There’s the answer you’re looking for. Infinite forces you to do ALL of the weeklies or else you make no progress toward the item. MCC allows you to make partial progress and pick up were you left off next week. Infinite could easily implement campaign challenges, but that would require an complete overhaul of the current system.
Yes they need to be more generalized so that people can get them just by playing anything they want.
Mostly the extremely specific and really high number challenges are the issue.
If you’re going to have event items then this is honestly going to happen. It’s an event which means it’s not always available. They could maybe introduce a section of the store that sells items from the events after they’ve completed. As much as I hate them selling anything at least it would allow people to have access to these items.
As much as I hate it, that’s just how it is so that they can sell you more.
If they would do the generalization of challenges I was talking about then this wouldn’t be an issue.
It’s purposely designed to only allow you progress so fast to keep people playing. Not saying I agree with it, just saying exactly why it is the way it is.
This would be a good idea so that we can choose what weapons to use to get this challenge. You can do Kinetic, Shock, Plasma and Power Weapon Kills with varying numbers in difficulty for more XP. As for something like Burst Weapon Kills, I think that’s a bad idea because that still directs a player to only use a specific weapon until they’ve finished a challenge even if it’s causing them to play poorly and not have fun. They could do UNSC or Banished Weapon Kills.
This directly opposes the generalization idea. Once again it would be directing and requiring players to play a specific way instead of how they want. You could instead have new weapon drills that direct players on how this works. Something like Plasma Pistol & Sidekick combo drill. It could tell you to overcharge the PP and then swap to the Sidekick for a quick headshot kill.
Yes
Agreed, this would add extra rewards for those who perform well. It could start off with a low amount and steadily go up with each challenge completed, but because it’s a cumulative score challenge everyone can complete it just by playing.
Not a bad idea, but probably unnecessary.
This would be nice, but highly unlikely to be done since they want to SELL SWAPS.
Alright, sorry it took so long to properly reply, but my work schedule sucks for trying to do anything on the days I work so I always have to wait until my days off.
No worries, I getcha! A lot of my proposed ideas were to try and find a middle ground with 343’s design intentions, and present short-term solutions as a band-aid fix whilst work continues on the performance-based system.
A few comments:
I understand what you mean about the weapon type (e.g. burst, charge, etc.) challenges being an issue – I wanted to take advantage of how 343’s added new weapon categories, but I can see this type of challenge presenting issues depending on the weapon type/map placement/etc.
I also understand why you say challenges like “Deplete enemy shields” directly opposes the generalization idea – my thought process was to improve 343’s design intention of encouraging players to try new things through challenges, but I can see how this may present an issue. I do think, though, that “Deplete enemy shields” with plasma weapons would be an easier challenge than “kill with plasma weapons” at times.
While thinking about challenge swaps (which is an inherently scummy system in its current form), I settled on the number 2 since that’s how many are purchased at one time. I feel that 2 challenge swaps would be a fair number to award each week, so players can either purchase more or wait until the next week.
Alternatively, though – what if challenge swaps, rather than based entirely on RNG, would purposefully cycle in simpler/easier challenges? This could present some flaws if they award less XP, though.
The influx of new players makes advertising, new events. And retention is influenced by other processes.
One of them you just described in detail is the daily challenge. The right challenges that educate and motivate new players. Protect the flag or steal the flag. I would also add challenges with equipment. Use a harpoon for example.
Correct selection of players in normal modes (everything except rating) If a beginner gets into a match with experienced players, he constantly loses and leaves the game. No one is interested in losing all the time.
Teaching game mechanics. Halo infinite is the first game in the series that I played. I remember my emotions. Complete misunderstanding of the mechanics of the game. From this develops a lot of negativity to the game. You don’t understand why you put in the whole clip and the enemy didn’t die. You don’t understand how an elbow strike works. When one is enough, and when two. You don’t understand how to drive a vehicle (I still don’t understand why the gas had to be done on the left stick - idiocy. And this cannot be changed). Current training does not reveal this. After Call of duty, the player enters, receives damage from everyone, loses constantly, shocked by TTK, does not understand the reasons for the loss, does not see the logic and naturally leaves the game. Everything.
I can see that English isn’t your first language, but I was able to understand what you’re saying.(not trying to be mean, it just took some time to figure out what some of that meant)
My best suggestion is that you should try doing some weapon drills and using the training mode. This will help you understand how each weapon works and you can drive vehicles if you choose the correct map like Behemoth. In training mode you can give yourself any weapon, grenade and equipment for you to use. Just spend some time with each weapon and you’ll eventually understand it.
This is true, but the symptoms can be alleviated at least. Take Cyber Showdown. It only last for two weeks in January and it’s never been seen again, despite how barren S1 was. They could have brought it back a few more times in Feb-Apr. Newer players never even saw the event. People complained about Tenrai, but it was great that people had more time to finish the pass and items had a chance to recycle through the store.
MCC already solved the “I missed the Event” issue by bringing items to the Exchange. They’re on a weekly rotation and players can spend their point to get them.
They could also divide it into Launchers (Rockets, Cinder, Hydra, Ravager), Snipers (S7, Skewer, Shock Rifle, Stalker), SMGs (Needler, SB), etc. There’s already medals awarded for proficiency with guns.
I think a better option would be:
Strip enemy shields with plasma, kills with plasma gun are worth 2x
Kill enemy spartans with Shock weapons, chain reactions are 2x, Interlinked worth 4x
This encourages players to use the gun, as intended, but they have the option to go out of their way for extra points. Also there would be nothing stopping a player from Plasma Pistol overcharging → BR headshot. They’d still get the challenge points without totally compromising their style of play.
I’ve proposed before that players earn 1 swap per 5000XP AFTER they’ve completed the season pass. As of May 12, 2022, players can earn 1000XP for their first 6 matches. This equal 5000XP in 5 days, and roughly 1 swap per week. I feel most players won’t need to use multiple swaps in a week unless they’re just unlucky or hate literally every challenge. Also completing challenges grants XP which goes into getting swaps faster, which encourages players to do more challenges (and potentially use more swaps)… you get the idea. The system feeds itself. 5000XP is a somewhat arbitrary number, and if that’s too low or to fast 343 can change that so impatient players feel more compelled to buy swaps.
I really shouldn’t have to go out of my way to find a weapon to try to get kills with. Weapons like the Disruptor don’t seem to be meant for killing, at least not quickly, so it becomes irritatingly difficult to complete a challenge like that, even if it says to just get one kill. On top of that, even if you could get kills easily with it, you still have to find it and get your hands on it, which is also hard if the maps seemingly refuse to spawn it.
I also think “Win matches” challenges should be removed and instead, add a winning bonus to the “complete matches” challenges, including the one that’s always there and drops value. Add a bonus of like 50% for winning a match. So if the xp would be 300, you would get 450 instead with the added bonus. And in the case of using xp boosts, that would be 900xp instead of 600.
But yeah, get rid of the specific weapon challenges and the winning challenges, especially for specific game modes.