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#feedback

Edited by GrizzlyElk: 9/19/2014 12:47:42 AM
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Crucible Changes (Multiplayer Gameplay Skill Gap Increase)

Hey everyone, this topic will be about some changes I think should be made in the Crucible. Note i am level 22 currently, and have played 30 Crucible matchs (5 of which were Skirmish games with 2 of my friends for coordination) On another note Destiny is a whole different creature when its low player count, with full communication. Destiny's Multiplayer is like a fire to me, constantly changing and it can get too hot at times or it could need more fuel. Here are some changes I would like to see, and a reason for them. These changes represent increasing the skill gap ( I recognize that this might not be the aim for Bungie though) ***NOTE*** * This only effects Crucible and not Iron Banner (Iron Banner is based on player gear and stats, not levels) [b]Health Pools[/b] * - Increase the amount of life each player has by 25% or so [i]Reason:[/i] A competitive arena multiplayer game should ensure the players skill should be shown. With a larger healthpool, you can evade being fragged if you know its a situation you can't win you can reposition and attempt a different approach. It also disables unskilled players from getting kills from behind, or lucky weapon placement.. [i]Foreseeable Problem[/i]: With such a variety of weapons, this will effect weapons with low ammunition, such as my pulse rifle with 21 rounds, it fires fast and takes 3 trigger pulls to the head and 4-5 to the body and increasing health will further hinder the ability to take on other players by having to reload after every kill. [b]Head Shot Damage[/b] - Head Shot damage should only be applied when your first two bars of health are broken (when you enter critical state) - Snipers and Hunter Gunslinger ultra are not effected. [i]Reason:[/i] People that use weapons with high recoil, who are NOT attempting to aim, get head shots from reckless shooting or lucky aiming. It will award people who pay attention to the health and further increase the skill gap by awarding players who stay on target [b]Supers[/b] - Change most of the supers to utility(In PVP) so they are not instant kills. Have an "Grand Orb of Light" or two spawn on the map announced with the position known that fills your Super bar completely. - Keep the idle generation of your super going but do not give energy to players for killing other players. - Example: Fist of Havoc (titan power slam) will now knock players back, slow them and do some damage - Example: Hunter Gunslinger Super will now only instant kill to the head and 2 shot are required for the chest, however the ammo reserve has been increased to 5. [i]Reason:[/i] Supers should not be instant kill, most require little to no effort to accomplish successfully and everyone gets their super at least once in the round. This promotes unhealthy gameplay by providing almost ensured death to players that have skill over the other player. This will greatly increase the skill gap by challenging players to plan and think about their super, it could ultimately yield the no kills or if orchestrated well, get a few kills. It will also make encounters between teams intriguing and increase the length of the fight. [b]Super Notification[/b] - Allow a visual representation of players who currently have their super ready so you can plan accordingly for other players reckless behavior and lack of planning. [i]Reason:[/i] Instant kills are the bane of any competitive game, how is being instantly killed by another player fun? it isn't. It gives instant satisfaction to players who do not play to increase their skill, strategies and understanding of the game, they play to see +100 and medals tossed at them because they mindlessly pressed a button when they saw the enemy that had no chance for a retaliation. [b]Special Ammo[/b] - Remove special weapon ammo from match start and announce placement on the map, make it the same respawn time as heavy ammo and place it at the start of the round near common conflict zones. Also only allow 1 magazine full of ammo to be obtained from pick up. [i]Reason:[/i] Having everyone start with special ammo promotes unhealthly gameplay, it allows players to start with shotguns, snipers and fusion rifles, all have the ability to instant kill. They can be used throughout the entire match because the ammo is abundant. It should be award to players who approached and executed the point well, and it shouldnt be abused by having a large ammo reserve. Low ammo reserve means careful use of the weapon, instead of rushing in to get a quick kill and to be killed because youll have some anyway when you spawn. [b]Playlist Player Count[/b] - Change the player count 4v4 or 5v5 for Control and Clash - Add a playlist for 8v8 for First Light and Bastion (Both large scale maps) [i]Reason:[/i] 6v6 is too much for the way most of these maps were designed for. Maps like Exodus Blue, The Shores of Time, and Anomoly are too small for 6v6 gameplay, people close in from all directions and in a game where death is nearly instant, you do not have time to relocate and challenge them all by wit and tactics. [b]Radar and Footsteps[/b] - Give us a radar and not a directional indicator OR decrease the ambiance volume of the map and increase the sound of footsteps and player actions. [i]Reason:[/i] Player sense is almost non existent without the directional indicator. You can really only hear gunfire, and the jump abilities because the map ambiance is loud. If a radar is not given, the sounds of players should be increase to better allow the change of targets or preperation for a face to face encounter. This will allow players who are aware to triumph of players sprinting around flanks without thought to get the first shots. [i]And if all the above are out of the question because hands are tied, or the game is built specifically with all the current mechanics in mind to treat a small skill gap, this is what I propose or what I would love to see;[/i] [b]Ranked Playlist[/b] - add a 4v4 playlist that uses matches won and lost, score etc. - allow players to choose what weapon they want to start with for default, with the selection of the four (Auto, Pulse, Scout, Cannon) - armor is cosmetic - weapons placed on the map (power weapons) - nearly everything from the above suggestions. [b]Conclusion[/b] For people who think I am complaining or "you are playing the wrong game" or "they are not going to listen" and even "this isn't Halo" I am stating my thoughts on what i believe would make this game even better than it already is and i am not expecting it to become a reality. With all that being said, I still think Destiny is a fine game and I will continue to play it because its that fun that I can look past a few unsavory additions and ive been following its development since it was announced. Sci Fi free roam, character creation, customization, loot, pvp, with a finely crafted gaming engine that supports "mmo" styled encounters is a success in my book. So everyone, what do you wish was changed?

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