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#feedback

11/17/2014 6:53:29 PM
0

Planetary Harvesting / Chests / Materials

Sounds like a Great Idea!

12

I like spending hours driving around in circles!

1

I don't have enough gear to see a problem, yet.

0

Um, No.

0

What is that stuff for anyways?

0

Okay, so the idea is simple... Increase the amount planetary harvest items. For those of us with Exotic Weapons, Armor and legendary swap offs of various types in addition to variations in damage type to stay well rounded. The issue I noticed crunching out some numbers looking at my incomplete set of gear was that I would need over 3,000 harvested materials to complete for my 3 characters and I have since added pieces. That is a lot per Pick/Chest of 1 or 2 a pop and the occasional 10 item chest every hour or so. So here is my proposal as I feel this harvesting needs some serious work: 1. Ultra/Majors drop glimmer, attach some planetary materials to them as well adjust by planet they are on. 2. Public Events, I always get stiffed on Ascendent on these things but knowing I would be defaulted a stack of say 10 materials that would make me feel like I still got something out of it. 3. Story Missions, outside of the daily once you have finished them have little too offer. If each day I could run each story mission for materials based on completion and the level of difficulty (Heroic) it is set to where the number of "Kills" varied tally of Minions, Ultras and Majors to avoid speed runs. A story mission could only give reward once a day for that mission, but players could move to the next mission or any other story mission each for one run that day opening up the entire story to be played more and at higher difficulty. 4. Raids, perhaps a randomized drop system so when people are having a hard time at least there is a feeling of some forward movement. 5. Allow exchanges of Armor materials that are broken down for planetary materials or other class materials. 6. Reward for Patrol Missions as well so people do them other than just on bounty days. 7. Added to Strikes as well based on the player kills, motivating some slackers to kill more on these runs. Over all the goal is to balance these eventual need for a lot of materials for players collecting a lot of items or playing multiple characters without having "farm" for hours. The trade in of 50 might actually get used by people other than those that are not aware yet how much they will be needed. I have work, family and I get a little play time in when I can, but I hate that I have waste my "fun" time driving around in circles popping chests for hours with a bunch of other people doing the same thing. Now I realize that everyone has their own means of enjoyment of the game, some people may like doing the system as it stands. Some may have the time to do it. From what I have seen in game, I do not seem to know any of these people. I do not see any way this will hurt the over all game dynamic or negatively impact anyone's play style while bringing the upgrade limitations back to what it seemed was intended on Shards and Energy. Thank you for your time.

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