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Edited by Hylebos: 7/22/2014 6:21:19 PM
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[quote][b]5) Exotic Abilities[/b][/quote]So before we launch into this task of concepting different exotic abilities and evaluating how they'll work out in Destiny, I feel that it's very important to point out that Game Design is not a science. This is good, because it means that we are not constrained to a singular mathematically optimized way of designing games to be fun, but it also means that it's very hard to guarantee the success or failure of any particular mechanic we choose to implement without first prototyping it extensively. As a result I plan to keep my ideas in this section as broad and flexible as possible, as nailing down specific details will only limit the creative process. I'm not here today to say with absolute certainty that any particular ability must or must not be in Destiny for it to be a success, this thread is just a thought experiment to help us set up expectations for the potential of Destiny's exotic sandbox. I hope that the reader will be able to follow my train of thought and understand the mindset I'm using to generate and evaluate these ideas. ____________________________________________________________ Inspired by the example of Closing Time, the original concept for this thread had me designing several different abilities which would work well on an exotic sniper. I soon realized that focusing exclusively on snipers limited my ideas too much, and so I expanded the thread to encompass the entire sandbox, but I kept many of the original ideas I came up with because they brought out different thematic aspects of the sniper fantasy. The first ability that I came up with tried to support the fantasy of a scouting sniper, a Guardian who uses the scope on his sniper rifle to spot enemy forces and call out their positions to the rest of his fire team:[quote]1) Enemies become marked with a temporary team-wide waypoint when spotted through this weapon's sights.[/quote]Knowledge is power, and the information that this ability could provide to a fireteam makes it exotic worthy in my opinion. Though as anyone who has played Halo 3 VIP knows, it really sucks to fight with a perpetual waypoint over your head as your opponents can anticipate your every movement. Striking the right balance between the time it takes for the waypoint to decay when the line of sight is broken and how often a player can be marked with a waypoint is essential for the success of the ability. Now this scouting ability wouldn't work terribly well on a close range weapon like the shotgun because you won't usually find yourself scanning through your sights for an opponent. With a little adaptation though, you could reconfigure the ability to look something like this:[quote]2) Causing damage with this weapon marks the enemy with a temporary personal waypoint.[/quote]Look at how changing a few aspects of the original ability can drastically change the flavor and function of the end result. Rather than being the weapon of choice for a scout, a shotgun with this ability would be favored moreso by a predator who is tracking down his wounded prey. Whenever you change a component of an ability, think about how that impacts the way that people will view and use it. Back to snipers. While I love the design of Closing Time, it doesn't really appeal to me as a sniper because it's simply not dynamic enough for my tastes. I designed the next two abilities to cater to a far more mobile playstyle, a hit and run skirmisher sniper who flanks for a kill before vanishing to a different vantage point to acquire his next target:[quote]3) Kills with this weapon grant temporary cloaking and movement speed.[/quote][quote]4) The last round in a magazine creates a smoke screen on contact.[/quote]As you can see, both these abilities encourage a rapid departure by the player after they've expended their magazine killing enemies. If that's not enough motivation, perhaps increasing the time it takes to reload said sniper would do the trick. The point of these abilities is to create a theme, if players are ignoring that theme to use it as a strictly better sniper, then I feel the exotic isn't working as well as it should be. I'm rather fond of these abilities, and there are many knobs that can be twisted to balance it into the right power level while keeping the thematics intact. Hopefully from these four examples the reader can see how the theme can inform the mechanics or how the mechanics