My opinion on Halo 5's ranking system

This is my opinion of how the Halo 5 ranking system should work. This system would include ranked, social, and clan playlists. You will have an overall rank determined by your high skill and exp (wins). Each social playlist will have its own ranking system determined completely by exp (wins) with no requirement of any skill, being that social is unranked or at the least true skill is invisible. Credits/Xp will be removed completely and armor unlocks will be rewarded for completing specific or long term challenges.

Overall rank:
Your overall rank is determined by exp (wins) and high skill. It appears on your playercard and when sitting in private/custom game lobbies. You’ve seen this before in Halo 3. Here’s where I change things up a bit. Remember “gold bars”? This was a common nickname for players who achieved the final grade of a lower tiered rank. Well my opinion is that the final grade the final grade for each officer rank would award a player with a unique rank-emblem. I mean entirely unique and detailed. Similar to how cod prestige emblems in Black Ops 2 are all different and unrelated. For example, let’s say your a captain (high skill 20) who can’t rank up. By winning you will still go through grades. Grade 1, 2 and 3 will add gold bars under the standard captain rank, but grade 4 will award you a detailed rank like a dragon breathing fire and thunder crossing behind it. This way everyone has a chance to feel like a badass.

Ranked playlists:
We need the return of 1-50. I could make an entire separate thread about how true skill/elo leveling should work, but I’ll keep this quick. 1-50 works. It needs to come back in some fashion for ranked playlists with a visible progress bar accompanying it allowing a player to check his own progress towards ranking up.

I have seen some people express the want for an arena style play. I’m going to explain why I prefer 1-50 over arena.

  1. We have seen that Arena was not successful in Halo Reach
  2. Constantly resetting players rank annoys casual gamers
  3. 1-50 gives players easy goals and a feeling of completion when reaching said goals
  4. I would prefer Arena be replaced with Clan matches
    …1-50 is the perfect medium between casual and competitive.

Social playlists:
Each playlists will have their own rank. If you remember at the end of Halo 3 they added a progression system where you ranked up your playlist rank by winning games. There was no skill requirement, but it still gave players something to work for. They should bring this back with one addition. Following my theme of adding unique rank emblems to the end of the officer grades, I have a similar solution here to make an end goal for each playlist. Past the five star general rank (the final rank in Halo 3’s system) I would have one playlist specific rank. For example, Team Objective would have a let’s say a spartan holding a flag in one hand, cradling an oddball in another, and standing in what looks like a hill. Think of it like an Inheritor in Halo Reach. Basically each playlist would have this as the end goal to your exp (wins). With social you would never lose exp progress and only gain exp as you won. You still have to have some skill to win enough games which will encourage players to try to get better. This final social rank would also go on your playercard similar to how everyone can see your specializations in Halo 4.

Clan matches:
There should be 4v4 and Big Team Clan matches including both slayer and objective. The map layouts and gametypes should be similar to pro style gameplay or at least as competitive as possible (keeping vehicles in big team or where it makes sense). Instead of a 1-50 rank you will have a clan leaderboard standing. Your clan will earn wins and score and this will determine how your clan stands against the rest of the world.

How will armor be unlocked:
Challenges. This includes campaign vidmaster like specific quests or long term goals like 10,000 kills in matchmaking, ect. Since we are on the topic of customizationI also think that armor effects should be brought back. I believe we should have two background layers on our personal emblem like Halo 2. I also believe some armor should be unlocked via clan matches. There should be a lot to unlock, but you should focus on unique quality of quantity. Armor should feel personal where I feel Halo 4 was a little overly complicated.

The reason I think this system will work is because I believe it will keep longevity in the game. Instead of just giving us credits to spend, players will work towards goals which will reward their accomplishments with something more unique in line with how they play.

This seems like it’s a direct copy of H3’s system but it instead attempts to make players stuck under skill thresholds for their overall rank feel better by giving them a better looking picture.

I hated H3’s system. It failed to reward players for effort given and prevents players from reaching the end goal by locking it behind skill requirements. Playlist XP ranks were hidden from view, suffered from the same problems that it required wins to rank up, and required a huge amount of playtime to reach that end goal. Your proposed system doesn’t look the least bit better at all.

I would rather see a modified Reach’s cR system and modified Reach’s Arena system given equal presence on player cards. Barring the Arena system, since I know players still strongly dislike it, we can roll with a 1-50.

