Poll! Agree/Disagree with these suggestions? Share your thoughts

The Battle Pass grind speed, with the active weekly challenges, is good right now. As is the weekly ultimate rewards (10 challenges), but the challenges should remain active afterwards to keep the Battle Pass’ grind pace up.

What Infinite really needs is additional things for players to grind. Some mode/playlist win-based progression ranks, career stats (campaign & multiplayer) including commendation progression grinds (w/ milestone rewards), and of course, an overall Spartan (character profile) Rank progression.

This Spartan Rank (SR) ought to be built as a very lengthy progression grind that’s reflective of a player’s total matchmaking performance history, customs, and overall (game-wide) achievements. 343i should even consider expanding upon its max rank indicator as the first individual is about to approach it.

Regarding the weekly “ultimate” rewards, Infinite should start awarding past weekly items for a second completion of 10 challenges. And for those that already have the past item, award them 10 store credits.

Infinite’s daily challenge should be turned into a set of 3 themed challenges. It should always start with “just play a match.” Then reward 10 store credits for its completion.

Back to the SR thought, consider having its’ progression go from 0-117 w/ rank 100 taking the same amount of experience to reach as 0-99 took and the final 17 levels being a doubling of the proceeding progression length. Make this grind similar in total time length as Halo 5’s SR152 journey.

Have every 10 SR levels from 10-50 reward 250 store credits. 60-90 reward 500 store credits. Reward players 1000 store credits for reaching SR 100 and every SR after till 116. Reward 5000 store credits for reaching 117.

The idea here is to start allowing players to gain some access to the game’s entire content system. Infinite should acknowledge a player’s invested time, and show appreciation. Players who see that the game is doing so are also going to be more willing to make cash investments into the game; though, this also assumes prices are reasonable.

Introduce a secondary playlist ranking system that’s designed to be a slow win-based progression grind for all modes/playlists. Have it, more or less, be a representation of earned wins with quality bonuses. It’s not intended to replace CSRs which are suppose to be a snapshot of a player’s individual TrueSkill.

  • Reward 1 point for a win
  • +2 points for an unexpected victory
  • +3 points for an unexpected victory that’s a steaktacular/flawless win
  • 0 points for a loss
  • -1 point for a quit
  • -3 points for being the 1st quitter.

Have the points that are accumulated in this secondary playlist rank system lead to earning military rank symbols similar to what Halo 3 possessed, but use the progressive grind length of Halo Reach’s career grind. These ranks wouldn’t be subjected to any seasonal resets.

For the ranked playlists have these military rank symbols colored or tailored to also reflect the player’s CSR tier level: Bronze, Silver, Gold, Platinum, Diamond, & Onyx.

Set the rank-in barrier for CSRs at 1500 MMR instead of 1300 MMR; thus, keeping any real CSR grind aspect solely within the Onyx tier. Bring back Halo 5’s Champ badges for the top Onyx players. And please stop matchmaking on CSRs other than to use them for a party skill-gap barrier.

Within the ranked environment, reward players with specific customization packages at particular military rank intervals. Give these packages additional enhancement items per the player’s CSR rank at the time of earning it. Higher CSRs provide more unique items.

Have specific customization items awarded out for reaching career commendation milestones. For weapons, vehicles, medals, mode wins, campaign achievements, etc.

Build-in a lot of reward incentive. People want to feel like their invested time is recognized. Worth repeating, this will also help inspire people to invest their actual dollars into all sorts of things: the campaign, campaign DLC, other types of PvE DLC (Firefight?), and additional character customization items as they seek to build out multiple armor options which by the way should be saved and assigned per environment and matchmaking playlist.

*the store credit awards should be adjusted in accordance with what the store costs are set at. I personally think the store costs should be significantly lowered from what they’re set at now, so if lowered then the rewarded credits that I proposed would need to be reduced too.

