Halo 5, not the thread for complaining about Haloes that haven't even happened yet?
This series is pretty lit.
ABCDE was really impressive.
I hope Oxygen and ABCDE stick together and make runs
Wait, isn't this the thread for complaining about Halo 5, not the thread for complaining about Haloes that haven't even happened yet?
its halo they won't players so rarely stick together
Here's some constructive complaining:
https://www.youtube.com/watch?v=u6YdPRyW0DA
ITT: "I don't care whether or not the game actually feels good to play from a player empowerment perspective."
And that's not a good thing. Sprint, in its modern form, could use tweaking, sure, but to suggest that it should be removed or that you should just move as fast as you sprint is just absurd. Sprinting is an incredibly important facet of control granted to players to make them feel empowered - as are assassinations, or ground pounds, or Spartan charging.
Like, reading over all of this, it sounds a lot like that argument a few threads back where a bunch of objectively bad people were arguing that Spartan charges are OP and needed to be nerfed or removed. It's something so well telegraphed that you're only getting charged if the guy gets the drop on you (punishing you for a lack of situational awareness) or they were just terrible and couldn't evade the charge in time (punishing you for just being really bad).
Take it from one of the three or four people in the company that uses the Spartan charge: you're really only getting hit by it if you're shit or drop the ball.
In this iteration of the game, if you can't chase some guy that's sprinting and kill him you're either not trying hard enough or you're dropping the ball. If you shoot them they slow down, if they sprint you KNOW they don't have their shields back, and if you have situational awareness you're going to know where they ran off to. Kill times are fast enough that if you're letting somebody sprint out of your engagements and you're not in a position to pursue them and clean up your kill then you got outplayed. And if you're getting outplayed by shit players, then what does that say about you?
No, because directly empowering a player doesn't necessarily satisfy them or give them the actual sensation of being empowered. Some good examples in both directions that we're all familiar with include the Concussion Rifle and the Focus Rifle: the Concussion Rifle felt like a weak piece of shit in Reach and 4 because it had terrible graphical feedback and sound design, but it killed people in two hits, so it was actually a pretty powerful weapon. The Focus Rifle was a terrible weapon that sounded horrifying, creating a massive dissonance in the damage it appeared to do and the damage it actually did.
Removing the ability to sprint would create a similar dissonance: "As a super soldier, I should be able to run really fast." It feels good to run really fast. Also your stick deflection idea doesn't follow because 99% of people that play video games are accustomed to maximizing stick deflection for standard movement speeds. That's a cross genre and nearly cross medium mechanical norm that you're not going to abate anytime soon, even with attached bells and whistles. You're going to have people fumbling around and accidentally charging and sliding when they don't mean to.
Similarly, if you're unable to check your flanks or take lateral movement options because you're sprinting then that reflects poorly on player skill rather than the sprinting mechanic. It's not like sprinting changes your FOV or motion tracker, and it's not like you can't stop sprinting.
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 with most of this, but Spartan Charge sucks and needs a nerf.Just gonna leave these here.
Here's some constructive complaining:
https://www.youtube.com/watch?v=u6YdPRyW0DA
It'd be interesting if 343 disabled sprint for 4v4 maps, but enabled it for 6v6and above.(for when Invasion returns)
I don't think enabling sprint just for BTB and Warzone is a big deal at all. It helps alleviate the issue people have with Arena maps and gameplay, allowing 343 to create smaller maps without having to accommodate sprint. And right now the experiences couldn't be more different between Arena 4v4's and BTB/Warzone considering you spawn with BR's etc. and have vehicles in play anyway.I hate half measures like this, the experience should be consistent across the board. Either have sprint or don't.
TL;DR: The issue is not that you can do new things (sprint and clamber). The issues are that the way the maps are designed force you to do these new things, in situations where the old things would be better (like crouch jumps), and that the way the new things are designed lead to you using them constantly instead of strategically.
