Latest Insider is out. Lots of information, a ton really, but still no date for when flighting will begin. I posted a lot of info below, but there is more in the article from different devs and from
the Joseph Staten.
<p>Welcome to our latest Inside Infinite, our monthly blog series that provides a closer look at the development of Halo Infinite. This month, we’re diving into efforts supporting the upcoming multiplayer technical preview, often referred to as “flighting”, to share insights into our goals...
www.halowaypoint.com
PLAYER FEEDBACK
Gathering input from our players during a technical preview is critical to our success at launch and beyond. The sooner we receive feedback, the sooner we can plan and action on that feedback. On that note, we want to clarify that with this technical preview we are entering the next step in what’s been a multi-year process and journey where the team has been regularly getting critical feedback via user research and private flights. Naturally, the scale of the technical preview is greater than anything we’ve done to date – and that brings unique value and opportunities to capture even more perspectives – but just know that community feedback has been at the core of development since the very beginning. And, it will continue to remain a critical pillar going forward beyond launch.
Now, let’s take a look at what areas of the game we’ll specifically be focusing on for feedback during the technical preview.
FEEDBACK FOCUS AREAS
Core gameplay: We want to know how you feel about the core combat experience. How do you feel about player movement, weapon balance, equipment, etc.? How fun is it to engage in a battle in Halo Infinite?
Maps & Modes: How did you feel about the design and flow of the maps? Are the maps and mode both fun and fair?
Academy’s Weapon Drills: Did Weapon Drills give you a good understanding of how a weapon functions? How fun were the various Weapon Drills?
Menu & Battle Pass UI: How intuitive was the menu navigation? Were you able to understand your progression through the Battle Pass? Were you able to find and equip customization items easily?
MEASURING FEEDBACK
While it is critical, player feedback can be a bit of a nebulous cloud of forum posts, tweets, and YouTube videos - which can make it hard to measure in some cases. Luckily, we have a two-pronged approach to gather this information, measure it, and then share it with the team. The two prongs in this case are the Xbox User Research team and the 343 Community Team.
The Xbox UR team gathers measurable, quantifiable data through surveys that will be sent out at the end of a flight. These surveys ask detailed questions that drive deep into the core of a player’s experience in a flight – and turn that experience into measurable data. Since we have survey data from the entire history of Halo, they help us compare our current scores to the best scores from across all games. We can also compare scores from different times (or flights) of the game to see how specific aspects are progressing over time. They put together some of the most helpful reports we can read, and it’s all coming straight from what you – the players – are saying about the game.
The Community Team dives into the amorphous realm of online interactions mentioned above. We set up focused feedback threads here on the Waypoint forums, listen to players on Twitter, check the Halo subreddit multiple times a day, watch videos and streams from Halo players, etc. We take all those posts and videos, and distill their messages into positive, neutral, and negative themes. When doing so, it isn’t just about volume though – anyone can send a lot of tweets. Our team focuses on the severity (how much does it affect an individual)
and scope (how many players), when reporting on these themes.
More often than not, even though we use different ways to collect player feedback, the Xbox User Research and 343 Community teams see similar themes emerge. These two inputs help the team compare
Halo Infinite’s current state with its own previous scores, previous Halo titles, as well as the development team and player expectations. Using these comparisons, we can recognize which areas need improvement, which areas are performing as expected, and which are exceeding targets. After reviewing this feedback, we identify opportunities and prioritize the areas we want to go after.
TRANSPARENCY
It’s important to note that while we are going to be listening closely, there will be some feedback that we can act on before launch, some feedback we’ll have to fit into the game’s roadmap, and additional feedback we won’t or cannot take action on. That said, we will communicate what will and won’t be changing in the game as a result of the technical preview – and
why.
As part of this commitment to transparency, the team will meet to go over hot topics and common pieces of player feedback that emerged during the flights, which we call “themes.” After reviewing these themes, the team will spend time investigating, figuring out if they agree and want to act on it, and when in the schedule we can take action on them. Again, there will be things we can’t act on before launch this holiday – and that’s okay – we plan on supporting
Halo Infinite for years to come and this feedback will all be captured to help inform future priorities.
Once we’ve done the due diligence on our side, we then work on putting together an “outcomes” report that outlines our plans for each and every one of those key feedback themes. From there, we’ll work to surface that information to you, our players, likely through a post here on Halo Waypoint.
UPCOMING TECHNICAL PREVIEW
Now, with the foundation of flighting set, let’s talk about the content and goals of our first upcoming technical preview, which will focus on Bots and a slice of the new Academy experience.
This technical preview is intentionally focused on these specific areas to help us gather some scale data as we bring these new experiences to Halo for the first time. As we look further ahead, we plan for future flights to expand into more content including traditional PVP Arena and Big Team Battle.