> This seems like it’s a direct copy of H3’s system but it instead attempts to make players stuck under skill thresholds for their overall rank feel better by giving them a better looking picture.
>
> I hated H3’s system. It failed to reward players for effort given and prevents players from reaching the end goal by locking it behind skill requirements. Playlist XP ranks were hidden from view, suffered from the same problems that it required wins to rank up, and required a huge amount of playtime to reach that end goal. Your proposed system doesn’t look the least bit better at all.
>
> I would rather see a modified Reach’s cR system and modified Reach’s Arena system given equal presence on player cards. Barring the Arena system, since I know players still strongly dislike it, we can roll with a 1-50.

Wins come with time regardless. It’s not like you will never rank up. It will just take lesser skilled plays longer. These “pictures” are unique and special and I provided ways for them to avoid being buried. Pictures are the entire reason you want to rank up the first place right? So why would it now not work? Winning puts teamwork over stat -Yoink!- and generally forces players to work as a team and learn the game. I replaced Arena for Clan battles because it makes more sense to have visible leaderboards for everyone in that scene to compare themselves with as well as promoting team play.

There were few problems with halo 3’s system which is why it was #1 played game on xbox live for two years and #2 for it’s third year. A lot of people would rather have a classic system than the new systems in Reach and Halo 4. A lot of people would say Halo 4’s system was too fast to reach the end goal. My system is indeed to create longevity, but I see that as a good thing.

> Wins come with time regardless.

Yes it does.

But for me making it a win requirement effectively, and pointlessly, doubles the number of games I need to play.

> It’s not like you will never rank up. It will just take lesser skilled plays longer.

Unless I’m missing something, I’ll stop ranking up. I’ll hit the max level that I can go for my skill level and then I’m stuck. I can’t progress further because the higher ranks are roped off because I’m not skilled enough.

> Winning puts teamwork over stat -Yoink!- and generally forces players to work as a team and learn the game.

And increases frustration in players when their “teamates” drag them down either through will full ignorance or blatant trolling. I know I personally starting giving up on matches and AFCing when it became clear that winning the game was impossible.

> There were few problems with halo 3’s system which is why it was #1 played game on xbox live for two years and #2 for it’s third year. The population statistics speaks for itself.

If we are going to start with the population arguments then I’m just going to leave.

Because if we follow that logic then we should have CoD’s leveling system because it’s currently the most popular. Not H3’s.

> > Wins come with time regardless.
>
> Yes it does.
>
> But for me making it a win requirement effectively, and pointlessly, doubles the number of games I need to play.
>
>
>
> > It’s not like you will never rank up. It will just take lesser skilled plays longer.
>
> Unless I’m missing something, I’ll stop ranking up. I’ll hit the max level that I can go for my skill level and then I’m stuck. I can’t progress further because the higher ranks are roped off because I’m not skilled enough.
>
>
>
> > Winning puts teamwork over stat -Yoink!- and generally forces players to work as a team and learn the game.
>
> And increases frustration in players when their “teamates” drag them down either through will full ignorance or blatant trolling. I know I personally starting giving up on matches and AFCing when it became clear that winning the game was impossible.
>
>
>
> > There were few problems with halo 3’s system which is why it was #1 played game on xbox live for two years and #2 for it’s third year. The population statistics speaks for itself.
>
> If we are going to start with the population arguments then I’m just going to leave.
>
> Because if we follow that logic then we should have CoD’s leveling system because it’s currently the most popular. Not H3’s.

Yes, just like Inheritor stops you from ranking up in Halo Reach. Only this will be playlist specific and your overall rank will take a while to hit max rank and of course you can always work to better your 1-50 skill. Halo 4 and halo Reach’s system certainly have endings so what are you talking about here? -_-

Also, your comment that we would use Cod’s system is wrong. Halo was more popular on xbox live than Call of Duty 4 and Call of Duty 5. You can’t possibly compare a game with outdated graphics to modern games that have had huge marketing campaigns. MW2 had a $200 million marketing campaign (the game itself only cost $40 million to make and pay employees to put that in perspective). You can certainly see that Halo Reach and Halo 4 had faster drop offs in population so those systems didn’t keep players coming back. BTW for the record Call of Duty does and has always kept track of your win loss record. Halo 3’s system needed refinement, but it wasn’t broken. The fix however has been something a lot of halo veterans find boring.

