I want to Grind, but not for Reqs

Don’t get me wrong, I don’t mind grinding for armor and whatnot. But I HATE the Req system. I like the unique armor styles that you actually have to do something for. (Achilles, Timmy, Hayabusa in H3, Haunted in Reach, etc). This needs to be implemented in Halo: Infinite.

I hate to say it, but they could learn a lot from Destiny. Maybe not the raids, but Trials of Osiris-style would be something to keep competitive players going.

Skulls in campaign would be a good example. A certain amount of hours in Forge. Getting medals in multiplayer. Completing levels in certain amount of times. I mean, really, the options are endless for unlockables.

I completely agree with you. Earning armor with REQs is not as rewarding as grinding the game.

I would rather not “grind” at all. Games like Monster Hunter and Diablo live and breath are all about the grind but lately much of the industry seems to be trying to get everyone on the treadmill for even bog basic stuff. This LiVeSeRvIcE junk all just busywork that gets in the way of actually enjoying the game. Maybe I’m just waving my cane around and telling these young whippersnappers to get off my lawn, but I seem to remember a time not all that long ago where people logged in everyday to play a particular game because it was just fun to play… Where you earning unlocks was often just a side effect of playing a game you already enjoy rather than unlocks being the sole reason you played the game.

From where I sit, getting your preferred cosmetics should be relatively trivial, not held randsom behind hours and hours of gameplay via “grind” or random chance(or “seasons”). It is only the completionists or collectors who should have any real need to “grind” to any significant degree. Of course there would be exceptions for things like vidmasters and certain achievements, but they should be the exception not the rule.

I would hope 343 prioritizes making a game where I log in because I want to play some Halo Infinite, not log in so I can finish grinding a challenge for a cosmetic.

Reqs specifically shouldn’t return for the exploitative gambling aspects alone…

100% agreed, but I also want the grind to be kept out of the campaign. Some rpg elements could work in a Halo game, but progression systems for character perks should be left for multiplayer alone.

I don’t want to grind at all. REQ packs and the grind are the main reason I dropped Halo 5. If they return in any form in Halo Infinite I will not buy it. I will not support games that use rng loot systems to unlock items. I did not buy Destiny 2, SWBF 2, Shadow of War and others because of rng loot. I don’t want to add Halo Infinite to the list, but I will if they’re in the game.

See I get where your coming from but I want to look at reach’s credit system and H4s commedation system for armour. Having challenges to complete that unlock armour and then having armour that becomes available to buy as you level up. For example earning assassinations opens up a tree for stealth style armour that you can then buy with credits earned from matches. One thing I want to make clear though is that there 100% shouldn’t be any pay with real money to get in game money. Ever.

> 2533274829103618;1:
> Don’t get me wrong, I don’t mind grinding for armor and whatnot. But I HATE the Req system. I like the unique armor styles that you actually have to do something for. (Achilles, Timmy, Hayabusa in H3, Haunted in Reach, etc). This needs to be implemented in Halo: Infinite.
>
> I hate to say it, but they could learn a lot from Destiny. Maybe not the raids, but Trials of Osiris-style would be something to keep competitive players going.
>
> Skulls in campaign would be a good example. A certain amount of hours in Forge. Getting medals in multiplayer. Completing levels in certain amount of times. I mean, really, the options are endless for unlockables.

Maybe is the same of Reach Armory

Yeah i’d rather grind for armor not for some in game currency. make me waste hours to earn a special piece of armor to show off in multiplayer games don’t make me waste time so I can buy.

I prefer the Halo Reach style of getting armor, I just think they should have you earn Credits separately from Rank. But please, PLEASE don’t lock armor behind achievements, especially not luck based achievments like Halo 3’s Steppin Razor (to unlock armor like the Ascetic helmet).

Games need more unlockables. Get rewarded for specific objectives. Not earn your stuff through a randomised numbers game (no more lootboxes).

> 2533274821485400;9:
> I prefer the Halo Reach style of getting armor, I just think they should have you earn Credits separately from Rank. But please, PLEASE don’t lock armor behind achievements, especially not luck based achievments like Halo 3’s Steppin Razor (to unlock armor like the Ascetic helmet).

Yes, the halo reach armor system was a positive way to grind for the players

I don’t want to grind. Unlocks that require me to complete some trivial and mundane but time consuming task don’t add anything to my experience. If I like the game enough to get 50,000 kills in the game, or if I like driving around in vehicles enough to get 5,000 splatter kills, then good for me. But I don’t need a special reward for it, nor does the promise of a reward improve my gameplay experience in any meaningful way. If anything, if I don’t have enough time to play the game, the knowledge that I will never get that piece of armor simply due to time constraints can only make me upset. If I do crave the piece of armor enough to play more than I’d care to, my experience would only be more miserable than if I played at my own pace.

There are really only three options here. If my normal play habits are enough to get me there, then I’m not really grinding, but neither am I doing anything that would warrant a reward. On the other hand, if I am grinding; that is, I’m playing the game abnormally for long periods of time, chances are I’m not going to be having as much fun as I would while playing normally.

As far as I’m concerned, there are two ways in which I’d be willing to have the unlocks in the game. One is that I don’t really have to work to get the unlock, that any player who plays the game with any degree of regularity will get the unlock evntually. The other is that the unlock requires me to complete a task that adds something meaningful to my gameplay experience, and doesn’t require exorbitant time input. Maybe it’s a task that tests my skills at some part of the game. Maybe it’s a challenge I can try every now and then, but doesn’t require consistent time input over an extended period of time. Maybe it’s something that prompts me to explore a part of the game I wouldn’t otherwise have tought of touching.

5,000 splatter kills is exorbitant, requires hundreds of matches of running for a vehicle at the start, waiting for vehicles to respawn, and experiencing frustration when you don’t get a vehicle. On the other hand, 15 splatter kills in one match is not particularly difficult, but might make someone see the vehicle sandbox from a new perspectivem that they wouldn’t otherwise have thought of.

Unlock requirements should not be designed to simply make the player play more. They should be designed to make the player explore the game, and get more out of it.

I think Halo 4’s unlock system was a good in between. You could grind for it, but you could also just enjoy the game and every once in a while something would open up, for you.