Why REQ Packs are awful for Halo

I understand the implementation and importance of REQ packs, but there’s a certain aspect about it that makes me want to throw my TV out the window. Every game you play, you get a minuscule amount of REQ points. Even the so called, “boosts” only get you 2,500 REQ points extra at the best, when the gold packs you actually want require 30 minutes (That means an hour, including the average wait times.) of gameplay!. Anyway, the aspect I was talking about is the broken system of randomized REQ packs. While they, “mix things up.” it doesn’t truly allow us to get what we want, or even offer a fun challenge. Anyway, here’s my list of arguments for why REQ packs should be less randomized, or at least less expensive.

#1: Too much time spent for getting what you actually want.
I swear… it takes an hour just to get one little gold pack. After all that work, I expect to be rewarded with something decent. Let’s say that I want a helmet. There’s no other way, than REQs that I can get it. So, because I want that helmet, I grind on the game for weeks. I end up with 34 gold packs (I recorded it, by the way. - YouTube 45 hours of gameplay got me all these packs. All, didn’t have what I wanted.) and I didn’t get that helmet I spent 45 hours on the game for. Instead, I get 6 warzone items that I don’t even use. One weapon that I might use, which I will probably die before I get to use it. God forbid, I get something other than needlers or gungooses. But the warzone items I get (Every single one of them) would only last me a few minutes of gameplay.
#2: Why are the randomized packs sold for so much real-life money?
Remember how I was talking about the 34 gold packs, above? Yeah, imagine actually paying for that in REAL MONEY! I understand the need for randomization in the packs to make the game balanced, but if I spend 100 dollars, (I didn’t actually do it, I’m just straw-manning this) why would I not get the helmet I wanted? It’s not a like a cosmetic item would give me an in-game advantage. The poetic part about this deal, is that Halo 5 players are deterred from ever using micro-transactions because of the uncertainty in the packs. Why would any reasonable person buy these with real world money when there’s a 99.98% chance (Not an exaggeration! Derived from number of unlock-able items in-game.) you won’t get what you wanted.
#3: Why are REQ packs the only possible way you can get anything?
Okay, seriously. Why can’t I just spend points for what I actually want? Even if the things I wanted were ridiculously expensive (100,000 points for a Legendary helmet) I would still like the option to buy it. Implementing a feature like this would actually garner more Halo fans, because they actually would be playing for something. This argument speaks for itself, because of how easy a feature like this can be implemented, and how many people support this idea.
Okay, so there you have it folks. There’s my rant/argument of why I think REQ packs should be less randomized, or at least less expensive. Please comment your thoughts on this.

MY SUGGESTION IS TO MAKE REQ POINTS MORE AVAILABLE!

I’d be somewhat suprized if you weren’t good at essays in school.

Yea, I’m not at all a fan of rng packs. And don’t get me started on microtransactions…

I like the reqs, but only to a certain point. Getting randomized boosts, weapons, vehicles and power ups are nice, but the armor shouldn’t be a part of that. Having a large majority of the random armor sets unlockable by packs ( different than req packs) and the more rare items to be achievable. They had a buy only armor pack, but they should have points earned separate from the reqs to unlock armor in its own. Players would be able to unlock all the generic armor sets that way and then earn the other armors while competing achievements. Now when you unlock everything your points would be useless at that point obviously, but if you were able to convert those points to req points ( and vice versa) with maybe reducing the amount from exact to roughly 10 percent less then players could use points too unlock only armor or get more reqs.
That’s my thoughts on how too improve it.

> 2533274847563380;2:
> I’d be somewhat suprized if you weren’t good at essays in school.
>
> Yea, I’m not at all a fan of rng packs. And don’t get me started on microtransactions…

there is a way to do microtransactions well in a game, a great example would be Titanfall 2. There is no rng and you merely see what you want and purchase it, of course its limited to skins only which is also a good thing. Though it does lack a mode such as warzone in which the amount of power weapons needs to be controlled (by the use of them being one use cards and the power level system) so there is no real way that and rng system could be implemented in that game with breaking the core weapon balance. COD is prob the worst way one could do it.

unfortunately it’s the micro transactions sugar coated pill or DLC that completely fragments the game’s online experience.
it should be kind of obvious that the old DLC model would of likely killed this game 9+ months ago.
343i did what was necessary to maximize H5G’s life and keep people playing together.

> 2533274847563380;2:
> I’d be somewhat suprized if you weren’t good at essays in school.
>
> Yea, I’m not at all a fan of rng packs. And don’t get me started on microtransactions…

Not my best work, as an essay because of how sleep deprived I am… But thank you anyway.

> 2533274840624875;4:
> > 2533274847563380;2:
> > I’d be somewhat suprized if you weren’t good at essays in school.
> >
> > Yea, I’m not at all a fan of rng packs. And don’t get me started on microtransactions…
>
> there is a way to do microtransactions well in a game, a great example would be Titanfall 2. There is no rng and you merely see what you want and purchase it, of course its limited to skins only which is also a good thing. Though it does lack a mode such as warzone in which the amount of power weapons needs to be controlled (by the use of them being one use cards and the power level system) so there is no real way that and rng system could be implemented in that game with breaking the core weapon balance. COD is prob the worst way one could do it.