> > > Wins come with time regardless.
> >
> > Yes it does.
> >
> > But for me making it a win requirement effectively, and pointlessly, doubles the number of games I need to play.
> >
> >
> >
> > > It’s not like you will never rank up. It will just take lesser skilled plays longer.
> >
> > Unless I’m missing something, I’ll stop ranking up. I’ll hit the max level that I can go for my skill level and then I’m stuck. I can’t progress further because the higher ranks are roped off because I’m not skilled enough.
> >
> >
> >
> > > Winning puts teamwork over stat -Yoink!- and generally forces players to work as a team and learn the game.
> >
> > And increases frustration in players when their “teamates” drag them down either through will full ignorance or blatant trolling. I know I personally starting giving up on matches and AFCing when it became clear that winning the game was impossible.
> >
> >
> >
> > > There were few problems with halo 3’s system which is why it was #1 played game on xbox live for two years and #2 for it’s third year. The population statistics speaks for itself.
> >
> > If we are going to start with the population arguments then I’m just going to leave.
> >
> > Because if we follow that logic then we should have CoD’s leveling system because it’s currently the most popular. Not H3’s.
>
> Yes, just like Inheritor stops you from ranking up in Halo Reach. Only this will be playlist specific and your overall rank will take a while to hit max rank and of course you can always work to better your 1-50 skill. Halo 4 and halo Reach’s system certainly have endings so what are you talking about here? -_-

Yeah it is certainly the same in halo 4 and reach where you stop ranking up because you can’t beat better players and not stopping because you reached the max rank by generally playing the game regardless if I win or loss. /sarcasm

It is stopping you because you reached the max rank , not the game preventing you because you didn’t win.

Very comprehensive list, great work! I would love to see a ranking system like this in halo Xbox one

It is a direct copy of H3’s system, but if they made it a small bit easier on people, change certain things such as;

  • In the ranked system when you lose you do not go down, that way you are not stuck in the grind, you can only get better.
  • The Social Playlist should not interfere with the ranked. Both my friends and I could not level up in ranked as our social was so high in comparison.

I would also add that the new level system where a rank is replaced with a number should be replaced with the old system if not a new set of ranks, leveling to 130 is not as satisfying as becoming a Commander.

Both the Reach and H4 system only rewarded people who played the game for a long time. In h4 I’m highest level and it means practically nothing as I am playing against people who are of the same level but only because they’ve played the game longer, where as in halo 3 I only got as high as a Colonel and even though that’s not the highest rank I was still proud of it because it took me forever and a day to get it and it felt good to get it.

I do appreciate that his proposed system may be flawed but it is a definite step in the right direction. I do hope 343 see this and change the ranked system in some way, shape or form as the system now is not that fun or rewarding.

> It is a direct copy of H3’s system, but if they made it a small bit easier on people, change certain things such as;
> - <mark>In the ranked system when you lose you do not go down, that way you are not stuck in the grind, you can only get better.</mark>
> - <mark>The Social Playlist should not interfere with the ranked. Both my friends and I could not level up in ranked as our social was so high in comparison.</mark>
>
> I would also add that the new level system where a rank is replaced with a number should be replaced with the old system if not a new set of ranks, leveling to 130 is not as satisfying as becoming a Commander.
>
> Both the Reach and H4 system only rewarded people who played the game for a long time. In h4 I’m highest level and it means practically nothing as I am playing against people who are of the same level but only because they’ve played the game longer, where as in halo 3 I only got as high as a Colonel and even though that’s not the highest rank I was still proud of it because it took me forever and a day to get it and it felt good to get it.
>
> I do appreciate that his proposed system may be flawed but it is a definite step in the right direction. I do hope 343 see this and change the ranked system in some way, shape or form as the system now is not that fun or rewarding.

If you can not de-level what is the point of having it there in the first place?

Also: The Social play-lists never interfered with ranked.

> This seems like it’s a direct copy of H3’s system but it instead attempts to make players stuck under skill thresholds for their overall rank feel better by giving them a better looking picture.
>
> I hated H3’s system. It failed to reward players for effort given and prevents players from reaching the end goal by locking it behind skill requirements. Playlist XP ranks were hidden from view, suffered from the same problems that it required wins to rank up, and required a huge amount of playtime to reach that end goal. Your proposed system doesn’t look the least bit better at all.
>
> I would rather see a modified Reach’s cR system and modified Reach’s Arena system given equal presence on player cards. Barring the Arena system, since I know players still strongly dislike it, we can roll with a 1-50.

