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#feedback

Edited by Tovarisc: 7/21/2014 9:11:23 PM
1

Feedback based on experiences over weekend

[b]General[/b] * Volume sliders for SFX, Music and Dialog would be appreciated- Personally I dislike how loud music can get at times and would like to lower its volume. * Option to toggle HUD On / Off for more cinematic screenshots and videos * Joining & leaving Fireteams should be smoother. If I'm in e.g. Skywatch with BraveWarlock and he asks me to join his Fireteam of Awesomeness I shouldn't need jump through PlayStation menus and then few loading screens in order to join him. Same with leaving. If I leave Fireteam why I need load into Orbit and then load back into e.g. Old Russia? Could system allow us join and leave Fireteams more smoothly with less use of menus and less loading screens? * If I select location when at Orbit and launch why game loads into loading screen so it can load into location? Game has a lot long loading screens and this got annoying in story when you got loading screen into short cutscene from where you got into loading screen and after that into loading screen for mission. * Gaining Glimmer feels extremely tedious grind when done in PvE. You need kill insane amounts of mobs and break down a lot loot in order to make decent bank. PvP gives you good amounts of Glimmer and fast. Glimmer gains between PvE and PvP are imbalanced currently and should be rebalanced so they are closer to each other so players who don't take part in PvP won't fall behind in curve when it comes to goods gained through Glimmer. [b]Character Creation[/b] * Should have ability to rotate character. This would allow us to see how hairstyles look from sides and back * Should feature more realistic in-game scene and lightning. Here is my Warlock in creator and then in-game, I can't believe it's same character, [url]http://imgur.com/a/04FSe#0[/url] * Why some Exo eyes glow while others don't? Same with Awoken, some eye colors have glowy effect to it while others don't. Example [url]http://imgur.com/a/DFtxN#0[/url] * Some hairstyles for Humans look weird and most Awoken styles look straight out bad or too angsty. I would like to see Awoken with more.. grounded hairstyles and more in line with elf like appearances. Here few styles I feel to be out of place and should be replaced, [url]http://imgur.com/a/aQeZP#0[/url] [b]Class Items[/b] * Hunters gets huge cloaks with awesome patterns, [url]http://i2.wp.com/destinynews.net/wp-content/uploads/2014/07/c0muDQ0.jpg[/url] * Titans gets decent sized waist cloths with good looking patterns, [url]http://i0.wp.com/destinynews.net/wp-content/uploads/2014/07/6sEl2Ya.jpg[/url] * Warlock gets tiny bonds, some have what looks like small holograms on them, [url]http://destinynews.net/wp-content/uploads/2014/06/ZbBO34c.jpg[/url] * I feel that Warlock gets shortest stick from all class specific items. First I even didn't realize where on her she had this bond because it was so tiny and blended into armor design fully. I would like to see Warlock's class item to be changed into e.g. different gauntlets that we would wear on our casting hand or sleeve like item that would go from wrist to elbow and have patterns on it. [b]PvE[/b] * Map. Currently you are supposed to navigate zones like Old Russia from fully memorized map of the zone. All area names within zone and all routes memorized. This is highly impractical way to go about it when we have multiple zones / planet, possibly, and multiple planets. E.g. spawn Ghost by pressing touchpad and then hold Circle down few seconds to open map of zone. Initially map would be mostly unavailable, blacked out, but more you explored and progressed zone more of it would become available to look at. Names of areas, e.g. Skywatch, would also be visible to ease navigation. * Loot chests are boring. Chests aren't common sight so opening them should have excitement and wonder in it, but as it's now you already know you get ~120 Glimmer and [b]maybe[/b] white item if super lucky. There just isn't that excitement when finding and opening chests. Glimmer amount should be slightly increased, maybe spread to be 160 to 210, guaranteed white with small change for blue? Then scale reward upwards as player progresses to higher level. Also it needs to be changed how chests are spawned into world so we can't so easily farm infinite chests for unlimited Glimmer, [url]https://www.youtube.com/watch?v=zFkN2dhqqBI[/url] * Public events like defense of Warsat should more clearly tell players that they are supposed to stay close to objective in order make progress on event go faster. Now people easily wander out of white circle [that is hard to see on some terrains] while hunting