Infinite suggestions

I’m probably totally wasting my time but I’d like to throw some of my thoughts on what I think is needed for infinite’s multiplayer.Must have’s:

  • Hardcore and Casual gamemodes: What do I mean by this? I myself enjoy the hardcore/competitive playstyle of halo.One of halo 5’s weaknesses was it’s always hardcore and sweaty gameplay, there were times when I just wanted to relax and not have to concentrate hard. Social playlists like quick play and coreplay I often couldn’t tell the difference in play style to ranked onyx team slayer, even warzone was super sweaty in part to its loose skill pairing. There was no escape and it led to burnout. What’s the answer? I believe lowering the skill ceiling is the best way. Have certain gamemodes where the skill ceiling is reduced thereby bringing everyone more in line with each other. This can be done by starting people with autos or removal of certain armour abilities.(I believe this is why fiesta is popular, the skill ceiling is much lower) - Win EXP system: I never understand people’s interest in the CSR system all it shows is time invested but if people like it, leave it in. A much better system I felt was the EXP system from halo 3. Every win in a playlist gave 1 EXP and you ranked up in the playlist up to 5 star general. This shows some level of skill and is something to show off, a level 50 5 star general in MLG was a seriously good player. - VETO/Random: One thing halo 4 and early MCC showed us is how voting is a terrible way to pick a map. It leads to the same map being chosen over and over and over. Halo infinite should have a veto option where the current map can be rejected and the second generated map is kept. Random is also works. - Good variety of launch playlists: Halo 5s launch playlists were extremely poor, no social (other than warzone) and 5 ranked playlists which were practically all 4v4 slayer. I believe excluding BTB and reduced playlists were a tactic to force more people through warzone and hence buying packs. In any case for a game to have a good stable playerbase it needs to hit the ground running, when people leave they often don’t come back. - Pregame lobby chat: it blows my mind h5 has no pregame lobby chat! xbl is anti social as it is don’t make it worse. Give people an incentive to stay out of party chat. If I’m with a friend why would I go gamechat and then not be able to hear him between games. - Custom browser: great edition - no bloom and no health bars - Weapons range: Something that isn’t noticed often is the accuracy falloff with range. h5 does have this to some extent but being able to shoot someone accurately across map is really annoying and limits map roaming. h2 & h3 had a good BR spread with range. If you remember h2 coagulation even with a rifle it was next to impossible to kill someone at range which means on a nice big map you can safely run around and not have to hug cover constantly, same goes for h3. H5 pistol just becomes harder to aim at extreme range but you can still accurately shoot way too far. - Forced ranked gamechat: I think this worked really well in MW2 search and destroy. It helps the social aspect, meeting new people and playing in a competitive enviroment. If you want to talk to your friend in another game play social. - Ranks: I think the current ranking system (h5) works quite well. I’m not a fan of the 6 ranks within a division though. It makes plat 2 > 3 feel totally meaningless you only care about getting to diamond. Halo 2 however had a different colour change every 3 ranks so it was exciting to try to get the next symbol. - Changing trueskill 2 ranking system: The implementation of TS2 made a quit halo 5 almost 2 years ago. It made ranking more accurate and elimiminated smurfs but at a huge cost. Your ability to rank was now infuenced by your personal performance in games, this favoured hyper aggresive players. Kills, kills per minute and deaths per minute were all factors. It basically turned ranking from a team game into 4v4 ffa. It gave you the feeling of competing with your teamates for kills, why hand over rockets/sniper so other players can get more kills faster?, pop out weak to save a teamate? nope, it is a disadvantage playing with people better than you as they clean up the kills. It made it so the system thinks you are a certain rank it will only give you 1csr per win and -15csr on a loss, you would play for 3 hours straight win 15 games back to back then lose 1 and be back at the start. As an example I was playing with my champion friends and I got rank locked at plat 3, I decided to solo queue and got to diamond 6 locked, me not playing with my friends made me go up 9 levels with a worse win rate - Theatre and forge need to be available on launch: A nice touch would be able to watch a clip with a friend. - 3 pillars of halo: Melee, shooting, grenades - melee should bleed through shields, reach cough
  • Armour abilities: Halo in the last few games has been following current trends rather than creating them. It takes a brave move to go against this specifically because at the end of the day they make games to make money. I believe halo should only have classic movement. Sprint is an illusion of speed, you don’t go any faster because they have to make the maps bigger. The endless debate but there’s no right answer. I think it’s time to be different and go back to halo’s roots and not have the same mechanics as every other game. There’s just something more fun when everyone is locked at the same speed it’s less stressful and feels less chaotic. CS:GO is a good example of a successful no sprint/armour abilities game. - more vehicular combat. I’m not a big fan of Btb but there was a there was a definite lack of vehicular combat in h5. I don’t really include warzone in this. - no breakout. I think this might be an unpopular suggestion, breakout was fun. It was different and exciting but the fact the rounds start the exact same over and over really limits the possibilities. You basically have 3 options: go left, mid or right. It very quickly gets played out and boring. It would be better to save dev time for something else. I do think elimination plays much better, as it very often progresses into unique scenarios. - Mancannon - Bring back risky movement. Man cannons, teleports, grav lifts and vents. - Hidden icons in matchmaking - what’s been learned from previous multiplayers is the fact if you give information about who you are playing before the match people will quit out to avoid. H5 almost got this right but you can see emblems before the match. Copy og h2 “matched player” - Medals - I saw a big thread about medals. Halo needs less medals not more. Remember when medals used to be a big deal now you get medals for all kinds of lame crap you don’t care about. Medals should only be for actual notable skill in game. Remove flag carrier kill, protector, avenger etc no ones cares. (Flashback to h4 “generic kill” medal) - social search - the mcc social searcher is so brilliant I think it could work well just covering only h6. May need some testing though to see if playlists are better for a single game. - Party matchingmaking - very very important. Maybe something you can look at turning off later in its life cycle. Teams of 4 should only match teams of 4, teams of 3 with 3s and solo, teams of 2 can mix with solos. This protects people from getting stomped by teams pairing with 4 solo players. H3 had party matching making and it worked well. - 3v3- Allow games to start 3v3 in slayer/objective. I used to love in H3 where I queued with a team of 3 in ranked and we would get paired with another team of 3. Adds some variety to the same gamemode without having to add a new playlist…

