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Destiny

Discuss all things Destiny.
Edited by Varlerie: 1/29/2016 3:44:50 PM
97

Good idea for Destiny 2? (Weapons)

Perfect

96

I like it, but there should be a few changes

364

I don't like it

152

TL;DR (Too long; didn't read)

543

[i][b][u]THIS WILL BE LONG!!![/u][/b][/i] [b]Introduction[/b] So I've been thinking about how everyone is using basically the same few guns. I'm okay with this, but getting killed by the same few weapons is getting stale. So I had this idea so that there is a lot more variety in the weapons. I don't expect change in Destiny, but maybe Destiny 2 can use this idea. [b]The Basics[/b] Everyone gets to choose a primary, special, and Heavy Weapon of whatever they choose. For example, I would pick a Scout Rifle, Fusion Rifle, and a Machine Gun. Everyone would start off with the same few guns with terrible stats. So if my friend chose a Scout, Sniper, and Rocket Launcher, we would both start off with the same crappy Scout Rifle. [b]Details[/b] Now here's where it gets interesting. The weapons themselves would level up, and each time they level up, you can add to one of it's stats. The maximum level for a gun would be something like 250, and when the gun levels up, you add one to it's range, ROF, etc. As you level up your gun, it would become custom to you. Every 50 levels(assuming max is 250), you would be given the option to up the weapons rarity, giving it access to more perks and letting certain stats go higher. Every 25 levels or so, you could reroll one of the weapons perks, whether it's a sight, barrel, passive perk or a normal perk. Once you hit level 200 on a weapon, you have the choice to make it exotic or continue with it as a legendary. If you choose to make it exotic, it can be given a special perk that only exotics can get of the players choosing. Someone could make a hand cannon with the red death perk, or the bad juju perk. [b]IF YOU AREN'T READING, HERE IS A SUMMARY OF EVERYTHING EXPLAINED SO FAR.[/b] [spoiler]Weapons have levels. When a weapon levels up the player can increase one of the stats by one point and the damage goes up slightly. Every 25 levels, the player can reroll one perk on their weapon if they choose. Every 50 levels, the weapons rarity upgrades. This would increase how high the stats could go and add perks. For example, a white to a green would gain another sight or barrel, one passive perk, and one normal perk. At level 200 they could choose to make the weapon exotic, and if they do they can choose an exotic perk. A Scout Rifle with Zhalo Supercell's exotic perk with stats the player chose.[/spoiler] [b]Elemental Damage[/b] I'll start with elemental on Primaries. To be honest and to make this easy, there won't be elemental damage on primary weapons. This may not be a popular decision, but to compensate, the ammo capacity on Special and Heavy could be increased. Anyway, at level 75 on a special or heavy, the player can choose if their weapon will be given a random element as it's damage. Every 75 levels after that, the player can choose to reroll the weapon's damage again. Once a weapon reaches it's max level, the player can choose what kind of damage they want their weapon to have. [b]Extra Stuff[/b] At any time, the player could choose to get a new weapon, but it will be at level one, and they will have to start over. The player would choose the name of their weapon, and it's color scheme. The weapons would have different maximums and minimums on their stats so that a hand cannon couldn't shoot as fast as an auto rifle, or an auto deal as much damage as a hand cannon each round. [b]Conclusion[/b] As you play, you create a gun specific to you. No one should have the exact same weapon. [b]EDIT[/b] So people keep getting worried about how everyone would just focus on ROF and impact. To fix this, the ROF and impact will limit each other. If you want a Scout Rifle with jade rabbit impact, it's going to have jade rabbit ROF. Also, to put more emphasis on range, stability, and reload, make reloading painfully slow if it's low, recoil ridiculous if you have low stability, and have shots register for half the damage they normally would if they are out of the weapons range. [b]EDIT 2[/b] First off, if you self advertise or say something along the lines of[quote]Destiny sucked there shouldn't even be a Destiny 2[/quote]Then your post will be hidden. Now, onto the serious stuff. Some people were asking about how new players would be discouraged from Crucible because they have shitty weapons. I have two solutions, but the first is starting to seem better in my opinion. 1. Have preset load outs so noobs can be put on a somewhat level playing field. 2. Have Playlists for players that are low, medium, and higher levels. [b]EDIT 3[/b] So people are worried about what would happen when their favorite gun class is deemed OP and gets nerfed. All their work on a gun down the drain. Right now, the Meta is clearly TLW, MIDA, 1k Stare, and Conspiracy Theory Dick. Now, TLW and MIDA are overused(NOT OP) because TLW is a primary machine gun and MIDA has staggering rounds and can 4 shot headshot. 1k Stare and Conspiracy Theory Dick are overused because of a lack of other options. There are no Fusion Rifles in the meta because they are now too difficult to use. Anyway, shifting the focus back to the meta changing and ruining your guns, I think that Auto rifles should get a small buff, pulses should get a super tiny buff, and that all changes done to fusions after TTK released should be undone. Then, hopefully the meta will not need to change because the game will be pretty balenced. [b]EDIT 4[/b] I made another post with my ideas on patrolling. https://www.bungie.net/en/Forum/Post/188886303 [b]EDIT 5[/b] Vendor weapons. First off, if this system is used, then ALL weapons would be like this. Now onto the juicy stuff. I thought about it, and I think that this is how vendor weapons would work. I'm going to assume legendary marks are still a thing. You would go to a vendor and choose the weapon you want. The weapons stats would be displayed, but the perks when you buy it would be totally random. They would cost any where from 150 to 200 legendary marks, and you choose how many you want to pay. [b]The amount of marks you pay is the level of the weapon when you purchase it.[/b] Vendor weapons will also be unable to become exotic when they reach level 200.
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  • Almost perfect

