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#feedback

Edited by ImTooHungover: 3/4/2015 7:03:14 PM
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Solving that MUNDANE grind that puts you to sleep

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Bump and LIKE if you agree! Enemy types should have some randomness to levels. You always see the same scripted layout for strikes, missions, patrols, etc. Having a little different enemy count or set-up for areas helps with mundane grinds. It's small but can go a long way. You could give enemies a value and areas a total value that is met by a random accumulation of the enemies but is not surpassed. For instance, area A has Total Value of 20. Knights = 6, Acolytes = 3 and Thrall = 1. Some instances you may have 3 knights and 2 thrall. Others could have some some acolytes and thrall. Others may even have 20 thrall. If an area absolutely requires a certain unit, then have a permanent input of that unit but keep the rest random. ENEMY ABILITIES: Also, expand enemies with abilities and alternate weapons. This with a random touch helps a lot with grinds. Thrall could have dash attacks, ice slashes to slow guardians, so on so forth. A thrall could have a 10% chance of spawning with one of these abilities or something. Bosses could also have multiple abilities that can be randomly chosen for each instance the strike is played. Phogath could have 6 abilities and each instance you play him, he chooses 3 to use. And to make it more interesting, 1 of them could evolve when he gets to half health or something. The thing is, having gameplay that is random (even on the littlest things) can vastly improve the fun factor for a grindy game. It keeps people on their toes a bit more because they never know EXACTLY what they may face and are forced to alter tactics from the norm. And a boss with an ability that evolves at half health but never knowing which one could lead to very interesting gameplay. EDIT: Ideas for boss abilities: Phogath: launches a few globs that act as mines on the maps. If Evolved, they could spawn into enemies after a period of time if not destroyed. His stomp could evolve into a wave that projects in front of him and slows guardians hit. Maybe an ability that puts his chains to use--KRATOS!! lol Valus: He could have an arsenal of different weapons at his disposal. Grenade launchers, flamethrowers, and maybe even a melee weapon with abilities that projects damage in an aoe. Sepiks: Could vacuum designated players into him. Sends shockwaves that could act like concussion grenades. Comment from below: EXAMPLE OF GAMEPLAY: The Devils Lair has a solar burn mod. So you equip solar damage before entering a fight and solar defense (if there were any). You make your way to the Walker boss. You're fighting him and all of sudden a Fallen Captain spawns behind you (near where you entered the fight) along with 4 Vandals and 3 Dregs. The Captain emits an aura that applies Solar damage for all nearby enemy units including the melees and 1 of the dregs has increased base armor and a dashing ability. Your strategy just changed cause now your primary focus will be killing the captain due to the massive damage increase he is giving his units (especially that jacked dreg). Throw this in along with a more diverse kit for the Walker--maybe it can actually "WALK" around the map a bit--and you have a very interesting fight. Every fight would be unique if you had no idea where and what enemy was going to spawn. This extends the longevity of a game ten times with just random spawns and diverse kits and allows for more interesting strategy. You also don't have to create bosses with massive health pools do to increased difficulty of enemies. Lastly, the type of content--weapons, gear, perks, mods, etc--just increased tenfold cause now you need to think about your loadout to counter potential enemies. Imagine if there were weapon modifiers that also positively effected your weapons depending on what planet you were fighting on. Or what enemy you are shooting at. The quality gameplay just explodes and you really don't need a shit load of content but the potential is there when needed. Any ideas, just add to them. Simply brainstorming for fun.
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#feedback

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  • You really think to trust Bungie with more RGN, not me! How about more activities with variety in the form of combat modifiers like the skulls in halo??? No more random B.S.

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    • You lost me at more randomness. Seriously, don't even use the word. But yes, there should be some variance t o the encounters. Different mods in different playthroughs. Different spawn points for enemies in encounters. Hell, even a different boss in a strike could mix things up.

