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Destiny

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1/7/2017 8:16:34 PM
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Destiny 2 - How to incorporate "Alive Patrols, Story Points, and Quality of life" into the game

Before you read, just know that a new paragraph with no space between means that the two paragraphs are connected in ideas, topic, etc. Paragraphs WITH a space between them are not necessarily related. <- see what I did there? I want for their to be ghost gameplay when hacking things in missions, sort of like the "orokin spy vaults in warframe" (look them up) Huge and COMPLEX missions that reward exclusive loot for completion (sort of like the strike hoard loot, but with unique perks on these pieces, after building them; more on this later in the post). Increase in the ghosts utility, instead of him being a master key, and a floating block of one-liners. He crafted our first set of armor in a few minutes as fallen were hunting him... Maybe the ghost knows how to craft certain items that can't be obtained otherwise; strike mechanics where the ghost scans a strike boss for their weak points; maybe your ghost can lay down beacons at points of interest for you to revisit, or for other guardians to see, come over, and help you in a large-scale fight, etc. The ghost is such an interesting character, with which little is known, yet it stays in our pocket until we get to an access panel... Would like to point out, missed a huge opportunity in the naming of the SIVA-infused servitors. Should have called them "SIVA-ToRs"! Unique strike bosses in terms of mechanics, and not just aesthetics. I'm tired of killing bullet sponges... Make my damage phases within certain intervals doesn't really suffice either... There should be weak points on bosses - like an achilles' heal - that don't necessarily kill them, but are either the only place that they take damage, or are openers to full body damage. E.G: shooting out the peg leg of a SIVA boss, which opens up his entire body for damage, because he was previously empowered. The remainder of the fight would take place with the boss either on the floor, propped up against a wall, or being supported by SIVA shanks on one side, who could also be rebuilding the boss' lost limbs in between the damage phases...) Or just take inspiration from "Shadow of the Colossus"... An actual, reliable day night cycle, wherein enemy levels are increased to the point where engaging in one enemy may bring more that easily dispose of you. Villages would be closed off at night, potentially even outposts, but social spaces would remain open at all times. Kind of like "Dying Light"''s day night cycle. Maybe rare bosses / enemy types / enemy factions that only appear at night / day. e.g: Hive necromancers who bring back the dead who had been killed throughout the day, amassing a huge army of undead Hive that despawn at sunrise... Transmission of loot by the ghost in AND out of your vault IN GAME. A HUD should appear when you open your ghost and scroll down to "vault" and you should be able to scroll through your CATEGORIZED vault, with tabs for all, weapons, armor, elements, weapon parts, armor parts, misc. Your weapons and armor would have a subcategory for not only the different weapon types, primary, special, heavy, ( these could also be categorized down into autos, scouts, HCs, pulses, etc,) but they would also NEED to have exotic, legendary, common, uncommon, and rare tabs. Areas that have rotating rewards, depending on day cycles / the level of enemies that are patrolling the area / the number of enemies / the area / . Actual loot caves, with intricate tunnel systems ( sort of like a dungeon ). Survival mode in patrol, like COD zombies, but every wave rewards you with increasingly better loot, and the only way to complete evermore-difficult waves is with good team composition / use of new subclass mechanics. Random NPC events such as a newer / fellow guardian being stuck in an area, surround by a large grouping of thralls. If our old characters transfer over, maybe we could mentor this guardian... (companions?) Quests from xur himself, for some of the essentials exotics, maybe even spying on the "9", overhearing talk of exotic weapons / plot points, etc. Small scouting teams of enemies, as well as legions of enemies too large to confront on your own. (Hiding from the enemy?) Loss of obtained loot in missions, when dying in those missions. (Potential transfer of loot to vault via ghost during a mission 80% / visiting social space in person 20%). A decent grind for exotic quests rather than the 32hrs it took some to complete the Ghorn quest, at least like 3-4 days for the pieces, and taking it to a village / outpost gunsmith. (Seriously, don't make the quests that easy, but also don't use some BS challenge like void kills, etc. Maybe have bosses that spawn in with the pieces of these exotics held in their hand or something, and defeating them rewards the exotic