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    • 1
      Violet bby

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    • What if you wanted say an auto for PvP and a Scout for PvE? Could you still get all the weapons types but still have the customizable thing?

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      • Bump for later

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        • I lol'ed when i saw the percentage who hit TL DR

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          • Only for a few special weapons that have their own rarity

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            • [quote]THIS WILL BE LONG!!![/quote] Hehe, giggity

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              • [b][i]what is love?![/i][/b]

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                • Edited by Shattered Mind: 1/28/2016 11:45:04 PM
                  I like this idea. Sure there are faults, but I think that this could work

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                • Cool idea but I think you'd just run into the same issue every game including this one has. There would be a set of perks that are the best and everyone would build the same guns. It would just take a ton more effort to get there leaving an even larger gap between the tryhards and casuals.

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                  • NEED A GUN CALLED "DEDICATED SERVER BLASTER BFG". IT SOLVES ALL LATENCY/LAG ISSUES WITH 1 SHOT.

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                  • How about light lvl only goes to the class perks like when you become lvl 50 you get this special perk like in most RPG games And weapons well most of it you got right but what would be cool is that you can make your own modifications to any gun but you have to farm the living hell out of enemies so you can get the specific parts :) New classes would be cool for destiny 2 but yea nice post m8 very detail much explaining

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                    • Edited by Onyx Guard: 1/28/2016 8:37:34 PM
                      Not sure if I like this idea. It's neat, yes but you won't know what a gun does until you test it, and you can't test it without having to rebuild the gun to get your character back up to fighting level. You kept saying you'd have the choice of upgrading a gun's rarity at progressing level intervals, but said that the only way to unlock and upgrade the weapon's abilities and stats. That doesn't really sound like a choice. If it is, what's the incentive to not bump up the rarity? And could you really never hope to unlock an elemental effect on a primary? And if you roll for something like a new scope, why not think outside of the little box of destiny? These are supposed to be weapons that you can truly make your own, so treat things like scopes as a customizable feature rather than fancy statistic booster. Options such as high and low zoom scopes, red dot and iron sights, and holographic scopes are nice, but we can do better. Why not opting for thermal or night vision sights? Maybe having multiple levels of zoom, or removing top sights altogether to add a hip-fire encouraging laser with colors of your choosing. But wait, we're in the future. Why not free-floating sights for that aforementioned adjustable zoom? The ability to see through a few walls might be handy too. Maybe we can pick or favorite filter that highlights specific enemy types that we always plan on taking down first. Aren't we in destiny though? Hive weapons could have scopes and sights that come in the form of membranes or fleshy organs that slither to upright position when you're about to aim. Or iron sights on the form of protruding spikes. Vex scopes could materialize (along with appropriate barrel extensions) when the weapon is aimed, or open a top hatch to pop out a slick looking scope. But again, why limit yourself to the existing bounties in destiny? You're onto an idea with the custom colors and paint schemes, but we could go far beyond cosmetic into true personalizing of weapons. If you favor quick, close fights and want to stay in them, you could have an active reloading system (not what you think, but we'll get there). Such a system could allow your weapon to auto feed preset magazines to keep fighting without having to stop and reload when a normal weapon would; this would take a good while to actually reset when it does run dry and comes at the cost of reduced reserve ammo. Maybe you have a sniper rifle that has a message that you just can't seem to send. Well, you could help her out by adding an assembly that, on command, will