I jumped into MCC for a few games, but bounced off. It was just too slow, too grounded.
I agree with the complaints regarding the maps and more importantly, map variety. Individually, most of the maps in the game are well thought out and flow well, with a nice mix of high ground and low ground, choke points, flanking routes, and good power weapon/equipment placement. The problem is they all play very similarly, and when the core structure is basically the same in every map, they start to blur together
.
I'd love to some remasters of classic maps from the previous Halo games, but more I'd just like to see 343i stretch their legs and get goofy. With the new mobility options and speed of the game, go ham wild and try making maps like DM17 from Quake 3.
And now, for a very long post....
I just think it's weird how fast you can climb the ladder, whether that's good or bad. And being able to sand bag MMR makes that issue even worse. I'll talk about League of legends ranking system as what I'm familiar with. With a brand new account, to get to their diamond it would take ~100 games with like a 70% win rate in those 100 games. You can do that in like 15 games for halo infinite. You're gunna have more people that don't belong in certain divisions.
Agreed I think I started in high plat five or six for both ranked modes and then fairly quickly moved into Diamond so it was instant sweaty games all the time. However, in the 1-50, I felt like you had this initial phase anyways of easy games until your rank settled in and then it was extremely difficult to move it and we started seeing a lot of players with 2nd accounts or boost accounts
I'm not personally familiar with League of Legends matchmaking, as I've personally never got into the MOBA genre. So I took a look around to see if I could figure out the philosophy of their rankings and the distribution.
It became clear very quickly, that Diamond in LoL and Diamond in Halo are very different. Thanks to the game's popularity, there are a lot of sites that track the distribution of ranking.
If you add up every sub-tier of diamond together in League of Legends, the combined percentage of ranked players in the Diamond 'band' is 1.5%.
By comparison, as of December 21st 2021, the percentage of Halo Infinite ranked players in the Diamond 'band' was 29.6% in Solo/Duo Controller, 28.5% in Solo/Duo MKB, and 18.5% in Open Queue.
The distribution in LoL is not a traditional bell curve, bulk of the population is stuck in the 3 lowest levels.
Here are the percentages for every rank grouping, bottom to top:
Bronze - 29%
Silver - 35%
Gold - 20%
Platinum - 6.6%
Diamond - 1.5%
Master - 0.17%
Grandmaster - 0.045%
Challenger - 0.018%
Compare that to Halo Infinite, which is much more of a traditional bell curve, with the bulk of the population in the mid-tiers.
Halo Infinite Playlist & Challenge Update
I think the great misunderstanding among Halo players right now is that Platinum does not mean great players. It means above-average to good. You need to hit at least Diamond to be great, and even then, you're on the low end of great.
In Halo 2 or Halo 3 terms, a Platinum is like a 25 to 35ish. It's only once you hit Diamond that you're getting into the high 30s and very low forties. And then Onyx is basically 45-50, maybe even 43-50.
The spike in Diamond 1 is a result of the fact that it's the highest level a player can get through the 10-game placement. So it seems a fair number of players get there and then get stuck there, either because they opt not to play anymore than the 10 game intro, or because Diamond is where ranking up REALLY gets tough.
At the end of the day, this just seems like a different philosophy. Halo wants the distribution of players to be a traditional bell curve, while LoL wants the bulk of their population in the lower ranks. I can't say one is better than the other as far as player satisfaction, cause every player is different.
2nd accounts/boost accounts can be fixed simply by prioritizing the highest level in the fireteam. Instead of me being a 35 playing with a friend who is a 2 and getting matched up against a bunch of 17's or 20's, set the lowest possible overall to be something in the 28-37 range.
It's just a very straightforward way of representing how good you are in ranked. Again the current tiers and the 1-6 structure is boring and unrewarding. They brought back MCC, fixed it up, and it flourished. People like the number ranks. It's cooler to look at and lets the people you're playing with/against have a better idea of how good everyone is.
Their needs to be straightforward ranks as well as leaderboards. I think it keeps things fresh and competitive. As it is now, rank is only for one single playlist and it's an obscure designation that that really the only person who sees it is yourself. Contrary to
@JaegerDice 's opinion, people do still care about competition and seeing where they stack up against other players.
They'll never be able to bring social public lobbies before/after matchmaking games but they should at least load all 8 of us in H2 and H3 style with everyone's ranks next to their gamertag. Or even just display it next to our gamertag during the armor showoff/pose party we have now instead. Now this is a f***ing rant. This is what i don't understand about the appeal to 343's new system. Rank is relatively meaningless. It serves solely to determine your QoC in each match, what has replaced rank as the carrot on the end of the stick is now just a Battle Pass fueled race to some neon f***ing cat ears or a new samurai elbow pad. Just like Ultimate Team modes there's a system in place that STRONGLY pushes everyone towards grinding weak challenges to get mediocre cosmetic rewards.
