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Edited by Lost Sols: 12/7/2015 2:49:42 AM
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Part 2- Destiny: What is and WHAT MAY (or may never) BE.

So in this post https://www.bungie.net/en/Forum/Post/134447535 I went through some of the missteps of Destiny. Now I'd like to offer up my vision of what Destiny could have been and still could be. While I previously wrote that the reality of Destiny is somewhat of a letdown, not all is lost. For all the wrong turns and cut content, the basic gameplay is still absolutely stellar. The character classes all offer unique experiences that are incredibly fun and polished. The feel of the weapons is superb and the gun play is tight. The various supers are all good enough to piss off the other classes in pretty much equal measure which is a great sign that they're pretty well balanced. If it was all gloom and doom, none of us would be here playing still after hundreds and thousands of hours. [u][b]The Planets: Part 1[/b][/u] If I could go back in time and influence the development of Destiny, I would not have visited so many planets in the initial release. I'd have picked one starting world and made it massive; a true sandbox experience that rivaled any GTA experience. The mountains in the distance would be scalable. The world underneath them would have been ripe with secret tunnels and lairs to explore and get lost in. Outside the walls of the Cosmodrome, there would have been a real world filled with hidden secrets from the past as well as ever present danger from random enemy dropships and patrols The blueprint I would have suggested using for designing every experience would have been the island level from the first Halo. To this day it is still one of the most perfectly designed game levels of all time. There were multiple objectives around the Island, but they could be approached in different ways and order. When we dropped onto that beach, we could go left and our friends could go right and we could each clear different objectives. I would have tried to develop a massive world built around a series of pockets of island-type experiences. Crest a hill and find a giant factory... Explore a forest and find an enemy stronghold... Follow a shattered road and come across the ruins of a town or city... All of them a self-contained Halo island-esq experiences, but still a part of the overall world. Each one with its own story to tell and secrets to give up helping us understand our missions, our enemies and our motivations. [u][b]The Planets: Part 2[/b][/u] The second thing I would do differently with the planets is that when we did travel beyond our planet, I would try to instill a sense of “Holy sh*t, we're traveling to the Venus!” Something more meaningful than “press A on the director to go to Venus”, “press A to go to Mars”, and instantly be in any of these places. The journey should be more epic and meaningful and the various planets more ALIEN. I don't want to go to Venus for it to just be Earth with red water. One way that could have been approached for visiting other planets that could have been amazing is the extremely under-used (but always effective) fight your way home genre. From the classic film The Warriors, to the classic anime Robotech, to the more recent Apocolypto and Battlestar Gallactica, there is just something really raw and intense about the struggle to fight your way home and Destiny was a perfect opportunity to implement that in a game. We could have started on Earth and at the end of the first game, had to flee to the moon, Mars or even out to Pluto. Maybe an expansion could require us to get to Europa or Mercury to escape our enemies and search for the means to their destruction. And each destination could have offered new nuances to gameplay. The moon could have been low gravity, which would have been just sick and amazing with our jump and boost abilities. It could have offered a real verticality to the experience and level designs. This could have really set PvP apart by allowing the various planet maps to play differently. -The moon again could have played vertically with tall bases and hills. -Venus could have had a heavy atmosphere with limited sight distances which lent it more of a survival/horror vibe in PvE and a tense stealthy/radar-reliant PvP experience. -Mars could have had high winds to contend with that affected jumps and boosts as well as sand storms. This could have lent itself to a base-to-base/cover-to-cover tactical approach to gameplay in both PvE and PvP. The point is that, if we weren't trying to go everywhere at once, maybe there could be some roses for us to smell along the way and we could have actual reasons to want to revisit planets. Because again, right now there is no motivation