Big wishlist, luckily everything you want isn’t a stretch from lets say. Playing the game as a grunt.

I agree with most of the points and suggestions you made, I particularly liked
-Decreasing the weapon range
-Bringing back the risky movement, man cannons, teleporters etc. Even if sprint is still in the next launch game I don’t believe that should deter 343 from adding man cannons, vents, and other ways of transportation.
-Adjusting the Win EXP system
-Pregame lobby chat

Although with the suggestion about Hardcore and Casual game modes, instead of looking at certain playlists/game modes as “Okay, this game mode is for the competitive” and “This game mode is for the casual” it’s instead looked upon something that works for both type of players and is flexible between the two. I don’t presume that trying to cater to game modes for different types of players would be very plausible at all for 343 and just segregate the community even further; instead, it makes less content for the player as it splits the game into half.

> 2535453408431289;4:
> I agree with most of the points and suggestions you made, I particularly liked
> -Decreasing the weapon range
> -Bringing back the risky movement, man cannons, teleporters etc. Even if sprint is still in the next launch game I don’t believe that should deter 343 from adding man cannons, vents, and other ways of transportation.
> -Adjusting the Win EXP system
> -Pregame lobby chat
>
> Although with the suggestion about Hardcore and Casual game modes, instead of looking at certain playlists/game modes as “Okay, this game mode is for the competitive” and “This game mode is for the casual” it’s instead looked upon something that works for both type of players and is flexible between the two. I don’t presume that trying to cater to game modes for different types of players would be very plausible at all for 343 and just segregate the community even further; instead, it makes less content for the player as it splits the game into half.

Thanks for your comments. I don’t believe you can cater to both hardcore and casuals in the same gamemodes. That’s never been the case in any halo multiplayer, the only thing that comes close is team slayer but that was only because there was no other option in the early days of H2 & H3. Generally casual players want to stay well clear of any competitive gamemodes and hardcore players don’t want any “casual” mechanics in their playlist, I think it’s better to keep those worlds separate

These are some great suggestions, keep them coming.

> 2586218893182442;5:
> > 2535453408431289;4:
> > I agree with most of the points and suggestions you made, I particularly liked
> > -Decreasing the weapon range
> > -Bringing back the risky movement, man cannons, teleporters etc. Even if sprint is still in the next launch game I don’t believe that should deter 343 from adding man cannons, vents, and other ways of transportation.
> > -Adjusting the Win EXP system
> > -Pregame lobby chat
> >
> > Although with the suggestion about Hardcore and Casual game modes, instead of looking at certain playlists/game modes as “Okay, this game mode is for the competitive” and “This game mode is for the casual” it’s instead looked upon something that works for both type of players and is flexible between the two. I don’t presume that trying to cater to game modes for different types of players would be very plausible at all for 343 and just segregate the community even further; instead, it makes less content for the player as it splits the game into half.
>
> Thanks for your comments. I don’t believe you can cater to both hardcore and casuals in the same gamemodes. That’s never been the case in any halo multiplayer, the only thing that comes close is team slayer but that was only because there was no other option in the early days of H2 & H3. Generally casual players want to stay well clear of any competitive gamemodes and hardcore players don’t want any “casual” mechanics in their playlist, I think it’s better to keep those worlds separate

Catering to the hardcore and the casual through the same gamemodes can be difficult, but what can be done is instead of trying to shoehorn a competitive/casual playstyle into the game mode the player uses the sandbox to craft their own way to play. For example, casuals had fun with forge, griffballs, super bounce glitches etc while the competitive crowd made clans, MLG maps in forge, and map callouts etc. I suppose you can still have some game modes, 1 or 2 that is completely partisan to one side or the other but that’s just my 2 cents.

Damage dropoff would solve the cross mapping problem that hitscans bring, and also solve the hit detection problem that projectiles bring. It could definitely be tried in a halo game.

Ranked BTB please.