EDIT: Personally, I could take or leave clamber (even fixed clamber), but I feel it's worth examining what the real issues with it are, and what the potential for it is without the knee-jerk "I hate new things" attitude too many people have. Sprint I think is okay-ish for small maps but almost necessary for Big Team and Warzone. I remember, in 2008, wishing I could sprint on Valhalla.
Good and quick video about this whole post: https://www.youtube.com/watch?v=u6YdPRyW0DA
Again, I will argue that Sprint isn't really the problem, Climber isn't really one too, it's just the impact those abilities had on the level design 343 used to accommodate them to the Halo formula.
Sprint never felt like a problem (to me btw) in Halo 4 or Reach since it didn't really impacted the level design. In Halo 5, you're severely penalized if you don't use them, which really change the way you play Halo, or at least, the way you're forced to play.
You realize his post was in response to the video, right?
Sprint had a bigger impact on map design in 4 than 5.Good and quick video about this whole post: https://www.youtube.com/watch?v=u6YdPRyW0DA
Again, I will argue that Sprint isn't really the problem, Climber isn't really one too, it's just the impact those abilities had on the level design 343 used to accommodate them to the Halo formula.
Sprint never felt like a problem (to me btw) in Halo 4 or Reach since it didn't really impacted the level design. In Halo 5, you're severely penalized if you don't use them, which really change the way you play Halo, or at least, the way you're forced to play.
Sprint had a bigger impact on map design in 4 than 5.
Also Trup1aya, you're completely misinterpreting Kaos' posts if you think it's just a lore argument.
Sprint had a bigger impact on map design in 4 than 5.
Also Trup1aya, you're completely misinterpreting Kaos' posts if you think it's just a lore argument.
I refuse to believe anyone in this thread would go -1 and 23 :bStop making fun of me
Stop making fun of me-1 and 23. I don't think I've ever seen anyone do worse while legitimately trying lol.
-1 and 23. I don't think I've ever seen anyone do worse while legitimately trying lol.
EDIT:
I refuse to believe anyone in this thread would go -1 and 23 :b
I got goosed last week in HCS, but the game was laggy. 🤷-1 and 23. I don't think I've ever seen anyone do worse while legitimately trying lol.
EDIT:
I refuse to believe anyone in this thread would go -1 and 23 :b
haha #believeEDIT:
I refuse to believe anyone in this thread would go -1 and 23 :b
Anyone else think splitting the Halo 6 campaign into 2 play-styles could work? You basically have an even number of levels where you play as the MC with no armor abilities, mixed with an equal number of levels where you play as a different character/s with armor abilities? It would be pretty ground breaking imo. Then you follow suit with matchmaking having both versions? 343 could please fans of the old as well as the new? I mean why not? Let 343 continue their vision for halo while also keeping the traditional game intact. At the very least, it's an intriguing idea. Halo is known for introducing new ideas and features. 2 games within a game might be pretty lit.
It's too late for Halo 6, but maybe a Halo 7?
haha #believe
I would be okay with this as well. It will always be a what if, but I'd love to know if an old style halo game could become a huge success again. So many people act like it's not possible but I disagree.I think they'd be better off just having a spinoff game. That way they could test the waters without having the population split between two different mechanical styles in a single game.
Just give me a Blue Team game that's takes places Before Reach- classic mechanics, enemies, art and sandbox.
Give me a req free Firefight, and Warzone + BTB w/ maps designed w/o sprint and clamber.
Then the next game could have all of 343s new stuff, and we could see once and for all how the market reacts.
I know how I would react if I didn't have to play a game who's mechanics had me in a constant state of compromise and I didn't have to deal with promethean enemies.
Banderas.gif
I don't think a classic style Halo would be any more or any less successful than new Halo.
OT but watching Destiny 2 makes me want Shadowrun again.... Bungie could probably make a good re-imagining of that game. Though I don't trust them with bloom