enemies and slow down progress significantly, * When game spawns public event it also zone in more players if zone only has 1-2 players in it. It's little bit weird to get "Defend the Warsat" event when I'm alone and completing it solo is tricky so I won't bother with it. * Gaining reputation with factions is very slow and grindy now. I did all PvE bounties every day and some Explore quests, but I didn't get Vanguard to even Rank 1. I didn't use Spinmetal on them so that can be what gives, but 40 Spinmetal / 25 reputation isn't worth it when we acknowledge how rare Spinmetal is to find. [b]PvP[/b] * Moon / First Light Initial duel between Interceptors tends to determine which team will dominate next ~4 minutes of the match by locking down B & C flags with help of Interceptor. This easily causes huge score cap between teams and recovering from it will be very difficult if not impossible. Turrets are intended as hard counters to vehicles, but by situating themselves to arc area between B & C flags they are never in any danger from any of the turrets. They can keep B turret rammed while C turret can't fire over wall and A turret is waste. Same time players won't get their Supers up if they keep denied caps & kills while Heavy Ammo spawns in relatively late into match so for longest time another team maybe doesn't have any viable counter to enemy teams Interceptor[s]. Power of Interceptor should be nerfed by e.g. making driver more vulnerable to incoming fire. Currently killing pilot from back or front is almost impossible because how vehicle shaped and how deeply pilot is in there. Even from side you need perfect OHK shot with e.g. sniper rifle or pilot may escape with help of booster. Alternatively Heavy Ammo could spawn in earlier giving more viable anti-vehicle options for the players earlier in the match so gap between the teams wouldn't grow so large or so fast. Basically would allow team that lost initial Interceptor duel to recover more earlier and get them back into battle. * Mars / ? Flags B & C are basically on top of each other giving Team Bravo large upper hand from first second of match where because they spawn, basically, on top of B & C. Same time Team Alpha spawns next to flag A that is at other end of the map. Bravo team can reach flags B & C a lot earlier than Alpha team can. Bravo team can lock down B with 1-2 players by having them in stairs with auto rifles and shotties. 1-2 players go to cap C and then jump to upper level, to level of B. After that they can keep both flags locked down by using hallway next to B as access way between B and balcony overwatching C. There is no cover at C, at all, so you are vulnerable to anything they can throw at you while B is pure CQ skirmish where advantage is always on ones who are there and waiting. As long Bravo team don't approach A flag and/or cap A flag will team Alpha keep spawning at A flags side of the map so lockdown of B & C becomes almost impossible to crack. Location of flags, or map in general, need rethinking and redesigning in order to make it more balanced. Currently it's almost automatic victory for team Bravo. * Venus & Russia maps felts very good and balanced to play. Both maps have good layouts, good flag spread and good flow to them. * A lot lag and hit detection issues throughout of the weekend. It didn't matter at what time I played PvP I would get good experience maybe in one match out of six. Issues went from hit detection not working to everything being delayed by up to 2 seconds. Stop firing at target and he just drops dead 2 seconds later. There was also some player warping and hitting through walls, but it was rare. Iron Banner -event had a lot more of these issues and more severe lag than normal Crucible. ---- This isn't most likely everything that I noted over weekend, but these point were on top of my mind as I wrote this. Hopefully Bungie developers and community finds this worthwhile to read. Share your views and opinions!

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  • I was just about to write my long report of all the things I was going to say, though I think you hit every nail on the head perfectly. only addendum I would make is that as far as glimmer and rep farming goes, I feel like it is reasonable for level 8. I'm assuming when the full game is released there will be more options for increased rewards as levels increase, and also, I hope, there will be more options for more difficult level replays, and exploration zones. I believe the level cap at release will be 30, and I think money and rep will come in larger amounts at that time, as well as with more options for farming each so that it is less repetitive.

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