Halo 3 did something similar with achievements, but there weren’t so many multiplayer ones that it made the multiplayer worse.
In Infinite, there’s tons of often difficult challenges, so people aren’t paying enough attention to playing the mode they’re in.
If they limited things like weapon, vehicle, ability and equipment challenges to once a month and increased the rewards for completing them, and they added more challenges to reward people for actually playing the modes they’re in (e.g. “Protect your team’s flag-carrier 10 times or capture the flag 5 times in Capture the Flag matches”), it would likely improve the game.
About participation rewards, I don’t mind those, but there should be rewards for winning, and they should be great enough that people want them more than participation rewards.
I’m not saying they should do this exactly, but maybe they could check the amount of games won each week and give a small reward if it exceeds a certain amount.
Also, if they split Slayer modes from objective modes in the playlists, and objective modes aren’t very popular, they might be able to give better rewards for winning more objective modes in a week than Slayer modes.
As for people sitting through matches to get the participation rewards, maybe there should be two types of participation reward available each match.
The first only requires playing a match, but it doesn’t give much XP (e.g. 10-25 XP).
The second has certain requirements, where fulfilling one of them gets the participation reward (e.g. 50-75 XP).
For example:
Kill 5 enemies or get 3 assists in a Slayer match.
Carry the enemy’s flag towards your team’s base for a total of 10 seconds, kill 5 enemies while within 25 feet of your team’s flag, or kill 5 enemies while within 15 feet of your team’s flag-carrier in a Capture the Flag match.
I think that the XP rewards for medals and playing each mode, and the other rewards for completing challenges that I mentioned earlier would also incentivize playing the game rather than coasting to get the participation rewards.
If people are looking at the XP that each tier needs and at the amount of XP they’re getting from doing nothing, they’ll probably realize that playing is going to get them to the next tier a lot faster.
Everyone is recommending a complex experience system when we already have a scoring system.
Make it simple:
Finishing a match is 50xp
Winning a match is 50xp
Top scoring player on the team is 50xp
This way even losing teams have incentive to try because they’re competing to be the top player on their team to get that bonus experience. Maybe in competing to be that top player, they actually make a comeback and win?
So my issue is all last week I was on teams that crushed it and won. Now that I am at the final challenge, I have won 3 rounds out of dozens. I’m burnt out from trying to grind to win rounds.
Challenges still need some work, I’m not getting the sacrifice nameplate this week because of poor teams.
Just really frustrating. I thought the intent was to WIN games, not lose. I’m burnt out from this and am gonna give it a break until this weekend. Next weeks challenge will probably be “win 20 rounds of pvp but only using pistols”
Sure, this system would keep it simple, but it wouldnt solve the problem of people sitting around, when the team is losing the match.
Performance based XP would be much more attractive to keep active playing. Like in Halo 5, i could lose a Warzone Match, but i could still gain more experience point as each other player beacuse i killed bosses, destroyed vehicles and so on.
That’s why I said top scorer as in for each team. People would compete to be that top scorer even if they’re losing, and in doing so they might make a comeback.
Sure, you are right. It would help a lot.
How is the top scorer defined, he gets point for his action like base, flag capture, holding oddball, getting kills, medals and so on. So the system is already doing some calculation behind the scene, to set your rank on the score tabe. Now add XP ratio to this calculation and there you go.
They could just expand on the existing calculation.
It’s not really behind the scenes, you see your score as you do certain actions and it’s on the score board in game.
But yes, it could also simply be 10% of your match score, so if you score 2000, then you get 200xp. Or maybe 5% match score if they don’t want people moving up that fast on the BP.
Either one works and is simple and meshes with the current scoring system, but what others are suggesting involves creating new systems and that’s why I suggested what I did.