My point is you don't add something useless to a foundation. Everything has to server a purpose.
Increasing difficulty may be the goal, but why was nerfing the player the solution instead of interesting game mechanics? This game is about spending hundreds of hours collecting loot. Limiting how we use that loot is seems counter intuitive. I still don't understand how this [b]improves [/b]the experience.
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The game is meant to be a great action-game. Loot is secondary to that notion. An additional factor to consider is that Destiny and Destiny 2 are meant to be highly playable in a cooperative manner with all high-level activities requiring strong team work and cooperation. The idea of locking a players loadout before starting an activity is meant to reinforce a players awareness of the activity and incite proper equipment choice and usage. It is also meant to reinforce a players need to compliment their squadmates and their chosen arsenal to properly attend to all potential damage roles and types that may be necessary. It is meant to improve the experience for those players that are seeking a method that will incite stronger teamwork and cooperative aspects. Whether or not it improves the experience for you is kind of subjective due to the fact that we all have different likes and dislikes. I think a strike modifier that limits weapon usage to melee only would improve the experience, but I don't believe many people would share that notion. In short; locking a loadout is meant to reinforce a players need to be properly aware of the mission they are going into and to prepare before hand for maximum potential. Confer with teammates as to who will bring what and who is best with what gear.
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I disagree. Without loot Destiny 1 would have died 3 years ago.
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Edited by RPColten: 8/23/2017 2:39:00 AM[url]http://metro.co.uk/2017/06/22/destiny-2-hands-on-preview-and-interview-this-is-something-that-people-really-have-a-deep-connection-to-6728216/[/url] Not only has Mark Noseworthy stated that he wants Destiny 2 to be at it's core a great action game, but an executive producer, David Allen, has gone on to state that Destiny 2 is designed to be a great action game. You can disagree and believe that the loot and gear presents a more important factor, but that doesn't make you right.
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If all you want to do is collect loot, go play bejeweled. Some of us appreciate game design that makes us earn our way through the story.
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You earn your way through the story with loot. Guns are loot. Armor is loot. Ghosts are loot. Sparrows are loot. etc...
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If you need to spend "hundreds of hours" to collect the "loot" to progress the story I just feel sorry for you. It's sad that you think repetitive grinding is better gameplay than skill and strategy development. I'm hopeful that this change helps get Destiny away from the crutch-filled mess that it is today.
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Edited by BIMPtacular: 8/22/2017 8:55:53 PMSkill... 'nuff said. I didn't git gud yet.