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originally posted in: WHO IS THIS GAME MADE FOR?
10/21/2014 9:24:57 PM
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The game has plenty of depth. To answer your question it is designed for players like ME. Who enjoy MMOs, Action-RPGs (like Sacred, Diablo) and DON"T like the typical FPS. The player who likes the "grind" for gear that is the end-game in games like this, and enjoys finding new ways to challenge myself with existing game material. it is NOT designed for those players who want run around and do their own thing in an open-ended sandbox. Who needs and endless stream of "new" things to do to avoid boredom...or is used to having all the games benefits unlocked and available to them in only a few days, (most competitive shooters). Destiny will frustrate, anger and annoy these players. Bungie most likely made the patches they did because their goal is to improve YOUR personal game experience...and ONLY your game epxperience. They are doing what they feel they hvae to do to preserve the OVERALL game experience of playing Destiny, and to improve the experience of the greatest number of people. 1. Initially didn't understand why Bungie did what they did, but now that I see how KEY Ascendent materials are to the speed at which you level up gear in the end game...I agree with what they did. If they hadn't the Queen's kill missions would have broke the game. Before they patched I was dismantling Warlock helments to the tune of three shards, and chest armor for two. Just doing the PvE bounties, I was getting 4 kill missions a day. So we're talking anywhere between 8-12 shards per character PER DAY. That's ONE WEEKS worth of Ascendant Materials from the VoG....in one day. Multiply that by 14 days of the event...and you're and you're pushing 150 shards. Multiply that by 3 characters...and you're looking at 450 shards. Even more if you could do both PvE and PvP bounties. You've basically rendered the raid irrelevant beyond getting raid gear. Because you've amassed enough ascendant materials to upgrade anything you want until Destiny 2 drops. 2. ARs have been broken since the beta. Especially the Shingens. I was shooting Fallen Snipers off of rooftops with Shingen-Cs from halfway accrooss The Divide during the beta. Pre-release nerfs helped the problem of their unrealistic accuracy at range...but didn't go far enough. Again...needed to be done. 3. Can't support Bungie on this one. Like I said when it was announced, it smelled of a panic move...and sends a bad message to the community: That Bungie will rip out of the game ANY solution to the raid fights OTHER than the one theiy scripted. Which is a losing battle on their part. The creativity of 30 programmers cannot compete with that of 3 million gamers in nearly-instantaneous communication through social media. The raid been effectively "crowd-sourced". Bungie runs the risk of DESTROYING what's good about the raid, by trying to micromanage how people play it. 4. This, imo, is Bungie fighting back against the push Atheon of the ledge strategy...which I can buy as a glitch. Because the strategy requires Atheon to teleport the people farthest away from him into the portal...while the rest of the team runs up towards him, and then starts bombarding him with grenades and Nova Bombs. If Atheon starts to randomly teleport people, this strategy becomes a lot harder to use. But I think it goes overboard. and will wind up destroying any ability to assign roles and organize as a time. The Atheon fight will be come a mad scramble that will depend on every player knowing every function...rather than creating a strategy and then effectivly executing it. Like #3 I see this as an over-reaction on Bungies part....but at least a more understandable and justifiable one. Though Ithink its effectis will be just as---if not more---corrosive than the changes to the Templar fight.
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  • I'm a grinder at heart but this game isn't scratching that itch nearly as well as other games have in the past.

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  • The grind is the same. The rewards arent' the same. Their indirect. That lack of direct reward is clearly off-putting to some people. I just got finished dressign down another poster who went on a rant about how exotics are 'too common', and how they should basically be status symbols for the best players. Which goes against the entire DESIGN of the game. Exotics are part of the levelling mechanism of the game, and how the game allows you to fine tune your abilties as a Guardian. Only a few exotics---like the Mythoclast---and the raid gear are the game's status symbols.

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  • That is truly what is at the heart of the grind issue here. The fact that the gear levels you up and therefore they can't give you gear after every grind. Grinding is about doing something over and over to make small incremental gains that will eventually get you one larger gain. That's why I don't mind grinding something like spin metal or loot chests. I can get 50 spin metal and then turn that in for vanguard marks which in turn gets me closer to leveling up my vanguard rank which can lead to getting better gear which again will lead to a higher light level. That act of grinding spin metal has the potential to stack 5 times. That is a true grinder's paradise there. Every action I make leads to a potential improvement to my character. Grinding strikes or the raid or the daily story can, if the RNG gods are not favoring you, lead you absolutely nowhere as far as character progression. It makes doing that same strike for the 20th time a lot harder to swallow.

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  • The point of grinding strikes is for marks/rep to buy gear from the vendors. You should be buying legendaries and dismantling them for shards/energy if you don't need them. The loot rolls at the end are just bonus. You can completely level 20->29 without relying on RNG.

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  • Point taken. I forgot about the marks for the raids. I'm only level 22 so I haven't gotten to the finer points of leveling up efficiently after 20.

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  • No worries. Another tip is to buy an exotic from our from strange coins gained from weeklies helmets tend to be the best. After that shard a piece of gear then if you don't like the weapon. Do a public event daily as you are guaranteed mote/coin/ascendant mats from the first one you do. You'll get a package from the postmaster that contains your reward. [link]http://www.bungie.net/en/Forum/Post/70528714/0/0[/link] here's my post where I detail all the ways to get ascendant materials.

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  • [quote]That act of grinding spin metal has the potential to stack 5 times.[/quote] Whst do you mean?

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  • I guess what I meant was 50 spin metal turns into vanguard marks, which turn into a higher vanguard rank, which turns into buying light gear, which raises your level. You grind one thing to earn something that in turn earns you something else. So that was what I meant by "stacking". It sounded good when I typed it....lol. Of course you need crucible marks too, but that's another grind that yields something every time you do it that you can apply to earning something. Without getting something during the act of grinding it really becomes pointless and not much fun. Hence all the rage with the RNG system and a flaw in the "light level" concept. It's cool, don't get me wrong, but it causes problems too. For example, If we earned motes of light for every strike, story, etc. you could then infuse those motes to your gear to raise its light level. Then grinding all these strikes, story, etc. over and over and over again would be a grind worth doing. Instead people are getting useless drops which then make their grind a complete waste of time and frustrating. I would grind the crap out of dark souls to make my character more powerful. If I didn't get souls for killing enemies multiple times I never would have done it. I also did a grind with rats for humanity. If the drop rate wasn't good or couldn't be improved with having more humanity, that would have been unbearable.

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