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#feedback

Edited by BNGHelp4: 12/1/2014 10:56:42 PM
1

Raid is not worth the effort.

The Vault of Glass is by far one of the funnest multi-player experiences I have ever had. I really enjoyed the challenge of it, and even when clanmates wanted to cheese the Templar or Atheon, I would say, no, it is more fun to do it legit, or it is not that hard if we all work together. We would beat it and everyone would admit that it was so much more fun to do it legit with a good team. That's what made it all the more frustrating to complete the Raid and only get shards or energy, or the same gun that I don't even care about anymore. Shard and energy are not rewards that I would expect from having to round up 6 willing players every week to take on the Raid with. I have a schedule that can change from week to week too so it makes it hard to form a dedicated Raid group. The Raid is meant to be challenging and it is required to get to level 30, but because of a flawed RNG method of loot drop it seems that the reward will not match the efforts of the player. Is there a solution? Yes, give shards and energy their own separate loot pool or take them out of the loot pool altogether. Let me explain why this would help. Consider this is the loot pool: 1 - Raid helm 2 - Raid Chest 3 - Raid gun 4 - useless Raid class item 5 - Shards 6 - energy I am not sure how the loot system selects what you get. From my exp, the players chance of getting what they want (ie Raid Helm) is less than 1/6, and I have heard that there are people who get nothing from the Raid, I have not been able to confirm this myself and hope that it is just a bug.This can be nothing less than poor design choices if this is the case, the above should be the model that you are using, the odds should be the same as if you reached in a box with a 6 pieces of paper with the name of the loot written on it 1/6 chance to get what you want. It should be changed to the following: Loot Pool: 1 - Raid helm 2 - Raid Chest 3 - Raid gun 4 - useless Raid class item Upgrade Mat Pool 1 - Shards 2 - energy This would give the player a 25% chance to get what they want, which would greatly reduce the frustration of players that repeated play the Raid to get nothing but shards. You may want to force players to repeatedly play the same content until new material is released so that you can extend the game for the originally intended 10 years. Here's the thing though, how many times do you have to play the Raid before it starts to get repetitive? What makes it worse it that I have come to dread the Dark Below instead of looking forward to it. I just keep thinking about how many hours I played this Raid and have not gotten any Raid gear yet, but now I am going to have a whole new set of Raid gear to capture, rendering the one that I have been trying to get obsolete. This is daunting and leads me to question the use of armor to level up in the first place. I mean kudos for thinking outside the box with the leveling system but the combination of this system with an RNG based economy with no trade seems to cater your game towards those single unemployed, but "I inherited my money" types. In other words, only those with time and a dedication to repeatedly play the same content will prosper in the current destiny, and at the risk of sounding a bit whiny I say, that's just not fair.

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  • Edited by MrDioneo: 12/1/2014 10:24:08 PM
    You can just shut your mouth about removing the ascendant materials as rewards from the VoG. They're the main reason I still play it! I do get that it can be frustrating to not get any armour after repeated attempts, but remember that it's just a game and that level 29s are still good guardians too. Not as awesome as level 30s, but still pretty good.

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