![]() ![]() We want this too and it’s our team’s top priority, but doing it right will take time and that may mean it won’t come as quickly as many of you would like. While we explore those changes, which could be larger undertakings, we’re also looking into faster options such as ways to increase how frequently XP is given out via Challenges and potentially tying XP Boosts to matches played rather than time.īeyond that, there’s been a large number of requests for an additional career progression system. ![]() The other big issue was making Double XP boosts more time-efficient in match on usage, this is something we agree with and are looking at a solution we can provide at a future date. After last flight, we have adjusted our Daily Challenges to be more focused on a per match play model. We’re aware that there are some desired changes for a broader progression system outside of the Battle Pass. It wasn’t all high praise though, so let’s dive into the feedback areas. It’s good to be back, and we’re happy to hear that people were liking the added customization this flight. We’ll let the UXUI team expand more below! They all may take some time, but we want to go after them. Auto-sprint and additional color controls are both likely to come sooner than something like HUD customization, as that would likely take a sizeable overhaul of some systems. While they won’t be able to make launch, we are keeping these on our list of post-launch priorities and hope to fit them into a future season. The three pieces of feedback we saw from this flight were very similar to what we saw in our first Tech Preview, and we agree with all of them. We’ve continued to see feedback around how Controller and Keyboard & Mouse remapping, the ability to change text size, adjust subtitles, and other options such changing reticle thickness have removed old barriers present in previous titles and made sure the game could play well for everyone. We will continue to listen to feedback for Accessibility and partner with Sandbox and UXUI to explore more settings in future releases. We’re so glad to see how much players are taking advantage of and using the additional color options for the Friend or Foe (IFF) system. This report will focus on feedback from the most recent Tech Preview flights (September 24-27 & September 30 - October 4) and is meant to be additive to our first Tech Preview Outcomes report. That means if you don’t see something in this report, but it was mentioned in the last report, please rest assured that it is still on our radar. ![]() Welcome Halo Insiders! Thanks for playing in another Halo Infinite Tech Preview last month. Our primary goal was to test our online services at scale, but we were still keeping our ear to the ground and collecting feedback on everything we could.Īs part of this Outcomes Report, we’re excited to dive into the common themes that emerged across both weekends of your hands-on time with Halo Infinite. The team determines these themes through dedicated user research (UR) surveys and community discussions online in places like Waypoint, Twitter, r/halo, YouTube, etc. If you’d like to learn more about the feedback gathering process, please read the Inside Infinite dedicated to flighting and feedback.
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