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Destiny

Discuss all things Destiny.
Edited by Ledge: 5/24/2016 10:47:40 PM
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Ledge

Throwing some ideas out for Destiny 2!

[b]Hey everyone![/b] So for the last few days, after deciding to type up what I thought Year 2 Moments of Triumph might look like, I then thought it'd be fun to think up some ideas of what I'd like to see in [b]Destiny 2: Something Something Osiris[/b], and now I'd like to share it on here since I've hit a bit of a wall. It's a pretty rough list since I just jotted down whatever I could think of at the time, and haven't done much editing. The idea behind it wasn't necessarily to outline what I think [b]Destiny 2[/b] WILL look like, but to list what features I'd like to see, and which ones I think would definitely make the sequel far superior to its predecessor, using features in other recent games I've played as examples. So I've labelled each idea [b]essential[/b] or [b]not essential[/b]. Also, some ideas are a lot less detailed than others, the reason being that I just couldn't think of a way to explain them in more depth, or I just couldn't visualise what they'd actually look like in-game. To that end, if anyone reading this has any [u]serious[/u] suggestions on how to improve the list or add to it, I welcome the feedback! Anyway, without further ado, I'll post the list in the comments. Cheers!

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  • Edited by Ledge: 6/20/2016 11:48:59 AM
    Destiny 2 - Ideas: Deeper Guardian Customisation: ESSENTIAL Takes place before game starts, can amend for small fee(glimmer or marks?) at Kiosk Can import Guardians from Destiny 1 and customise them RACE/GENDER - if possible have race-specific traits/may affect balance FACE - submenus for each feature(eyes, eyebrows, nose(not for Exo), mouth, chin, jaw, cheeks, forehead), sliders, presets HAIR - greater number and variety of hairstyles/colours, length slider, facial hair for male characters(facial adornments for Exo), eyebrow styles MARKINGS - greater number and variety of markings/colours, race-specific, sliders for size/position/opacity, same for scars(shell damage for Exo) HEIGHT/WEIGHT - slider for height, triangle slider for body type(as seen in Saints Row III and IV) ARTIFACT - choice of class-specific artifacts, provide unique, passive perk. Levels with character Allow us to name our Guardians. Gamertags ruin whatever immersion exists Ghost Customisation: ESSENTIAL Takes place before game starts, can amend for small fee(glimmer or marks?) at Kiosk SHELL - different base shell styles COLOUR - variety of colours for base shell PATTERN - preset patterns, colour customisation also possible EXTRAS - add items seen on Destiny 1 Ghosts (spikes, quadlights etc) VOICE - choose between 4 different voices, 2 masculine 2 feminine(1 British and 1 American voice for each(Masculine American should remain Nolan North) Revamp/Change Subclasses: ESSENTIAL Either update existing subclasses to feel fresh with new perks, or create new subclasses for each class/element. Create Your Own Shader: NOT ESSENTIAL Rather than preset shaders, have Shader Kiosk that costs small fee to use each time. Can be applied to Armour, Weapons and Jumpships. Primary, Secondary and Tertiary colours, each with colour slider. Choice of patterns. Shader types for each colour(matte, glossy(Queen's Web), fluorescent(Glowhoo)). Previews in real-time Limit micro-transactions to purely cosmetic items: ESSENTIAL No more being able to buy equivalent of Sterling Treasures, or item packs. Only emotes or shaders(not from endgame) should be available Proper Story Campaign: ESSENTIAL Story should be main focus of the game. Look at Bioware titles for inspirations for length/structure/difficulty curve. Provide clear end goal from the start a la Suicide Mission in Mass Effect 2. Tail end should yield end-game rewards. Should have in-engine cutscenes throughout, preferably with seamless transitions in and out of gameplay. Larger Tower/Hub: SOME ESSENTIAL, SOME NOT ESSENTIAL Areas(if Hub area is Tower): TOP LEVEL: TOWER PLAZA: same as Destiny 1, Eris now in the Vanguard hall TOWER HANGAR - 1: same as Destiny 1 but is not main hangar. Dead Orbit and FWC reps moved to new locations. Otherwise unchanged TOWER NORTH: New Monarchy rep moved to new location, otherwise unchanged LEVEL 2: TOWER HANGAR - MAIN: new location, ships outfitted and customised here. Amanda Holliday alternates between here and 1. Also has a firing range for Guardians to test out new weapons (unlimited ammo, customisable targets). FACTION OFFICE - FUTURE WAR CULT: Lakshmi-2 moved here from Tower Hangar Overlook. FACTION OFFICE - DEAD ORBIT: Arach Jalaal moved here from Tower Hangar Overlook FACTION OFFICE - NEW MONARCHY: Executor Hideo moved here from Speaker's Tower LEVEL 1: GUARDIAN QUARTER: new location, players can customise Guardians and Ghosts at terminal in personal quarters. Can also customise style of quarters (minimalist, faction based etc etc). Can also access vault from here. Jumpship Flight & Combat: ESSENTIAL Jumpships behave in much the same way as Sabres from Halo: Reach in terms of controls Jumpships can now be piloted in designated patrol areas, (Earth Orbit, Moon Orbit, Venus Orbit, Mars Orbit, orbit of any new planets). If possible, able to land on ground patrol areas from space seamlessly and vice versa. While in orbit, patrol missions can be accepted for various tasks(exploring shipwrecks, destroying enemy craft etc) Common Jumpships can carry one armament, Uncommon