With this and our higher-level feedback goals noted up above, we land on the following specific focal points. With this in mind, the focus areas for our technical preview are:
- Arena gameplay vs. Bots
- Arena Maps
- Academy’s Weapon Drills
- Menu & Battle Pass UI
- New Waypoint experiences on web, iOS, and Android
To gather specific feedback on these areas, our first flight will contain the following content and experiences.
BOT ARENA
Halo Infinite is the franchise’s first foray into the world of multiplayer Bots. To provide a totally new multiplayer experience for players and to gather feedback on Bot behavior and online performance, we’ll be debuting the Bot Arena playlist, which puts 4 players against 4 Bots on Arena maps.
For this technical preview, the Bot Arena experience will feature Slayer across three maps in this build:
- Bot Slayer on Bazaar, Recharge, and Live Fire
To keep players on their toes and keep the experience engaging, we’re planning for a daily content offering that will evolve over the course of the flight based on the overall engagement of participants. We’re going to intentionally start things off slow to help everyone get acclimated but as the community gets up to speed and slays copious amount of Bots our goal is to crank things up to provide greater challenge and variety.
Bot Arena is a great place to familiarize yourself with
Halo Infinite’s gameplay and maps in a stress-free environment. The Bots still have their quirks, which is why we’re flighting them, but they certainly aren’t pushovers. Be prepared.
ACADEMY WEAPON DRILLS
As part of the Academy experience, another first for Halo, Weapon Drills offer players a brand-new way to learn how each weapon functions before entering the heat of battle. Dropping you into a firing range area, that features moving and strafing Bots for target practice, Weapon Drills feature different levels of difficulty and a star rating system. The more damage you deal to the Bots, the higher you’ll score.
In this upcoming technical preview, we’re planning to include the following subset of Weapon Drills:
- MA40 AR
- BR75
- MK50 Sidekick
- CQS48 Bulldog
- Needler
- VK78 Commando
- S7 Sniper
- Plasma Pistol
- Pulse Carbine
- Ravager
- Heatwave
- Skewer
There have been times at the studio when people would compare their best scores in these Weapon Drills. It always leads to some fun and healthy competition - especially when it comes to the BR and Sniper. Share your best Weapon Drill scores with us by tweeting us
@Halo!
BATTLE PASS, CHALLENGES, MENUS, CUSTOMIZATION
On top of the gameplay-focused experiences above, we also want to make sure that the game’s menu navigation feels intuitive. We’re especially interested in seeing how players move through the UI to unlock their Battle Passes, check their Challenges, use the Store, and apply their earned customization elements in the Armor Hall.
In order to allow Halo Insiders to unlock their Battle Passes and unlock various customization options, we’ll be granting invited accounts a set amount of in-game credits (cR). Players will be free to use their cR how they see fit, but customization items unlocked during technical previews will not carry over when the game releases later this year.
Similar to how we’re only flighting with a subset of Arena maps and modes, this technical preview will feature a truncated Battle Pass and a small fraction of the Customization options planned for launch. The key focus is to ensure the Battle Pass and Challenge unlocking systems and customization equipping systems are both functioning properly, and hold up at scale. The reasoning for having these Battle Pass, Challenges, and Customization systems in the flight is purely technical, and isn’t meant to be a showcase of our launch content - so please don’t read into it that much.
Plus, wouldn’t you want us to save some of the super cool content for launch?
TAXIING TO THE TARMAC
We know the largest question now is, “When is the technical preview!?” The release of this blog means we’re getting very close but flighting itself is a fluid process, we need to ensure we’ve successfully cleared our final gate before we’re officially a go. That said, we’ve been given the okay to say our first Bot-focused technical preview could happen as soon as next weekend. Prior to the flight starting, we’re planning a live stream where we’ll dive into the actual build and walk through nearly every facet of the technical preview. Stay tuned.
We’ll be hosting hundreds of thousands of Halo Insiders during the first technical preview and then, if all goes well, we’ll invite even more eligible Halo Insiders for the next flight. We want to start at a reasonable number of participants before potentially going to a much larger player pool, but our goal is to eventually get every eligible Halo Insider a chance to go hands-on and help us achieve our goals on the road to launch. Remember, if you don’t get in this time, please don’t despair – more opportunities will come.
The most important thing now is to make sure you’re a Halo Insider. You will need to be a verified Halo Insider (see instructions at the top of this article) to ensure you can be invited to any and all
Halo Infinite flights.
And yes, the technical preview will be all good to stream and create content around. Feel free to share your experience with us and with others!
We’ll have even more specifics to share about the technical preview as soon as we’re locked, so be sure to follow
@Halo on Twitter for the latest news and info. Until then, stay frosty and thank you for your continued support, we can’t wait to take this next step together!
That's gotta be ray tracing in the visor reflection right?