There is one single ranked playlist and that's it. Why? Do people really enjoy playing Fiesta AGAIN for no other purpose than to grind for gear. Am I some relic from a bygone era 15 years ago? I want separate ranked playlists for: Slayer, FFA, 2v2, BTB, Objective, even add Attrition or Tac Slayer. But these shouldn't be boiled down to rotations in one single playlist. Ranked is the most fun because you have to get better to win more. I don't know how, why, or when the appeal for that got traded away to get basic color palette's for your armor or have a glowing skull appear over someone's dead body when you kill them with a Ravager in Fiesta.
Ok, well first of all, I never claimed that people didn't care about competition. I very clearly stated that competitive players would turn any ranking system into a dick-measuring contest, because that's what competitive people do. I include myself in that. When I added
@HawksFan74 as a friend on XBL and saw he was a Diamond 3 to my meager Diamond 1, you better believe I felt the competitive juices flowing.
My position is simply that the ranking system was never INTENDED as a dick-measuring contest among competitive players, and today, so many years later, it's STILL not the priority or the point. That was an unintended by-product of a system designed by Bungie with 3 clear publicly stated goals in mind:
1) Give players matches quickly
2) Give players matches with the best connection possible while accounting for goal #1
3) Give players the closest, most competitive matches possible while accounting for both goal #1 and goal #2
From the moment the matchmaking system in Halo 2 entered development, Bungie was very much about eliminating as many of those small-dick-energy pub-stomps from the online multiplayer experience as possible. To them, the ideal Halo match is a close, back and forth match that comes down to the wire.
Bungie, likely pushed by the disruption that COD4 presented in the multiplayer FPS, updated their system in Halo Reach. They dropped the numbered ranking in the ranked and social playlists, and simplified it to ranked in Arena (Bronze, Silver, Gold, and Onyx) and switched to a seasonal system that forced players to re-earn their ranks rather than sit on them indefinitely. For those uninterested in ranked play, there was the universal rank that only went up, never down, never reset. It unlocked customization options, and was fed into by every game type, match, etc.
Sound familiar?
Honestly, aside from how things are organized and delivered, the Halo Infinite system and the Halo Reach system are basically the Two Spider-man meme.
1) A seasonal ranked MMR with a player-facing ranking divided into tiers
2) A continuous progression that only accumulates, and unlocks cosmetic items for the player.
Now, there are definitely complaints to be made about how 343i and Microsoft changed the second progression path into a seasonal model and added a store to buy additional cosmetics that are otherwise unobtainable.
But the current ranking system(s) are not this far cry from the glory days of Halo. It's basically a take on the system Bungie left Halo with when they peaced out to make Destiny.
You are a relic. As am I. That's why I've basically dropped multiplayer games wholesale.
Halo was my last bastion of "well maybe this one will be good" only to realize it's the same shit. Game is designed to get you to only care about grinding useless cosmetics with insidious matchmaking to back it up. To put it into perspective, they somehow f***ing ruined Feista. Feista was amazing for just kicking back in but now every game is somehow a total sweat fest.
Even MLB 21 got me in the same loop where I was grinding for the sake of grinding. It's awful
Neither of you are relics. You're both deep in the bedrock of modern gaming tastes, as you both still care about continuous progression match-over-match. Relics are the people that played games pre-matchmaking and ranking systems and leaderboards. The days of Quake and Unreal Tournament, where every match was a separate quantized event entirely detached from whatever happened in the match before or after.
Ironically, the relics probably enjoy Halo Infinite more than you guys because they don't really care about progression. So they can just enjoy each individual match for the single event it is, and for the mechanics and design inherent to the shooting and match flow. The downsides of Halo Infinite are all the stuff around the core gameplay.
It's the modern gamers that care about progression and have firm views of how progression should be designed and delivered that have the most problems with Halo Infinite right now, not the true relics.
Fiesta was always a pretty dumb, mindless mode. I certainly haven't found it particularly sweaty... I'm not sure how you could play the mode that way beyond simply communicating as a team. With random weapons and no on-map spawns, any notions of map or power-weapon control go out the window. You can't gameplan for an opponent with a rocket launcher when you could turn a corner and another opponent also has a rocket launcher. Hell, without utility weapons at spawn, you can't even reliably team-shoot as a strategy.
I don't even play with volume when I'm grinding Fiesta for the event rewards. I listen to podcasts and just shrug off any kill cause it's all completely random. So few of the skills that make Halo distinct get thrown out the window in that mode.
Finally finished the campaign on legendary. One of the easier ones. But these god damn bosses were so annoying, minus the Harbinger which I actually quite enjoyed.
I hate these bullet sponge bosses so much.
Haven't played Legendary yet, waiting for co-op. That said, in Heroic, it was all about the sticky grenades, pulse carbine and needler. The Needler in particular just annihilates pretty much every boss.