Halo Infinite fans are not happy about the slow progress of the Battle Pass

Like most live-serve games that want to keep players engaged, Halo Infinite rolled out a pass-the-match campaign, but fans weren’t happy about it.
In a move that surprised some, but not all, the multiplayer beta for Halo Infinite fell yesterday. Players were generally pleased with the release but were quick to note that Halo Infinite‘NS Win XP has been a bit stingy.
Although the multiplayer beta dropped yesterday, Halo Infinite’s The campaign won’t release until December 8. Passing the battle is not a new concept for the game. They are a way for developers to add more content to the game, earn some money during development, and keep players active longer. They have become the standard model for many live service games and a few that are not. Many include a free tier in addition to the paid tier, but to get the most rewards, players will always need to pay for the ticket in question.
According to one player, Sharkerkiller, Reddit user, they played Halo Infinite multiplayer beta for three hours just to level up pass the battle once. Unfortunately, this is not an uncommon experience and many players are experiencing the same problem. Instead of leveling up through the battle by playing or winning matches, XP is only granted for completing time-consuming challenges. This complicates matters further as some challenges appear to be eavesdropping and not being tracked respectively.
Users in the subreddit thread gave some suggestions to improve the leveling experience. These include leveling XP to earn in-game medals, completing matches, getting MVPs, and winning matches. A similar system is already available for Halo: The Master Chief Collection. Therefore, it is a bit confusing why a system that has been so well received by the community is not implemented in the latest game.
On Twitter, Halo Community Directors Brian Jarrard and Joseph Staten posted saying Halo Infinite’s The team has been closely monitoring the feedback regarding progress through the battle. By looking at the response and using it together with data from the sessions played, adjustments can be made in the future. Jarrard promises to post updates as they become available.
In an always competitive market, many games are making battles. It’s a great way to manage player retention, generate more revenue, and reward players for their time. However, it is a fine line to be made in terms of engagement, training, and rewards. Admittedly, the more players forced to crush the season ticket, the better for developers and publishers alike. It serves as a great return on investment. However, when players don’t feel that their time is respected, they speak up about it. With the promise to absorb feedback on advice, time will tell if 343 Industries can find that balance.
Halo Infinite released on December 8 for PC, Xbox One, and Xbox Series X/S. Massively available now.
The source: Reddit
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