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      • Bump, maybe even something the loot midgets from borderlands 2

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        • Fully agree that bosses need to be given additional abilities for strikes atleast. I'm an old school wow raider, and thinking about the amount of abilities that trigger on certain phases of boss fights, need some form of these idea's implemented.

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          • They just need to add AI in the game. The current AI is from the 90's DOOM era. It's pretty sad for a game released in 2014.

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            • Exactly, I want to see a mass of trolls coming for me out of nowhere or Lev 30 knights with shielding in a random place, just something to justify playing this game any longer.

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              • Edited by aswizzle77: 2/26/2015 8:11:44 AM
                Actually just replied something very similar to deej's post on top three things to add. completely agree needs to be heard by the bungie team edit: heres my post 1. Be able to reroll your stats on gear/weapons. Just like the iron banner, this would add a whole other layer on how you customize your character. Marks would be a great currency for this or even the old shards, this way people will actually run strikes and do public events. This will keep the flow going and make VoG actually worth going back. Or even CE, make the amount of shards/energies less since they are harder to come by compared to the earlier one. This direction will allow for more of an incentive to keep going back to the raids even when they already have all the top end gear. 2. More random abilities for enemies. Sole reason for it to not be so repetitive when going through strikes or even story missions. It would add to more chaos and the player not knowing what is to be expected. Just look at how Diablo 3 plays. Making different enemies have different abilities, they can be subtle and not change their abilities so much that may swerve the direction on how you guys want each enemy to play. For example,make wizards flock to one person trying to take him down. Have the vex act more aggressive in which they behave(porting closer and around you more.) Let the dregs weapons fire twice as fast. Let the wizards place pools of the green stuff on the ground instead of their bad fog. Change enemies weapons, make some shoot beams at you instead of individual shots. Give wizard's shots that leave damage over time effects or let them leave pools of bad stuff on the ground(this could go for other higher tiered enemies) Have a cursed thrall pull you closer to them but their damage would be toned down and not kill you. Have a vandal grapple you and try to slice you up. Let the captain have more flexibility on how they choose to slash you, maybe a three swipe attack trying to come get you(how a blade dancer combos Now this would be a random element of course, so not every enemy will have this at one time or they might just depends on your situation. However, by having a well written algorithm will create a much more chaotic and a better type of gameplay that you might add into the mix. Im sure you guys would be a little more creative on coming up with different ways the enemies could interact with the player. 3. Endless random wave mode. Be able to have different enemies spawn in at different random increments. Increasing in difficulty. Random every time on which enemy and let the enemies only attack you not each other. So for instance on one wave like 20 thralls spawn with 5 vandals sniping and with 3 vex major s. Something along those lines. Would be cool if you even implemented that even further instead of having the same spawns for the same people on every zone. Bring more random into the mix and have more variety in the amount being given for strikes. More randomness for enemies always is a good idea to help it not being so repetitive in the gameplay aspect. It will keep it exciting and fresh. The overall improvement that this game needs is more of a random factor. Again just like diablo 3, it allows for more replay value and better gameplay. Hope you take a serious look into what i would like to be improved upon destiny.

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                • Edited by Phil de Blanc: 2/26/2015 5:31:07 PM
                  A more dynamic game could be had if they enabled non-playing characters to be your fireteam buddies, like Halo. My best memories of that game playing the same mission over and over, but equipping the squaddies with various gear taken from dead foes and comrades. This always added enormous variability to the game and was very-very satisfying. This interaction enriches rather than thins-out with repetition. Huge win and I'm at a loss with Bungie on current Destiny. Do they lack internal inspiration, because Destiny game--play is brain-dead simple in comparison to much of Halo.

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                  • Bump

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                  • Bump

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                  • Ideas for boss abilities: Phogath: launches a few globs that act as mines on the maps. If Evolved, they could spawn into enemies after a period of time if not destroyed. His stomp could evolve into a wave that projects in front of him and slows guardians hit. Maybe an ability that puts his chains to use--KRATOS!! lol Valus: He could have an arsenal of different weapons at his disposal. Grenade launchers, flamethrowers, and maybe even a melee weapon with abilities that projects damage in an aoe. Sepiks: Could vacuum designated players into him. Sends shockwaves that could act like concussion grenades. Any ideas, just add to them. Simply brainstorming for fun.

