Ten Fixes for Halo Infinite’s Progression System
Forward (Unto Dawn)
The world is only two days away from the Global launch of Halo Infinite’s campaign and the Halo community remains fairly unanimous in 343i’s implementation of Halo Infinite’s multiplayer progression and customization systems. (They don’t like it.)
Opinions, and unfortunately their level of hostility, vary from Twitter to Reddit to Waypoint forums [Editor’s Note: There was so much hostility directed at 343i over this past weekend regarding the state of multiplayer playlists that the moderators of the r/Halo subreddit locked up the sub for the rest of the weekend for example. But back to the topic of progression…] generally fans are not fond of Halo Infinite’s battle pass reward structure, Spartan customization limitations, challenge-based progression, and 343i’s monetization strategy. Naturally, this sparks multiple discussions and debates among the Halo community on the best way 343i should update the game to address these issues. So, also naturally, I’m driven to offer my own thoughts. So, stay awhile and listen.
Disclaimer: In an effort to minimize the overall length of this article, I will assume that you, Dear Reader, already have at least a general understanding of Halo Infinite’s progression system. This includes the Season 1 battle pass, customization options, the challenge system, and the real-money store. I also discuss how previous Halo’s have handled progression, customization, and stat tracking. These games are Halo 3, Halo: Reach, Halo 4, and Halo: The Master Chief Collection (MCC), and Halo 5: Guardians.
Customization
We’ll start with Spartan customization because new customizable rewards are the driving force for players to have the want to progress through the system (i.e. the battle pass) in the first place.
Fix 1
For each Armor Core released or unlocked by the player, the Core should have two complete armor sets available for customization: the default armor set and a secondary armor set. The secondary armor set can also be unlocked but should be unlockable within a very small window of playtime after the Armor Core becomes available.
The Halo 3 examples are the Mark VI and Close Quarters Battle (CQB) armors, both of which were available by default at the start of the game. Halo 4, the default armor set “Recruit” was available at the start and the secondary armor set “Warrior” was available at Spartan Rank 8. Having a second, complete set of armor pieces available early on allows players to mix and match or embrace the full set at the beginning of their Spartan journey.
Fix 2
Armor/Weapons/Vehicle Coating should be unlocked and applicable to all Armor Cores/Weapons/Vehicles unless the coating is a promotional reward, a Capstone reward, or a Commendation reward. In which case, the coating is locked to that specific Armor Core/Weapon/Vehicle and not acquirable elsewhere.
Having to unlock or purchase the same coating but for a different Armor Core/Weapon/Vehicle is lazy progression padding. If it’s not specific, it should apply to everything. The HCS unique weapon coating and consumer brand promotions are good examples. (Commendations discussed below.)
Fix 3
Add a way to purchase additional armor sets and pieces and other customization content with in-game currency.
Using Season Points (SPs) as an example because they are in The Master Chief Collection, SPs can be an added currency reward to Challenges in addition to the XP they already reward, (again, just like MMC). Dedicated armor sets and pieces that can be only be purchased with SPs would diversify players’ goals when seeking their next armor piece. This purchase method was the basis of Halo: Reach’s entire customization and unlock system.
Challenges & Commendations
I like challenges. I also like their implementation to level through the battle pass. The issue, however, is that once a player completes all twenty-one of their challenges, their progression gains slow down significantly. (Twenty-one when including the week’s Capstone challenge.)
Fix 4
Remove daily challenges and incorporate a performance/medal-based XP payout system as the primary source of XP. Keep the XP bonuses for the first few matches played each day. Additionally, weekly challenges remain unchanged and become a secondary source of XP gains.
Players must be rewarded for playing the game, continuing to play the game, and playing the game better than others. This more rewarding XP payout system gives the player more of a reason to play well and to play better.
I must take a moment to raise my glass to 343i for not expiring purchased battle passes. I think all video games with battle pass systems should adopt this philosophy. The player simply activates the battle pass they want to allocate their XP gains toward and the other passes wait to be activated next. Genius!
