I agree. The game lacks longevity. The BP can be completed in a few weeks (faster if you use all of the 2XP boosts). Nothing of value in the BP. Low quality skins. A bunch of swaps. The commendations long term, tiered reward system would fix a lot of this.
I completed my BP in the first few weeks. I think the first Tenrai just ended, or I finished before the 2nd tenrai. Either way, BP was knocked out super fast thanks to Week 1 being reset after 3 days so I got a double weekly. I wore the flaming shoulders for a couple months, and that was it. I still wear the wrist attachment, because we literally have no other wrist attachments, but imo the Battle Pass wasn’t worth it, and I don’t really plan on buying the Season 2 one if it doesn’t have anything I need. I only bought the first one because there’s no progression system and I needed to make up an excuse to play. Since January I have only played 1 or 2 days per month for Tenrai and if there was an Event. Otherwise, I never play. If I don’t buy the Season 2 pass, I might not play again until Forge comes.
Acquiring a ‘token’ for completing the Ultimate regardless of the reward, said ‘token’ could be 50-100 brute bucks and it would solve the FOMO problem yet still reward dedicated players.
The issue isn’t the rewards it is the system. I thought that was obvious.
I like the challenges are easy to complete but I agree armor coatings are better rewards.
Asking a more fundamental question, how much of an issue is FOMO in Infinite? According to the achievement stats, only 2.25% of accounts have even bothered to complete the battle pass, so is FOMO a significant concern for most players?
I’m interested to hear people’s thoughts.
In the case of the BP it doesn’t expire. So, FOMO isn’t a problem there. The store and especially challenges are the issue.
Honestly, I’ve yet to see or hear anyone say yet that any weekly reward was “too good.” So that’s kind of a useless point there in my opinion.
This is why I was so fond of Reach’s progression system. Yes it was grindy but that gave the game it’s longevity without the need for a live service. Couple that with the challenges and random slots at the end of each game gave players a rewarding experience to want to come back for more.
The free to play business model is holding back Halo Infinite’s potential.
Make the weekly challenges never expiring like the battle passes, so we can progress them and switch between them whenever we want.
Found this idea on Reddit:
- https://www.reddit.com/r/halo/comments/tyn7du/its_not_that_difficult_to_make_a_better_challenge/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Weaponizing FOMO… Gosh, these guys really are full of themselves.
The store items have been mediocre at best.
But are they?
Coatings work for only a single weapon/armor core.
I’m sorry but because of how this game was designed, you can “improve” the weekly rewards all you want but I still won’t have a desire to chase them. I’ve not attempted to grind for a single weekly reward (or even buy anything at all from the store) in the 5 months the game has been out.
Improve the underlying systems of the game first, then we can talk about rewards. I’m not going to chase a reward that comes with restrictions and limitations. I’ll just go play other games.
No. Just no.
People complain of fomo for all the useless cosmetics, imagine how bad it would be if it was store credit where you force yourself to complete all the sucky challenges in a shorter amount of time than usual.
Get rid of the current system. I see so many people praising the MCC system, I think that says all it needs on the subject.
Ultimately that’s up to you, and you alone.
They said they’re working on implementing cross-core which should alleviate some of those issues. But I agree that having colors only work on 1 core etc. was a bad move, to put it lightly.
That’s the thing though, credits aren’t useless. The idea is to reward players who grind better/faster/harder/whatever with a reasonable reward + a significant bonus. While players who don’t grind as much just get the normal (but reasonable) reward. It’s the same as performance-based XP. Play better, level up faster.
But this is just me spitballing ideas and probably why I’m not the Lead Multiplayer Designer.
That’s what I said in my original post:
And trust me, those “many people” you see praising the MCC system? I’m at the front of that crowd. I can’t stress enough how good that battlepass, progression, and challenge system is.
No matter what you do, some sub-section the fanbase will find a way to complain and make it seem like the “new” system is the worst thing ever because they did not unlock a DMR skin that they would have never equipped.
That just means that 97.75% of the players that have played this game since launch don’t play or barely play it anymore…and 2.25% of the alleged 20 million players that have downloaded it is still 450k players…and what’s more alarming about that is that the game has lost well over 19.5 million players or more likely closer to 19.9 million.
I have seen a few people mention it so I will reiterate it…
FOMO, fear of missing out.
Missing out. To miss out is to not do or get something within the window it is available.
It has nothing to do with if the reward is good or bad, it has to do with the fact that rewards are timed.
I am thankful that most weekly rewards have been garbage so I never had that want to grind the challenges to get them.
I am also thankful that I have not logged into the game since the 9th day of the SWAT event.
Iv already suggested the perfect solution to this. Take out the FOMO portion of the problem. Archive the Rewards, so Let’s say you miss out on one, it’s fine when the following week ultimate rewards is not your flavor you can swap it out with a previous one you didn’t get. And the one you swap out gets archived incase you want that one later on.
Not a bad idea…until 343 realizes that they need to charge you money for the reward swap…