JavaScript is required to use Bungie.net

Destiny

Discuss all things Destiny.
Edited by Majatek: 9/22/2014 3:01:43 AM
71

There is no point in trying if you want good items. RNG is casual orientated.

Items rewarded post-game are given at random. It doesn't matter if you're the highest scoring player, you're not garantueed to recieve a reward worth the efforts that you put into the match. [spoiler]Warning: Old post below is old and no longer represents my view on the matter. I have left it as a spoiler for posterity. If, however, you're one of the three lowest scoring players in the game, all with low kill/death ratios and did nothing but feed the other team kills, you're given the chance to earn something while the top player can outright miss out on getting anything (I've seen it happen and heard my friends complain about it, and it's definitely an issue).[/spoiler] Bungie; unless you want to continue pandering to casuals (while at the same time making it harder for anyone to enjoy playing it competitively), I advise something to be changed. Make item rewards given at the post-game screen to be [b]weighted[/b], for example, make the 2 highest-scoring players always receive at [i]least[/i] an engram. [b]EDIT:[/b] Honestly I'm not wholly against the idea of having random item rewards, but if you worked your rear off to place at the top of the leaderboard you should by all rights be [b]guaranteed[/b] to recieve at least [i]something[/i]. This way even those who don't want to place consistently at the top (because it may be too much effort for them) have the chance to receive a good item. If you don't place first, you have a chance to get something. If you do place first, you definitely DO get something for your efforts.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • I disagree. I think the end game loot system is fine. And I'll try to explain why. Your complaint that the crucible doesn't reward the good players isn't true. It does. But it doesn't reward them in the way you would like or expect them to. The idea behind the crucible is teamwork. (Although it's stupid that you can't communicate with your team, but that's another topic.) Because the idea behind the crucible is teamwork, you get rewarded as a team when you win and get a lesser reward when you lose. When you win, you get 3 crucible marks and 25 rep. But when you lose, you only get 2 marks and 10 rep. The way I like to look at the end game loot is a random "thank you for playing". They don't only reward the top players or favor the top players with rewards because they want to promote playing as a team. The loot system is merely a bonus add on whether you win or lose. Remember, the crucible is about the team and not the individual. Now personally I would like it if everyone got something, even if most of the time that something was spinmetal or some other collectable. Hell even everyone getting at least green weapons once they are past a certain level so they can break them down for parts. But I also understand why they didn't. There are other factors to consider. They don't give out spinmetal every time because they don't want you spending all of your time in the crucible. They want you to go explore and collect things from the environment. Basically they don't want half of the game to be virtually nonexistent for most players after a week or two. They want the entire world to do well. Also if they gave out something every single time, people would have a large surplus of parts and collectables very early on and would remove the grind for more parts to upgrade your gear. Lastly, and this is a problem I see with a lot of poster. Not specifically you but just in general. When people complain about the loot system being unfair, their judgment is skewed by emotion. When one does well but doesn't get any gear yet the person with a .2 KD get a legendary item, the good person is upset. For obvious reasons. But because your memory of that event is coincided with a strong negative emotion it outweighs the the memory of the events where you get a good item. This is because the human brain naturally puts more weight behind negative emotions than positive ones. My point to that wall of text was that if you look at the hard data, neither good nor bad players are favored in the loot drops. I think many here feel that only the bad players get anything worthwhile while that is just not true. If you made it through all of that, thanks for taking the time to read it.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    20 Replies
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon