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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
Bearbeitet von Pnaraoh: 11/25/2017 12:30:09 PM
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What the Senior gameplay designer (Jon Weisnewski) said in Crucible Radio Ep. 126 concerning Destiny 2

[b]First I would like to say that I didn't write any of this, turboash78 in reddit wrote this down and credit goes to him. I didn't find any mention of this here and wanted the people who use bnet to know this useful information.[/b] [b]turboash78:[/b] So in this week's CR Podcast they talk to Mr.W about many of the design and gameplay philosophies that went into D2. Nuggets: - Sunshot = Firefly (too bad they had to take it away from Legendaries) - purposely reduced our access to high powered weapons to make the Crucible and the whole game better (wat) - moving secondaries to the power slot sucks but makes those moments more "potent" - focus on combined weapon loadout vs single-weapon-focused loadout - nerfing of cooldowns supposed to increase potency of the moments when you get to use them - slowing down TTK helps us decide what we should do at that moment (thanks!) - wanted to make PvP more exciting to watch on Twitch (I nearly spit out my coffee at this one) - team shooting doesn't put stress on us to land shots (lol holy shit at this one) - Wardcliff coil was supposed to be in D1 but it didn't have the proper launch platform - random to fixed rolls: random rolls too difficult to talk about with friends (no... seriously), fixed rolls better for casuals - players get items quickly and easily on purpose: for casuals and to attract new players to the game, tough shit for people who want to grind - random rolls too complicated to balance in PvP, goal to make fewer guns but spend more time on them and make them have their own identity/role (valid argument IMO, and I loved random rolls) - subclass set paths easier for us!!! "advanced players" pair their subclass with Exotics (= "depth") - "the depth is still there" (coffee spit-take somehow avoided) - ricochet rounds greatly help range - intrinsic weapon perks taken directly from D1 (Lightweight = lightweight, Rapid = spray and play, Precision = counterbalance, Aggressive = high caliber rounds) - high caliber rounds flinch greatly multiplied if you/your opponent is moving and is also scaled by weapon damage - every weapon has a degree of hcr (affecting both outgoing and incoming flinch) I recommend giving it a listen. Crucible Radio Ep. 126: https://t.co/YkjfcT4kOo I recommend listening to it if you have time. turboash78's reddit post: https://www.reddit.com/r/DestinyTheGame/comments/7f1e71/crucible_radio_ep_126_ft_jon_weisnewski/ Edit 1: [b]I'm glad I was able to inform the people who use Bungie forums about this information. From what I've seen most of the community doesn't like this 180 which Bungie has done. I however thank Jon for his honesty because the people who were meant to speak up [i]"community managers"[/i] clearly were too scared to say anything abut this. I however am very disappointed, the one game which I took serious for 3 years has been turned into a casual fest, they were so worried and focused on new players they forgot about the people who never gave up on them and this is what we get?! Really?![/b] Edit 2: [b]For the people blaming "Crucible guys" for the mess we're in just stop. Please just stop. I blame Bungie's inability to patch pve and pvp separately. But as you can see they are catering to the casual audience not [i]"CRUCIBLE GUYS"[/i]. You're throwing your discontent to the wrong people.[/b] Edit 3: Thanks for the 400

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