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#feedback

Edited by PeaceInExile: 7/28/2014 12:55:14 AM
276

What the Open World Needs

I believe making the open world feel more "Open" it needs a few things. Add whatever you believe it needs too. 1. Wildlife: I saw this moments ago and it got me thinking that it would make the world feel more alive. 2. Camps and/or caravans: Adding machines like the ones from the tower to distribute missions and possibly even make minor trades of some sort possible. 3. Weather: Changing weather would make the world seem more real and offer a new feel to the combat in roam making it feel more realistic in a way. And preferably regionally appropriate weather. Edit: the wildlife would not be what we have today but twisted creatures from the hive that look like animals roaming the planets and moons that they inhabit. And the camps or caravans could have guardians protecting the machines. Apparently people take these posts as demands for extreme content changes so I'll say this. These are only my ideas for what could be added in the future at some point not for what needs to be done by release. Please no comments stating that anyone has a bad idea, if you're not being positive you're being a hinderance.
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  • [b][u]Outposts[/u][/b]      -[b]massive public event to reclaim outpost[/b] on earth, then the moon, then Venus, mars, etc.      -after public event, update (hotfix) is pushed out [b]adding outpost to the area *permanently[/b]      -outpost is populated with a few [b]quest givers, guards, vehicle bays, maybe a vendor or two[/b] if it made sense      -[b]Quest givers[/b] provide [b]meaningful contextual quest chains[/b] preferably [b]tailor made to the area[/b], that make gradual, [b]visible and noticeable changes to the outposts over time[/b]. Adding new buildings or NPCs along the way.      -[b]Guards[/b] would [b]fend off incoming patrols of enemies[/b], and help out nearby guardians dragging a fight into the outpost.(xp gains are virtually dropped completely if a guard kills something for you, based on %of damage done?)      -use instancing (player pool separation?) to [b]separate players by progress along quest lines[/b] (when major events happen that would change terrain or NPCs, etc.,)      -[b]vehicles[/b] respawn on a timer and or player  buys a vehicle (destroyable pikes and interceptors, etc (?hopefully more to come?)) for a small amount of glimmer.

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