This argument is very difficult to wrap my head around and empathize with, since never in Halo have I felt the need to move slower than at maximum speed—not in multiplayer, not in campaign. Could you explain: what do you use it for? Is this some kind of immersion thing?
In part, yes. Not going to lie, immersion is a great thing, and it's nice to just walk
around the environments at times. Yet there's also a sense of practicality to it; moving slower so that enemies don't detect you, particularly sneaking up on sleeping Grunts in Halo: CE, or lurking around New Mombasa in Halo 3: ODST. Then there's also Machinima. It's already a little finicky to gauge between walking, jogging, and then running. Were the BSM increased to 120% to envelop Sprint's speed, the ranges for those various movement animations would inevitably be minimized, and made all the more difficult to maintain.
Yes, as the system exists now
these are easy to work with. There is no issue (on my end) with the existing system - I'm not sure where you got this impression. However, your suggestion is reminiscent of one that Naqser suggested a year ago; Aside from swapping Faster Than
for Slower Than, how is adding a "Walk Button" any different than having a "Sprint Button"? Not to mention that the point, as I told him, is not going as fast as possible all the time
. In situations of combat, more common in Halo than situations of stealth, moving faster than normal is more tactically appropriate than moving slower than standard. Thus as it stands, the existing system is quite optimal - and I share a lack of understanding of just what the issue is with the existing system. Seems only "bad" when compared to old
systems of movement and their respective games. If a game is built around a system - in this case, Sprint - then it works
Quote:It would perhaps be easier to have a bit of empathy if we could understand why it's so important to have the maximum speed behind a button press, why it can't work in all directions, and why it needs an animation.
Well, it's a bit like how it works in real life. Have you ever tried to sprint backwards? Sideways? Doesn't quite work. While sprinting in Halo, you can however turn, which parallels how sprinting physically works. The act of sprinting is also pushing oneself beyond
the standard "maximum" rate of movement. Running, in a word. So that covers questions 1 and 2. Why does it need an animation? Well, as covered with Naqser a year ago, that's the balance. Shields are the balance for speeds walking to running, they mitigate damage, while allowing you to return fire. In combat situations, Sprint allows you to escape
, while inflicting the balance that you cannot return fire and your shields don't recharge. (Not only that, but try aiming a lazer pointer on a single spot while sprinting. It doesn't work; even a Spartan would need gyroscopically steadied aim to counter their movements.) The animation serves to visually convey to the player that while sprinting, their weapon use is disabled; the trade-off for momentarily choosing greater speed over whatever firepower they've chosen to carry.
Quote:But even if we understand why those three things are so important to you, you need to understand that the exact opposite is very important to us: no limitations at maximum speed.
So what's the advantage, then? With no limitations or hindrances on 120% speed, why have 120% speed at all? Sprint is a tool, of which the player has a choice to use. There are drawbacks to it, mentioned above, that must be considered before using it, just like a player has to make choices when selecting the two weapons they're able to carry. So why, then, is it "very important" to have no limitations on this tool, when every other tool has limitations?
Quote:The split game compromise is never taken seriously because any competent developer knows that it's a nonsensical nightmare. Designing campaign levels and maps for two vastly different styles of gameplay will only lead to something that don't play well with either or play well with one, but poorly with the other.
Not really. As you pointed out above, you can't Sprint in any direction. You're practically limited to forward, with turning possible. Even in Halo 5, Sprinting has tactical advantages in stretches as minimal as 66 feet, which in terms of level design is not much at all. Sprint is a situational tool; it's not useful in every
situation, in the same way that a SPNKr isn't useful in close quarters combat. Campaign levels are way easier; any area that can be traversed with vehicles is optimal for Sprinting, which would allow players to use their (limited) arsenal over whatever vehicle they had the option to use. Would've been good for levels like Halo or The Ark. This manner of design would carry over to BTB maps, or even maps like Blood Gulch. And for smaller maps, say even maps like Lockout or The Pit, Sprint would be useful for long stretches of hallway while also remaining at a size and layout to where players don't need
to Sprint if they don't choose to. But there's the crux of it all: player choice.