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> I do get why they added Req. Packs in halo 5 but I think they should just stick to standard dlc. Instead of adding 2+ variants of different items in the game for micro transactions*,* because it tears people apart who just simply want one armor piece. Ex. Like If you grinded out matchmaking or warzone for req. points and you wanted “that one helmet” but you just get something so irrelevant to the game…
Seems like you have a problem with the concept of loot boxes (items that can be purchased either with in-game or real currency and give you one or more random rewards) rather than the concept of microtransactions. Any game item that can be purchased with real money is a microtransaction, regardless of whether it gives a known reward or a random reward.
Anyway, I don’t like microtransactions, but I don’t like cosmetics which are unlocked with an in-game currency either. Grinding anything (in-game currency, kills, medals, etc.) for extended periods of time is the most boring and uninteresting, and the least engaging and rewarding way of unlocking something in a game. Unlockable items should always enrich the gameplay experience as much as possible. Any unlock is a chance to give the player an interesting challenge, or have them explore the game in a new way.
The issue with grinding is that it’s rarely an interesting challenge, because it’s always a matter of playtime. Every player, no matter how they play, no matter whether they’re even trying, will eventually get there. Nothing meaningful is accomplished by grinding for something for weeks, nothing new is learned, and no engaging experiences are created by the grind (which is not to say engaging experiences won’t happen despite the grind). You’re just playing the game, and things just get unlocked on their own.
Unlocks should primarily be based on completing interesting challenges. A classic example are the various Vidmasters from the Halo 3 era: Annual, Endure, Déjà Vu. These required you to cooperate with other players to complete an unusual challenge. Disregarding the reward, I’m willing to bet that for many players these were epic and memorable experiences by themselves. Of course, not every challenge needs to be a Vidmaster. It’s not hard to come up with all kinds of little challenges that unlocks can be based on, as shown by the long history of such challenges in form of medals and achievements from past games. Every challenge doesn’t even need to be technically difficult. Sometimes it can be just about getting the player to explore the game, like finding hidden skulls to get the player off the beaten path.
Unlocks shouldn’t be regarded just as some passive thing on the side that slowly unfolds as the player spends more time in the game. Rather, they should be an active ingredient in pushing the player to advance their skills, and explore the game.