Halo Infinite just lost 100,000 players

Oh right ok…I’m content with my free unlocks from the BP, the HCS skin and all the unlocks from campaign tbh. I might buy the BP for the fire arms thing but I refuse to pay them a penny until 343i fix this game tbh.

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You should wait for s 2 or if they lower prices befor hand

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I may well do…but tbh it’s not about the money as I would be more than happy to support the game financially for the amount of time and enjoyment I get from it, but it’s the principle of the thing as I simply refuse to financially support a broken incomplete monetised game…a lot has to change or be at least be fixed for me to change my mind.

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they definitely need to fix some things. as far as playerbase falling off. i mean season 1 was way to long. personally was at lvl 100 on dec 10. so i think they should have made that more difficult, as people finish it they will drop off some. lately multiplayer issues are absolutely terrible. for pc people its MEGA obnoxious and im sure a hefty percent of them are gone for that alone. then the people that cry about microtransactions. but personally i think everything should be a lot more difficult to obtain and keep very little behind paywalls and thatd make a solid player base grow. and the real dubski would be if reward for onyx was unlocking custom armor colorations or crosscore customizations. ooooo buddy. would it get sweaty.

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What’s the data on this?

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@RamboBambiBambo

Allegedly it’s still obtainable. This is from today.

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Welp… time to grind another 84 levels then.

Took exactly 3 seconds to find a match, doesn’t matter if we loss 100K that’s nothing since matchmaking doesn’t seem to be effected.

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Then I guess I’ll farm Halo 5 after this weekly is obtained. LOL

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This is actually a great observation. With everyone seemingly casting doom and gloom when using population stats, it’s important to remember that matchmaking is still ridiculously quick.

Even MCC which has 7x less of a population players are still matched up relatively quickly into matches.

Quick matchmaking is the cornerstone of a solid game, Infinite is far from a dying title.

I considered it, but after 3 matches I realized once again why I stopped playing :rofl:

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There was six of us playing on release… we have already all moved on - playing since CE. The game just didn’t cut or cater. Masterchief is done let the the story die.

I think you’re confused with what the veteran player fanbase is doing.
Most aren’t playing and are waiting to see if infinite gets to where it should be first.
If this game released complete, there would have been more players online than h3’s peak. Srsly
It still can rebound, but the question is will vets come back?
Would you wait a couple years for this to actually be a real game?

Bear in mind that OP cited Steam as the loss of player-count.
Halo is very much alive on console.
PC bois however have even worse connectivity issues and like to lay the blame on console players with “aim assist”

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literally same here except there’s 2 of us left and even then i keep dipping out to hell let loose.

I did keep that in mind, I also silently kept the fact that Crossplay could be a factor as well.

However even if it was only just the PC population that PC players could rely on, it wouldn’t be difficult to find matches even with the reduced population sizes if we look at other games with similar sizes and compare matchmaking times.

As it is on PC as well lol.

I see the arguments tossed around by both camps though.

I think PC has worse overall optimization issues given the chaotic nature of no set hardware standards. However internet/server/desync doesn’t seem to favor one platform over another. If there’s a single reason to choose Xbox over PC, it would be optimization, full stop.

Likewise where PC players (M/KB users generally speaking) blame AA, console players (controller users generally speaking) blame the rapid response times of the PC players just as frequently.

While I think both camps have merit to their statements, it really just compounds from the subpar server structure operating behind the scenes compounding and making input/console choice seem far more of an issue than it is. “Connectivity” is kind of moot when we’re both using the same servers, most likely connecting via industry spec cables, routers, protocol and Ethernet jacks/wifi systems.

EXACTLY

Plus M&K players have a bonus button that lets them adjust their mouse sensitivity by four levels on the fly, making it so they can be pin-point accurate with a sniper when needed for long range, and then with a couple taps of that button; be ready to spin-around at mach-7 when it is time for close-quarter engagements with weapons that don’t really need accuracy such as the shotgun or the sword.

NONE OF US WANT CROSS-PLAY UNLESS WE ARE PLAYING WITH FRIENDS IN CUSTOMS.

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Why I stopped playing, a combination of these things
-forced crossplay.
-AR and Sidekick are too dominant it the sandbox
-No social BR starts mode, precision slayer is what I play Halo mp for.
-motion tracker range is useless.
-Sprint does nothing. I’d prefer if the game either have it or don’t have it. Right now it feels like a redundant animation with risk but no reward.
-I only get content if I agree to horrible deals. After 2 months I still just have base armour, basic purple, base AI etc etc.
-Restricted customisation and player expression, my least enjoyed system so far.
-Can’t replay missions in campaign.

There is a good game underneath all the issues. I’ll gladly return if the game attracts me.

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Yeah… this is what confused me the most out of 343’s choices.

In Halo Infinite’s Campaign the Radar is 59 meters, the LARGEST it has ever been outside of custom gamemodes where someone went fully 150 meters for some reason or another.

But in multiplayer it went down to 18 meters.

Halo’s Motion Tracker has always been 25 meters.

  • Halo Reach introduced Sprint as an optional tool out of 7 Armor Abilities. Motion tracker stayed the same.

  • Halo 4 made Sprint always available. Still 25 Meters.

  • Halo 5 gave us infinite Sprint, thrusters, sliding, and ground pound. Our Spartans in Multiplayer had their radars increase to 30 meters to compensate for this sudden boost in on-foot mobility. In Campaign you had 40 meters radar unless you were playing as Tanaka, who had a 50 meter radar.

Halo Infinite… which has Spartans outpacing vehicles with the Grapple-Shot equipment… decided to REDUCE the radar to 18 meters.

The issue with this is that I can glance at my radar and see that it is clear. And in the few frames that it takes for me to look up at my reticle again, there is already someone in my face with something deadly. Very often a skewer or a sword combined with thrusters or a Grapple.

I have timed it. With sprint, slide, thruster, and sword-lunge, you close the distance between yourself and someone else while only appearing on radar for zero-point-seventeen seconds.

And to be honest?
That is closing a 9 meter gap in an instant. (9 meter radius, 18 meter diameter of total coverage.)

To add on top of that, it no longer indicates if targets are above or below you. Just if they are on the same level as you. So now callouts of “I see motion above me” or “I see motion below me” are now replaced with the vague “I see motion off of my floor. Dunno if they are high or low, just near.”

Y nerf the radar?
Like I should not be getting jumpscared more than a FNAF player in Halo Infinite.

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I would say that it’s difficult to conclude anything specific from the data as this could simply be due to general trends in gaming or it could be caused by other factors.

For me, it will be more interesting to analyze these statistics in the long term and see how they will be affected by future updates.

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This! 20 characters…