Take inspiration from Halo 4’s social match point-based scoring system that rewarded an array of in-match points for a wide variety of in-game accomplishments/contributions. Use this type of scoring system for Infinite’s social environment modes/playlists while keeping the current strict object score system for the ranked & BTB environments’ modes/playlists. This will help allow the social environment to feel more social while keeping the ranked & BTB environments focused on maintaining a competitive feel.

A match composer is extremely needed and 343i should give consideration to this playlist breakdown:

Social Quickplay:

  • Slayer
  • CTF
  • Strongholds
  • Oddball
  • KotH
  • Land Grab
  • Fiesta
  • Multi-Team
  • Infection
  • Rumble Pit (remove the single player restriction)
  • Action Sack
  • Bot Bootcamp
  • Rotational - Community Map Specific (various team modes)
  • Rotational - Social Events (to include: Grifball, Covert 1 Flag, Social Slayer, Social Skirmish, Tactical Slayer, Extraction, Ricochet, Attrition, Elimination, Escalation Slayer, Regicide, Headhunters, Bulldog Snips, Husky Raid, Extermination, etc.)

Ranked Coreplay:

  • HCS Arena
  • HCS Solo/Duel
  • HCS Doubles
  • HCS FFA
  • SWAT (BR only)
  • Squad Battle (6v6 w/ light vehicle play)
  • Rotational - Modes: Snips, Attrition, Elimination, LSS, Cage Match (1v1), etc.

Big Team Battle:

  • Slayer
  • CTF
  • Total Control
  • (Neutral Bomb) Assault
  • Heavy Fiesta
  • Rotational - Community Map Specific (various team modes)
  • Rotational - Modes: Stockpile, Covert 1 Flag, Tactical Slayer, Attrition, Regicide, Bulldog Snips, Headhunters, Castle Wars, Conversion, etc.

Allow players to que a search into any and all of these modes/playlists simultaneously with the match composer. Only Fireteam size & skill restrictions should prevent access to search.

There’s a match balance issue when substituting Bots for players, but it’s not with the concept of using Bots. The real issue is two-fold: (1) there isn’t a good enough skill variety of bots that can properly replace a player of a particular skill, and (2) the bots aren’t programmed well enough to handle in-match decision-making; particularly, in a match that’s a non-slayer based objective.

I was trying to alert 343i during the Tech Preview that if they’re going to continue using Bots as a fill-in substitute in order to reduce the need for JiP in social matchmaking then they need to create a wider variety of Bot skills. I suggested this:

  • Recruit = equivalent to 150 MMR (Bronze)
  • Marine = equivalent to 450 MMR (Silver)
  • ODST Rookie = equivalent to 750 MMR (Gold)
  • ODST = equivalent to 1050 MMR (Platinum)
  • Spartan Recruit = equivalent to 1350 MMR (Diamond)
  • Spartan = equivalent to 1650 MMR (Lower Onyx)
  • Spartan Elite = equivalent to 1950 MMR (Upper Onyx)

I also hoped to see a skill-slider to allow for further fine tuning of Bot skill such that the equivalent skill ability could be adjusted +/- 50 or +/- 100 MMR around the particular Bot type: Recruit, Marine, ODST Rookie, ODST, Spartan Recruit, Spartan, Spartan Elite.

This would allow Halo Infinite to more accurately replace a player with a Bot that possesses a fairly similar skill-set; at least, from an aiming/accuracy, movement technique, and situational awareness perspective including its team tactic comprehension. There’s obviously more programming work to be done to raise Bot intelligence/recognition towards game-mode tactics. Right now it just seems to be run toward encounter and try to slay. Not to mention, this expansion on Bot skills would be a welcomed addition toward improving Bot Bootcamp and custom games.

Assassinations need to be brought back and implemented in similar fashion to Halo 5 with the ability to toggle them off from personal use. And it’d be great if players could pan their death cam 360 degrees within the social & BTB environments.

Do you Agree or Disagree w/ these suggestions?
  • Agree with all of these suggestions
  • Agree with most of these suggestions
  • Agree with some of these suggestions
  • Agree with none of these suggestions

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*If you select NONE, please share your thoughts for your preferred direction.

