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originally posted in: Something Doesn't Feel Right?
11/17/2014 7:46:47 AM
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Go do a templar fight without teleport and conduct a titan defense on the open teleport pillar. Then you'll get that feeling. Oh wait, I forgot the community is just set on pushing things off ledges instead of enjoying the content. I've encountered 3 people this week I led through VOG that didn't even realize you could beat the encounter by making the Templar's health read zero. Go stand in the Templar's precious circle and bubble tank him and a few minotaurs and you'll get the feeling you desire. Yes, minotaurs do spawn on the fight for those without a clue lol.
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  • The first time I ever ran the Raid, we were 2 Hunters, 3 Defenders, and 1 Striker (Me). Jesus, those three Defenders made me start putting experience into the Defender skill tree. Fast forward a few weeks, and we start stopping the Templar from teleporting. Two defenders, Two Sunsingers, a Voidwalker, and a Gunslinger. Stopping the teleport with just two Defenders is a bitch, but it just showed how Tanky a defender can be! Then turn around and take three Level 30 Strikers through the Nightfall/Weekly..... rolling thunder just got a new meaning.

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  • Edited by Machiaveli: 11/17/2014 10:02:29 AM
    Oh man that is sad to hear. I totally feel bad when there are people that are raiding for their first time getting stuck with a group that cheeses. They would come away from the raid with a totally different impression than I did when I raided for the first time. It was difficult and we had to figure shit out for ourselves. I don't mind cheesing so much anymore as it saves time, but damn I am glad that at least the first two or three times I completed the raid we completed it right.

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  • This is a fair point. We avoid so many of the game mechanics and designs to find loop holes and easier, efficient ways of killing things that we sometimes miss the strengths of one class because it never gets used in its intended way.

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  • I'm frankly disappointed the community has conditioned their enjoyment of the game on what color gets flashed on the mid right of their screen after a quick activity. My satisfaction is working on successfully completing an objective with a team. The tremendous satisfaction I get from making slow steady progress on a challenge and finally seeing its completion is what keeps me in the game. I'm curious how many groups will go into "Crota's End" to try and figure the encounters out versus who will go in looking for an exploit to breeze through it for that flash of purple and/or gold. All of that being said Bungie did a poor job with the drop rate of raid gear. Hardmode is set to 30 but getting 30 is pure luck from the RNG. That annoyance on the player is a major incentive to exploit. I'm fine with locking the player out of content until they are ready. Locking them out due to a RNG with a weekly reset is an incentive to F@&$ the system if possible.

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  • And this is exactly why I push the Templar off. You think I'm gonna activate his machine gun mode and his Minotaurs and risk the whole team dying over and over and OVER just for an extra chest with some measly shards/energy? No, sir. I'm going to exploit, because the work isn't worth the reward.

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  • I'm sorry you don't get enjoyment out of mastering the mechanics. That chest isn't why we do it. It's the satisfaction of mastering the content and doing so with a group of friends. And I don't mean I have 6 IRL friends that I raid with each week; I've developed a group of friends through the game and this APP. If your only incentive to do the content is for that flash of loot and nothing more then you're doing it wrong. Doing what wrong? Destiny! You're doing Destiny wrong. "Well I can play how I want it's my experience." Yep and I wouldn't care I I didn't get "experienced" raiders in my groups occasionally that never knew the real mechanics. Not because they see the game the same as you but because that's the only way they were ever shown. I can't wait to go into Crota's End with a group with no idea what to do and wipe after wipe while we learn. The moment each boss dies will be exhilarating, the loot will be a bonus.

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  • Okay, yes. I've done the raid legit. The first couple three times I went through it. You know what I got from it? Shards and energy. Not even a raid weapon to show for it. You can't tell me that each week going through the raid doesn't become a process to you now that you've beaten it a dozen or so times. I cheese and exploit because I know what these "experiences" are, I've done them, they were fun, I'm sure they will be fun in Crota's End. But now that I have been through them over and over and over each week getting nothing but the crap that the RNG has to offer me, it gets kind of old. I want do do the raid as quickly as possible, get the crap, hope for an exotic from the chest, and be on my merry way. There is no enjoyment anymore, because I've done this thing so many times. It's like if you played the Halo campaign over and over and over again. Sure, it's great, and you'd still think it's great, but after the umpteenth time beating The Maw, you'd get to The Pillar of Autumn and start to wonder "what would happen if i tried to kill Keyes?" Then you'd find out about the invisible, invincible death marines, and boom! The game is fun again! So you wanna go look for more stuff that you're not supposed to do in the game, like finding Mendoza on 343 Guilty Spark or, heck, finding the skulls! You see, when there's nothing else left to do, people will find enjoyment in their own ways. Seeing the Templar be an idiot and fall to his own doom is just one of the ways of how I do it in this game.

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  • I think there are so many factors from a game design perspective that creates an environment like this. Firstly like you mentioned the reward aspect of it, is so random. Then the nature of the game, it constantly requires to you to play the same levels/strikes over and over again, with minimal variation, same spawns, same pattern. Its human nature to eventually only want to get it done as quick as possible, rather then as fun as possible. Then level designs themselves, as there is always going to be a variation of the classes for an encounter its going to need to be doable with whatever set up you have, that's where a great level design would shine through. In a game with good design, any given battle would probably be best served with 1 of each class, with everyone having obvious roles. Then there would be alternative methods, slightly harder if you were missing any of those roles or were all the same class. The problem here is, doing it the " right way ", when you consider risk vs reward just seems far too difficult and alternative methods seem like intentionally created cheat spots that are far too easy. Undoubtedly, the most fun in the game is had when you are doing a challenging but not impossible encounter with friends, one where victory is determined by your teamwork and not how accurately you follow a script. Give us more of this to keep the game alive.

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  • Agreed.

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  • Everyone plays all fun and cooperative the first few times. Get shafted by RNGesus enough though and you stop feeling like its a good way to spend your time. Unfortunate but true!

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  • I agree when it comes to the hardmode limitation of LVL 30. But for normal mode people not knowing the fights yet having "completed" it is ridiculous.

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