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#feedback

7/23/2015 8:28:18 PM
14

Randomization: The key to keeping content fresh

Pretty quick post here, just gonna talk a bit about how repetitive destiny is atm. You do exactly the same stuff over and over again and it gets kind of boring. The other day I went back and played halo reach campaign, it's also doing the same stuff over and over but it still felt fun. This is because in halo reach, the enemy spawns were somewhat randomised. You would know there will be a group of enemies up ahead but you can't always tell what you'll be fighting, it could be two elites or it could be an elite and a few grunts. This doesn't seem like much but it's actually kind of big in making the game feel fresh each time you play it. At its current state a blind fireteam could complete a strike if they knew it well enough because it's the exact same every time you play it. One exception to this is VoG, where during the conflux wave you're not 100% sure what enemies are gonna be coming your way. You know there will be hobgoblins and legions at the end of each wave but that's about it, the rest can vary. Coincidentally VoG is also one of the most popular (enjoyment wise) activities in destiny. Meanwhile Crotas End, PoE, strikes and even story missions are suffering from being too predictable. So yeah, just randomise enemy spawns a bit and it'll do much more than you'd expect. Players will actually have to engage their brains and assess the battlefield rather than already knowing exactly what they're up against. Randomisation of skulls in PoE also fits in here (maybe not for the boss waves but for waves 1-4). Just my opinion, not a programming expert here but I'd assume it wouldn't take that much effort to work this into TTK or the next expansion coming.

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