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#feedback

Edited by VovoStation4: 6/28/2015 6:40:00 PM
5

Patrol refinement/update suggestions thread!

[spoiler]Disclaimer: It is possible that these have been suggested before, but this is my first time visiting Feedback, let alone posting. If I accidentally stole your idea at two in the morning, I mean no Ill Will and you have some great ideas![/spoiler] Hello Guardians and/or glorious makers known as Bungie, I am a player with some suggestions that I'll do my best to keep brief, clear, and to the point! I promise they're modest and simple. <3 I'm here to talk about Patrols. As it is, Patrols are a little stagnant, and I'll explain why and give my suggestions before. [b]1) Enemy positions/movements don't change.[/b] It's always the Vex in the Buried City. Always the Cabal in the Rubicon Wastes. It's always a minor skirmish between the two in the Barrens and the Scablands. As such, it's monotonous. There's no sense of discovery here, only knowing where to go to farm what type of enemy. The Vex and Cabal are fighting for territory, so why not have territory shift hands for a few days every now and then? The Scablands is a perfect example of a Cabal front line being attacked by the Vex day in and day out, but nothing changes. There's not even a day you show up where there's on Cabal, without Vex continuously spawning. I suggest that the enemy movements should be dynamic. One day you walk into the Scablands and there's Vex triumphantly walking over Cabal trenches, the open metal corridors lacking their obtuse occupants. Come back a couple days later, the Cabal are back, and actively fighting the Vex for about a day. Day after that, Cabal have won. Phalanxes and Psions march across the dunes beyond their trenches and foxholes without Vex interruption. Mars is just an example, naturally. The Vex could kick the Fallen out of the Shattered Coast for a few days, the Fallen could take the Ishtar Academy plaza in retaliation. The Hive could take the Anchor Of Light, and so on. This relatively small change alone would provide such a noticeable amount of variety to Patrols that they could become fun again, and would add a dynamic element to Destiny's open worlds not yet seen in the game. (Note: This would not effect mission-specific areas/instances such as Freehold Station or the Hive structures on the Moon.) [b]2) Public Events/Beacons could use modifying, this goes hand-in-hand with the suggestion above[/b]. As the enemy positions change, so should what occurs in that space. Beacons that require ether supps should move with the Fallen, those that require focus lenses with the Vex, naturally. Faction-specific Public Events should follow their respective Factions, naturally, but events such as the WARSAT or "The enemy moves against each other" could/should include more than one faction OR a different faction than the current dominant one in the region. For example, in The Buried City, a WARSAT event features a Cabal onslaught, despite the Buried City featuring only Vex. It's very interesting to see the Cabal expand into a region that's occupied for the WARSAT, and would be interesting to see happen with other factions as well. "The enemy moves against each other" events could occur even when a territory is occupied. Using the Buried City again as an example, it would be very fun to become caught between a Cabal invasion force and a massive Virgo Prohibition Vex force, regardless of who wins or how it affects the area. Both events could occur in contested territories as well, naturally. This would add much needed variety to public events and high-traffic areas, and would also further the dynamic feeling of rotating enemy placements. (Edit: Fallen Walker or Glimmer Mining events could also occur in occupied territory. Fallen Walker at the gates of the Vault Of Glass, for example. I did not mean to imply that the events in contested/occupied areas consist solely of WARSAT/"Enemy Moves Against Each Other" events, they were just examples of events that could give the area a more dynamic feeling if the outcome actually affected the public space they were in. Naturally, Vex Sacrifices would follow the Vex just as Hive Targets would spawn in areas with Hive presence.) [b]3) Dropping into the same place on a planet every single time is repetitive, and inconvenient.[/b] It's a long journey from the Steppes in Old Russia to the Forgotten Shore even on a Sparrow. In strikes and missions, however, Guardians spawn in small, open Guardian encampments that are present all around the open world, at least one in most of the spaces. Why not allow Guardians to pick their entry point? I propose a UI update for the Director, more specifically the addition of "tabs" when looking at a selected planet's locations. The tabs could be toggled and switched through, and there would only be two. One titled "Missions," which gives Guardians the icons for Missions and Strikes on that planet. The other tab would be titled "Patrol," and would give Guardians multiple patrol icons, one for each area that has a Guardian spawn point as seen on Missions and Strikes. This minor change would streamline Director navigation while in Orbit and would benefit Guardians who wish to spawn in certain areas in search of Public Events or enemies to tick off of a bounty. These are my suggestions for updating and refining Patrols in Destiny. I suggest these as I believe the fans will enjoy them and that they do not break the game in any foreseeable manner. I can clarify any confusion that my wording may have caused. If you made it this far, I welcome feedback, criticism, debate, and bumps in the hope that Bungie takes a look at this!

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