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Destiny 2

Discuss all things Destiny 2.
Edited by Seiryoku: 11/13/2023 4:53:06 PM
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How Destiny can continue

A clear, unified vision and proper communication between all parties. Even the [i]most jaded[/i] say, "It's the Final Shape and I'm done!" From a state of misery. But they are sure they want the game to live long enough to see that. The game has become a bloated, laboring beast fighting for its very soul and continued existence. Doesn't mean we need D3 yet. [spoiler]Who wants to start the grind from the beginning again? I like my tool box with choices, not 5 weapons all looking like the same Guardian again. Make the balance, the scaffolding that works first before another live service experiment. [/spoiler] The community is as polarized with the same tension as things are in reality right now. I myself am guilty of contributing to that in the forums, frustrated with design decisions that I believe have led to the current state of Destiny. How long it takes to be sure they weren't right when they could be avoided. But it is on the mend for now and they specifically ask for feedback. Trying to satisfy everyone, everywhere, all at once, must be a massive undertaking. And seemingly impossible. [i]More people should raid, we should listen to why they don't. I still wouldn't let a non raider tell me what a raid should be. Or how to design it.[/i] [i]Casually[/i] [spoiler]enjoying the fun, masterfully crafted artistic achievement that is Destiny (when it is functioning properly) is the point. It is only a game, but a hobby we all share. But something unlike any other success on the market. It must change, but can't be allowed to die yet.[/spoiler] Understanding [spoiler] the mechanics that govern it through thoughtful observation, research, intuited, or achieved through practice, will affect how well you preform. But it also provides a keen insight. [u]It makes sense[/u] for the most [u]dedicated[/u] parties to be the focus of the design while making the space enticing for casual play. But there are pitfalls to this. Like content creators complaining they and their fans can't look up so we should destroy movement.[/spoiler] The failure, without all knowledge of internal dialogues, is that everyone bit off more than we can chew. The community [spoiler]has to consider when our views are so polarized things can't exist synergistically. They can't occupy the same space. And any compromise is left entirely unsatisfying for both "sides".[/spoiler] Bungie [spoiler]has to consider when core activities need to be updated so people will play the game, even if they aren't paid content. Continually updating Eververse with $20 skins wasn't going to be forever sustainable. Thank you for building maps. Can't wait to play them. Sorry Gambit people. I play PvE to get the thing I'm chasing for that scenario where it serves me best in PvP. Or for a more difficult and rewarding portion of end game PvE. That's the true endgame after finishing challenging PvE content. Stop trying to kill off PvP. It's half the identity. PvEvP Guardians are integral and keep the game alive between content droughts. Those of you so convinced killing pvp will leave more time to make more PvE content cause you're mad about balance changes, don't play the whole game. An array of challenge and opportunity is necessary. [/spoiler] [spoiler]Complaints and solutions offered should be considered by all parties, but the consequences and ramifications of any action taken needs to be weighed and better comprehended. [/spoiler] The game, [spoiler]however sophisticated, feeling worse than a previous iteration for months at a time, sucks. Especially for predictably unnecessary systems to satisfy [u]people that aren't going to play it any more than they did in the first place[/u].... even if they are changed later. We do need casual enjoyers to come back and populate the spaces and they should express their experiences to help arrive there. To strike the right balance, but limited in aiding the design approach of how we get there. However much they play, which is often many hours even if casually enjoying the experience, they didn't learn and adjust to have a DIFFERENT experience. They want the digital landscape to change to accommodate them precisely as they are right now. Slide nerf to stability and part of flinch resistance moving to Resil felt bad. AE has gotten better. [/spoiler] [spoiler]Doing dumb things under the guise of reviewing the data... After being led there by team leads that will push conflicting parts to builds... It's exhausting and frustrating. Presumably for creator and consumer. But no one involved is solely to blame. With that said, I understand nothing is perfect and these are complicated problems in a complex system in hard fields blended in excellent fashion. [/spoiler] Hopefully success will come from the execution of a creative vision by the most passionate still involved PROPERLY LEAD and organized around the effort. Considering the community's and devs concerns, while weighing the frame of reference of the loudest voices. Die hards, casuals, devs, leadership. We have to appreciate the efforts at communicating plans that may have to pivot or change. Or can't happen all together. Or have to go through multiple iterations to arrive in the correct place. [spoiler]Parts of Neomuna were steps in the right direction. Some of it was tuned to extremes that made it hard for illiterate people without YouTube to enjoy. [/spoiler] If we all have a better understanding of the game, our selves and teams, and what we want to accomplish... It will take a lot less effort as a collective than it would struggling alone without any exchange. We are crafting the universe we are experiencing.

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