Unlocks vs Purchaseables + Targets

I think we can all say that the multiplayer will make a break halo 4. Yeah, we can claim that it will have the best campaign in any fps in a long time, and i’m not saying it won’t, but in this day and age it all comes down to replayability with lots of people, hence MP.

Now, let me side track a little bit to illustrate my point.

In Modern Warfare 2 weapon attachments, titles and emblems were earned by doing specific things to spice up gameplay, you knew when somebody had an awesome title/emblem/attachment that they worked hard for it (asside from hackers).
Black Ops completely changed this. Now it worked that if you have the in game currency, you can have what you want, making OP classes within minutes, and ruining the challenge system completely.

Halo Reach followed a similar path, but not as serious. Credits to buy armour. Some people like that aspect, many hated it (i myself included). Those who like a challenge felt cheated by the system, it now wasn’t the case of “nice, he must of got that mongoose mowdown achievment to earn thouse shoulders”, it was more like “what a no lifeing so and so to get that ugly junk”. There was no objective, no aim to aspire to. Yeah multiplayer is (was?) fun, but it got stale with nothing to aim for.

Halo 2 was to be the best clans, and get the 50 of your dreams.
halo 3 was to get the best armour, and get that 50.
ODST was to get the vidmasters to rock recon.
Reach? was there an underlying aim for that game? Arena bombed, and armour wasn’t handled correctly (in my opinion).

Halo 4 needs to have something to aim for.

We’re all hoping for some sort of ranked playlist to exist in some form or another where the only way to succeed is to be the best, like games should be.
We need armour (and emblems?) that isn’t unlocked by just playing forever, it needs be unlocked by doing specific things. Achievements? Challenges? Vidmasters? All great ideas, and should be implemented in my opinion.

In game currency? would it work? would it bomb? The credit system would need overhauling so good players get what they deserve. The is next to no difference between a good player and a bad player in terms of how much they earn per game. It would need altering so there is a difference, so you want to win to win, and get your uunlocks. Increase ammounts for campaign/spartan ops/forge/custom games as well. It’s unfair for people who only play these to feel left out.

Or would a system that combines the two work better?

Achievements to make armour available for purchase, and credits to actually buy them? or if achievements are too hard for some, make them still unlockable, but at a much higher price/rank.

There is a lot that can be done to make the ingame reward system work, and the best way to do so is to get some good ideas from the Halo Waypoint community (that’s you guys :slight_smile: ) and see how they could work in a competitive game such as Halo.

Thanks for reading :slight_smile:

I’m feeling as if i wasted 20 minutes there, not 1 reply, and yet the leakers are getting loads of attention…

tl:dr

> I think we can all say that the multiplayer will make or break halo 4. Yeah, we can claim that it will have the best campaign in any fps in a long time, and i’m not saying it won’t, but in this day and age it all comes down to re-playability with lots of people, hence MP.

Re-playability belongs to all elements. for example, I pride myself on being a person who likes to master all elements of campaign. This is not going to happen by playing it through a handful of times. What I’d ideally like to pull is an entire campaign mission without mission a headshot and utilizing only weapons which can get a headshot. To date, I’ve yet to accomplish this besides one mission on Halo: CE. Granted I’m the exception and I acknowledge that, but if someone else strives to do well outside of MM, then this a key statement.

> In Modern Warfare 2 weapon attachments, titles and emblems were earned by doing specific things to spice up gameplay, you knew when somebody had an awesome title/emblem/attachment that they worked hard for it (asside from hackers).

Not topic title relevant, but thanks for the explanation.

> Black Ops completely changed this. Now it worked that if you have the in game currency, you can have what you want, making OP classes within minutes, and ruining the challenge system completely.

Wouldn’t know about it.

> Halo Reach followed a similar path, but not as serious. Credits to buy armor. Some people like that aspect, many hated it (myself included).

Speak for yourself and yourself only.

