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Edited by KilljoyDetective: 12/14/2013 4:08:25 AM
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Difficulty similar to Dark Souls? I'm not sure I approve of that. That's mixing in some chemicals that might not go well together. When we have to take into account different elements like Shields and such, it's going to make it like we're playing Crysis 3 on Supersoldier difficulty. Auto-Aim was gone in that, there was no aiming reticule, your energy could be depleted by about 15 rounds if you didn't have Armor up, and it would also be used up very quickly if you didn't spread it out well. Bungie knows how to make the game better than me any day of the week, but I hope they incorporate that difficulty well. I'm not sure I'm looking forward to a game in a different genre that doesn't have what keeps you alive in Dark Souls, but are not customized to fit another and entirely different game. And then I see details about Monster Hunter...Which is a series where a moment's failure or hesitation means you're getting picked up and thrown around by a Rathalos. I hope this goes well, when the Beta arrives that will give me some signs and more details. What I don't understand about the commitment part, is that I'm playing something that has that right now. In A Realm Reborn, I'm locked into the Gladiator class until level 10, and then I can change into another discipline. Once I have a weapon for that other class, I can switch between them freely. Then I can be a Pugilist for this fight, and a Tanking Gladiator for another. That sort of "locked in until later" thing is out there a lot, there are few games that let you change on a whim like he seems to think, and I don't agree with him there. Plus, the game is synced up for everyone. While I'm in let's say section A fighting something, there can be someone fighting something else in section A-2, and if I have a moment, I can step in and bail that person out even if I'm not paired up with them in a party. There are no requirements to help them besides if I want to or not, and I get rewarded based on how much I contribute. Where is that factor in Destiny? What makes me more inclined to save that player that bit off more than he can chew? Am I risking my easily lost life for someone else for nothing? Or will I actually get rewarded for it instead of a temporary "thanks for bailing me out bro" before that guy scurries away glad that someone saved his ass. I'm genuinely curious about that.
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  • Edited by Anonymous101: 12/18/2013 10:55:16 PM
    They were referencing the mechanical depth of the games as well as the facets of exploration, discovery, and challenge which are all fun to uncover socially. I think the level of difficulty in certain encounters will change depending on what type of mission you're doing, and where. Obviously the main story might be on a more forgiving difficulty curve so as to be accessible for the casual, solo player looking for the story experience, but I'm guessing that once you start traveling off the beaten path, you'll run into some nasty challenges. In a game like Dark Souls the player isn't really handicapped in any sort of way, they have access to all the tools they need to get through, unscathed if they're skilled enough. I'm glad to see that Bungie is looking at a range of games and incorporating some of their strongest elements into their shooter. The prospect of perfectly dodging an enemy attack so that you can blast him from behind with a weapon specific to his weaknesses while he winds up another attack isn't something common to modern FPS', where the goal is usually to just spray bullets at whatever's in front of you without any real thought. If anything, I'd say Dark Souls is the biggest inspiration to Destiny that isn't a shooter. You have this big open world that you're free to explore, co-op which you can engage in at any time, and from the looks of the new GI, a mix of different mechanics that govern movement, damage output and mitigation, and so on. The only thing I'm not seeing is a presence of counter-combos and blocking, something that usually doesn't translate well in first person gameplay. Dark Souls has a massive variety of viable builds with unique weapons and armor that all have their own strengths and weaknesses. You design a build based on your greatest strengths, but you can always keep your options open and switch up your gear to suit whatever situation you're in. I think it's also been mentioned in the GI that you'll be able to manage and respec your skills at any time, something you couldn't do in Dark Souls. What choices you're locked into haven't really been specified though. Bungie hasn't said too much about progression other than what's inspired these systems though, so who knows where all of this will go. Like Dark Souls I think Bungie is also taking a similar approach to who you'll match up with in co-op. Matchmaking may be specific to whatever range of levels your character is in. It would be awesome to be going off on a solo run to find three players ten levels under you struggling with an encounter, and you just sort of pop in and turn the tide. That's definitely something I'm looking forward to.

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  • Good points, the dodging bit sounds like something you might see in an interactive shooter, but as you say, if it gets pulled off well and we can do things like parry and riposte with our abilities, that would certainly be something welcomed to see. Thanks for your input though, I appreciate the response.

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  • Bumping for input

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