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Pretty much onboard with this direction.

Definitely need a career path (XP).

And some way of rewarding continued ranked play as opposed trying to grind CSR against your skill ceiling (a recipe for madness).

I would just reward playing. One point per game. With a small multiplier that goes up with completed games, daily play, and winning. Quitting puts you back to 1.0

The match composer is desperately needed. And if set up right you don’t need playlists anymore.

Chose a connection preference, ranked and/or social, BR vs AR starts, Arena and/or BTB, and then what actual game types you want. Matchmaker just finds you the best game available that fits your preferences.

Maybe chuck in a way of weighting what you prefer (modes and or maps) at that moment.

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Thanks man. I think they’re vitally important changes that are needed to create a game people are motivated to invest their time into and encouraged to ask others to join them.

I’m not opposed to this alternative idea, but I’d rather see it attached to the post-match experience that’s earned towards the Battle Pass progression system instead of the playlist and character progression systems.

Rewarding consistent play and completing challenges should be primarily honored within the Battle Pass’ progression system; though, the current match performance additions are a nice touch too. I can see your proposed system being a reason to not keep the weekly challenges constantly active throughout the week after earning the Weekly Reward item. The multiplier can help keep the earn rate up.

The secondary playlist/mode (military-based) ranks should strictly revolve around the match outcomes (W/L) with points only being earned by achieving wins. This ensures winning and not quitting is the focus of this rank progression. It also reigns in the progression rate so that it acts as a slow long-term grind with punishment being tied to quitting. Your idea for this metric wouldn’t be as focused on rewarding wins and the multiplier aspect would increase the progression rate more than what I think it should be for this rank metric.

The character progression system should be focused on match performance and campaign accomplishments. Experience (or Spartan) Points awarded for earning a win with bonus points for an unexpected win, points for a player’s kills with bonus points for a KPM above expectation and a DPM below expectation, points for assists, headshots, grenade kills, objective goals/tasks, final team performance rank, medals, etc.

i think some off the playlist’s here can be better added by other playlist’s more.

take slayer more for the social playlist.
make more a social slayer playlist only that has most off the slayer game type’s like basic slayer,fiesta, shotty snips, etc in it.
and make then also a social objectives playlist that has CTF,strongholds,oddball,etc in it

same go’s for big team battle split it in big team slayer and big team objectives playlist’s.
and add griffball also in the social playlist as permanete.

if most off the game type’s join one playlist you get more room to bring out more older game type’s like rocket race from halo 3 that can become a permante playlist then.

This is just too much for 3v4 industries to handle.

Honestly though. Winter battle pass should have been way more tiers. 120 days for something people are completing day 1 is a joke. I play only on weekends and am already done

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Well, the idea I’ve presented here regarding the match composer is to primarily allow players to play what they want when they want, but that desire probably still needs to be curbed in some fashion or the match composer risks becoming overly complicated along with carrying some population fracturing concerns. In other words, a balance still needs to be struck between allowing players to play what they want when the want and offering a quality matchmaking experience.

but the problem is and its been in the halo serie’s for a long time more that if you take BTB as a good exemple.
take the objectives game type’s in it most off the people that wane play that game type good hate it when a lot off there team give no crap about it.
there give no crap about the flag there give no crap about a ball.
there turn the objectives game type’s in a slayer match with slayer rule’s.
that you get no points for the team there not care there only care about the kills there make.
i know that good back in halo 5 that people have complain about it that there end up with a lot off players that only care about killing each other like you do in a slayer game type.
and not go for the objectives.

and this is something i have told on some other thread also about something like this.
if you do something like this you only get more problems then doing good with it.
like that the favorite game type’s get the big population and the others almost notting and at some point you only need to wait longer and longer to play the match since there are not a lot off people that choose for it.

and slayer and objective game type’s are not doing that good any more in the same playlist any more and need there own slayer only game type’s playlist and objectives only game type’s playlist.

and what some people also maybe have forget is that halo game’s has become also more for the solo players that not wane do team work in a lot off game type’s.

