BREAKING: UFC fighter Brandon Royval, after refusing to fight at the White House:
“I don’t give a fuck about any of our political figures right now, and it’s like to fight in front of them seems like some fucking ‘Hunger Games’ type of fucking shit. I don’t give a fuck to fight in front of some fucking billionaires and rich people that could give a shit less about me. Probably throwing parlays. Fuck you guys.”
i dont really give a shit about ski resorts.
they used to employ locals. then they got bought out by giant conglomerates, fired the locals, and exploited visas to import slave workers, driving down the price of labor and juicing shareholder value
i hope the shareholders suffer.
I think a perfect Halo progression system would be a blend of Halo 3 and Reach.
3's achievement-based armor unlocks for special items and playlist ranks combined with Reach's credit system for normal armor/rank is a match made in heaven.
No lootboxes, no battle pass, no store.
In Halo 3, if you saw someone with a specific armor piece, you knew exactly how good they had to be to earn it. EOD? They managed to beat the entire game on Legendary. Security? They got 1000 gamerscore. Recon? Pre-ODST that meant they were either from Bungie itself or stood out enough in the community to be granted it. Post-ODST that still meant they completed the hardest achievements Halo had at the time (across two games!).
Additionally, per-playlist rank gave you something to chase in every method of MP play. If you wanted to get the highest rank in every playlist, you had to see everything MP had to offer. It was also win/loss based, so you had to earn it with skill.
When I finished a match in Reach, I felt like I walked out of the game with a proper reward for what I achieved in the match. Medals, commendations, and challenges truly made you feel rewarded for performing well (slot machine also existed but obv isn't skill based). However, unlike 3, any of Reach's armor could be earned just with enough playtime. Even someone playing Firefight solo offline for like a billion hours would eventually unlock the Haunted helmet.
The upside is that everything you did in the game contributed to your global rank; Campaign, Firefight, Multiplayer all gave you meaningful progression for playing them. (shoutout to grinding sword base target locator kills for the commendation credits lol)
The perfect system would be a blend of both of these. Special pieces of armor being achievement-based unlocks, requiring legitimate skill to attain. Other armor not being as cool looking, but still being satisfying to earn via organic progression. A global rank based on credits from any game mode, and a per-playlist rank based on skill.
Have armor/rank both MEAN something and FEEL fun to earn.