I could be OK with the progression… but the Battlepass is almost empty. When I bought it I thought “Ok, maybe they didn’t manage to make more armor or it is too complicated to introduce design them. Thats why there so many few of them”. But no, they made a lot, but it is not for the battle pass that it is design for you to purchase Exp boosts and Challenge swaps. The lock those items in the store. Remember that the Mark VII have only 1 shoulder to unlock in the BP
Now I know that I have bought a BP that is designed for me to waste more money and only to have the bare minimum because the rest is in the store at a ridiculous price.
If they were gonna design as this, then they should at least have the decency of put every armor of the store in the Battlepass, Don’t want to grind it/buy level skips? You just want just 1 piece in particular? Then here it is in the store.
In MCC I play two or three matches and I get a new armor piece of my choice. In Halo Infinite I play twenty matches to grind through four battlepass levels of xp boosts and challenge swaps in order to get a single shoulder piece that isn’t even applicable for my armor core. This is the issue.
You’re defending something that they themselves aren’t defending. They have plans to make a progression system outside of the challenge system, and these “play 1 game” challenges are just a band-aid until then. Everyone needs to read this thread: (halowaypoint url)/news/tech-preview-2-outcomes
"We’re aware that there are some desired changes for a broader progression system outside of the Battle Pass. After last flight, we have adjusted our Daily Challenges to be more focused on a per match play model. The other big issue was making Double XP boosts more time-efficient in match on usage, this is something we agree with and are looking at a solution we can provide at a future date. While we explore those changes, which could be larger undertakings, we’re also looking into faster options such as ways to increase how frequently XP is given out via Challenges and potentially tying XP Boosts to matches played rather than time.*
Beyond that, there’s been a large number of requests for an additional career progression system. We want this too and it’s our team’s top priority, but doing it right will take time and that may mean it won’t come as quickly as many of you would like. As we look at what our team needs to build, adding an entirely new progression system on top of everything else is a lot. Building a progression system with solid design, good implementation, top-tier UXUI presentation, thorough testing, and time for polish will take some time and we want to do it right." - Unyshek
It not expiring isn’t a pro consumer move really.
Its just a tactic to allow for a slower than normal progression and retain players longer with less frequent updates.
People aren’t forgetting they don’t expire.
They just aren’t congratulatory about a deign choice that artificially creates a benefit the pass could still progress at a decent rate while not expiring.
The issue is a lack of content all round especially considering the 6 month season 1.
Game is fun though so that’s the main thing.
Not too bothered about the pass generally play for fun not to unlock cosmetics.
That said I’m not a fan of how challenges effect the objectives.
Bot matches can be done really quickly, and you can level up pretty easily using double XP and doing bot matches, even without weeklies. You an get potentially more XP doing bot matches this way than using double XP and doing regular matches, depending on the situation. Just because you’ve thought a lot about it, doesn’t mean you’ve though of everything. Which isn’t a criticism of you, I’m just point out that there is a use currently for double XP if you run out of weeklies. With your suggestion there wouldn’t be. If they made it so that you could choose when you used it you’d get the best of both methods.
I wasnt aware of that, but to me that just sounds like more of an exploit than anything. Cheesing the system to get around their current snail pace progression. I doubt theyre gonna keep that in the game forever. It might just be there because theyre aware of how slowly regular matches progress the pass
All well and good, but that battle pass only has value with the premium one. I don’t know about you, but slowly progressing through the pass and being locked out of a majority of customization options ain’t really rewarding.
The progression is supposed to be slow and that is correct and how it should be. And the concept of the Battle Pass is fine and welcome. But currently the way you progress the battle pass and the rewards are the serious problem.
Challenges should be an extra instead of the main objective of progressing the battle pass. I’ve played with couple of friends and usually the challenges affect what we need to play since this is the only way to get rewarded (or win/lose/afk 20 matches). And usually this is what takes the fun out of the game. We’re more focused on the challenges rather than the objective of the gamemode. So there is a little incentive to even play well, since that doesn’t get rewarded at all.
And this is clearly visible with Stockpile. Everyone is playing Slayer rather than carrying the seeds to the goal. Or with Capture the Flag, I’ve had many matches where no one is going for the objective.
And the other main problem to this Battle Pass is, what are the rewards? Color (“Armor Coating”) that is locked to a specific armor core. Jeesh. They much rather should have made different patterns for armor pieces and those could be colored and even apply some cool texture as well. This would add even more content for the pass.
PS. The core gameplay is indeed awesome. It’s just the after taste it leaves after you finish playing a match and have already completed all challenges.
it really is sad times. multi billion dollar corporations don’t create battle passes because they are fun or rewarding. they are very carefully created and curated to extract the most amount of money possible, through psychological means. the sooner gamers realize this (they won’t), the sooner games will be designed around good systems and gameplay, not monetisation.