Fix 5
More rewards early, epic rewards later. Mainly speaking to armor pieces and coatings. Possibly only applicable for the first two or three passes.
This is more philosophical. I am in favor of providing more content initially because it gives more customization to the player early. Spartans currently look too similar because of the minimal pool of customization pieces available at this stage of the game’s lifecycle. I can see this issue not being as present once more seasonal battle passes are out, thus more content is in the game. This fix also may not be necessary if other fixes are incorporated instead. But right now, I think there aren’t enough early customization armor pieces to support player expression.
Fix 6
Change x2 XP Boost to last five games, not one hour. (Formerly thirty minutes.) There is an argument for four games if FIX 4 is implemented (performance-based XP gains).
The 4v4 match time limit is twelve minutes. Twelve times five is sixty. Most games finish before time expiring but that time comes back (if not more) by waiting in the lobby and loading into the next match. The argument for four matches with performance-based XP gains comes from the idea that Big Team Battle (BTB) matches will reward more XP per game because players have more time, more enemies, and more opportunities to earn medals. On top of that, in the current system, x2 XP Boosts actually discourages BTB matches because those matches on average are longer than Quick Play matches.
Fix 7
Bring back Commendations. Both long-term commendations and seasonal commendations. Add rewards to them.
Why these are not in the game is a puzzler. Commendations are perfect avenues for XP boosts, weapon swaps, unique nameplates, weapon/vehicle coatings, and even armor sets. The Achilles armor from Halo 5: Guardians was a perfect Commendation reward. Imagine getting a unique weapon coating for the sniper rifle when you hit 1,000 kills with it. Let the player showcase their accomplishments as well as their style.
Battle Pass & Event Pass
I must take a moment to raise my glass to 343i for not expiring purchased battle passes. I think all video games with battle pass systems should adopt this philosophy. The player simply activates the battle pass they want to allocate their XP gains toward and the other passes wait to be activated next. Genius!
Fix 8
Consumables (challenge swaps, XP grants, and XP boosts) are never the only reward for an Event pass. Also in the seasonal battle pass, consumables appear less frequently and more customization.
Event passes are available for a limited time, why do they need reward padding? The Event pass should be throwing content at players so they can show off the Event’s theme on the battlefield. Then on top of this, some of the consumable reward distribution needs to be retuned for the seasonal battle pass. Swap out a challenge swap with a nameplate or Spartan Stance for example.
Fix 9
Increase Event challenge pool to ten from seven and additional Event challenges become available one by one after the Capstone challenge is completed.
If a player wants to grind the Event pass, let them. It’s only around for a week! Ten Event challenges allows grinders to reach level thirty after three Event rotations. That seems to lineup better with 343i’s target Season length of three months. But wait there’s more, once the weekly Capstone challenge is completed, more Event challenges activate individually as many times as the player completes them. These extra Event challenges are all Legendary tiered. Let the Grinding Games begin.
Real-Money Store
This element is perhaps the youngest of the Halo franchase (taking Requisition ‘REQ’ Packs from Halo 5: Guardians into consideration). I don’t have an issue with the real-money store, but like everything else in this article, it needs to be fine tuned.
Fix 10
Prices need to come down.
XP Boost and Challenge Swap pack = 200 Credits (as is). Rare item packs = 200 Credits. Epic item packs = 300 Credits. Legendary item packs = 500 Credits. Themed packs = 1,500 – 2,000 Credits. Themed packs offer plenty of customizable items for armor, weapons, and vehicles that showcase the pack’s theme.
Thanks for Reading, Dear Reader
Halo Infinite’s multiplayer is a live service game. 343i has said Halo Infinite will evolve and grow over time. The important thing for us to do is provide constructive feedback for the developers to evaluate, test, and review in order for them to make the most informed changes for the better. Please hold yourself above the internet trolls.
Now, let us move on. The next chapter in the Master Chief’s story launches in two days and we have a lot to prepare for. See you on Zeta Halo Spartans, Evolved!
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