Worth reading:
"On progression, the battle pass and challenges, do you have time to make any meaningful changes before 8th December? Is that something you can actually do at this point?
Joseph Staten: Yeah. We look at it in terms of small rocks we can move and bigger rocks that we’re going to take more time to move. When we look at things like challenges and which challenges are working, which challenges aren’t working, how people are progressing match-to-match inside the battle pass, the experience that they’re earning for specific challenges, those are all things that are smaller rocks that we’re able to move pretty easily. We can adjust those things relatively quickly.
We don’t want to overreact to the first 24 hours or 48 hours. We really want as we grow into being a real service, to look at the data, to look at our goals and ask ourselves, if this was what we expected players to level at, like the levelling rate, is that actually happening? If no, then what’s broken? What changes can we make rapidly to get things in-line with the way that we wanted it to be? That’s all work that we’re doing actively now.
And then there are bigger rocks that are just going to take longer to move. When we think about things like a career progression system where you’re levelling up a Spartan Rank - not your ranking in terms of ranked playlist, but your Halo Reach-style, Halo 5-style, actually having levels that you’re earning - those are systems that we wanted to land for launch, but are just going to take more time to land.
It’s going to be a constant challenge to address some of those bigger rocks that I know players have completely legitimate feedback about. But we’ve got a couple big things that we still have to deliver to fans: campaign co-op and our Forge toolset are really big promises that we’ve made that we need to make good on.
And so even with a big game like Halo, a big team like the Halo team, we do have multiple priorities that we’re always trying to balance. And so it’s going to take probably a little bit more time than players would like to move some of these big rocks. But what I really want everybody to understand is, we absolutely hear them - these are our priorities, too. We just have a lot of big priorities that we’re trying to balance. And the next year is really going to be a lot of that work, just us trying to figure out how we can get things out as quickly as we can, but also high quality across every platform. We’re not going to compromise on a quality experience, we’re not going to rush things. That was another principle that we agreed to when I came back to the team, is we’re going to take the time it requires to do it right so that we may deliver an experience to players that is a high-quality experience, and that it feels like we put the time and effort into it to make it right, because we did."
Source: h ttps://www.eurogamer.net/articles/2021-11-19-halo-infinite-the-big-interview-with-343-head-of-creative-joseph-staten