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3/1/2013 10:51:52 PM
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Nice post. To keep it short, I expect Halo-esque gameplay. I'm a bit thrown off by the ADS inclusion (If that's confirmed), but not necessarily in a bad way. Halo kept my attention because it was a bit more arcadey than fully realistic shooters. It sacrificed some realism for the sake of fun, which is never a bad tradeoff imo. I understand your want for prone mechanics, but understand that having prone opens a whole can of worms about camping balancing. Halo was always more about out positioning your opponents and controlling the map more than settling down in a tiny corner and trying to snipe from hidden cover. I hope that extends over to Destiny, as I felt it was a nice mix of arcade/realism.
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  • Yep pretty much this ^ Plenty of realism in games and frankly a little stylized realism in regards to shooting mechanics would be nice. I still recall the satisfying arcadey feel of the original halo and 2 with no small degree of fondness.

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  • I agree. A smidgeon of realism is fine, but please keep much of the "arcadey" or arena style shooting. This is why the competitive players like Halo, UT, and Quake so damn much.

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  • Thinking about it more, prone may not be best for all environments. Maybe certain PvP areas or Halo-style deathmatches could benefit from increased mobility. As a general rule, I enjoy prone mechanics but MassEffect worked well without it.

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  • Do you think such a model would work in an open/persistent world? That seems kinda odd to me, if not just in the area of level design but for how people will interact PvP and PvE. It would also significantly restrict the enemy AI (I assume). It's confirmed that there will be many different environments and many wholly unique races of beings. Conceptually it may begin to get boring if all of the maps(for all intents and purposes) were the same and all of the enemies behaved in similar ways. If the environments are Halo-esque in design, do you think the gameplay would hold up over 10 years? Borderlands is a brilliant game but like bioshock, its simple mechanics can become formulaic; speaking to either the experience of playing the game or of the franchises as a whole.

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