Sad, but apparently true (thus far) and likely in the short-term future too.

Hopefully, these are things they can get accomplished eventually as I think they’re really needed.

I think the Battle Pass unlock speed is way too fast. It’s so fast I feel like it’s going to hurt the player base because so many people need some kind of an incentive to play but they currently run out extermely quickly. We are like two and a half weeks into a 3 month season and I’ve unlocked everything. I haven’t played that much, have not played every day for the 500xp bonus and have used no double XP. Even the weekly ‘challenges’ are way too easy. I’ve accidentally completed them all sometimes within a couple of hours. Don’t get me wrong, I love that they are no longer so restrictive or mode specific but they could definitely up the numbers required to complete them.

Also not really a fan of a ‘social ranking’ system either. Ranked is there to earn ranks and it already seem to struggle for players in many non US locations. I don’t care for assassination but have no issue with them coming back after they have sorted out ALL the bigger issues.

On the plus side I would love a Spartan Rank system with some long term unlock incentives and I really badly want the replacement bot difficulty to be based on the level of the player who they replace. A match composer is the dream but it’s not as important to me as some other things.

I get the sentiment you’re expressing, but I don’t believe the core of the issue you’re getting at is driven from the Battle Pass progression speed being to quick. It’s instead due to the Battle Pass being the only progression system that players have at this moment to witness their time and effort being acknowledged and rewarded by the game.

I do think the daily challenge system needs a change which is why I outlined the idea I had for it.

You do bring up a good point about the value of Double XP boosts, but the boosts having little value initially stems from the developer clearly having no clue how to implement a valuable XP boost system into this game.

The match-based XP system that they’ve incorporated recently has helped make the boosts a little more valuable, but it’s still a poorly contrived and implemented concept; especially, considering how they run off of real life clock time instead of in-match clock time or perhaps on a per match basis instead.

I think 343i should consider perhaps converting the XP boosts such that they boost the progression rate a player can earn towards a career progression system instead of the Battle Pass.

The Challenge Swaps were also horribly thought out design features by 343i. And now they’ve been rendered, more or less, useless items, but that’s better than Infinite keeping the previous challenges.

I think it’s perfectly fine that the weekly “ultimate” item can be earned within a day or two for most people and isn’t a chore to earn. Not everyone can sink 10 or more hours into the game weekly.

Though for those that do have the time to sink lots of time into the game they should be rewarded too which is why I suggested there being additional items that can be earned for completing 10 more challenges that recycle past weekly “ultimate” items. People that already earned those items would instead receive some small amount of store credit, so that by saving it up they could eventually purchase an item or items in the game’s store shop.

The playlist/mode ranking system I proposed would allow players to earn a visual reflection of their invested time towards winning matches. Winning is the ultimate goal of every match and should be incentivized, but it doesn’t need to be prioritized in the same competitive fashion as earning Competitive Skill Ranks (CSRs).

And I’m not suggesting that 343i remove the purpose behind the Ranked environment’s CSRs which are intended to be a reflection of a player’s TrueSkill metric.

The goal here is to again provide players with yet another system that acknowledges, incentives, and rewards their time investment.

I do want to say that I appreciate you sharing your thoughts. In the end, it’s obvious we both want positive changes for Halo Infinite. Hopefully, 343i can make big positive changes in the future.

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Totally agree that the speed of unlocks on the weekly rewards and battle pass wouldn’t be as crucial if there was an overall long term progression system. I still think it should be at least a little slower though and I’m definitely not advocating for them to be a complete grind. It’s all well and good to say that some people don’t have enough time (I’d suggest that most sets of challenges take much less than 10 hours currently) but if they make them too easy the issue becomes a complete lack of challenge or any sense of accomplishment.

At the moment calling them word ‘challenges’ is just blatant false advertising but calling them ‘trivial tasks’ doesn’t have the same ring to it.

As you say though we both want positive change and hopefully 343i can get there eventually.

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