can inform the theme. We refer to these design approaches as top down and bottom up design respectively, and they are frequently used in all aspects of design. ____________________________________________________________ With regards to mechanics that are fun for the sake of being fun, another viable direction of exploration might focus on abilities which heavily manipulate the physics of the game. As Halo's Gravity Hammer has shown us, even a minor (and honestly somewhat gimicky) physics-related ability can lead to surprisingly fun shenanigans and gametypes. I unfortunately haven't had many particularly amazing ideas for abilities that emulate the same sort of chaos that the gravity hammer could cause, but here's a stab in the dark to get the creative juices flowing:[quote]5) Projectiles fired by this weapon are shrouded in a cone of force which lightly repels projectiles, players, and vehicles.[/quote]Are several Guardians spamming grenades at your position? Simply fire a rocket from a weapon possessing this ability and sweep them all back towards their source! Is that Pike idling too close to a cliff? Give him a quick push to his death! I strongly feel that there are a diversity of players who will play this game for many reasons, and I don't believe that every exotic needs to be catered to be useful in the most hardcore of Crucible or Raid experiences. If the ability is fun without being terribly annoying or obnoxious, I feel that it would ultimately be a harmless addition to the game. It can sometimes be a fine line to balance, but that's why extensive prototyping and testing is required to ensure that these abilities are a good choice for the game's health. ____________________________________________________________ It's hard to talk about weapon abilities without eventually mentioning elemental effects. So far there are three elemental types in Destiny: Solar, Arc, and Void, and they've appeared on many sub-exotic weapons in the Alpha and are baked into the core identities of every Guardian subclass. But with regards to exotics, I feel that the trope of an elemental weapon needs to be kicked up a notch to be truly considered exotic. Shooting fire, electricity, or emptiness for the sake of shooting fire, electricity, or emptiness is well and good, but as I've said previously about Thunderlord, in my mind exotic weapons should aspire to a higher fantasy and cohesion than simply just being more damaging versions of their sub-exotic counterparts. That's not to say that exotic elemental weapons shouldn't be pursued, it's just that if you're going to do the fantasy justice, then you should add serious thematic utility to complement the elemental damage. For example, consider the following abilities for Arc, Solar, and Void weapons respectively:[quote]6) Precision kills with this weapon deals bonus arc damage to nearby enemies.[/quote][quote]7) The last round in a magazine creates a blinding flash when fired.[/quote][quote]8) Causing damage with this weapon dampens the target's auditory senses.[/quote]Trying to come up with effects which complement the theme of a given element goes a long ways towards achieving a more satisfying experience overall. It takes a lot of extra effort, but it helps your game to avoid the all too common trap of becoming a glorified rock paper scissors match of elemental damage and resistances. ____________________________________________________________ As much as I'd love to go hyper in depth with numerous more ideas I have, it's time to start bringing this thread to a close. [b]Destiny Speculation: Exotic Abilities continues on the next post. [url=http://www.bungie.net/en/Forum/Post/65973172]Please click this Hyperlink to continue reading![/url][/b] [spoiler][b]Table of Contents 1) [url=http://www.bungie.net/en/Forum/Post/65973135/0/0]Introduction[/url] 2) [url=http://www.bungie.net/en/Forum/Post/65973146]Closing Time: a Case Study[/url] 3) [url=http://www.bungie.net/en/Forum/Post/65973153] A Brief Intermission and Apology[/url] 4) [url=http://www.bungie.net/en/Forum/Post/65973163]25 Sub-Exotic Abilities from the Alpha[/url] 5) >> Exotic Abilities << 6) [url=http://www.bungie.net/en/Forum/Post/65973172]Epilogue[/url][/b][/spoiler]
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  • Wow, 1 and 6 were used for the nightstalker and zhalo. Props for making something incredibly in depth that Bungie noticed and made something with it. 3 and 4 sound like they would go well on a shotgun. In fact, they're actually a lot like my idea for a shotgun called [i]Phantasma[/i].