to see the moon other than we're supposed to kill things that happen to be there. If I had no bounty or mission that required me to go there, I would never go just to experience being on the moon. That is just sad. [u][b]The Enemies[/b][/u] I would have begun the game with one enemy to fight. If we started on Earth, I'd have made the Fallen the entire focus of the first release and really told their story and why they're on Earth and what they want. I'd have tried to find a way to give them their own personality like the Covenant from Halo and beyond that, I would have tried to make them truly fearsome and worthy of both our hatred of what they stand for and respect for their fighting prowess. And if I introduced say the Hive into the mix, I'd have tried to show why the Fallen we're not happy to see them and why they fight them. Again, the expansions are going a ways towards rectifying this by giving the Hive and Fallen more defined stories and motivations, but my fear is that the concept of the Taken is just going to make everything more of a clusterf**k story-wise. We’ll see. [u][b]Gear/Loot[/b][/u] If I made Destiny there would be no RNGesus. It's okay to have loot drop randomly as we level, but once we hit endgame content there should be a defined way to earn everything in this game. There should not 10 months into this game be people that still haven't been able to get Gjallarhorn. Every exotic should either have its own bounty or be acquirable through achieving a specific goal. You could do anything from earn 20K AR kills for Suros to complete 100 Nightfalls for Gjallarhorn. Whether it is an exotic weapon, shader, sparrow, rare class item, etc, we should be able to quest, grind or work to get them. And honestly, it would make the game a lot more fun and replayable if we were challenged to solo a level 28 Strike without taking damage to earn Patience and Time rather than hope it drops some year or Xur sells it. We are defined in-game by our gear and weapons, why not let us build the Guardians we want to be? Reforging is a positive step, but wouldn't it be great if in future expansions we find and add customized weapon parts to improve our favorite weapons? Maybe an add-on that expands the magazine or allows us to swap scopes or alters impact at the expense of stability… If there's one thing we've found out the last 10 months, it's that people like their go-to weapons, so why not let those weapons evolve over the course of the game while still introducing new classes and versions. ARs that fire plasma? Sweet! Scouts with under-slung grenades launchers? Ca-f**king-ching! It's limitless what you could do and it would be FUN. RNG is not fun, it's the antithesis of fun. [u][b]Balance[/b][/u] If we’re using our own gear, stand behind that. If you want everything balanced, put generic weapons in PvP and stop screwing up our gear. https://www.bungie.net/en/Forum/Post/114553028/0/0 [u][b]Accessibility[/b][/u] Here's a link. I've already written my opinion on how to fix this. https://www.bungie.net/en/Forum/Post/129939506/0/0 [u][b]Communication[/b][/u] This one is the easiest fix right now. There are a lot a wonderful conversations going on in the forums on things that make Destiny great and things that drive us a bit crazy, but none of them matter if no one from Bungie is willing to take part in any of them. Can every question or post be answered? No, but the current Bungie approach does not work. There is a huge divide between Bungie and the community right now and it's actually comical to here DeeJ constantly tell us we'll get answers in updates that invariably turn into fluff pieces with nothing spoken on anything we want to know. Once more with feeling, we play your game, we buy (and you want us to continue buying) your expansions. If you want to keep that status quo, I would highly suggest you stop patronizing and start actually talking. So where are we now? Who knows. The version of TTK that new players will step into with the $60-$80 bundles will be closer to the experience we thought we were stepping into a year ago, but Destiny is still a long ways from the adventure that it seemed. I'm not saying anything I've written in this post could happen or that they’re the best ways this game could have been built, but I am putting out there for Destiny 2 and beyond that there are different approaches to these enemies and worlds than we have experienced so far. Destiny will continue to grow and everything holding it back is infinitely fixable still. There is still time for a story, there is still room for exploration (there is still Older Russia), there is still the ability to make our Guardians truly our own, and there is still the ability for us all to find our destiny and to become legend. I hope we're all still around to find out.