You really have to change the way you think. Getting rewarded on the screen in form of exp isn’t the only form of reward.

I wanna show you my Chess-Record. http://i.imgur.com/xUXTAOl.png

Not the best right? You know why? Because I always challenge myself against higher-ranked chess-players. What is my reward you my ask? Experience. Every time I play someone better than myself, I get a little bit better.

Don’t be afraid to fail. I am never afraid to fail. You can’t be pulverized by feel because then you will never push yourself. If you keep going on, success will come in the end, that is what I believe after all.

One slight change I would like to see in the 1-50 ranking system and its rank playlist is that your global rank skill is comprehensive measure of your ranks in all the ranked playlist. showing how well rounded of a player you are not just how well you are at lone wolves or team slayer. I would also like your skill to measured not just by wins but also how well you did as an individual player, and how well you work with your team.

> > It is a direct copy of H3’s system, but if they made it a small bit easier on people, change certain things such as;
> > - <mark>In the ranked system when you lose you do not go down, that way you are not stuck in the grind, you can only get better.</mark>
> > - <mark>The Social Playlist should not interfere with the ranked. Both my friends and I could not level up in ranked as our social was so high in comparison.</mark>
> >
> > I would also add that the new level system where a rank is replaced with a number should be replaced with the old system if not a new set of ranks, leveling to 130 is not as satisfying as becoming a Commander.
> >
> > Both the Reach and H4 system only rewarded people who played the game for a long time. In h4 I’m highest level and it means practically nothing as I am playing against people who are of the same level but only because they’ve played the game longer, where as in halo 3 I only got as high as a Colonel and even though that’s not the highest rank I was still proud of it because it took me forever and a day to get it and it felt good to get it.
> >
> > I do appreciate that his proposed system may be flawed but it is a definite step in the right direction. I do hope 343 see this and change the ranked system in some way, shape or form as the system now is not that fun or rewarding.
>
> If you can not de-level what is the point of having it there in the first place?
>
> Also: The Social play-lists never interfered with ranked.

Actually what I think he is referring to is exp, in Halo 3 the more Exp you had the harder/less likely it was for you to rank up.

> > > It is a direct copy of H3’s system, but if they made it a small bit easier on people, change certain things such as;
> > > - <mark>In the ranked system when you lose you do not go down, that way you are not stuck in the grind, you can only get better.</mark>
> > > - <mark>The Social Playlist should not interfere with the ranked. Both my friends and I could not level up in ranked as our social was so high in comparison.</mark>
> > >
> > > I would also add that the new level system where a rank is replaced with a number should be replaced with the old system if not a new set of ranks, leveling to 130 is not as satisfying as becoming a Commander.
> > >
> > > Both the Reach and H4 system only rewarded people who played the game for a long time. In h4 I’m highest level and it means practically nothing as I am playing against people who are of the same level but only because they’ve played the game longer, where as in halo 3 I only got as high as a Colonel and even though that’s not the highest rank I was still proud of it because it took me forever and a day to get it and it felt good to get it.
> > >
> > > I do appreciate that his proposed system may be flawed but it is a definite step in the right direction. I do hope 343 see this and change the ranked system in some way, shape or form as the system now is not that fun or rewarding.
> >
> > If you can not de-level what is the point of having it there in the first place?
> >
> > Also: The Social play-lists never interfered with ranked.
>
> Actually what I think he is referring to is exp, in Halo 3 the more Exp you had the harder/less likely it was for you to rank up.

The more balanced win/loss ratio you had in a certain playlist, the harder it was for you to rank up in that ranked playlist. Which is the point of the system right?