can carry two, and Rare and Legendary Jumpships can carry three. Armaments behave in the same way as shaders and emblems, once discovered they will always be obtainable from the Hangar Kiosk, can be applied to corresponding Jumpship rarity (rare or Legendary armaments can be applied to either rare or Legendary Jumpships and vice versa). Includes rapid fire/burst fire/semi automatic cannons, cluster(effective against multiple small targets, ineffective against large targets)/heavy(effective against large, slow targets, ineffective against small, fast targets)/light(fairly effective against large and small targets) missiles, and fusion cannons(effectively large, ship-mounted fusion rifles. Require charging and full target lock) Exotic Ships? Must have unique characteristics that set each other apart(do not repeat mistake of Raid Sparrows. Exactly the same apart from colour) Colours can be customised in Tower Hangar with created shaders Armed Sparrows/Personal Pike or Interceptor: NOT ESSENTIAL Would be nice to have either a slower, weaponised Sparrow with limited boost, or a personal Pike or Interceptor that can be equipped in the Sparrow slot Deeper Focus on Foundry Weapons: ESSENTIAL Look at weapons' shift from Borderlands to Borderlands 2 for inspiration. Each foundry's stock should have one(maybe two) characteristic that sets it apart from the others(Torgue weapons all had explosive rounds, Vladof weapons all had higher rate of fire, Maliwan only had elemental weapons) Suggestions - Suros(sleek design, reliable, needs unique perk across all weapon types that complements this. Possibly...?) - Omolon(liquid ammo, high-tech, maybe shots from all weapon types overpenetrate?) - Hakke(military style, no nonsense, ...?) Additions - Vanguard foundry(no more bog standard weapons, should look and feel unique but still bear Vanguard insignia) headed by Banshee-44 - Tex Mechanica(Reminds me of Jakobs from Borderlands(Wild West influenced weapons) should continue this theme across more weapon types - Daito, Cassoid, Crux/Lomar etc (haven't seen enough to glean what their unique characteristics could be) - Eliksni foundry? Possibly started by Variks(Prison of Elders style weapons, but not simple reskins. Should look and feel like Fallen weapons) - Reef foundry? Similar to Vanguard weapons, but with their own look and feel No more Bullet-Sponge Bosses: ESSENTIAL Use Raid Boss mechanics as example, make it so that each boss(as many as possible) require unique strategy to beat. Another example, The Legend of Zelda & Dark Souls/Bloodborne boss encounter design Make Public Events rarer, more difficult, and bigger: ESSENTIAL Public Events should resemble the Devil Walker event at the very first gameplay demo at E3 2013. In their current state, public events pose too little of a challenge(Guardians can do them on their own) Should yield rewards slightly above player's level/light level Around 3 full fireteams(the amount shown in the E3 demo) should be enough to complete them(players will receive transmission from Vanguard Mentor when Public Event is about to take place, ensures enough Guardians will take part) Public Events in Orbit Possibly have even rarer(monthly/bi-monthly) and much larger events that require roughly a full instance to complete. Revamped Patrol Areas: ESSENTIAL Patrol areas in Destiny 1 feel closed off once everything is explored. Example for inspiration: Dragon Age Inquisition. Multiple large maps to explore in each continent(Ferelden & Orlais) Have multiple patrol regions on each planet. For example any two or three of the following on Earth(Old Russia(maybe), City Perimeter, European Dead Zone, Eastern Flood Zone, Mumbai Push, Old Chicago) Able to accept story missions and strikes directly from patrol(if possible, to avoid having to go to orbit then back down to the planet) A larger variety of patrol missions that yield greater rewards than in Destiny 1 Patrol missions in Orbit In-Game Grimoire: ESSENTIAL Makes no sense to have the game's lore in another space. Should be accessible from one of the character menus(or have its own one) Possibly a voiceover a la Mass Effect? Ghost could read the non-dialogue parts, character voice actors for the dialogue Faction Assignments: NOT ESSENTIAL A good way to flesh out Guardians' relationship with the factions would be to have them undertake a number of sidequests, only accessible if they lend their support and reach a certain rank. Yields high-end faction gear as rewards, relevant to player's level. Should mainly be focused on fighting minions of the Darkness to further your chosen faction, but also may be undertaken against other factions, stealthily or otherwise. Mentor/Ally AI: NOT ESSENTIAL In select story missions/strikes or faction assignments, it might be nice to have the Vanguard or an important member of a faction help you out. Similar in complexity to Hunter AI in Bloodborne, but non-hostile. Additional playable race: NOT ESSENTIAL Recent events in-game have hinted that Variks is up to something big. Whether it's to the detriment of the City or not remains to be seen. If it's the latter, perhaps he's able to show the Traveler(if it's even conscious at all) that "All that are Fallen are not lost, yeeees?". Maybe he and other like-minded Eliksni gain favour with the City and the Traveler and become imbued with Light, the first since the Whirlwind. The playable Eliksni Guardian can be customised in much the same way as the other three races(see above) with race-specific features to choose from.

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