Since the launch of [i]Halo Infinite[/i], we’ve been paying close attention to community feedback, addressing what we can in a timely manner, communicating what we’re working on with “Closer Look” blogs, and prioritizing future content and features internally based on that player input. Similar to what we did with our Outcomes reports during Halo Infinite’s Technical Previews, [url=https://www.halowaypoint.com/news/tech-preview-2-outcomes]which shared learnings from each flight[/url], we wanted to be transparent about the feedback we’ve received so far and provide the team’s responses to emerging themes in the community. You will definitely see similarities in key feedback themes from the tech previews that carry over into Season 1. In the months leading up to release, the team was fully focused on launching Halo Infinite with very little room to begin work on the majority of these areas (many of which are quite significant in scope). In some cases, work on these common themes has been happening already while in others, new insights and data gleamed from Season 1 has helped to further refine scope and priority for the team to address moving forward. During last year’s pre-release flights, we highlighted both the positively received areas and the key feedback areas. Since this Outcomes report covers almost the entirety of the Halo Infinite’s multiplayer experience, and not the limited scope of a flight, we’ll only be drilling into what’s most important – [i]the feedback[/i]]. We gather this feedback and data via surveys sent to [url=https://aka.ms/HaloInsider]Halo Insiders[/url], telemetry on in-game player behavior, and thoughts shared on , Twitter, reddit, YouTube videos, Twitch streams, and more. [img]https://clan.cloudflare.steamstatic.com/images//38365036/8152af5bbcc01d9d63a351315b4c0f47bec455f6.jpg[/img] To set expectations, [b]please keep in mind that this is not meant to cover all the upcoming work we have planned for [i]Halo Infinite[/i][/b] – nor does it have specific timelines for every item. It will, however, cover many of the common feedback areas that you’ve seen raised and discussed online with a focus on what’s landing in Season 2. We’ll have more to share around the specific timing of features and content in the future. As Joseph noted earlier this month, the team is also actively working towards shipping fixes, features, and updates in more agile ways during our seasons. [hr][/hr] [h2]TL;DR[/h2] We recommend reading the full blog below to get all the details and context, but here’s a quick look at some of the updates coming when Season 2 launches on May 3. This is by no means everything, and you can find additional insights from the team in each of their sections below, but we wanted to list some outcomes we think you’d like to see up front that are already locked and loaded for next month as work continues in numerous other areas. [h3][b]Audio[/b][/h3] [list][*]The ability to hear an opponent’s shield recharge sound will be reduced to prevent providing too much information about a player’s location [*]The volume of the Grunt Birthday Party sound effect will be increased in Campaign[/list] [h3][b]MULTIPLAYER[/b][/h3] [b]Arena[/b] [list][*]Catalyst (new Arena map) will be added to multiple playlists on day one [*]King of the Hill will be added to multiple playlists [*]Attrition will be added to multiple playlists [*]In Attrition, a revived player will be able to move immediately after spawning back in [*]Motion Tracker (Radar) will have its outer edge detection enabled for shooting and sprinting in social playlists[/list] [b]Big Team Battle (BTB)[/b] [list][*]Breaker (new BTB map) will be added to matchmaking on day one [*]Jeff Steitzer’s voice is returning to call out player-earned medals [*]Issue causing asymmetrical Weapon Rack spawns has been addressed[/list] [b]Matchmaking[/b] [list][*]Rather than track a player’s entire session, the CSR progression bar will now reflect the progress made from their most recent match[/list] [b]Custom Games & Forge[/b] [list][*]Addressing some Custom Games bugs, with more coming down the road[/list] [b]Personal AI & Spartan Chatter[/b] [list][*]Balance adjustments were made to emphasize what's most important for players[/list] [h3][b]PC[/b][/h3] [list][*]Noticeable stability improvements; the team has resolved dozens of PC crashes[/list] [h3][b]Sandbox[/b][/h3] [b]Networking[/b] [list][*]Melee fights should be more consistent, with opponents “phasing” through each other less and “whiffing” less when a melee should’ve connected[/list] [b]Weapons[/b] [list][*]A global melee damage decrease of 10% on all weapons will require the Mangler to land two shots and a beatdown for a kill. [*]The Ravager’s base (non-charged) shot will see a damage increase[/list] [b]Friend or Foe (IFF) Recognition (Player Outlines)[/b] [list][*]This system will now have options allowing players to modify the opacity and thickness based on their preferences[/*][/list] [b]Equipment[/b] [list][*]Drop Wall will see slight performance increases [*]Overshield will provide slightly more shielding[/list] [b]Vehicles[/b] [list][*]Chopper collision (splatter) damage will be increased to its vehicle-splattering glory [*]Banshee’s agility and damage output will be increased to improve its role as a strike fighter [*]Warthog & Razorback should be more resistant to flipping and bouncing[/list] [img]https://clan.cloudflare.steamstatic.com/images//38365036/399b59cff72e6be39784dfd25895db6410583c06.jpg[/img] We’ll have another Outcomes blog focusing on the Live Team’s areas such as Customization, Shop, Battle Pass, Progression (Challenges), Events, Theater, and Observer Mode in the near future. Be sure to keep an eye out for it here on Halo Waypoint and give it a read when it lands. Today’s Season 1 Outcomes blog is meant to highlight key community themes and the Halo Infinite team’s responses to each of them. [url=https://www.halowaypoint.com/news/season-1-outcomes-report]Be sure to read the full report on Halo Waypoint[/url]!