Infinite Flight feedback dump ^_^

Hi all. Appears the feedback topics are closed so i guess i’ll order it here, if any mod can put it in the respective topics feel free =)
There is already a lot shared so i’m focusing on topics that haven’t had much attention or interesting for discussion

UI & LIVE
Assuming the UI is made for the flight just gives some notes on bugs and unlogical choices.
play screen

  1. Carnage Report (CR) is barely readable due to coloring (white on white). And you cant browse through individual scores without going back to the main CR
  2. CR rates a higher score as an improvement of score, even if it’s more deaths
  3. When pressing left stick to view CR when you initiate matchmaking it cancels matchmaking
  4. CR no longer presents tool of destruction
  5. Takes less actions to add players to your fireteam through the xbox UI then the Infinite UI. No feedback on adding or dropping a fireteam member

Shop
So what’s player first:

  1. battle pass track is clear and gives a good overview of what you get
  2. Available credits are always visible and having credits gives young players a way to put some money on the game without having a creditcard
  3. Shop items give a good visualisation of what you buy
  4. being able to buy battle pass levels gives players a way to keep up when they can’t play for a while or anything life throws your way
  5. 20 levels are great to be able to bound sets/themes to a battle pass

What is not player first:

  1. the Credits are not close to actual cost representation (assumption). Seeing some weapon coatings cost 700 Cr i don’t think they will either cost $7 or $0,70. Make the Cr represent the actual investment
  2. “premium” cosmetics unlocked by completing the weekly quests is FOMO if you can’t play that week
  3. Battle pass items are unlocked in order so you can’t choose what you want to unlock with your levels
  4. The current exp systems bound to quests does not help the casual player. f.e. if you only play 2 times a week you miss out on 5 daily quests and hard to judge if you need those to complete the pass
  5. Monetising the use of colours. I get that expression is the model to finance the game but using the colour that you are fond off is really feels like a baseright and not something you need to pay for.

Customisation
Already so many topics about this so for me only a few pointers:

  1. the zoom-in on the body slider does not help give feedback on what’s the effect on your spartan
  2. Choosing an AI gives no feedback on how it acts. Add a button to activate a selection of voicelines to give you a feel of the character
  3. Order of the customisation could be more logical. At the moment you browse from shoulder to kneedpad to hands. A more body split order could help the logic for designing your spartan

WEAPON DRILLS
Over all i really missed somewhere in the area where you pick-up the weapon also a point with some information about the weapon. Think of firing modes, stats and maybe some tips about the recoil, range etc.
For the specific drills most were no brainer great and logical but a few pointers:

  1. The star ratings are too forgiving. The fact that you get 3 stars when on some challenges you can still double that score does not seem a representation of your skill with the weapon. It’s okay to just get 2 stars on the level 3 drill and really have to work for that final star.
  2. Plasma pistol: The drill feels off having to kill spartans with it because that’s not what it’s for. Either make it an EMP + headshot challenge (or bot despawns on loss of shield) or add vehicles to EMP (spartans on mongooses). The drill should teach you to use a weapon effectively not just to learn to hit shots
  3. Heatwave: Although it was great that there was balance between single and clusters of spartans to use the different fire modes i miss actually using the unique aspect of the weapon; bankshotting. Is the mechanic too random to include? Because i would love that on a few occassion a bot stays behind cover and you have to shoot it bouncing off a wall
  4. Bulldog: remove the long range bots from the level 2/3 drills. On the first drill you learn it’s effective range and it just adds a RNG effect to your scoring later which feels unfulfilling

BOT SLAYER
Not going to touch on the big subjects like weapon balance, sprint, aim assist and the radar because of all the topics. Just a few things:
WEAPONS