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  • So basically a skyrim/mass effect/destiny supergame! I like it...

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  • Bump!

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  • Bump

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  • Great ideas and you can kind of see some of these in the game now, you may be closer to what the original idea was - before all the internal carnage took place. Destiny would have been all the greater if they'd taken your approach. A more focused and tighter game all round, where your endeavours and adventures are rewarded in loot and experience based on your progression rather than RNG. I've said this before and so have a few others on the forums, but I'll say it again: In 2020 or sooner (basically once the non-disclosure clauses have expired) the Discovery channel will broadcast a Destiny Documentary and we will see the True Destiny game we all missed out on. Us, Bungie and Activision.

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    • Bump

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    • Bump

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    • I may not agree with everything in your post but I think your thoughts are quite interesting and Bungie should at least read it to get some very useful ideas which, as you also say, may be implemented in the future. For me, background and storytelling are essential to make a good game (old RPG geek), Destiny has an enormous story behind it and telling it to us should not be that difficult (I think we now know much more about Cayde6 than of any other character, with a few bits he has ceased to be just a vendor and the war buddy we want on the field with us). In short, well done and thanks for this post.

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      • All destiny missions ever: fight waves of enemies while your ghost tries to open a door but instead sets of alarms

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      • BUMP

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      • Bump. Really a lot this can be summed up as, "I wish they took a calm and slower approach to Destiny." They should have focussed on one world and one enemy at a time. I think throwing in so much had the effect of showing off so little.

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      • Well said......as usual

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      • You can't see him

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      • brilliant post. bumpx100,000

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        • How do you generate these good ideas lol. Your brain is either retardidly creative or you read a LOT. Good read. Specially about fighting to get home. I loved that idea and it would bring more of an urgency to the game also

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        • Very great ideas that hopefully Bungie will implement into Destiny in the remaining 9 years to come for this game. Perhaps when its all said and done and we are all at the end of this game's very long journey, Destiny will be all this and much, much more.

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        • Petition to Free Sols! [url=https://www.ipetitions.com/petition/freesols]https://www.ipetitions.com/petition/freesols[/url] Post this link EVERYWHERE YOU CAN, and maybe we will be able to FREE SOLS!

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          • Another quality post by Lost Sols. Great feedback, my friend.

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          • Lots of great ideas, and yes I thought we would see some of this at launch. The game was good at launch, but I really expected bigger open worlds, "if you can see it, you can go there" Freaking Epic open worlds, this game has so much potential, it's not garbage but it can be frustrating. I'm along for the ride, Bungie is a great developer. I just hope their vision is as big as our imagination.

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          • This right here... Is why I'll be waiting to hear what you think of TTK before I even consider giving bungie anymore of my cash... You, like me, know what this game SHOULD have been.. -blam!-ing activision, ruining one company at a time. The day Bethesda works with Activision is the day I stop playing video games

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            • Edited by devinespitfire: 8/18/2015 4:00:59 AM
              I remember playing the Beta and even the first part of the game," The war-mind Rasputin he's gone" I figured it'd be something like he's going to reactivate old bases, underground labs, stuff that you would want to explore and act as the start of a counter attack ... Exploring floating barge cities on Neptune, exploring a shattered space colony in the rings of Saturn, find awesome gear and weapons deep under the ice of Pluto in a lab, aliens blew up the 8th planet just so we can giggle as Nathan fillion or even dinklebot tell us about it.....But nope for whatever reason Rasputin only made it to Mars.... And yeah that different style for each planet would be cool, each one unique.... Bungies biggest complaint is that people aren't changing weapons? there's really no reason for us to , sniping is borderline a joke, nothing more than 200 yards and other enemies always know where the shot came from, the high capacity auto rifles are useless, sidearms would be cool if they were less like the star trek phaser...

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            • For real let's get a group and make our own game, bet you it's way better even being an indie game

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            • Bump

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            • Never forget! [url]https://www.reddit.com/r/DestinyTheGame/comments/2hrpzx/ama_request_someone_from_bungie_or_activision_who/ckvowy2[/url]

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              • Bumpity bump bump

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              • Edited by LordSnoz007: 8/12/2015 9:27:48 AM
                My god yes. I remember before the beta thinking of the locations I would visit and storys I'd forge. Avoiding cabal patrols in the middle of a martian sand storm. Being forced into the hive tunnels due to meteor showers pelting the moons surface, being forced to survive the miles of dark tunnels that promised death! Sniping vex under the cover of darkness from across a jungle ravine. Or fighting off the fallen as they raid at the city limits launching grapples from tanks as guardians fire from turrets and rain down fire. And above all STUMBLING across the fabled entrance to the vault of glass, after screwing around with vex portals and being transported to the entrance. This is what destiny was to me. A journey into the unknown wrought with perril surviving with wits and weapons. But it was not to be. Still fantastic post though.

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                • https://www.bungie.net/en/Forum/Post/147005994/0/0

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