Introduction
This proposal details necessary challenge system improvements with minimal programming overhead.
It can be easily implemented and will benefit 343 and the players.
There’s a Summation / TL;DR at the end of the document.
343, thank you for considering this proposal.
Season 2 Changes
Gametype rarity has changed
Strongholds
- Ranked 18%
- Quickplay 10%
Oddball
- Ranked 18%
- Quickplay 10%
- Rumble Pit 8%
CTF
- Big Team Battle 25%
- Ranked 18%
- Quickplay 15%
Please Show Your Support!
Click below to support the original proposal on Steam
https://steamcommunity.com/sharedfiles/filedetails/?id=2780254276
Consider supporting this proposal here:
Latest Tweet at Jerry Hook
https://twitter.com/SmokedTim/status/1521882415836590081
Latest Tweet at John Junyszek
https://twitter.com/SmokedTim/status/1521882786717908992
Latest Tweet at Brian Jarrard
https://twitter.com/SmokedTim/status/1521883067895459840
Latest Tweet at 343
https://twitter.com/SmokedTim/status/1521883380824313857
Reddit r/halo
https://www.reddit.com/r/halo/comments/uil6fe/season_2_how_343_can_fix_the_challenge_system_v40/
Reddit r/haloinfinite
https://www.reddit.com/r/haloinfinite/comments/uil6z5/season_2_how_343_can_fix_the_challenge_system_v40/
This Proposal Considers 343’s Objectives and UI Limitations
This proposal considers 343’s motivations and resources.
From a developers perspective the challenge system exists to:
- Keep players engaged with the game each week.
- Populate a variety of playlists.
- Funnel players into the current event.
- Teach players how to use a variety of weapons/mechanics.
- Earn revenue through player purchased challenge swaps.
UI Limitations and Non-Invasive solutions
- This proposal serves as an immediate solution to be implemented with as little developmental overhead as possible.
- Further Improvements (outside the scope of this proposal) require extensive changes to functionality of the UI, which aren’t feasible at this time.
- The entirety of this proposal is limited to changing the challenges themselves.
- Once approved, it could be implemented in less than a day
Player Satisfaction and Enjoyment
This proposal prioritises the preferences of the overwhelming majority of players.
Most players love:
- Winning.
- Playing with good teammates, and being incentivised to be a good teammate.
- Playing with teammates who share a common goal.
- Being appreciated by their teammates.
- Focusing on winning, not challenges.
- Knowing that challenge progression depends entirely on their performance.
Most players hate:
- Losing.
- Playing with bad teammates, or being a bad teammate.
- Playing with teammates who prioritise challenges over team congruence.
- Being resented by their teammates.
- Prioritising challenges over winning.
- Being assigned challenges based on LUCK or RNG.
- Failing to remember what their challenges are.
CUPS!
CUPS! (Cumulative Unified Player Score!) is the backbone of this proposal.
CUPS! enhances multiplayer by:
- Incentivising teamwork and prioritizing victory.
- Populating a variety of playlists.
- Guaranteeing challenge progression every match.
- Retaining comparable player engagement.
- Ensuring players never feel their time is wasted.
CUPS! is easy to implement:
Step 1 - Increase the Cumulative Player Score point requirement.
- From: 2,000 (normal) / 5,000 (heroic) / 7,500 (legendary).
- To: 4,000 (normal) / 8,000 (heroic) / 12,000 (legendary).
Step 2 - add Victory and Defeat points.
- Victory: +2,000 points.
- Defeat: +1,000 points.
Step 3 - Remove Complete challenges.
- Players aren’t incentivised to win.
- These challenges do not encourage teamwork.
- It may be more efficient to lose deliberately!
Step 4 - Remove Win challenges.
- There are many factors which ultimately decide which team wins.
- Players are at the mercy of teammates skill, internet connection, challenge incentives etc.
- Integrating into CUPS! ensures players try their hardest until the final moment.
RNG
RNG (Random Number Generator) refers to technical probability.
Why RNG challenges need to be changed:
- Many challenges depend on specific maps or game-types.
- Players with the wrong map or game-type become frustrated and impatient.
- Some players prefer to Alt+F4 and risk a ban rather than play challengeless matches.
- Players feel like they’re wasting their time.
- The Win 3 Capture the Flag Matches in Ranked challenge took me more than 10 hours.
Recommended Action:
- Remove from the challenge list.
LUCK
LUCK refers to the rare circumstances needed, or excessive effort taken to achieve challenge requirements.
Why LUCK challenges need to be changed:
- These challenges may create conflicting team goals.
- Players with the Shock a set of 4 or More Enemy Spartans with a Single Chain challenge might waste an entire match hoarding shock grenades, hiding, and waiting for the perfect moment.
- Players may spend multiple matches focused on completing a challenge as their top priority.
Recommended Action:
- Remove from the challenge list.
REDUNDANT
REDUNDANCY refers to challenges which are obtained by playing the game naturally.
Why REDUNDANT challenges need to be changed:
- These challenges are essentially participation trophies.
- These challenges may create conflicting team goals.
- Players with the Earn Assists challenge might pop an enemies shield, but refrain from killing them.
Recommended Action:
- Remove from the challenge list.
PRACTICE
PRACTICE refers to challenges which instruct players test weapons, equipment and vehicles.
Why PRACTICE challenges are important:
- Players learn about how weapons, equipment and vehicles function.
- Players practice less popular tools.
Why PRACTICE challenges need to be changed:
- These challenges create conflicting team goals outside of Fiesta.
- Players focused on the challenge are often a detriment to their team.
Recommended Actions:
- Isolate PRACTICE challenges to Fiesta.
EVENT
EVENT challenges should be appropriate. For the sake of functionality, only RNG and LUCK challenges should be removed.
Recommended Actions:
- Remove RNG and LUCK based challenges.
- Future EVENT challenges should be appropriate.
Time Investment
Current completion time depends on how lucky a player is with their assigned challenges. This proposal guarantees progress every match.
The introduction of CUPS! gives us a completion time of approximately eight hours.
V = Victory points (2,000)
D = Defeat points (1,000)
M = MVP score average (2,000)
S = Standard player score average (1,000)
T = standard match length Time (10 minutes)
N = Normal CUPS! challenge point requirement (4,000)
H = Heroic CUPS! challenge point requirement (8,000)
L = Legendary CUPS! challenge point requirement (12,000)
W = Weekly Points requirement = ( 8 x N ) + ( 8 x H ) + ( 4 x L ) = 144,000
A = Average Points per match = ( V + D ) / 2 + ( M + S ) / 2 = 3,000
X = Average time commitment per week = ( ( W / A ) x T ) / 60 = eight hours
Summation / TL;DR
- Players should be incentivised to cooperate, for the shared goal of winning every match as a top priority.
- Challenges which interrupt the shared goal of winning should be removed.
- The Cumulative Player Score should be improved to become the foundation of the challenge system.
- My updated challenge system; CUPS! supports all of 343’s objectives, and provide players with a more engaging experience.
Leave Feedback!
It is imperative that I update this guide to reflect the views of the majority of players in accordance with sound epistemology.
If you have suggestions for improvement, or criticisms, please let me know.
If someone from 343 is reading this, thank you for your time, please pass this up the chain to someone with the authority to consider.