Dares of Eternity adds in some genuinely unique and interesting content, it's truly amazing work, like most of the game. Dares also does something really great (already seen to a lesser extent in a few pieces of content, e.g. Sorrow's Harbor) and is composed of randomized bosses, which helps with repeatability.
Where Dares of Eternity (and a lot of other content) falls short is in recreating the "wow" factor when you first play the content. There are a few parts to this I'd like to address individually.
The first part is frequency. This is an area Dares of Eternity is significantly improving on compared to a lot of the game. Dares of Eternity [b]doesn't require some fixed time window before it starts cycling things[/b], every run has randomness applied.
The second part is variety. Dares of Eternity also greatly improved [b]variety with it's 5, 5, 3 rolls 75 combinations[/b].
The third is choice. No matter how good your randomization is, you're going to [b]roll something someone doesn't like, let them occasionally reroll, or select an alternative[/b].
The fourth is difficulty. This is an area Dares of Eternity doesn't improve much on. [b]It's the same recipe as the rest of the game, there's "normal" and there's "hard" (legendary)[/b] -- some content has more options, e.g. nightfall, but they all follow these "sets" of difficulty.
Bungie, you're shooting yourself in the foot here, because [b]there's a huge opportunity to amplify variety with difficulty[/b] that's not being taken. Right now there are [b]a few things that dominate[/b] virtually all "hard" content: Match Game and "Champions"
These are fine modifiers, but when you put them on everything that's supposed to be hard, it means that rather than each hard thing feeling different, there's a dominating "sameness" factor. I can do a master nightfall, a legendary lost sector, harbringer, and more, however they're all going to have match game and champions.
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I'd like to propose that [i]playlist-like[/i] things get a [b]voting screen[/b] once matchmaking is complete. Just give us three options from the playlist, let us pick from them rather than having no input.
For the [b]vanguard playlist[/b] in particular it would be nice to have a random "Zavala has a challenge for you should you choose to accept" [b]side objectives with increased difficulty and rewards[/b] (e.g., precision shots only, suicide grenades, melee only, find Waldrone, randomized movement controls).
For [b]nightfalls[/b], I'm fine with the weekly rolls, and I'm fine with one map. However, [b]give non-matchmade modes three different modifier options[/b], let the fireteam leader pick one, and let them really be unique. [b]Give us wacky combinations in place of the "Match Game + Champions" status quo.[/b] Take some ideas from the vanguard playlist suggestion, maybe mix in some more brutal stuff, e.g. (mid air healing only + the floor is lava, no health regen + healing from damage, VIP escort through the entire mission, slippery everything + no mid air shots, fireteam members occasionally look similar to enemies + friendly fire, random air drift, stasis everything, full darkness + flashlights only, no jumping + heavy weapon is replaced by grappling hook, extremely explosive sparrows + sparrows enabled everywhere, pursed by darkness -- i.e., think the battle royal esk "this portion of the arena is closing" as you go through the strike, slide can only be stopped by hitting a wall/falling off the edge + slide shot damage only, etc).
Take the same ideas for the nightfall, apply that to dungeons, Dares of Eternity, Shattered Realms, etc. Let everything be "modified" with interesting mechanics, and have a few "unique feels" in a given week.
The point being, by upping the number of modifiers, the frequency they're applied, how regularly they're applied, and by giving us a few options, you [b]really expand the replay value of the game[/b]. Changes like this allow the same content that was written years ago to feel fresh, you take the 75 combinations and add 20 modifiers pick three, well suddenly you've got something like 85,500 different unique "runs" that could unfold. Some of them will be bad (you can put put them on a block list), but [b]some will be really really good, maybe even to the point where they inspire entirely new games[/b].
If you've made it this far, thanks for reading.
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tldr; Give us more difficult/interesting modifiers, reduce the dominance of Match Game and Champions on harder content, rotate some things more regularly going forward, and provide some choices between (especially infrequent) rolls to reduce replay fatigue.