piece.) Defectors, maybe, who deny their faction's doctrines and bring message of attacks on some villages, outposts, and social spaces (each of these attacks being with greater forces, respectively). These could give you exclusive weapons / abilities, such as fallen armor with rare perks, or a hive sword, rather than a shaxx sword. (Possible infusion with light in order to purify weapons / armor - spinoff quests in order to make these enemy items usable by guardians without corruption. Maybe not telling players about this, and our guardian slowly being able to deal less damage to enemies, eventually becoming ignored / allied by them; useful for night patrols, but no enemy-based loot... teamfire??) less of / no character boost until the main campaign has been completed on at least 1 character. This requires that players learn the mechanics of the game that will be introduced as they progress, rather than them skipping to endgame and complaining about lack of content. Also, endgame is completely seperate from campaign (elaborated later), and giving the boosters intially, will ruin it. If patrols are really going to be open world, I hope that there are secret areas, like the last VOG chest, that are either time gated, or require full / multiple playthroughs of the campaign. Each of these playthroughs would either give hints on how to enter the secret areas, with items hidden in backgrounds, or slightly different cinematics, with details in backgrounds, etc. Either a treasure hunt for the hints in the story, or just gaining access to these areas after [b] completions of the story. Replaying the story should change it slightly... maybe one time an enemy is there that is isn't on the 2nd replay. Maybe a conversation between Eris and Cayde, wherein Eris goes to visit Cayde in the same spot as the 2nd and 4th replay, can't find him, and shrugs it off seeing as Cayde is the type of character to blow off an important meeting. Slight, but CHRONOLOGICAL, changes in the story's timeline as we replay it, could lead to an interesting playthrough on the final playthrough, maybe the 5th one... The Speaker / critical character (Maybe even your own ghost... ; Death in this playthrough could set you back to the beginning of it) should be completely missing from the game when you play in on the 5th run, and the final cutscene / cinematic in the story should show characters doing a Vex teleport right in front of you... Maybe the changes in the timeline are caused by the Vex, and the "campaign" / "story" we play through, is just a gateway into the REAL STORY, the fight against the Vex and their manipulation of time, in order to bring back the traveller. The first raid in the game could be a spinoff of the [i]real story[/i] , and subtle, rare, and EXTREMELY hard to spot hints should be in parts of the game. Maybe the head of a Vex Goblin in a social space glows in the initial playthrough, parts of Vex architecture (like those little antenna things in the Nexus boss fight room) reactivate and start moving, and maybe there is a Vex prayer circle, where they used to be active and in fight mode, going on around a seemingly insignificant rock, etc. These hints would unlock through progression of quests / items outside of the main campaign, and maybe your record book that keeps track gives you a question when you finish all of the vanilla quests, and check that spot in your book for completion. The item it rewards you would read: "Your past has seen it, but you have not. Your present feels it, but your light has overlooked it. Your future foretells it, but your future is in the beginning. History is Ourstory. All if finite under the eye." This riddle would throw the whole community, and would lead to a fun search to find out what it means. The eye that is referenced is the first hint, and the now glowing eye of the Vex goblin would lead to the next hint, projecting a map of an area in the [i]Vex language[/i], (No titles of any kind please). You could make it so that we have to decipher the Vex language into english, by either asking Ikora Rey, visiting Osiris, or searching through patrols with Vex architecture. The map would lead to the antenna, which receives a Vex signal in the language, (Written not spoken, because they, like humans, can read / process images faster than auditory input.) and we would need to decipher the next clue. We would search throughout different patrols and through Vex cave networks until we found the worshipping circle, and we would interact with [x] object, and either receive [y] object, or being [z] quest... (Making it to the worship circle would have to be a difficult task, with enemy levels at the "???" level, requiring either the highest level of stealth, or the use of those corrupted items mentioned earlier, in order to be an ally of the darkness. Spinoff quests from these items of the darkness could be intricate too, and the end of them may lead to a new, 4th damage type and subclass, Shadow* *Need a better name...

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