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#feedback

9/15/2014 6:54:08 AM
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Bungie - Why Punish Your Players?

The following mechanisms in the game punish, prohibit or limit positive player interactions and behaviors. These are not bugs but deliberate design decisions. To my perspective and those of the group I play with, these seem to punish the player for investing in the game or playing in a constructive manner. Thoughts? [b]TLDR:[/b] [i]No game chat support, few large group gameplay options, a broken end-game loot grind all add up to a system that does not incentivize positive player and community behavior. [/i] 1. [b]No game chat support[/b]: How can I brag about my loot or admire another's? Meet new guardians? Respond with local guardians to dynamic world events? You [i]can't do any of these things [/i]without an immersion-breaking slog through menus and to create a (usually rejected) fire team invite. We need to be able to use voice chat (with all the expected controls) with other players in the game world, not just in a fireteam or party. 2. [b] Inconsistent fireteam size caps:[/b] We are limited to the odd-man out formula of three players in a fireteam. Like many who play online, we play with friends. Unless we have a clean multiple of three (which is rare), there's always someone doing a strike or crucible match with randoms instead of their friends. We need more options to allow whole groups to play together. More than the one PvP (control) and PvE (the soon to be released raid mission) that are currently in-game. New shiny modes would be great but many existing modes would work also. Other games have handled this issue with creativity and ease. This has since become a player expectation. 3. [b]End-game loot as negative reinforcement:[/b] Get loot after an epic boss or strike? Not usually. Get loot after an amazing show of force in the crucible? Better cross your fingers! For end-game content; loot rewards are not aligned with player activities. You can kill 1000s of enemies and not get a purple or you can kill one dreg and get an exotic. The same inconsistency is mirrored in the crucible. To make matters worse...engrams do not drop a guaranteed rarity item. The frustration when seeing that hard earned legendary engram turn into a mote of light is beyond description. This shouldn't be a hard judgement call to make. [b]The better you do, the more you are rewarded. Never over-promise and under-deliver[/b] Those concepts are the bedrock of any successful incentive, sadly lacking at the end-game. This is absolutely unacceptable for a game that requires this high level loot to unlock end game content. 4: [b]Equipped gear limits:[/b] Not sure if this is true for weapons but we cannot equip more than one piece of exotic armor. The legendary gear builds are [b]boring[/b]. Exotics have interesting attributes that offer more exciting possible combinations than a faster reload or longer grenade throw. 5:[b] Vanguard/crucible weekly point cap[/b]: I hit my weekly cap in the crucible after one day. I am nearing my vanguard cap after two. This serves no point other than to artificially extend my game play. At current rates, it will take me two months to equip my character with a full set of faction gear and weapons. I'm questioning if the incremental increase is worth it when considering that time scale. The gear isn't even unique looking considering it might be modified with a shader. I know the game has just released and there are many tweaks to be made. For a game with a "player investment designer" I've been surprised by many design decisions that seemingly discourage positive or rewarding play. It's my hope that your shared comments and feedback help get these issues resolved. p.s. For those still reading, I'm nearing 40 hours of playtime and that's nowhere near where I plan to stop. The game, especially the core shooter mechanics are amazingly fun, but Destiny's potential to elevate a standard online shooter into something more is being held back by these and other issues.

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