Slayer Playlists And Challenge Changes In Halo Infinite

There were repeat­ed requests from Halo Infi­nite play­ers, received playlists for spe­cif­ic game modes, includ­ing Slay­er, Free-For-All, and more.

This update for Halo Infi­nite comes after 343 Indus­tries con­firmed more game mode-spe­cif­ic playlists would be com­ing to the game’s mul­ti­play­er. Play­ers were pre­vi­ous­ly express­ing frus­tra­tion with not being able to choose which game mode they were queu­ing into. This is no longer an issue, as 343 has added playlists for Halo Infi­nite, includ­ing one for Slay­er. 343 Indus­tries pre­vi­ous­ly said play­ers would be wait­ing until after the hol­i­days to get these playlists.

How­ev­er, it’s not just playlists that were added in this update. Mul­ti­play­er chal­lenges are also get­ting an over­haul, with the more dif­fi­cult chal­lenges being made eas­i­er or being removed entirely.

Per­son­al and playlist-spe­cif­ic chal­lenges were also brought to Halo Infi­nite. These chal­lenges are sim­ple, and reward play­ers for earn­ing a cer­tain score or num­ber of kills with­in a playlist. The amount of kills or wins the play­er needs varies depend­ing on the rar­i­ty of the chal­lenge they receive. They range from nor­mal to leg­endary, giv­ing play­ers more XP the high­er their require­ments are.

Right now, the Win­ter Con­tin­gency event is going on in Halo Infi­nite, giv­ing play­ers a chance to get some hol­i­day-themed gear.

You can check out the full list of changes below, as out­lined by 343 Indus­tries.

Halo Infinite December 14 patch notes

At launch, we took a mea­sured approach to include a base­line set of playlists in a sim­ple and straight­for­ward way. Thank­ful­ly, our beta peri­od went very well, and we heard your feed­back around want­i­ng more vari­ety and more con­trol over the modes you play. And, fol­low­ing Halo Infinite’s first offi­cial event, Frac­ture: Ten­rai, we heard your feed­back around want­i­ng Fies­ta to per­sist as a reg­u­lar offer­ing rather than be lim­it­ed to just the active event period.

We also heard a lot of feed­back around a desire for a pure Slay­er playlist – some­thing that was always com­ing but was orig­i­nal­ly a bit fur­ther out as more time was need­ed to test and final­ize new game mode vari­ants. Slay­er fans should expect this playlist to expand with new expe­ri­ences in the months to come.

As a result of this feed­back, we’re excit­ed to bring four new social match­mak­ing playlists to Halo Infi­nite today:

  • Team Slay­er
  • Free-for-All
  • Tac­ti­cal Slay­er (“SWAT”)
  • Fies­ta

Today’s playlist update is just a first step – we know play­ers want even more agency and more vari­ety — and the team con­tin­ues to work on longer term plans for rota­tion­al and core playlists, game modes, and improved match­mak­ing experiences.

Ranked & BTB matchmaking updates

Since the beta launch, the team has been mon­i­tor­ing match­mak­ing data and keep­ing a close eye on the over­all sys­tem to ensure it’s work­ing as expect­ed. Addi­tion­al­ly, we’ve heard feed­back from play­ers who are con­cerned with how the rank­ings are work­ing and/or express frus­tra­tion with their ranked expe­ri­ence. Work will con­tin­ue in this space but we’re mak­ing some tar­get­ed changes in the short term:

  • We adjust­ed the ranked match­mak­ing rules to increase the pri­or­i­ty of close indi­vid­ual skill match­es, par­tic­u­lar­ly for play­ers at the high­er skill lev­els. We’re tak­ing this in stages – the first pri­or­i­ty increase took place on Dec 11th, and the sec­ond took place today.
  • We adjust­ed the BTB match­mak­ing rules to pri­or­i­tize mak­ing match­es with low­er laten­cy. This will main­ly help play­ers in low­er pop­u­la­tion regions avoid high laten­cy matches.
  • We’re dou­bling the over­all match­mak­ing time­out from 5 min­utes to 10 min­utes, to bet­ter accom­mo­date very high skilled play­ers find­ing suit­able match­es, par­tic­u­lar­ly when in full fire teams or search­ing from low pop­u­la­tion regions.

We will con­tin­ue to mon­i­tor ranked and over­all match­mak­ing close­ly and will share more details on the sys­tem and future plans as we can.