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                    • Uh... this game could go a long way [i]if they just upped the levels of basic enemies while doing missions[/i]. Though I do agree a great set of randomness would improve any area, making it fresh. However, given the extreme number of repetitive visits to these same areas, even this will tire out. Bungie has a content issue to deal with, and rather than fix it, they'd rather just work on an entirely new game called "Destiny 2". This is what happens when companies like Activision demand something in return for their "investment" as a publisher. This game is now a crowning definition of what's wrong with gaming today. What's the difference between Destiny and Candy Crush? [spoiler] Absolutely nothing. Neither has a story. Both are repetitive. Both are challenging only at specific intervals. Both reward with random crap. Neither is based on skill. And both still have millions of players who can't seem to put the game down. [/spoiler] Insert cymbal crash here.

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                      • If an enemy spawns with a buff, there is a higher chance for it to drop loot!

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                        • I guess we need to buy a strike bonus dlc for this :/

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                        • I totally agree. They really need to address how to keep the grind interesting. One suggestion and one knock on it. The suggestion is to maybe have fallout-esque random encounters. I liked in that game how you never knew if one guy would spawn in a certain location or if 3 enemies would spawn fighting against another giant enemy. The only knock on this I can think of is that Bungie's RNG seems to end up screwing us, so how long until we are doing patrols which tell us to kill legionaries and the RNG refuses to spawn legionaries for whatever reason?

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                          • Love the idea

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                          • I actually fell asleep during a patrol.

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                            • I'd love a separate patrol icon that allows us to load into the map with those random elements. Keep regular patrol for normal runs. Allow a separate patrol at level 20 that has tougher enemies or higher level enemies and maybe better chances at rewards. This higher patrol would have more frequent "enemy moves against each other" events and more random enemy spawns. Large Servitor teams coming out, maybe a devil walker patrolling around. Hive waves of enemies invading the old base on the moon, more varied enemy encounters. The current patrol you can set your watch to the enemy movements and it's always the same exact type of enemies and numbers. So in summary 2 patrol modes.

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                              • I feel like this would be nice for a bit and then it would be mind numbingly boring

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                                • Bungie doesn't even know how to work with what it's already got to make the game more interesting.

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                                  • I'd love to see this along with randomized zones in general! But this would be a good start.

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                                    • Cool ideas but the only thing they can realistically do is manipulate the number and type of enemies on a level.

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                                      • Super BBBBUUUUMMMMMPPPPPP!

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                                      • This is awsome really great idea,i hope bungie listens but the only problem i see is that bungie targets casual gamers instead of hardcore/dedicated gamers what i mean is that they try to make the game easier so an audience that might not understand complex mechanics can play if random enemies with abilities would appear omg i cant imagine the level of tactics and action that would be going on imagine a nightfall like that hell yeah but thats just me lol im sure some casual gamers wouldnt like that much added dificulty to their nightfalls or missions. People have grown fond of the easy in destiny,just look at the rating and the ammount of people playing it,people complain about everything even about xur wtf lol If they made the work harder the noobs would start going crazy all over the world

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                                        • It would be great if the enemy was more random. I've pretty much memorized what enemies show up where in whatever I am doing. Having enemy types spawn randomly with an overall difficulty for an area would certainly make the grind more interesting. Even the public events have a preset enemy load out.

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                                        • Gears of War Judgment implemented this system. Every encounter was a random mix of enemy types save for a few types. Rather than facing the same complement of enemies you would get a different mix. Implementing this in Destiny 2 (AKA DLC which will be done a year before "release" ) will add more variety to the mix. I don't like fighting the exact same enemies every damn time.

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