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Edited by The lone genius: 3/7/2015 9:01:49 PM
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Repost: None of the effort I put into Destiny makes me feel unique or special when standing next to another player. We all got our gear through RNG. We all look the same. Destiny's grinding requires a ton of time investment and a lot of players are angry because their investment feels wasted. On top of that, this system is built to completely devalue our investment with each new expansion. Legendary Armor:: Light level has forced us to the point where we all look the same. There is only one complete set of end game gear at a time for each class (two if you count Iron Banner). There is no way of upgrading old existing armor to match end game gear. Even[b] faction gear [/b]is set below the maximum light level despite the ridiculous amount of grinding required to earn that gear. Why can't we upgrade old gear to light 36 in the economy. Shouldn't the raid specific perks and appearance still be enough to warrant earning them as new content comes around? Exotic Armor: I don't think there needs to be any change with exotic armor. I can point out that some are lackluster and very situational. However, that adds to the idea of collection. My only proposed alternative to this would be to have exotic gear and their perks separated by an enchantment process. The gear would still be earned and be exotic, but it would behave like legendary gear until you enchanted it. Enchantment and armor would be independent of each other adding to the cosmetic choice. Legendary Weapons:: You may never play with the gun that was built for your perfect playstyle. RNG only hands out so many legendary engrams. It's not a choice to play the game how we want, but hope that RNG rolls us the right perks. The truth is that it shouldn't be this way. Successful FPS games like Call of Duty and Battlefield both put grinding in place, but they allow the player to choose the perk combinations they want. At least[b] vendor gear [/b]should allow the ability to forge a gun the way we want given their price tag. I think all our random weapons from engrams, nightfalls, and crucible should also be able to be reforged for a price. I also believe that we should be allowed to increase the attack stat of legendary weapons in the economy even if that means unlocking perks again like how exotic upgrades work now. It's frustrating that you may have a favorite gun, but you can't use it in the HoW raid because it does 300 attack. The xp grinding to get the final product via our chosen perk path would still require time investment. We would still make mistakes and want to try new guns. We might opt out of reforging a gun and just see if we like the perks we got from RNG because it's free. Most players would still want to try new DLC guns just to get a feel for a weapon and see if they could find the perfect combination of perks that makes that gun shine best. Not everyone likes the same things and many players want to acquire a collection. Right now our collection is all based on our luck with RNG. Exotic weapons: There simply are not enough of them. You only gave us three/four in The Dark Below. Then there's the question if they are effective and even worth the exotic slot. I have the Crux of Crota. Apparently in order to get Husk of the Pit I am suppose to grind the first story mission? Then grind Eris Morn to reputation level 4. When you consider the time investment you must expect this thing to be a beast. Then I read reviews how the gun sucks and is outperformed by 300 attack VOG legendary weapons. A waste of an exotic slot many say. Why should one of the hardest guns to earn in the game be so mediocre? - some call it terrible - If anything is borderline op or the top of the line shouldn't it be the gear that requires the most effort to earn? What kind of trophy is this to people who bought The Dark Below DLC and put in all that effort? Conclusion: I can't see Destiny growing to its potential when you are asking us to put our hands into RNG for the next 10 years. There is limited choice in the end game, and I don't see how anyone benefits from this design decision.
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  • Edited by T3mpest: 3/10/2015 1:33:06 PM
    Do you realize how god awful OP many guns would become if you could simply select all the perks you want? EVERYONE would have a final round sniper. Complaining about variety in weapons and armor then giving us a system where pretty mcuh everyone would choose the same perks is somewhat counterproductive. Raid guns would have no usefulness outside of elemental damage and unless they had unique perks we couldnt' select from, they might still be lackluster, unless Bungie wants to put the same perks everyone else does on the same guns.. I like our current sytem, the ONLY other system I could really get behind would be a reforge at the gunsmith for our regular guns, but it would still have to be pretty expensive compared to IB, perhaps 5 motes of light per roll. As far as armor goes, i agree I'd like to see a system where we can make any legendary armor we choose into max level armor. R I always thought being able to put motes of light into armor would solve this probem, simply needing to use the experience we gain past level 20 that gives us motes, to upgrade our armor. Raid armor coudl simply be max level to start and have perks that make it "best" in the raid, sort of like it is now. Armor however I would be fine with the stat rolls being fully customizeable. Disc, vs strength vs intelligence isnt' as gamebreaking as perks on guns.

