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#feedback

3/13/2015 9:41:10 AM
1

Destiny Improvements for Fix and New Gametype (extremely detailed and easily implemented)

Love it

2

Hate it

0

Idk

2

Bungie, As a dedicated Destiny player with 400+ hours clocked into this game, some portions of it have become somewhat tedious and frustrating, out of the want to help this game succeed, I have a few suggestions that may prove extremely satisfactory to me as a gamer, and help to solve issues in practical ways to relieve some of the grief that has been met in parts of this wonderful game. Idea #1 Raid Gear Level System Problem: Vendors selling gear that makes Raid gear redundant in light level. As I've heard complaints on this issue multiple times, and although I'm positive you've come up with your own solution, I've actually come up with an extremely practical solution for this issue that will not only satisfy a dedicated Raider, but will also require minimum change to the game and possibly could be rolled out in an update. Once a piece of Raid gear is acquired, it can be dismantled into an item that may be passed on into a similar piece of legendary gear for the light level. For example, Say you just got a pair of Dogged Cages for your hunter, but you like the look of the Dead Orbit arm piece more, you can dismantle the Dogged Cages for a new item carrying light level, and equip the item to your Dead Orbit arm piece to bring it to +36 Light instead of +30. The now +36 armor item would need leveled up again, just as a new piece of raid gear just acquired should, and would keep it's original perks This solution will not only solve the redundancy of a Raid, but will also provide guardians even further customization and diversity with desired perks, cosmetics and maintain light levels accordingly to those that put the work in for it.. As a clan leader, I've suggested this to many of my members and it received outstandingly good reviews as something people would like to see, I hope it can be implemented and it comes as a help to you. Idea #2 Competitive Multiplayer Strike -Crucible Gametype -Alpha/Bravo Teams Team Size suggest: 8v8 or 6v6 Objective Teams battle series of enemy spawns to compete for the most points, Enemies consists of waves, each getting increasingly more difficult over time. Picture this, You spawn in an old abandoned arena type map on the Cosmodrome. Visible from your area is another area containing the opposing team that spawned as well, but are not able to invade opposing team space. Massive amounts of thrall begin to spawn on Wave 1, once thrall have reached a certain killed amount, knights begin to spawn, which kills then progress you to Majors, then Orges. Then once the hive kill limit is reached, The Fallen start to spawn. Imagine fighting off 3 devil walkers with additional dregs as a team of 6 or 8 and looking to the opposing team to see they've just spawn their first devil walker and are gaining on you in the waves. The waves would cycle Fallen until the final boss, which would require a relic, or a sword to kill, depending on Final boss variety. Scoring system and Game Dynamic Teams are separated in their own environment, but are able to view the other teams progress in wave type from a distance, along with the score-tracker. Larger threats such as majors, ogres, devil walkers, etc... score additional points, The team that reaches the score limit Score system is shared collectively as a team rather than individually, and individual stats are shown at the end of the game as normal. Teams continuously spawn after death from 5 second count. Teams are allowed to use ammo synth in this game type, but no heavy ammo will spawn to the map, This will give more strategic need to wait for the ammo synth timer to be worked around. This will provide a fresh new experience of gameplay, as this has never been done in other games before. I would expect a gametype of this nature would take work and time developing, so I can understand that this is not something that could be immediately implemented into the game, however, I believe this gametype definitely holds alot of value in satisfaction for gameplay, and provides a guardian with a new, unique and innovative experience, enough to boldly say it would be worth the wait to be developed. The gametype (in my opinion) will also provide a less frustrating competitive experience, as it does not rely on connection nearly as much as normal competitive crucible, in which case lag will be your worst enemy. I don't expect this to happen, but I must say, it would be an incredible experience and I hope you can consider it.

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  • Additional notes for Idea #1 Pre dlc weapons in my opinion could use the same break down system suggested above, but can only be improved by breaking down Raid weapons at the appropriate level, considering Raids are the hardest part of the game, it would be extremely satisfactory to have this much enjoyment for customization out of them, it should feel that rewarding, and give use to the duplicate weapons you receive a lot of the time. To explain further, dismantles would break down by category, like helmets would go to helmets, auto rifles would go to auto rifles, handcannons to handcannons and so on. The item for example, let's say "fighting spirit" is the armor version of the upgrade item. It would be characterized by category in that fashion, a helmet would specifically dismantle to "fighting spirit helmet" and then would be used as an upgrade the same way a rare sparrow is upgraded to legendary. For weapons, it would be a separate upgrade item altogether, named differently such as "Wayward Spirit Handcannon" for example, the details for the upgrade, such as damage improvement numbers and light levels would be listed in the details of the item.

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