lock down with a multi-leg stabilizing system before deploying rows of high-powered electromagnets along the length of the barrel, relieving the standard loading system and converting that humble sniper rifle into a heavy duty railgun. And what if you simply want to improve your close range game? Bayonets have always been a reliable tool, but it's the future, so mere blades just won't do anymore. In keeping with customizable options, you could have a few choices. A laser blade could give a bit of a melee damage increase and maybe a lunging melee override. Elemental blades would be highly effective for striping shields and could have lingering damage. And the crowd pleasing chainsaw bayonet could shred through unshielded targets with a satisfaction that can only be achieved by pushing your enemy into a corner and watching them try to plan a desperate escape as you slowly walk towards them. I can see this working over rather well in pve, but just as it is now, pvp is where you'll see everyone trying to have a shoot out with nerf blasters. So while you'll get to make a weapon truly suited to you for pve, pvp will hold this system back. Either: - you'll have a majority of people using and trying to get the same types of weapons for pvp, which diminishes the "make this gun for the way you play" effect and will lead to a vast majority of the customization abilities ignored. Or: -you'll have to limit weapon specialization to drive all types closer together while limiting customization capabilities to prevent any from being pulled back apart. Weapons can still have a niche that they are most effective in, but they could never truely excel in different situations or ranges or else you'll again run the risk of everyone wanting the same weapons.

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                      • Maybe keep the weapon system like it is now but make it so we can have ' 1' primary, special and heavy we can create trough your system. I'd love that.

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                        • It's a really great idea...not perfect but I would love to have a weapon grow with me throughout the game and be able to customize and such. Maybe there would still be vendor weapons and loot but nothing would be as unique and perfect for your playstyle as the weapons you level up yourself.

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                        • Bump

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                          • No we need elements back on primaries, it makes pve annoying

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                            • Edited by Squidward Tennisballs: 1/28/2016 7:22:57 PM
                              I think a good weapon type for destiny two would be a heavy sniper rifle

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                            • Edited by Meatonyourbuns: 1/28/2016 7:10:20 PM
                              I like the idea of building your gun from Scratch to be exactly what you want. I wouldn't mind if they were Class specific and you could eventually pick out an intrinsic perk for it that was subclass specific I.E. a shotguns that has a chance of briefly turning you invisible on kill for blade dancers, or a Handcannon that has a chance of giving you a throwing knife on precision kills for the gunslinger. I do believe that normal legendary weapons should continue to exist though.

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                              • Pls bungo pls hire this man

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                                • Edited by SimpleChimp275: 1/28/2016 6:03:32 PM
                                  My bumping ends here, but... Ummm[spoiler]yes[/spoiler]

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                                  • I like this idea, but maybe this would be some sort of gunsmith quest, so there are other weapons. At least, thats what i got out of it, i might be wrong?

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                                    • It sounds interesting, but I'm not sure about just taking another Exotic's perk and adding it to yours.

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                                      • Just give us the game we say at E3 with that trailer and I will be happy.

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                                        • Perhaps increasing impact by one decreases RoF by 0.5 units?

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                                          • Yes

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