- MCC - General Quality of Life
With the themes being built-in, yet unused, while challenges and season points becoming more accessible, it'd be nice if we could spend Season Points to unlock background themes. This would include backgrounds of past Halo titles, as well as each MCC background:
Halo CE, Halo 2, Halo 3, Halo 3 ODST, Halo 3 ODST Multiplayer Disc, Halo Reach, Halo 4,
Halo CE MCC, Halo 2 MCC, Halo 3 MCC, Halo 3 ODST MCC, Halo Reach MCC, Halo 4 MCC,
The Yappening MCC, Flood MCC, Winter Warthog MCC,
making for a total of 16 different theme options and an option to shuffle your favorite ones, or all of them.
Revamped Achievement Menu: https://www.reddit.com/r/halo/comments/juhga5/concept_for_revamped_achievement_menu/
Tying into the last Quality of Life recommendation, with more unlockables, the player would need more opportunities to gain XP and Season Points. Achievements have little value in-game and the achievement menu is hard to navigate, so it'd be nice if it received a makeover to be easier to navigate and additionally had XP that coordinates with their gamerscore value. They would feature their achievement logo, achievement Xbox art, and whatever they unlock for the player. And with a visual of what they unlock, it's a perfect opportunity to add more in-game unlocks to coordinate with achievements:
- Each of the "Complete all Campaigns on X difficulty" Achievements grant a player icon correlates to that difficulty,
- Completing any LASO playlist achievement grants a Mythic Skull player icon,
- "No Picnic" achievement grants the player a chest piece permutation that's the basic chest wearing a Bear Backpack on top, reusing the backpack used to get the achievement.
There are many other opportunities for achievement unlocks to be added, these just serves as examples (but gosh I want that bear backpack).
Cross over each game's Skull/Add them as multiplayer options:
Many of the game specific skulls can function from across games with little manipulation, for example, acrophobia works in both Halo CE and Halo 2.
First off, 343 you maniacs, I have no idea who programmed the skulls to let acrophobia function for both Halo CE, Halo 2, and Halo 3, but whoever did is the most incredible programmer I've ever known of. I understand if that specific skull is excluded from the first two games due to certain achievements becoming incredibly easy, but a condition could be added to its description saying that achievements are disabled with that skull.
Enable Flashlights/Nightvision through Gametype Options: https://www.halopedia.org/Flashlight
Even though the various models may not have canonical sources for a flashlight (such as the Halo 2 and 3 elite models nor the Halo 3 armor options), flashlights could still be used in the multiplayer game's engines. As an option under "appearance", they could be set to "disabled", "enabled", or "always on". This could lead to interesting Infection gametypes where survivors have a constant flashlight disadvantage.
Refine Score and Grant XP for Campaign Missions
So the algorithm for this could be tricky in keeping each mission fair and preventing the player from exploiting the XP system and mining XP. Many people recommend converting scores directly to XP. However, this would cause many problems for players who take their time and for short missions where players could grind for XP repeatedly. As an alternative, the score should be divided by a per-mission integer that's based on that mission's par time. Additionally, after the time limit is exceeded in a mission, instead of each kill/medal being dropped to 0 points, it should be dropped to 1, so the player's efforts aren't in vain and so drastically punished.
Toggle Controller Sensitivity w/ Vehicles
While reducing vehicle sensitivity in a vehicle may make it easier and more accessible, now PC users have an upper hand in being able to turn with more speed and correct their aim, so a toggle to enable and disable it for controllers would be appreciated. Additionally, the Steam controller greatly struggles to aim at all in vehicles.
Extras Library: https://www.halowaypoint.com/en-us/forums/f3681fbc78fa43878c4aec9a63a46224/topics/an-extras-section/c550dec0-a7f6-4136-ae46-ff9fdb82c591/posts?page=1
To the main menu of MCC, would be added an option to access each cutscene and terminal, Halo Nightfall, legacy credits from the original Halo games, and the Model Library
Weapon maintain their skins
If a weapon or vehicle has a skin from a prior player, then when picked up, it shouldn't change. That way, a player's decision in skin bears more weight and allows them to show it off to other players. Additionally, it would grant the player more opportunity to try other skins in-game for deciding their own cosmetics.
Multiple Size Selections in Matchmaking: https://www.reddit.com/r/halo/comments/ibxhpe/having_the_option_to_select_multiple_game_sizes/
Sometimes I care more about what game to play than what gamesize or gametype, but often when I try to play the less popular games, it takes over five minutes to connect. Having the option to connect through any size could prevent long matchmaking times, while allowing size specific gametypes like Infection and Big Team Battles to be generally accessible. This would overall decrease wait times for matches.
Give Firefight the Social Games Matchmaking Menu Layout
Sometimes, I just don't care what game I play for Fireefight. Additionally, it could provide more opportunity for gametypes to be added to Firefight matchmaking. It could include
- Firefight Limited,
- Firefight Doubles,
- Generator Defense,
- Action Sack,
- Firefight Versus,
And, just like in Social matchmaking, there could be weekly gametype cycles in Heroic difficulties, such as Shotty Snipers or Fiesta for example.
"Any Game" option for Ranked Matchmaking
The amount of time it takes to get in a match for competitive Matchmaking is a recurring problem. Allowing the player to just connect to any match, regardless of game, would be a slight improvement for the problem. Especially for players like me who just play Ranked matches for the weekly challenge, and then gives up when it takes more than five minutes.
Players Joining Active Social Games/Swapping Teams
Players quitting mid-match is a pretty common problem, so being able to join a friend who's midmatch and outnumbered after someone left would be a nice touch. A toggle in the Social Games menu to allow joining active games would resolve both this and help with matchmaking wait times. Servers for larger matches also wouldn't be wasted on small numbered matches. Additionally, if a team is uneven, a player on the other team should be able to change teams.