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  • Edited by Madman: 3/10/2015 8:15:21 PM
    I get the concern, but what is the purpose of undesirable weapons? The RNG rolls on legendaries more often than not creates undesirable weapons. Does anyone invest in these guns? Does anyone use them? I don't. I immediately trash any legendary if it doesn't have two desirable perks and something worthwhile in the column. If I'm not going to keep it around indefinitely, I get rid of it immediately. Would everyone choose the same perks? I dunno. If there were a decent pool of creative perks to choose from, I certainly would have some choices to make. But that's part of the problem. There really isn't a good pool of creative, desirable perks. So I think your concern is legit, but it would be easily rectified by implementing more creative, desirable perks. I probably wouldn't go with final round on a sniper unless I were specifically looking for it to be a boss killer. But that would be the great thing. We could deliberately fill holes in our arsenal with purpose-built stuff. The bottom line for me is I just don't get the resistance to a more fulfilling game that rewards us with things we actually want for completing objectives. Honestly, what are people afraid of? Will the game stop being fun if we start getting access to things that are actually useful? If so, maybe there's more here that's wrong. Maybe the reluctance to give us a fulfilling game is that there's a fear that, once we get some good stuff, we'll get bored? If that's the case, it's a symptom of a larger problem, which is just that there isn't much pure entertainment here to sustain interest. In other words, once we get past the acquisition of stuff, maybe there's concern that the game just isn't fun. And if that's the case, that's a significant problem, one that needs to be rectified by increasing end-game content, increasing the diversity of content, increasing the fun and creativity of existing and future low-level content, and generally tightening up the game so that all of its activities are well-designed and fun. Crucible, for instance, needs A LOT of work, but some simple changes could make it a much more fun experience. IMO, player investment systems can't be the primary entertainment factor, and resistance to accessibility tells me that the player investment is intended to be more at the forefront. They have to be supplementary to the experience. Once they become the reason you play, it's Farmville. Destiny either needs to be about fun first, or when the dust settles on the whole acquisition of stuff thing, it needs to provide solid fun. And it doesn't.

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  • If Destiny wasn't fun people wouldn't play it. Many do complain about the weapon, amor, level system, story (or lack there of) it wasnt' critically well liked. However, the strong base gameplay in terms of shooting I think is what keeps people hooked. Anyways there are only so many good perks Bungie or anyone can come up with, and they have to be careful of how good the synergy on certain perks could be if we could have any gun with any perk. Also, just so your aware, final round snipers are guardian killers, not boss killers. When the final round perk activates on a high impact sniper, it's a one shot kill no matter where you hit them. When used properly, especially with the right combo of bonus perks, it's because annoyingly powerful in a hurry.

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  • It's fun. What I'm saying is, beyond the player investment, Destiny still needs to be fun. And what I'm saying is I think Destiny could use a lot of work being still fun whether you're getting rewards or not. And yeah, I'm aware of the OSK potential for snipers in Crucible. I'm very aware. It's a particularly frustrating aspect of Crucible. And snipers are always annoyingly powerful, IMO.

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  • Great post - hit many of the nails square on.

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  • RNG wouldn't feel so bad if there was some guaranteed loot. Accomplishing something should GUARANTEE something! At the very least have a hidden counter so that after X amount of completed bounties/raids/nightfall's etc that item/exotic bounty WILL drop. That gives me hope that even if I don't get lucky rolls I will eventually hit that hard number of completed activities...

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  • I'd say our brains are on the same wavelength, but I think you eloquently express pretty common experiences with this game.

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