Timers are never fun, for me sometimes, and not in an open world game such as this that at times will demand exploration. (Daily missions that held quest starter items, for example). If timers are going to fail our mission victory because we reach and/ or exceed the limit, then expect massive backlash, certainly a drop in those activities, and rightly so, because timers are not always equal to fun.
They are counter intuitive for the amount of time, money, resources, woman/ man power spent creating the content (because we can't admire the scenery, per se!) and make moot the thrill, excitement, and enjoyment of [i][u]exploration.[/u][/i]
Why spend all of the aforementioned resources on something, in an open-world game that demands exploration, and then moot it all by forcing us to rush through it.
What do [i]you[/i] care if it takes us five minutes or five hours to complete an objective? We'll have fun playing, because we like shooting aliens in the face with cool guns, and getting loot. What does a timer do? Puts a rush on that. Why rush through that?
Is the world going to end shortly after the release of the game? No? Then lose the lazy and uninspired ([i]exactly what it is[/i]) "difficulty adjustment" implementation of timers, if they are going to make or break success. Stop trying to force "epic moments of accomplishment" upon people already. This is [i]our legend[/i], remember preaching that for three years? Let us build it and find those moments [i]ourselves, in our way.[/i]
Many of us work, many of us are on the clock while doing said 'work', and many of us have stressful jobs. So really, I mean really, do we want all three combined into a single event, [i]in a game[/i]?
If timers are going to apply for, say, bonus rewards, then that's really cool and it makes sense; increase the reward based on increased risk. Reward should meet time spent and risk taken, agreed? (In a game, the key word here is "game," [i]not[/i] "life," so spare the "...but in 'real life' remarks, because they, like timers, will be moot). Read further please...
Eventually, these things will happen, if timers affect mission success and failure.
1) People become agitated and forego these events entirely (ostracism part 1 begins).
2) People become increasingly agitated at, also and now, having to return to orbit often, in order to change their weapon load-outs, which directly impacts mission critical performance/ success. They begin posting their flames and spreading the word that "like-rewards can be acquired without the added headaches doing "x" instead. Now, even less people are doing them, because no one wants to be "that guy/ girl" who sucks, didn't have appropriate gear, etc. (ostracism part 2, commence).
3) Timers will become moot, much like hard locking weapon load-outs to ramp up difficulty. How? Well...
Long term effect: Missions get played enough that people know what to expect, and when to expect it. Carries become more common and not a problem, within moments, majority of the community has seen a video, read a guide, or has been carried enough times to "know the drill."
End case: Timers become irrelevant, as does the locking of weapon load-outs, because: brute force and experience. Diversity is also lost, need I bring up the obvious, by trying to force us into using "x" items; if said force comes by way of missions failure due to time expiring and/ or because of non-essential (to victory) gear being used.
Don't preach one thing (Destiny 2 is more diverse now) and then do the other (but you won't experience it when you need to or want to).
So then, what was (ultimately) or is being accomplished by making these "difficulty" decision adjustments? Please tell me there is something long term here that we don't and won't know, until we experience these events firsthand? Tell me there are better, more creative and lucrative approaches to amping up a challenge in the game besides: restrict allowable weapons, restrict time-to-complete.
It's too early to tell or even know, as I doubt I/ we'll get these answers prior to launch, and yet these are some valid concerns and head-scratchers to ponder over in the coming weeks. [i]Hopefully[/i] enough people working on this game had enough insightful ideas, conversations, and expressed similar concerns with the powers that be, so that these cruces were addressed and resolved before we get to play the "finished product."
Fingers (and toes) crossed for best case scenario regarding timers and locking load-outs.
Final thought, and one I and others are mind-blown over is why Destiny never, even up to now, allowed remapping of the D-pad for, say, sythensis item use?
I don't want to be blinded by an inventory GUI, every time I need to use an item, during the middle of a heated battle. It does not make the challenge more challenging, it's an annoyance, frustrating, because I want to keep the [i]playing time up and management time down[/i], at least when I'm not at a safe zone/ the farm.
Perhaps an "item wheel," even, would help keep the action going and immersion strong (see any game with a weapon/ item wheel, Horizon Zero Dawn is recent, comes to mind).
Sure, keep the cool-down if you must, but at least let me map some common used items/ functions to a button press. This is called [i]streamlining for sake of retaining immersion[/i]. Gawd forbid I or someone in my unit ever had to ask a Taliban to "stop shooting at me, because I can't see you, because I am looking into my backpack."
No, no, no! Whatever I/ we (were) am expecting to use during combat, it was [i]always at the ready/ made readily available.[/i]
Prioritize this oversight already.
P. L. E. A. S. E.
Edit:
TL/DR:
Won't the timers and locked load-outs become moot though, over time, once we have "uber" gear and/ or know the drill?
So, long term, what will have been the point in adding them in the first place? Maybe an extra reward or just for certain bounties? Keep this in mind as we go forward.
Remap option for common/ consumable used items, for the D-pad.
English
#feedback
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Timers are stupid and make the game less fun to enjoy! Now we have to rush through levels as fast as we can and not play the way we want! Bungie never learns!!