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#feedback

7/19/2014 6:11:01 PM
114

Fireteams are awfully clunky for such a socially-oriented game

Currently, if you join a person's fireteam - even if you're standing right next to them in the world - it forces you go back to orbit and then reload the map area, often placing you leagues from the person who sent you the invite. Likewise, having your partner leave and disband the fireteam causes you to drop back to orbit and reload the area you were just in. Instead of feeling like a social MMO, it feels more like a traditional multiplayer game where you go to a lobby and form a group before undertaking a mission, and leaving that party forces you to exit back to the lobby again. It needs to be much more seamless, where I can drop in or drop out of a group dynamically without being forced to sit through a loading screen just to get back to the same area I was already in.

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  • Edited by Xurelle: 7/19/2014 7:08:34 PM
    This game is an instanced FPS. Sorry, but I've been a hardcore MMORPG peep for over a decade now. This is a lobby shooter. There's no comparison to massively multiplayer here. But be grateful, because if there was, you'd either be paying a monthly sub or wicked cash shop prices to unlock parts of the game, all in the name of helping to financially support a bunch of massively multiplayer servers. I agree with you, man, don't get me wrong-- and it would be great! But Destiny is not a massively multiplayer online game, it's a lobby shooter with little LAN-type teams, one extra NPC town (the Tower) and a couple RPG-like special attacks on long cooldowns. But it is still by and large a lobby shooter. Phasing should definitely be improved, though- teammates shouldn't have to jump through three hoops just to get to each other in an instance.

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