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Destiny 2

Discuss all things Destiny 2.
Edited by Pnaraoh: 11/25/2017 12:30:09 PM
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What the Senior gameplay designer (Jon Weisnewski) said in Crucible Radio Ep. 126 concerning Destiny 2

[b]First I would like to say that I didn't write any of this, turboash78 in reddit wrote this down and credit goes to him. I didn't find any mention of this here and wanted the people who use bnet to know this useful information.[/b] [b]turboash78:[/b] So in this week's CR Podcast they talk to Mr.W about many of the design and gameplay philosophies that went into D2. Nuggets: - Sunshot = Firefly (too bad they had to take it away from Legendaries) - purposely reduced our access to high powered weapons to make the Crucible and the whole game better (wat) - moving secondaries to the power slot sucks but makes those moments more "potent" - focus on combined weapon loadout vs single-weapon-focused loadout - nerfing of cooldowns supposed to increase potency of the moments when you get to use them - slowing down TTK helps us decide what we should do at that moment (thanks!) - wanted to make PvP more exciting to watch on Twitch (I nearly spit out my coffee at this one) - team shooting doesn't put stress on us to land shots (lol holy shit at this one) - Wardcliff coil was supposed to be in D1 but it didn't have the proper launch platform - random to fixed rolls: random rolls too difficult to talk about with friends (no... seriously), fixed rolls better for casuals - players get items quickly and easily on purpose: for casuals and to attract new players to the game, tough shit for people who want to grind - random rolls too complicated to balance in PvP, goal to make fewer guns but spend more time on them and make them have their own identity/role (valid argument IMO, and I loved random rolls) - subclass set paths easier for us!!! "advanced players" pair their subclass with Exotics (= "depth") - "the depth is still there" (coffee spit-take somehow avoided) - ricochet rounds greatly help range - intrinsic weapon perks taken directly from D1 (Lightweight = lightweight, Rapid = spray and play, Precision = counterbalance, Aggressive = high caliber rounds) - high caliber rounds flinch greatly multiplied if you/your opponent is moving and is also scaled by weapon damage - every weapon has a degree of hcr (affecting both outgoing and incoming flinch) I recommend giving it a listen. Crucible Radio Ep. 126: https://t.co/YkjfcT4kOo I recommend listening to it if you have time. turboash78's reddit post: https://www.reddit.com/r/DestinyTheGame/comments/7f1e71/crucible_radio_ep_126_ft_jon_weisnewski/ Edit 1: [b]I'm glad I was able to inform the people who use Bungie forums about this information. From what I've seen most of the community doesn't like this 180 which Bungie has done. I however thank Jon for his honesty because the people who were meant to speak up [i]"community managers"[/i] clearly were too scared to say anything abut this. I however am very disappointed, the one game which I took serious for 3 years has been turned into a casual fest, they were so worried and focused on new players they forgot about the people who never gave up on them and this is what we get?! Really?![/b] Edit 2: [b]For the people blaming "Crucible guys" for the mess we're in just stop. Please just stop. I blame Bungie's inability to patch pve and pvp separately. But as you can see they are catering to the casual audience not [i]"CRUCIBLE GUYS"[/i]. You're throwing your discontent to the wrong people.[/b] Edit 3: Thanks for the 400

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  • [b]"nerfing of cooldowns supposed to increase potency of the moments when you get to use them"[/b] ..........................A sticky grenade that can barely take off a shield and a shoulder-charge that can't even take off half of a player's health is supposed to be "increased potency"? This guy's supposed to be the senior gameplay designer? Wouldn't that require you to have played the game at least once in your life?

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