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Destiny

Discuss all things Destiny.
Edited by PopupPyrate: 10/21/2014 3:56:13 PM
2

Changes you want to see in Destiny going forward

Describing the Destiny experience is difficult - in so many ways, it should be a terrible game. There's no easily accessible story, lots of the activities are repetitive and rewards are frustratingly random. However, despite all this it still manages to be fun. Imagine how good it could be with some changes going forward. I've split my suggestions into two groups - those that are quick fixes which are mostly quality of life changes and those that are longer term changes which will take time to implement. [u][b]Quick fixes:[/b][/u] [b]Skippable cutsequences[/b] This is self explanatory and surely cannot be a hard change to implement. By all means make the first viewing of each cutsequence unskippable but after that please give us the option to skip past if we wish to - I don't know how to break it to the Exo Stranger that I really don't want her pulse rifle again, it's like socks at Christmas... [b]Turn down the randomness a little[/b] A little bit of randomness in a game is a good thing. It appeals to the gambling nature in everyone to have a small chance of having something amazing dropping. The other driving force that appeals to us all is progress - we all like to feel we're progressing towards something, getting stronger in some way or another. Armour in the game is currently fine up until around level 28-29 - you can hope for random drops/rewards from activities all the while knowing that if it doesn't happen you can work towards obtaining legendary armour through reputation and marks. At the highest levels, literally the only way to progress is through rolling the dice of RNG - you can run the raids for weeks and not obtain any raid armour and there is no other way of progressing past level 29. There should be a system, be it raid marks or however you implement it, that allows you to eventually earn pieces of raid armour after completions of the raid. It should still be difficult and each piece of armour would have to require several completions to purchase one piece but this would mitigate the frustration of not being able to progress at all if the RNG gods decide so. Some items should remain random drops only - especially things like the Vex Mythoclast which arguably should have been made rarer than it currently is to justify its power - to keep the gambler in us all a little happy. [b]Reward player skill[/b] This ties in to the last point and there was a small step towards this with adding engram rewards to higher level strike playlists and ascendant materials to high level weeklies. In general though, there's little reward for good play other than bragging rights. Crucible rewards are a prime example. A way to reward skill would be to implement challenges that would give access to unique gear that can't be obtained through other means - for example completing 5 Nightfall Strikes with nobody on your fireteam dying or completing a Crucible Match with a Kd Ratio greater than "x". [b]Make the Grimoire in-game accessible [/b] I'm not sure I agree with the Grimoire method of telling the story but if that's the route being used to flesh out the lore then at least implement a method to allow us to read it in game, whether this be a librarian/historian NPC in the tower or through our ghost. [u][b]Longer term changes:[/b][/u] [b]More challenging, inventive Strikes[/b] The Vault of Glass, despite it's glitches, is a fun, well designed example of what this game can be. The Strikes currently in game are not. The problem is that they all follow basically the same pattern - run around a bit, encounter a door opening wave event or two, run around a bit, boss. This wouldn't be so bad but the vast majority of bosses are basically giant versions of a normal enemy (e.g Sekrion is a giant hydra, Sepiks Prime a giant servitor, Phogoth a giant ogre...) which have a ton of health and do more damage than their smaller counterparts with very similar attacks. Most of the challenge from these bosses come from the adds rather than the boss - it's no coincidence that in the Nightfall missions generally the hardest parts are the wave type events. VoG showed that bosses can be inventive and require teamwork to overcome, future strikes should follow this formula and give us a challenge that requires teamwork and will help to bridge the large gulf in gameplay experience between strikes and the raid that we currently have. [b]More tactical secondaries/abilities:[/b] Grenades, supers and melee in general are currently just ways of doing extra damage (there are exceptions such as Ward of Dawn and Sunginger's Fireborn). As a shooter the focus of this game should always be on shooting plenty of enemies but to keep increasing difficult levels beyond enemies doing more damage or having more health there has to be more strategic ways of dealing with enemies. Stunning, blinding or immobilising powerful enemies for a period of time through use of certain grenades, skills or special weapons would be one way of going down this route but I'm sure there's many others. [b]Matchmaking and voice chat for weekly/nightfall strikes and raids:[/b] I believe this is already on the way but it's gotta happen. The benefits outweigh the drawbacks massively.

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