  1. I like the bloom on the sniper when rapid shooting unscoped. Promotes control even when under close range pressure.
  2. It seems like the needler does damage even before the supercombine. This is very uncharacteristic and also makes the counterplay of using cover the prevent the combine.
  3. Ravager vs Heatwave/bulldog: The ravager is a solid 2 shot kill with decent shot speed, it seems to outclass the 2 shotguns in both consistency and utility
  4. Brute weapon melee: feels odd that both the skewer and ravager don’t deal increased melee damage due to the massive blades attached to them
  5. burst carbine vs plasma pistol: i guess that the carbine won’t EMP vehicles but a part from that it feels like walking around with a charged PP. Even at longer ranges the carbine seems to be more dependable then the PP charged shot so it really questions the role of the PP in arena setting
  6. Headshot multiplier: i’m not against having a multiplier on bullet based weapons but it really feels off on plasma weapons, was really surprised that both carbine and PP did extra dmg to the head
  7. Refilling batteries & weapon racks: In one way it’s logical but it also wastes available resources that a weapon is fully absorbed when using it to refill your ammo. I understand that you don’t want a weapon rack active with like 1 clip in it but it can be so valuable to have a second player to get it. I would really like that the weapon just drops at the spawn with the remaining energy/ammo left for someone to grab
  8. Crosshair bugging: when switching weapons the crosshair seems to have a little twitch from the previous weapon before definitely switching to the new one (so brief new crosshair, flicker of the current weapon and then definitively the new one)

GAMEPLAY
First off the positives =)

  1. the grapple feels amazing. Amazing utility and very happy that it’s not a linear pull but allows for momentum generation to make the swings the way you want to.
  2. The addition off sprees and multi-kills into the kill feed feels rewarding
  3. Lore in the maps is so cool. From the references to Johnson and playing on post war mombasa in Bazaar. Really enjoyed searching for them.
  4. Pinning system as simple communication instead of voice. Not everyone feels comfortable speaking up so this is a great way to promote communication.
  5. Flow of movement feels great. No awkward pauses between sprint and other activities gives a feeling of control over momentum and the combat dance

Points for improvement;

  1. The outlining system does not help player expression enough and actually makes it harder to recognise shield status from opponents. I’m not for abandoning it because it is a step in a good direction but i think a system where only allies have an outline would help promote expression and recognise shield status (full, damaged, depleted) on enemies which is vital. This would also prevent from spotting an enemy just because the outline pops up.
  2. Announcer vs AI vs chatter: Combat is a spectator sport but all of this really overcrowded the sounds of environment, movement and combat. I guess there is an audience for all of this but please give us more control over it. For the AI a possibility to choose between functional and full interaction would be great
  3. HUD customisation: I often found myself in the situation that i couldn’t quickly see what grenade was equipped or how many bullets were still left in my mag. Don’t really get why all the information is now put together in the right corner. Some customisation would greatly improve this to balance having a minimalist HUD vs a functional one.
  4. Physics: Over all it’s weird that the impact of explosives and weapons is not consistent. I can blow away a power weapon with a grenade but when i stand on it i don’t move an inch. This is of course even more the case with the gravity hammer.
  5. Hard barriers vs “return to the battlefield”: especially with the implementation of the grapple it felt awful to hit invisible walls
  6. Pre- and post combat animations: I didn’t time it but it felt like the total of map introduction, player stances and post combat stances adds quite some time to matchmaking. Especially the post combat shot felt like a random boyband album cover and the spartans all getting ready without actually grabbing their weapon isn’t logical.
  7. Collision and Friendly fire: Halo without collision really makes you miss out on a lot of halo interaction. For friendly fire i can’t imagine a ranked world without it but i assume the choice to not have it in this flight has no relation with the definitive build so we’ll see what happens.
    (8). Please buff the health of the chickens in Bazaar. I spent too much time trying to stick one with as a grand finale that it died from the impact damage from the grenade hitting it :slight_smile:

Over all i had a ton off fun participating and just wanted to close off with the most fun bugs:

  1. Being melee’d into another universe
  2. respawning while your camera stays at your death location
  3. Bots instant dementia of your existence when activating a camo mid fight
  4. The purple pixel wall stalking you in Recharge for 2 minutes at random moments
  5. Blinding teammates by clipping threat sensors onto their face