As of this news post, the team is aware of and active­ly work­ing to address Big Team Bat­tle inter­mit­tent match­mak­ing issues that have been report­ed over the past few days. We appre­ci­ate your patience and sup­port as we con­tin­ue inves­ti­gat­ing and work­ing on solu­tions. Please be sure to fol­low @HaloSupport on Twit­ter for the lat­est updates.

Last­ly, we under­stand some play­ers are also eager for more Ranked Playlists beyond the game’s cur­rent offer­ing. Please be note that we have more tech­ni­cal com­plex­i­ties to nav­i­gate with Ranked Playlists than Social, so any future ranked updates are going to take more time.

Challenge Updates

Today marks the third over­all update to Chal­lenges and Pro­gres­sion since Halo Infinite’s beta launch on Novem­ber 15. In each case, Chal­lenges have been iter­at­ed and tuned, remov­ing out­liers and adjust­ing trou­ble­some entries, while also help­ing to speed up over­all Bat­tle Pass pro­gres­sion. So far, we’re hap­py with the results of these changes, but we know there are plen­ty of oppor­tu­ni­ties to con­tin­ue evolv­ing and improving.

There’s a lot of work to do here to tru­ly address play­er feed­back around these sys­tems – and broad­er changes are going to take time (i.e. per­for­mance based XP, per-match XP, addi­tion­al pro­gres­sion vec­tors, etc..)– but in the inter­im, the team will con­tin­ue tar­get­ing mean­ing­ful ser­vices-side updates to hone and improve the over­all experience.

Today’s update aims to fur­ther alle­vi­ate frus­trat­ing chal­lenges, adds brand new chal­lenges to take advan­tage of the new playlists, and reduces the require­ments for the week­ly Ulti­mate Chal­lenge. And, while it won’t come into play quite yet, changes have also been made for Event Chal­lenges to help address some ini­tial play­er feedback.

Challenge Pruning

Over­all, a num­ber of mode and activ­i­ty-spe­cif­ic chal­lenges have been removed entire­ly, had their require­ments low­ered, and/or had their weight reduced across the chal­lenge pool. Addi­tion­al­ly, the over­all weight­ing of ‘Gen­er­al’ chal­lenges has been increased.

We under­stand the inabil­i­ty to pick a spe­cif­ic mode to coin­cide with a spe­cif­ic chal­lenge can be frus­trat­ing and today’s changes should help reduce some of that fric­tion in the near term as longer-term work continues.

New Challenges

Today’s playlist addi­tions will also ush­er in new playlist-spe­cif­ic chal­lenges. You can expect to find spe­cif­ic playlist ver­sions of each of the fol­low­ing new chal­lenge types:

  • Per­son­al Score – Accu­mu­late per­son­al score in the spec­i­fied playlist to complete
  • Kills – Earn the required # of kills in a spe­cif­ic playlist
  • Dou­ble Kills – Earn dou­ble kills in a spe­cif­ic playlist
  • Com­plete Games – Play and com­plete games in a spe­cif­ic playlist
  • Win – Win games in a spe­cif­ic playlist

The spe­cif­ic require­ments and cor­re­spond­ing XP will vary depend­ing on the rar­i­ty type of the chal­lenge (i.e. “Nor­mal”, “Hero­ic”, “Leg­endary”).

Event Challenges

Player’s gave feed­back that it was dif­fi­cult to progress Event Chal­lenges due to them get­ting ‘stuck’ behind Week­ly Chal­lenges and/or not hav­ing enough to tack­le dur­ing the event week. Going for­ward, and when Frac­ture: Ten­rai returns, Event Chal­lenges will come in more fre­quent­ly, remov­ing gaps where a play­er would pre­vi­ous­ly be stuck wait­ing. And, while Events will often still have a finite lim­it to the num­ber of chal­lenges avail­able in a giv­en week – mean­ing it will take play­ing across a few weeks to ful­ly com­plete – the max­i­mum will increase to pro­vide more buffer and let high­ly engaged play­ers progress a bit faster.

We’ll have more details about these changes, and a few oth­er ways in which Event feed­back was addressed, when Frac­ture: Ten­rai returns on Jan­u­ary 4

I am a Platinum lover and an ex- Cod-aholic. I've been playing games since I was 5 years old and I refuse to quit, despite my mother's attempts to get me to. God of War and its successors are my all time favorite games.

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