Great idea… I haven’t played Titanfall 2, but I know the COD microtransactions are a * yoinking * nightmare. Also, can you share this topic so 343 might change it?

I’ve been saying stuff like this for a very long time. I even made a REQ database in google sheets that calculated how long it takes to unlock everything with a fair amount of accuracy (I stopped updating it because it got very little exposure).

The REQ system is my biggest problem with Halo today. They market it like it’s a great thing but in reality every reward sytem in the previous Halo games was better (except Halo 1 and 2 since they had no reward system outside of in-game medals).

> 2533274887968151;8:
> I’ve been saying stuff like this for a very long time. I even made a REQ database in google sheets that calculated how long it takes to unlock everything with a fair amount of accuracy (I stopped updating it because it got very little exposure).
>
> The REQ system is my biggest problem with Halo today. They market it like it’s a great thing but in reality every reward sytem in the previous Halo games was better (except Halo 1 and 2 since they had no reward system outside of in-game medals).

That’s a shame to hear… But maybe if you help spread the word about this post around the forums. 343 may listen.

Okay, okay, okay, First off… You have no idea what you’re doing, You’re supposed to get silver packs first, not golds (Look it up, I’m tired of re-explaining why you should do this it to everyone over and over again, You have a very low chance of getting what you want if you dont

Next, Don’t play warzone then if its not within your skill level, there are PLENTY of arena games to play, or even better, customs browser just for fun.

I really love the req system! (I know it definitly has room for improvement) but its not that bad.

I think Arena needs to give out more REQ points. People shouldn’t have to grind WZ just to get stuff they want faster.

I may be the only person, but I really like the REQ system as is, and I would also be open to trying it a different way. Maybe have one armor type (helmets) be unlocked by achievements and the other unlocked by REQs. Or maybe all armor one way and all emblems or something by achievements. I’m just kinda throwing stuff out there, this may be a horrible idea lol

> 2533274939867856;10:
> Okay, okay, okay, First off… You have no idea what you’re doing, You’re supposed to get silver packs first, not golds (Look it up, I’m tired of re-explaining why you should do this it to everyone over and over again, You have a very low chance of getting what you want if you dont

Even with that method, it still is a fairly long grind without using actual currency. Not quite as bad as the grind to SR 152, but it’s still not quick.

The req packs are god awful, however the REQ system itself, including microtrans offers something much more valuable than all the things you have listed. The system is probably the best implemented microtansactions system offered by an triple A game. It’s just in no way perfect, i myself have a lot of issues with it as well but again the pros out way the cons my large margin. The pros are…No more population division. You have no idea how valuable this is.

> 2533274840624875;4:
> > 2533274847563380;2:
> > I’d be somewhat suprized if you weren’t good at essays in school.
> >
> > Yea, I’m not at all a fan of rng packs. And don’t get me started on microtransactions…
>
> there is a way to do microtransactions well in a game, a great example would be Titanfall 2. There is no rng and you merely see what you want and purchase it, of course its limited to skins only which is also a good thing. Though it does lack a mode such as warzone in which the amount of power weapons needs to be controlled (by the use of them being one use cards and the power level system) so there is no real way that and rng system could be implemented in that game with breaking the core weapon balance. COD is prob the worst way one could do it.

How does cod do it? wasn’t it supply drops or something?

It’s not that they are awful they just could have been implemented better. They should have had way more cosmetics unlocked by gameplay/achievments. also they should have included wild cards so players could pick whatever req they did want from time to time. I think it would have also been cool to make it so unlocking the higher req level weapons were tied to their commendations. so once you completed a certain level of the commendation for the weapon you would get the next tier version.

> 2533274847563380;15:
> > 2533274840624875;4:
> > > 2533274847563380;2:
> > > I’d be somewhat suprized if you weren’t good at essays in school.
> > >
> > > Yea, I’m not at all a fan of rng packs. And don’t get me started on microtransactions…
> >
> > there is a way to do microtransactions well in a game, a great example would be Titanfall 2. There is no rng and you merely see what you want and purchase it, of course its limited to skins only which is also a good thing. Though it does lack a mode such as warzone in which the amount of power weapons needs to be controlled (by the use of them being one use cards and the power level system) so there is no real way that and rng system could be implemented in that game with breaking the core weapon balance. COD is prob the worst way one could do it.
>
> How does cod do it? wasn’t it supply drops or something?

similar to the req pack system, however req packs garuntee you certain items and can be purchased a certain way to increase ones chances. CODs version is random no matter what you do and the drop rate is abysmal. Also the guns themselves have additional perks that tend to be random and one can get multiple of one item. (where in halo you get one of each cosmetic, you cant get the same armor or skin twice)

> 2533274839169051;5:
> unfortunately it’s the micro transactions sugar coated pill or DLC that completely fragments the game’s online experience.
> it should be kind of obvious that the old DLC model would of likely killed this game 9+ months ago.
> 343i did what was necessary to maximize H5G’s life and keep people playing together.