> Those who like a challenge felt cheated by the system, it now wasn’t the case of “nice, he must of got that mongoose mowdown achievement to earn those shoulders”, it was more like “what a no lifing so and so to get that ugly junk”. There was no objective, no aim to aspire to. Yeah multiplayer is (was?) fun, but it got stale with nothing to aim for.

Just like 5-Star Gen’s in Halo 3, the select few amount of Inheritors still to date are limited even with known exploitation. As a newly achieved Reclaimer without having to boost my credits, I can safely say this ranking structure is built around playing efficiently and smart while enjoying all elements of a game. This includes competitive Arena and MLG to a degree. I find I’m not able to enjoy those anymore simply by the quality of person I run into regarding those playlists. So now I go in when I have a full squad. The other playlists? I currently have no quarrel with so I play them solo or with others.

> Halo 2 was to be the best clans, and get the 50 of your dreams.
> halo 3 was to get the best armor, and get that 50.
> ODST was to get the vidmasters to rock recon.
> Reach? was there an underlying aim for that game? Arena bombed, and armour wasn’t handled correctly (in my opinion).

Thanks for your opinion.

> Halo 4 needs to have something to aim for.

Agreed. But then again, all Halo games have had this. It’s a matter of finding the reason to aim for the achievable and go for the unachievable without a second thought. Many still don’t have a grasp on how to accomplish this.

> We’re all hoping for some sort of ranked playlist to exist in some form or another where the only way to succeed is to be the best, like games should be.

They already have confirmed a new rank structure non 1-50 for a reason.

> We need armor (and emblems?) that isn’t unlocked by just playing forever, it needs be unlocked by doing specific things. Achievements? Challenges? Vidmasters? All great ideas, and should be implemented in my opinion.

All good ideas in my opinion as well.

> In game currency? would it work? would it bomb? The credit system would need overhauling so good players get what they deserve.

Agreed to an extent. Also, have fun defining a good player.

> This is next to no difference between a good player and a bad player in terms of how much they earn per game. It would need altering so there is a difference. The desire for players to want to win and get your unlockables.

Disagree. From a casual standpoint, why should a person who is more skilled be allowed special privileges simply because they perform well. They already can utilize many things against a person who plays for fun and that is where it should end. The entitlement of being a fellow Halo player should be enough for credits to be distributed equally within a range of playlists. This is not to say you performed well so you should not get a little reward in the form of currency, but the big differences should be discouraged.

> Increase amounts for campaign/spartan ops/forge/custom games as well. It’s unfair for people who only play these to feel left out.

Completely agree.

> Or would a system that combines the two work better?

I disapprove. Game performance in a Custom game is something which can be highly exploited. Heck, all you need is a person on your friends list to say, “I’m going away, just kill me.” and suddenly your in a boatload of credits because of a afc player.

> Achievements to make armor available for purchase, and credits to actually buy them? or if achievements are too hard for some, make them still unlockable, but at a much higher price/rank.

good idea.

> There is a lot that can be done to make the in-game reward system work, and the best way to do so is to get some good ideas from the Halo Waypoint community (that’s you guys :slight_smile: ) and see how they could work in a competitive game such as Halo.
>
> Thanks for reading :slight_smile:

HA. The Waypoint community achievements and ideas are good, but I would trust my experience as most of the people here, including me, are unfamiliar with how to build a video game… that and some of the ideas aren’t exactly feasible.

Completley agree with OP.

In Halo 3, your armour was representative of what you had achieved. (EOD for the campaign on Legendary, Scout head for the ‘Used car salesman’ achievement)

Reach’s armour means nothing to me, only that I have been playing for a ages.

This is why I like to wear the CQB Helmet from Halowaypoint. Because I had to earn it, and in a way, I feel proud to wear it. That and I realy liked the CQB from Halo 3 anyway.

Couldn’t agree more OP. Halo Reach lacked something after a few months after playing, and that was a goal. Yeah it was fun at first cause all the cool unlocks, but then you had a realization that it’s going to take a long time to get to the highest rank. Meaning a lot of play hours! It was a challenge in the other games but not as far as getting to highest rank in Reach.