So, the way Halo 5’s req system works, works rather well (in my opinion.) It is designed in stages: Bronze, Silver, Gold. Each stage releases to the player specific items/certifications. This works rather well. It has kept me playing since the game released. There are some VERY fun REQs that can be acquired and even more that have been added over time (I’m thinking Tartarus’ Gavel first and foremost.) There are also some great aesthetic reqs as well.
Now, the amount of time it takes for one to collect all REQ CERTIFICATIONS is rather high. I’ve been playing since about 2-3 months after it released (so about Feb of 2016) and have been playing casually. You can check my profile for specifics; I mostly play Warzone (SUPER FUN.) I have yet to collect roughly over 100 REQs to complete the collection. This is where the issue begins: time required to completely unlock all available REQ certification/aesthetic items.
I would like for y’all to post, constructively, on how this system (which works to a certain degree) can be changed so as not such a huge amount of time (or money) has to be used to unlock all REQs.
I do not think that Halo 5 is pay to win. Each REQ has huge disadvantages, such as any vehicle can be taken down by a plasma pistol and a little skill. Now, please post your thoughts below. If you have a complaint, please follow up with how it can be remedied.
The fastest way to unlock everything is to buy silver’s till they refund two 1500 point req cards instead of unlocks then get golds, they will refund two 3000 point req cards instead of unlocks. There is silver level stuff in the gold pool so if you don’t unlock all the silver’s at silver price then you could be getting silver level stuff at gold price. Most seem to finish the grind at the SR 140ish level, well probably like the SR145 by now as bloated as the system is now.
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> The fastest way to unlock everything is to buy silver’s till they refund two 1500 point req cards instead of unlocks then get golds, they will refund two 3000 point req cards instead of unlocks. There is silver level stuff in the gold pool so if you don’t unlock all the silver’s at silver price then you could be getting silver level stuff at gold price. Most seem to finish the grind at the SR 140ish level, well probably like the SR145 by now as bloated as the system is now.
Indeed, I started with Bronze only and waited till it gave me 200 req points cards. Then silver and waited for the 1500 cards. Been on gold for some time. My thoughts are along this: that fine line between earning enough req points per match to get certifications through req packs so as not to just give everything away, so as to maintain a player base, the excitement of finally getting such unlocks as ultra rares and legendary items, and keeping “OP” reqs out of reach [of children.]
While watching the WAN Show from Linus Tech Tips, a topic concerning microtransactions was brought up. Here’s the link to the video: Net Neutrality Must Survive. - Wan Show Nov. 24 2017 - YouTube Jump to about 56:30 and watch for a few minutes. Now, I also remember reading an article concerning GTA Online, the online portion of GTA V, and how its microtransaction system has, possibly, delayed, or is the tool in which the company will provide the consumer with, a completely different numbered successor in the form of GTA 6. It got me thinking about how Halo 5 has microtransactions and how they work and support the game mode in which they are to be used.
First, I reiterate, I do not think Halo 5 is pay to win. H5’s REQ system has some things that can be changed which, I believe 343/Microsoft have been brainstorming since its inception. But, in light of the information above, how, indeed, can it be changed in order to continue development of such a video game title? People need to be paid. We want those who work to be paid for their work. If it is through microtransactions, so be it, but, how can this REQ system be changed so as to still maintain, or change, the way a player enjoys the game? I understand the non pay type: grinding. Grinding in H5 is fun, but can become tiring. (This is coming from a Dynasty Warriors fan btw.) I also have an understanding of the pay type: the streamer that gets tips and uses those tips to buy all the things so to showcase all the things so that viewers might be more inclined to buy the game and possibly buy all the things as opposed to earning all the things.
Now, some of my thoughts concerning changes seem to circulate around aesthetic items (skins/armors/helmets) and boosts (RP/XP.) As in, those would either only be available via spending REQ points as opposed to paying real money for the pack or, the other way, you only get those things by paying and not by playing. This is just an example to get you, dear reader, thinking. I would love to read some responses, especially from a current employee.