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  • Dude just wondering how long did it take you to write this?

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  • It's somewhat hard to measure how long it takes to write a thread. A lot of what was written didn't make the final cut, and the thread itself went through various concepts and versions. The third, fourth, fifth, and six post was about a solid two and a half day's effort before posting I'd say though, but that doesn't quite reflect the sporadic time spent writing drafts, outlines, and coming up with ideas before that point.

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  • I have an idea for an exotic. I call it the phoenix. A rocket launcher that teleports you to the location of impact where available. Bullets replace your grenades in addition to heavy ammo and once teleported all guns are reloaded. The splash radius is moderate, damage is low, and only a direct hit can kill an enemy at full health.

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  • That would be quite the powerful abillity utillity-wise, I'd be concerned about the variety of abuse cases that may result from having it around in the game unfortunately =\

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  • Frankly this is the best post I've seen yet.

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  • Another Idea for an exotic armor would be an item that would let your teammates attack you, but you would not take any damage and perhaps get some bonus your self like more ammo or health letting teammates heal you with their bullets, but back to the main point the idea behind this armor is to let your teammates prep procs and bonuses pre-firefight, for instance say your teammate has a gun that gains damage based on head shots, he could shoot you in the head giving him his damage so that when you initiate your fight your team would already have their exotic bonuses! So many team creation options will this exotic that require good communication with your team to be effective, something I think that aligns with destiny's core values.

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  • That's certainly an interesting idea, I'm somewhat hestant because I think there'd be ways to create teamwork oriented abillities that feed off one another (in particular, my idea about generating Orbs of Light which could be then used to trigger Orb of Light related abillities for your allies) in a way that doesn't look like team killing to an outside viewer, but it's definitely interesting to think about :)

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  • Thanks for the input, and Yep now that I take a second look at it, the exotic sounds odd... Titan to hunter: shoot me in ma face bruh Hunter: K, hell yeah, crits! Enemy Warlock: Dafaq???

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  • A different approach to this exotic armor could be something that resembles Abaddon's ultimate in Dota 2 where if you drop below a certain health threshold damage is converted back to health for a very short time, this would be interesting in capture and ctf modes as well as a good way to avoid grenade deaths, this one seems even more far fetched :) an way OP

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  • Yeah, an abillity like Abaddon's ultimate would be a little harder to pull off in a shooter which lacks the disengages and general slower gameplay of a MOBA, the countrplay just isn't exactly there aside from "Wait till they're done buying time with their abillity and then kill them". Seems like it would be a tad like Armor Lock, but perhaps worse :) This isn't to say it's a bad idea, just something interesting to think about :)

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  • Something a bit more realistic could be an exotic armor that works the the trophy system is COD, but it would be useful for only one non-super grenade neutralization, based on the proximity to the user, helpful again in PvP ctf and control modes, negating the strong map control from classes like the titan and warlock by allowing the carrier to just run through a vortex and give zero cares, a cool effect could be if this converted the grenade effect to be friendly, say a warlock vortexes you and glides in, to his surprise he is taking vortex damage and you are perfectly fine, another idea would be the armor absorbing the grenade, replenishing your grenade when the armor ability is used...

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  • Edited by SkilPhil: 7/7/2014 12:53:27 AM
    Some cool ideas, I never really thought how varied and in depth these abilities could be, they have the ability to really change the gameplay. While reading this I was thinking a cool ability for a weapon would be to disable the abilities of another players weapon for a short amount of time. This would be handy when you only get that one sniper shot off on an enemy and he manages to get away, or if your running head on with an assault rifle against another player. It would probably only be useful in competative multiplayer, but it would change the play up nicely.

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  • Like the other debuffs though, I'm a little hesitant. A "Silencing" mechanic would indeed be powerful, but if it's too readily available then things are going to get very frustrating for the other players when they make a plan to go in and use a certain abillity and it turns out that they can't. It also might be hard to appreciate by the weapon owner. I'd have to think about it a little more :)

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  • Yeah true, it would have to be rare, or perhaps have a detrimental effect on the user too, otherwise people would be running around powerless.

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  • Edited by Dark Elation: 7/7/2014 12:24:40 AM
    Man I love the last round makes a smoke screen on contact. It would buy you precious time in a fight you were going to lose. Then you can make a decision. Finish the reload and flank or bail outta there and fight another day. Great work as usual!

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  • I'm glad you enjoyed it, I really really like that particular abillity myself :)

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