Certainly, that's the prevailing perspective they're up against. But, I'm sure they could manage to filter research data from all matches to get a relative idea of just how effective escaping has been with the curbed gatekeeping mechanic in place.At least in the higher level, someone recorded stats for matches in Truth and Heretic, the only kinda(?) comparable map between two games.
What we do know for sure is that match times (on average) are, for the most part, around what they desire historically. That suggests to me that my anecdotal experience and perspective regarding the tactic of escaping bad situations with the current mechanic isn't too effective.
If it was I think there'd be a direct correlation with the vast majority of matches getting dragged out consistently over historical and desired norms.
According to this, matches are taking almost 50% longer, but with less kills per game. I'm not going to say that this is absolutely positively because of Sprint and Sprint alone, but it gets a bit disingenuous when people say that we're getting much faster games and more "freedom" in movement, when talking about a mechanic specifically designed to limit movement.
This^... correction: these (including the link below) are some excellent sources of information. Thanks for providing these.
A couple key things I noted about the match time data was (1) it’s a small sample size, and (2) the time frame in which the comparisons were being made between titles. 2011 was the 4th season of Halo 3 tournament play which means the meta and gameplay were fairly well understood by then; plus, map weapons/power-ups had already become fine-tuned for a more optimal competitive experience. I imagine that might lead to some slightly quicker match times than the 1st season of Halo 3 MLG tournaments, but obviously that’s just an educated guess.
In comparison, 2016 was essentially the 1st season of Halo 5 tournament HCS play. This indicates to me that the meta and gameplay were not as well understood (in comparison); plus, these matches are all prior to the major HCS changes that took place throughout Halo 5. Now, I’m not saying this absolutely accounts for the match time differences, but it could be a potential contributing factor.
Nevertheless, it’s very interesting to see these tracked and recorded differences. I’m now curious to see what the margin of error might be if all pro tournament matches across all titles were to be compared. I don’t believe you need to isolate the comparison down to map remakes; though, they do serve as an intriguing side note about how the developers wanted to try recreating a particular map’s experience in different titles.
I agree that we may not be getting faster matches (time wise) despite what some people may sense, but I don’t think there’s any doubt that we are receiving more mobility freedom within Halo 5. And it’s not really related to sprint; although, sprint > jump, sprint > jump > boost, and the sprint > boost > slide > jump technique all grant some mobility freedom in how they extend jump distances. The real freedom primarily comes from the clamber and boost features. Plus, in more advanced techniques like stabilizing crouch-clambers, spring jumps, etc.
Link?GDC 2016 (14:20)
I completely forgot about this GDC event. Thank you for linking it.
I can see why you said this:
Quote:343i has also gone on record and said that their current implementation of Sprint leads to escape-ability problems, and almost didn't make it in the game in the first place.
But, you’re taking Ryan’s comment a bit out-of-context to do so.
He was basically saying that the concepts of integrated thruster boost and (unlimited) sprint both introduced complexities that directly affect escape-ability. There was certainly a reasonable sense of concern related to how they would increase escape-ability to undesirable levels thus making their inclusion contentious and iffy; however, at that time he was not giving a direct reference to the actual “current” implementation of those mechanics when he said that. He was simply referencing the complexities that the design team faced and the need to bring balance to them for potential inclusion.
Also, he gives a decent accounting on the steps that were taken to appropriately curb sprint’s affect on escape-ability while discussing the nuanced design of Spartan Charge (an extension of Melee during particular player conditions) at the 39:51 to 41:31 minute mark in the video.
Not to mention, he addresses a question asked to him at the 59:28 minute mark about the effect H5’s mobility has had on arena map design. In his answer he explains that overall size has remained relatively the same and goes on to mention that the shield recharge delay for sprint was a primary component to appropriately curbing the issue of escape-ability.
Sounds like 343i felt as if it was acceptably addressed per the standards they had for it. And as a consumer of the Halo FPS franchise since it’s birth, including with Bungie’s Marathon, I feel they’ve done an absolutely fantastic job of adding reasonable and justifiable depth to this franchise while appropriately honoring its roots and uniqueness. You are all free to feel otherwise, but don’t bring objective falsities as the reason why. It’s logical and personally sensible to expect subjective opinions to differ.