i think there is a 3rd way to MT or paid DLC.

i suggest: make DLC free, but give people the option to pay for it how much they see fit. that wouldn’t devide the player base and if the updates are good, they would still get money (it also kind of forces them to make good DLCs). this is just a short version of the way i’d like to see it implemented, but to shorten it up even more: let people pay how much they see fit.
i also don’t think that nobody will pay for the stuff. people are paying for MTs if they think it’s worth it, why not supporting a game with a consumer friendly (MTs are NOT consumer friendly) policy? i for one would rather pay for DLC, where they let me decide how much it’s worth (if not paying is an option), than for MTs. for example paladins: it’s free2play and i could unlock every champion just with ingame gold very easily, but i’m thinking of buying the founders pack (which unlocks all champions, even upcoming ones)

i also think, that the only reason h5 has still so many players (although the number isn’t high) are updates and that the game would have way less players now without them

Take all of the customization out of the req system and it would be fine.

Just to help open some eyes, I’m gonna pull some of the numbers from the REQ database I made that I mentioned earlier. Keep in mind this was last updated for the Ghosts of Meridian update. Since then there have been 5 content drops and emblems are now rewarded as a bonus to the permanent unlocks in REQ packs instead of being one of the permanent unlocks.

Back in the Ghosts of Meridian update, it would take around an average of 342 hours and 26 minutes of non-stop Warzone to unlock everything in the game, not including items from commendations and exclusive REQ packs like pre-orders. This does not include time spent playing forge, custom games, campaign or even simply the intermissions and loading between matches. This is also best case scenario assuming you sell every single-use REQ you get, that you opened bronze packs until you unlocked every common item and that every bronze pack yielded a permanent REQ item, then you opened silver packs for uncommon and rare, then golds for ultra rare and legendary, that you play the most lucrative gamemode for REQ points (warzone in general including both regular and assault) and that any items available through exclusive REQ packs (items that can be unlocked through a pre-order pack but is not limited to the pre-order pack, etc.) were unlocked via those means.

If you want to get a more realistic number that doesn’t assume a best case scenario, then based on my research it would be closer to 416 hours and 15 minutes. That’s still utilizing the silver to gold method and that you sell half the single-use REQs you obtain.

Now I know what most of you are thinking, "But they changed the emblems so they reward differently now. Well let’s find out how much that actually shaves off. In the Ghosts of Meridian update the game had a total of 1,167 unlockable REQ items including the exclusive items (do not ask me to factor them out, I do not have enough interest or time to make the result about 2% more accurate). There was a total of 227 emblems in the game during that time. Divide the 227 emblems by the grand total of 1,167 and we get roughly 0.195 (rounded to the nearest thousandth). That’s 19.5%. 19.5% of the items where emblems. We can directly calculate the new time by removing 19.5% of the time. But let’s give 343i and Microsoft an even better chance and just round up the percentage to 20%. 20% of 416.25 hours is 83.25 hours. 416.25 hours minus 83.25 hours is 333 hours even. That’s still a ludicrous amount of time.

Now, let’s find out how much time it would take today. By taking the backup database I saved from the update prior to Ghosts of Meridian, Hammer Storm, I can calculate a rough change in how much time it would take by averaging the difference between the different methods I calculated (excluding the gold to silver methods and methods that utilize microtransactions, which is a total of roughly 30.8 hours of additional grinding per update. But let’s again give 343i and Microsoft a better chance again and round it down to 30. There have been 5 new content drops since Ghosts of Meridian including the new Monitor’s Bounty update. 30 multiplied by 5 equals 150 additional hours of grinding since the Ghosts of Meridian update. Now, if we total that up with the 333 hours plus the 150 additional hours you get a total of 483 hours of nonstop gameplay to unlock everything today.

Now then, I just want to remind you that REQ packs use a weighted RNG system to reward items, meaning it is completely random. Which means the things you want most in the entire game could be the first or last thing you ever unlock. So to put it bluntly…
The thing you want most in the entire game could take you well over 483 hours of grinding to unlock, but Billy-Bob-Joe could unlock it withing his first hour of playing the game tomorrow.

I know these results are not entirely accurate, as certain players will play differently, utilize different factors, and each update added a different amount of additional time. This is meant to give a general idea of how long it would take and just how ludicrous the REQ system actually is.

If you want to reference the databases I used, here’s the latest version of Ghosts of Meridian, and here’s the backup version of Hammer Storm that I used to calculate the difference in time between updates. And before you ask, yes the boosts are factored in, but they cannot be factored out, as the data that I used to calculate the rate RP was earned has data entries that utilized whatever boosts were on hand, regardless of rarity, type, etc. It is too difficult to factor them in dynamically. Besides, most boosts are XP, and the RP boosts don’t reward enough to make too big of a difference. In total I’d have to guess they would shave off maybe 5-10% of the time, enough to make a notable difference, but nowhere near enough to justify the REQ system.