English
#destiny2
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Edited by Nox Lumina: 12/15/2021 9:50:20 AM
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bounties should give rank up xp
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The cabal are shitty
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20 RepliesEdited by Demon_XXVII: 12/11/2021 3:41:17 PMThe bounties suck! Star horse bounties in particular (ending on 99% - why not just let them run through till complete) And the IX (purveyor) bounties offer nothing but general XP (in the longest season ever) - they should be part of the Dares XP too
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Takes to long to level up and bounties dont count for progress
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It just needs more loot. Its alot like Diablo 3 Rift runs. Theres the progress bar, the random enemy factions, and random occurrences like treasure gob--i mean treasure ogres and lightning rounds. We need more random events and maybe even routes that open up to truly rare stuff. A fallen vandal with a bag that the more you shoot, legendary shards, destination materials and enhancement cores fall out. Adept-like weapons (not actually adept but rather weapons with rare mods preinstalled) and weapons with rare shaders or perk combos from super high scores or lightning rounds would be cool too. It currently is the most fun 6 man matchmade activity in the games history imo but with the above, could be the most rewarding and engaging.
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7 RepliesHonestly after the first two runs it has no replay ability and is a boring tedious grind where the only thing worth doing is sitting in your inventory waiting for everyone else to finish it for a slither of rep. The catalyst requires rank 16 who the hell can play the same thing that doesn't change at all that much? At least menagerie the encounters were random and you had more options. Three bosses that all require you to do annoying things to take down shields to do a tiny bit of damage. Yep Same fist two encounters all the time? yep Tiny amounts of rep that can only be earned through this? Yep Bounties that can only be done in the activity? yep. The mode is so boring and just not fun after the first time. You do the same two encounters same jumping puzzles then same three bosses. I'd much rather play crucible strikes or raids and dungeons and get coins to buy boxes instead of playing the mode that has no replay ability what so ever.
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3 RepliesIt doesn't help that with activities like this, Bungie makes us play them again and again and again. You want the Forerunner catalyst? Get Xur to Rank 16, and playing Dares is the only way to get rep with him. Trying to trigger the Lightning Round? Well, it's 100% random, so just keep playing it until it starts. Also you need to do it at least three times for both new Titles. We're forced to play it so much that by the end of the first week, we're already sick of it.
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[quote]Dares of Eternity adds in some genuinely unique and interesting content, it's truly amazing work, like most of the game. Dares also does something really great (already seen to a lesser extent in a few pieces of content, e.g. Sorrow's Harbor) and is composed of randomized bosses, which helps with repeatability. Where Dares of Eternity (and a lot of other content) falls short is in recreating the "wow" factor when you first play the content. There are a few parts to this I'd like to address individually. The first part is frequency. This is an area Dares of Eternity is significantly improving on compared to a lot of the game. Dares of Eternity [b]doesn't require some fixed time window before it starts cycling things[/b], every run has randomness applied. The second part is variety. Dares of Eternity also greatly improved [b]variety with it's 6, 6, 3 rolls 108 combinations[/b]. The third is choice. No matter how good your randomization is, you're going to [b]roll something someone doesn't like, let them occasionally reroll, or select an alternative[/b]. The fourth is difficulty. This is an area Dares of Eternity doesn't improve much on. [b]It's the same recipe as the rest of the game, there's "normal" and there's "hard" (legendary)[/b] -- some content has more options, e.g. nightfall, but they all follow these "sets" of difficulty. Bungie, you're shooting yourself in the foot here, because [b]there's a huge opportunity to amplify variety with difficulty[/b] that's not being taken. Right now there are [b]a few things that dominate[/b] virtually all "hard" content: Match Game and "Champions" These are fine modifiers, but when you put them on everything that's supposed to be hard, it means that rather than each hard thing feeling different, there's a dominating "sameness" factor. I can do a master nightfall, a legendary lost sector, harbringer, and more, however they're all going to have match game and champions. ---- I'd like to propose that [i]playlist-like[/i] things get a [b]voting screen[/b] once matchmaking is complete. Just give us three options from the playlist, let us pick from them rather than having no input. For the [b]vanguard playlist[/b] in particular it would be nice to have a random "Zavala has a challenge for you should you choose to accept" [b]side objectives with increased difficulty and rewards[/b] (e.g., precision shots only, suicide grenades, melee only, find Waldrone, randomized movement controls). For [b]nightfalls[/b], I'm fine with the weekly rolls, and I'm fine with one map. However, [b]give non-matchmade modes three different modifier options[/b], let the fireteam leader pick one, and let them really be unique. [b]Give us wacky combinations in place of the "Match Game + Champions" status quo.