Been toying with some ideas and I think I got a few ideas that might work with the req system that still keeps it random but makes players still feel like theyre actually progressing and aiming towards a better shot at things they want.
First off we have the premium req packs which those of us that have it probably look forward to it every week (I know I do) as it gives 3 permanent unlocks (and in my opinion) feels like it has a higher chance of pulling rarer loot. Why not just incorporate this into its own req pack?
I present, the Platinum and Aesthetic packs.
PLATINUM PACK: Platinum pack has a guaranteed 3 permanent unlocks (no increase to chance) ranging from rare to legendary for 20k req points per pack. Better chance at getting things you want at double the cost of a gold pack. Work harder and longer to get, but has a payout that will keep players wanting to get them. For those who have some extra cash, 5.99 per pack.
AESTHETIC PACK: Aesthetic pack contains only aesthetics such as armor, helmets, weapon skins, visors, assassinations, stances, and emblems. They contain 2 guaranteed unlock and a chance at an additional unlock (30% chance) ranging from common to legendary. This allows people who don’t play warzone and only arena to actually feel like they are getting things they can use. It also lets people who are aiming for a certain aesthetic to get said aesthetic easier so they don’t feel like they’re just not getting anything and wasting time. Per pack cost at 8k req.
These ideas will still require purchase of lower level req packs in the future to have a 100% unlock and this would hopefully make players feel like they aren’t just kinda failing at getting what they want.
On to my reasoning’s. The worst thing console gaming has ever included in my opinion has been RNG based loot systems into games that don’t need it. This is a prime example of that. Halo has been a “Reward system” since halo 3 and only recently changed with Halo 5. RNG in itself isn’t the full devil, but when you make such a high number of crap thrown into one game that are all constantly being rolled for, then yes, RNG becomes satan in his purest form. Their are a TON of unlockables in this game. Now, I’m not saying having a good amount of unlockables (options) in a game is bad, but when it becomes a outrageous number, people will ultimately feel that they have no shot at getting what they want and very possibly move on to the next thing when it comes out. Perfect example is destiny. It had a ton of people quit before the RNG reboot because of how bad it was and no one felt like they were progressing. Halo shouldn’t be a loot based system but a reward based system, which it still has certain things that are rewarded (i.e. commendation packs with specific emblems) but seeing as we have it, and its honestly not a terrible system, we should make the best of it and make the players feel they are progressing. You want to artificially increase play time, that’s why you introduced RNG, but don’t let it push your players away because RNG the game to hard, and it WILL push people away.