JavaScript is required to use Bungie.net

#feedback

Edited by Troy Jamison: 7/28/2015 4:17:58 PM
4

Trials match making rework

Trials needs to have some intelligence to the match making process. I understand it is an end game solution but the fact that the match making process isn't based on anything but a latency number is poor planning and design. Trials should be based on team skills. You take all of these stats daily about a player or clan, it shouldn't be difficult to match players up with other people just as good. Trials is a very one sided at times. You'll have people who have already completed trials multiple times and in a perfect 9 game winning steak none the less and have them play against players who have yet to even win three trial matches let alone 9. This isn't a whining session but many people feel the same way about trials. Rather than nerfing gun stats, fix the match making. There are plenty of other issues that need to be addressed, gun nerfing isn't one of them. You want end game rewards why don't you introduce more bounties similar to Thorn, have a player perform a certain number of tasks to gain access to some sought after weapon. Nerfing these highly sought after weapons, like Thorn, will cause a fair amount of destiny player loss, maybe in the area of 15 to 25 percent... Something to ponder before the taken king drops. Look at the number of pre orders, did you meet the expected target or was it off. People are waiting to see what you will do before they decide to drop the cash for it. Destiny players have had time to evaluate the game in better detail. This year one banner isn't a real reward for the destiny player. It's almost like you are simply insulting the intelligence of the population with this prize. At the end of the day we the gaming population pay your bills so provide the first year adopters something of a true value and not something one has to grind for.. year one players have grinded enough, now is their time to take a breather and guide the second year adopters and help them get up to speed with destiny. Just my two cents. Hope this actually strikes some conversation with you the developers and the general destiny population.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • I might be biased since I am your clanmate, Troy, but I agree mostly with what you are saying. I have ran trials about 30 times with other experienced PvPers and we have never done better than 3 wins. 3! I feel like I'm pretty good at pvp, but certainly no god... but in TOO we get steam-rolled and its just not fun. I'd love to play against people with similar abilities, like a ladder system. I just don't know why we're so bad, but it seems like some people are just exponentially better. In control / Iron Banner I regularly go 1.5 - 2.0 K/D but in Trials I go .2 k/d. Seems crazy.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • its a competition... if you cant beat someone better than you, then you dont deserve to go to the Lighthouse... simple as that... giving you shitty teams to beat all of a sudden would be unfair to the teams that have to bust ass to beat other skilled teams, while both of you get the same rewards... suck it up

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    2 Replies
    • This is a really good insight I feel for the current state of Destiny's armory. Personally, I feel like ToO is thematically accurate: The Disciples are looking for Guardians that are better in some undefined way, but basically boils down to Guardians who are either 'better' or 'don't lose.' So, if I was a Disciple, it wouldn't be my job to moderate the skill levels of fire teams. It'd be "there's 3, there's 3. Here's a map. Knock yourselves out. *begins to take notes on who kicks more ash.* Unfortunately, that doesn't translate well mechanically, or results in a lot of players becoming overly frustrated and sh1t-posting certain things all over the forums about broken things. Don't get me wrong, I'm sorta behind some of the 2.0 tuning (namely Thorn and "shot-rifles"). But when I see people complaining about Blink being 'totally broken' then I gotta question their credibility. Granted it's 1 part in the 3 part recipe of disaster that is the 'blink shotty melee' combo but that's what blade dancers are supposed to do: get up all in yo' face. Strikers can do this too, they just don't blink to get there, they bloody bull doze you. AND THATS FINE! Neither of those abilities are 'broken' but equally lethal and useful. Further, and I feel I might be going on a tangent, it is possible to set things differently for pvp and pve as demonstrated with the shot gun buff back during TDB. So when PVP players are complaining about people sniping them with a hand cannon (not thorn, a hand cannon. Ill Will, Timur's, what have you) then Bungie probably does have to fix how the gun acts in the Crucible, change the damage fall off or stability just as players need to realize the potential of a hand cannon. But... this doesn't mean you have to destroy the hand cannon in pvp by reducing base mag size, stability, and reducing the range of the damage fall off in one shattering patch. And finally, this doesn't need to apply to PVE. I started destiny playing with hand cannons because I enjoyed the pacing of killing an alien or two with heavy bullets and then hiding. But since you've applied the above nerfs in PVE as well, you've basically made it impossible to use hand cannons effectively in PVE (or, if you want me to be fair, end game PVE. Imagine for yourself a moment in the future where you feel like going back and gunning down Skolas in the PoE. You want to use a handcannon... except for you don't because you know you can't shoot skolas with it across the map [fair, already its hard to do good damage to skolas across the map with a cannon] and even worse you know that you'll have to just put yourself out on a stage over all those Reaver captains with repeaters to get... what, half of one's shield down before they vaporize you? IF they're close enough for you to hit?) It makes hand cannons relatively ineffective, and I felt that Sidearms really helped to differentiate between a hand CANNON and a pistol. So why bring a CANNON closer to a Sidearm? All in all i just feel that before TTK, there really needs to be a heavy influx of discretion. Discretion between powerful players, new players, and "broken" players (you know who you are, Thorn, Mat64/PC+1) in ToO and Crucible. Discretion between theme and mechanics by both the players and the creators. And finally, discretion in how we observe, request, and apply buffs and nerfs to certain weapon types depending on the situation. I think this will eventually lead to a better experience for everyone regardless of their play style.

      Posting in language:

       

      Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      2 Replies
      • You sir , are intelligent.

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      You are not allowed to view this content.
      ;
      preload icon
      preload icon
      preload icon