[/b] Take some ideas from the vanguard playlist suggestion, maybe mix in some more brutal stuff, e.g. (mid air healing only + the floor is lava, no health regen + healing from damage, VIP escort through the entire mission, slippery everything + no mid air shots, fireteam members occasionally look similar to enemies + friendly fire, random air drift, stasis everything, full darkness + flashlights only, no jumping + heavy weapon is replaced by grappling hook, extremely explosive sparrows + sparrows enabled everywhere, pursed by darkness -- i.e., think the battle royal esk "this portion of the arena is closing" as you go through the strike, slide can only be stopped by hitting a wall/falling off the edge + slide shot damage only, etc). Take the same ideas for the nightfall, apply that to dungeons, Dares of Eternity, Shattered Realms, etc. Let everything be "modified" with interesting mechanics, and have a few "unique feels" in a given week. The point being, by upping the number of modifiers, the frequency they're applied, how regularly they're applied, and by giving us a few options, you [b]really expand the replay value of the game[/b]. Changes like this allow the same content that was written years ago to feel fresh, you take the 108 combinations and add 20 modifiers pick three, well suddenly you've got something like 1140 different unique "runs" that could unfold. Some of them will be bad (you can put put them on a block list), but [b]some will be really really good, maybe even to the point where they inspire entirely new games[/b]. If you've made it this far, thanks for reading. ---- tldr; Give us more difficult/interesting modifiers, reduce the dominance of Match Game and Champions on harder content, rotate some things more regularly going forward, and provide some choices between (especially infrequent) rolls to reduce replay fatigue.[/quote] It's good if you want to do weapon catalysts... Like I've been doing. Other than that, it's pretty tedious imo.
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4 Repliesit has very low replay value and the sheer fact that its about 5 runs per rank and you need 16 ranks which is like 80 runs , turns me away from that play activity.. i know people will do this , but to mandate 80 runs to get everything is bonkers.. 25 runs and you are on a stretch, 50 is madness but 80 is just plan out of reality.
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Well I'd much rather they fix the crashing Bugs, because getting to the Boss and being Disconnected or have the game crash 2 out of 3 times puts a real damper on me giving a crap about Destiny or this event.
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I'm just glad I got xurs ship
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Dares is just so so. It has a sameness to it. Too similar to all the other activities, just wearing a different coat of paint.
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1 ReplyLike all these 6 man activities, gets real old real quick.
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3 RepliesI'd be happy if it didn't crash the game... at all.
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1 ReplyTechnical difficulties. Apart from the crashes, I get frame drops. On console. They sold me content for my console, the content needs to work on my console. I do think it's neat. I'm only rank 10 and it's already just a repetitive grind tho. May hit it up from time to time.
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Edited by Hulkksmash: 12/11/2021 11:51:28 PMI don't understand "Dares need Mic 30 clears required kwtd" Like why? Its so damn easy and should've just have mm on legend to begin with. Literally everyone joins a random group anyway. Edit: forgot "bring mods" like we all haven't done it forever already. Not like gjally doesn't chew through them anyway
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My one complaint is the lack of being able to pursue a specific weapon. I’ve gotten tons of rolls on most of the weapons, but I’ve yet to even see a single of the new void sword. I have no idea what’s up with this. Being able to spend 3 keys for a 50/50 of the weapons seems fair (it’s what worked for hammer charges and Umbral engrams two seasons ago). If anyone can tell me if there’s a specific trigger for it that I’m missing, please let me know. Otherwise the rng on this thing is terrible.
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3 RepliesAlso would be nice to get 30th aniversary guns from dares. And not world loot items.
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4 RepliesCompletely agree. Fascinating and fun activity (pulled me away from Halo Infinite's mess), but if there aren't more wacky things to up the fun or difficulty, then it will fall by the wayside real quick (which would be sad considering how out-of-the-box this is for Destiny and how much of it a hit it was).
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1 ReplyWith how awesome dares is it would be nice to have 1 or 2 higher tiers for MM. maybe something like the empire hunt model? Idk.
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It’s ok. When u realize u have to run it 60 plus times to get enough keys it becomes blah real quick.
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2 RepliesThe high rank level chest should reward Artifice Armor only a small player base is going to do master grasp of avarice. I'm at level 7 and done playing it rewards don't interested me for time required.