> > > > It is a direct copy of H3’s system, but if they made it a small bit easier on people, change certain things such as;
> > > > - <mark>In the ranked system when you lose you do not go down, that way you are not stuck in the grind, you can only get better.</mark>
> > > > - <mark>The Social Playlist should not interfere with the ranked. Both my friends and I could not level up in ranked as our social was so high in comparison.</mark>
> > > >
> > > > I would also add that the new level system where a rank is replaced with a number should be replaced with the old system if not a new set of ranks, leveling to 130 is not as satisfying as becoming a Commander.
> > > >
> > > > Both the Reach and H4 system only rewarded people who played the game for a long time. In h4 I’m highest level and it means practically nothing as I am playing against people who are of the same level but only because they’ve played the game longer, where as in halo 3 I only got as high as a Colonel and even though that’s not the highest rank I was still proud of it because it took me forever and a day to get it and it felt good to get it.
> > > >
> > > > I do appreciate that his proposed system may be flawed but it is a definite step in the right direction. I do hope 343 see this and change the ranked system in some way, shape or form as the system now is not that fun or rewarding.
> > >
> > > If you can not de-level what is the point of having it there in the first place?
> > >
> > > Also: The Social play-lists never interfered with ranked.
> >
> > Actually what I think he is referring to is exp, in Halo 3 the more Exp you had the harder/less likely it was for you to rank up.
>
> The more balanced win/loss ratio you had in a certain playlist, the harder it was for you to rank up in that ranked playlist. Which is the point of the system right?

not quite sure what you are saying. the closer your win/loss ratio is to 1 the harder it is to rank up? shouldn’t it be the closer it is to 0 the harder it is to rank up and the more likely you are to rank down? and the closer it is to one the less likely your rank is to fall? cause if your win/loss ratio is close to 1 wouldn’t that indicate that your in game rank reflects your skill?

> > > > > It is a direct copy of H3’s system, but if they made it a small bit easier on people, change certain things such as;
> > > > > - <mark>In the ranked system when you lose you do not go down, that way you are not stuck in the grind, you can only get better.</mark>
> > > > > - <mark>The Social Playlist should not interfere with the ranked. Both my friends and I could not level up in ranked as our social was so high in comparison.</mark>
> > > > >
> > > > > I would also add that the new level system where a rank is replaced with a number should be replaced with the old system if not a new set of ranks, leveling to 130 is not as satisfying as becoming a Commander.
> > > > >
> > > > > Both the Reach and H4 system only rewarded people who played the game for a long time. In h4 I’m highest level and it means practically nothing as I am playing against people who are of the same level but only because they’ve played the game longer, where as in halo 3 I only got as high as a Colonel and even though that’s not the highest rank I was still proud of it because it took me forever and a day to get it and it felt good to get it.
> > > > >
> > > > > I do appreciate that his proposed system may be flawed but it is a definite step in the right direction. I do hope 343 see this and change the ranked system in some way, shape or form as the system now is not that fun or rewarding.
> > > >
> > > > If you can not de-level what is the point of having it there in the first place?
> > > >
> > > > Also: The Social play-lists never interfered with ranked.
> > >
> > > Actually what I think he is referring to is exp, in Halo 3 the more Exp you had the harder/less likely it was for you to rank up.
> >
> > The more balanced win/loss ratio you had in a certain playlist, the harder it was for you to rank up in that ranked playlist. Which is the point of the system right?
>
> not quite sure what you are saying. the closer your win/loss ratio is to 1 the harder it is to rank up? shouldn’t it be the closer it is to 0 the harder it is to rank up and the more likely you are to rank down? and the closer it is to one the less likely your rank is to fall? cause if your win/loss ratio is close to 1 wouldn’t that indicate that your in game rank reflects your skill?

If you have 500 wins and 500 losses at lvl 35, it will take many wins to rank up. If you have 90 wins, and 2 losses at lvl 35, it’s easier. The rank reflects your skill level, yes. The point of it to match up players with equal skill.

When you wins equals your losses you will stop ranking up (It isn’t exactly this either). The system is behind it, is called TrueSkill. I knew it much more in depth before, but I have forgotten as It really haven’t been a topic we have been talking about lately … There are many other factors like your opponents skill level and your teammates skill level and so on …

