I'm good with refined Halo 5 gameplay. Just make better maps and more gametypes.
I enjoy the way Halo 5 plays. I just wish, as I have said countless times before, that the maps were better.
This right here.
The sandbox, movement, gunplay, (aiming needs a bit of work) etc are all aces and these elements cater to casual and competitive just the same (which I consider the best in the series with H5). It's the maps and gametypes combined with poor matchmaking systems and networking/games being unreliable that deter players. Population causes a number of these issues but making hard development choices to drive more pool selections from player choices not dev made playlists is a huge key moving forward IMO.
Here's some thoughts on design and development through to matchmaking system:
1. Design, develop and sustain for specific audience and experiences:
1.1 slayer e.g. not ranked, old default Halo 4v4 with vehicles and asymmetrical
1.2 HCS e.g. ranked, symmetrical no vehicles, competitive sandbox, slayer, extraction, CTF
1.3 objective e.g. ranked, both 1 and 2 sided CTF/assault, ricochet
1.4 BTB & WZ FF e.g. medium scale dev maps or cut-downs of WZ maps (with & without REQS)
1.5 WZ e.g. large scale maps, invasion modes, tons of AI, REQs etc.
1.6 fun stuff e.g. action sack, grifball
1.7 Forge & community content e.g. blank maps and dev redesigning/collaboration
2. Generic small number of playlists using hybrid custom browser and/or player/party toggles combined with a dynamic voting system based on toggles/player pools in real time. This is the biggest point to me, Halo fans not getting to play what they want. The metrics gathered from this alone are invaluable let alone the game experience, quitters reduction and player retention such a system would deliver.
3. Refine & sustain e.g. have this all at launch and the long term free content releases to keep players coming back is tournaments, events, new maps, new gametypes, new weapons/vehicles, community driven content (with and without dev redesigning), rewards (double XP/REQ points weekend) etc.
4. Less is more, maps and gametypes need to be high quality, faster to design/iterate and be less cluttered in terms of resources/objects. Be open to community reworking of dev maps, this will lead to faster iterations, improved changes for specific audiences and deliver more maps faster. Openness will also help culling of bad ideas or poor performing maps to become viable for public release while introducing far more options and ideas for devs to select from.
5. Open a Windows 10 version with full scripting and modding, (re)publish content with dev redesign/polish to Xbox as well. The community and gaming in general has proven the more open a game framework the more a community gets involved and retained. Halo would be no different. Build and open the Halo gametypes scripting and objects/textures much the same way Minecraft and a marketplace have developed. Similar to REQs being paid, buy/sell dev and community content to build with but play with it for free? Reward community modders/builders with unique items or flyouts to the studio to be worked with etc.
6. Enable cross play with Xbox controller allowed only, use toggles so players can switch back and forth from PC, crossplay or Xbox only. Alternatively sell an official Halo mouse and keyboard Xbox peripheral developed with pros. Tertiary solve the gap between controller M/KB and game outcomes.
There's some ideas there to work within population issues, Halo fan choices/demands, lessen the load/misfires of dev made and sustained matchmaking while deliver far more flexibility for player choice and improving the Halo ecosystem e.g. reducing quitters and aligning player's experiences of maps or gametypes.