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2/25/2015 3:01:07 PM
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With a lot of things in Destiny, the modifiers just feel like artificial difficulty enhancement. Even something as subtle as changing the types of mobs that appear in certain encounters could make things so much more interesting. That would get a lot more life out of the strikes in dailies and Nightfalls.
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  • Right!? I mean, much of the game focuses on how one faction is moving against another, but there's no dynamism there. Every time we run a strike or a story mission, it's the same. We see the same groups of enemies fighting the same groups of enemies over and over, and after playing the game for a few hours, that illusion that this is a living, breathing world disappears because of this. So the Fallen are on the Moon with the Hive. What if you get to the Summoning Pits and find the Fallen have already killed Phogoth, and you have to fight an Archon Priest or one of their House leaders instead? So many ideas. So much potential.

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  • You nailed it on how the illusion of a living, breathing world is non-existent. It's difficult to accomplish, I'm sure...and there's certainly a balance you want to strike between predictability (I'd hate if Public Events were truly random and public event trackers wouldn't work) and organic, but I enemy types changing would truly be a challenge. The example you said, or imagine if instead of a Shrieker in the Phogoth room, it's really a Gatekeeper knight or something terrifying?

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  • Or you walk into the Summoning Pits and find a room full of Gate Keepers and Sword Bearers... Seriously, though. Why's the boss always gotta just be a giant version of a guy we probably already killed in getting there?

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  • Organic is just a word that I don't associate with Destiny very often. From things like a lack of an opening cutscene to the strikes (doesn't need to be complex, just set the tone, orbit conversation doesn't count), to the exact same cadence of enemies and strategies every time you run it, it just hurts the immersion.

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