> > > > > > It is a direct copy of H3’s system, but if they made it a small bit easier on people, change certain things such as;
> > > > > > - <mark>In the ranked system when you lose you do not go down, that way you are not stuck in the grind, you can only get better.</mark>
> > > > > > - <mark>The Social Playlist should not interfere with the ranked. Both my friends and I could not level up in ranked as our social was so high in comparison.</mark>
> > > > > >
> > > > > > I would also add that the new level system where a rank is replaced with a number should be replaced with the old system if not a new set of ranks, leveling to 130 is not as satisfying as becoming a Commander.
> > > > > >
> > > > > > Both the Reach and H4 system only rewarded people who played the game for a long time. In h4 I’m highest level and it means practically nothing as I am playing against people who are of the same level but only because they’ve played the game longer, where as in halo 3 I only got as high as a Colonel and even though that’s not the highest rank I was still proud of it because it took me forever and a day to get it and it felt good to get it.
> > > > > >
> > > > > > I do appreciate that his proposed system may be flawed but it is a definite step in the right direction. I do hope 343 see this and change the ranked system in some way, shape or form as the system now is not that fun or rewarding.
> > > > >
> > > > > If you can not de-level what is the point of having it there in the first place?
> > > > >
> > > > > Also: The Social play-lists never interfered with ranked.
> > > >
> > > > Actually what I think he is referring to is exp, in Halo 3 the more Exp you had the harder/less likely it was for you to rank up.
> > >
> > > The more balanced win/loss ratio you had in a certain playlist, the harder it was for you to rank up in that ranked playlist. Which is the point of the system right?
> >
> > not quite sure what you are saying. the closer your win/loss ratio is to 1 the harder it is to rank up? shouldn’t it be the closer it is to 0 the harder it is to rank up and the more likely you are to rank down? and the closer it is to one the less likely your rank is to fall? cause if your win/loss ratio is close to 1 wouldn’t that indicate that your in game rank reflects your skill?
>
> If you have 500 wins and 500 losses at lvl 35, it will take many wins to rank up. If you have 90 wins, and 2 losses at lvl 35, it’s easier. The rank reflects your skill level, yes. The point of it to match up players with equal skill.
>
> When you wins equals your losses you will stop ranking up (It isn’t exactly this either). The system is behind it, is called TrueSkill. I knew it much more in depth before, but I have forgotten as It really haven’t been a topic we have been talking about lately … There are many other factors like your opponents skill level and your teammates skill level and so on …

ok that makes sense, it would be nice if Halo 5 had something like that. I like in Halo three that I was rarely ever matched with someone who was either way more skill than I was, giving me no chance to defend myself, or way below me that I ended up not trying but still ended up winning. that’s one thing I don’t like about Halo 4. I would also like to see the military rank structure return, the idea of being a commander of a brigadier was cool.

I was a big fan of the Halo 2 1-50 leveling system.

Each playlist gets it’s own rank. Winning games will move your rank up (and will match you up with gradually better players), while losing games would move your rank down (and will match you up with less skillful players). Then, there were the social playlists where there was no rank and you could play with anyone.

Part of what made Halo 2 so fun for me was the competitiveness. Teamwork was heavily required, and the risk of punishment (dropping down ranks) if you quit kept players in the game until the end. Reaching new ranks was brag-worthy material, and it is definitely what kept Halo 2 and Halo 3 so popular for years after their release dates.

I don’t like the idea of constantly rising experience points, win or lose, as seen in Reach and Halo 4 (also Halo 3, but it also included the 1-50). I felt the absence of the grind I described above took away from the replayability of the game.

> How will armor be unlocked:
> Challenges. This includes campaign vidmaster like specific quests or long term goals like 10,000 kills in matchmaking, ect. Since we are on the topic of customizationI also think that armor effects should be brought back. I believe we should have two background layers on our personal emblem like Halo 2. I also believe some armor should be unlocked via clan matches. There should be a lot to unlock, but you should focus on unique quality of quantity.

I completely agreed with you until you got to this part. I do think that 343i should focus on quality over quantity this time around, and that the emblems should have multiple background layers, but I also believe that Armor Effects should be kept out. They just always bothered me (except for the flaming heads in Halo 3). If they’re unlocked by completing super special challenges like reaching 5 Star General or completing all the Vidmasters, then I would be okay with them returning. I just hated seeing everybody run around with storm clouds shooting lightning all over the place… Totally ruined the atmosphere for me (no pun intended).

I also think that unlocking armor should go back to how it was in Halo 3, where achievements were the determining factor The Katana armor in Halo 3 for example. It was iconic, easy to recognize and everybody knew that whoever was wearing that armor had unlocked every achievement in Halo 3 (not including DLC). I feel like if 343i went back to the achievement based unlocking method, then armors would have more value to them than they did in Halo 4 and Halo: Reach. I’d feel more ‘devoted’ to my armor and would be proud to have earned it. That being said, I’d be okay with challenge specific armors if those challenges were, again, like reaching 5 Star General or completing all the Vidmasters.

Just my two cents.