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This thread is inspired by another: view original post

11/24/2017 7:15:47 AM
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Jon Weisnewski Needs to be stopped (CR reply)

Disclaimer, this thread was taken directly from RiotSpreeRaG3. I edited it and removed his interjections, and am making my own replies TO the ideas that Bungie presented as for why they are terrible for the game in many ways. Crucible Radio Ep. 126: https://t.co/YkjfcT4kOo - purposely reduced our access to high powered weapons to make the Crucible and the whole game better - moving secondaries to the power slot makes those moments more "potent" So, removing our access to FUN weapons was supposed to make the game more fun, by increasing the amount of FUN we had when we finally got to use them...? This is not how you design a game and make it enjoyable. Limiting use of certain aspects can make a game more enjoyable, if those aspects aren't a known core feature of the game. For the sake of Crucible, a weapon redesign of these weapons was all people needed to avoid the "constant one hit kills" but no, we still have them now as Power ammo spawns so frequently anyway. It's just more controlled and easily shut down. - nerfing of cooldowns supposed to increase potency of the moments when you get to use them Once again, reducing our frequency also reduces the FUN that we can have. It doesn't allow us to use our abilities in moments where we need them. Instead, we have to hold them in case of emergency or if we get overwhelmed. This takes away from the "potency" and utility. It makes it feel like ability usage is only for strenuous situations, and that isn't fun. - slowing down TTK helps us decide what we should do at that moment So in other words, lowering the skill gap on nearly all weapons and making the game easier for casuals who likely pick up the game and don't bother learning to actually excel at it. - wanted to make PvP more exciting to watch on Twitch - team shooting doesn't put stress on us to land shots That was a failure. Bring back the movement speed and the faster TTK. Having to watch someone make split second decisions is always more tense and exhilarating. You can't have the game REMOVING player stress in what is supposed to be a high speed action game. Team shooting isn't fun to watch, and being able to land your shots is what separates a good player from a bad one. - random to fixed rolls: random rolls too difficult to talk about with friends, fixed rolls better for casuals - players get items quickly and easily on purpose: for casuals and to attract new players to the game - 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 Talking about random rolls with friends gave the community something to do other than complain. Casuals could come on and find out why a weapon wasn't working for them and that added depth and complexity to their game, giving reason to keep playing. Getting items quickly and easily doesn't matter if the items you're obtaining are duplicates though, and casuals don't have the time to grind for specific items, so this system doesn't help old players or new ones. Lastly, if random rolls are a problem in PvP, then introduce a new system for PvP. Otherwise, do what the first game did, and don't allow certain perks on certain weapons. No one wants believes in PERFECT balance. I've broken down in depth a way to balance this game's weapons as best as reasonably possible and sent it to a dev. His thoughts I'll never know. However, it stands to reason that the game would benefit greatly from it and ALL weapons would be closer with their times to kill and very few needed to be nerfed at all. - subclass set paths easier for us!!! "advanced players" pair their subclass with Exotics (= "depth") - "the depth is still there" The depth is not still there. The majority of exotics don't work with specific Clusters. Celestial only affects Sharpshooter positively. Orpheus only works on Trapper effectively, assuming your clusters are both fully leveled. Sacred Dawn has no reason to be run with Flame, etc. - high caliber rounds flinch greatly multiplied if you/your opponent is moving and is also scaled by weapon damage So in other words, it encourages the Peekaboo playstyle that D2 is known for. This game was not meant to be a cover based shooter. The only thing increasing the flinch should be damage output. - every weapon has a degree of hcr (affecting both outgoing and incoming flinch) This needs to be removed. HCRs were a huge complaint in the first game throughout all of Rise of Iron and much of Taken King. We didn't want them on ALL weapons, we wanted them on LESS weapons.

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  • He's a nice guy, but he acts in ways that make me believe that he doesn't understand game design, or doesn't care. He seems hellbent on turning Destiny into the next e-sport. But doesn't understand that--as long as pve and pvp share the same gear system---doing so will destroy the RPG parts of the game. But they guy is who he is. The real problem is in the executive suite. He's being poorly led, and [i]allowed [/i] to do this. It's not working after four years of polarizing efforts, and it never is going to work at this rate. Because not only are pve players unhappy, many pvp players aren't happy either. Right now the solo queue experience in Iron Banner is almost poisonous, it's so bad. He's created a game that's fun to play IF you're playing Trials and everyone has a dedicated Fireteam and talking on headphones. But that's not how the average person plays this game.

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    75 Replies in this Sub-Thread
    • you can't be that ultimate fanboy kellygreen2, wtf happened? hacked?

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      • Nope. You're seeing what happens when the conversation actually gets down to matters of reasonable expectations, and constructive engagement. I've spent over 2 years on this forum talking exhaustively on my belief that Weisznewski's approach to managing the sandbox, and the kind of PVP experience he wants the game to have are incompatible with Destiny 1s design..... ...and the push to make PVP more "balanced" and "competitive" has had negative effects that have rippled throughout the game. Have they "RUINED THE GAME"? No. Is Destiny now "HOT TRASH" because of them? No. But have they hampered the game (imo) and prevented it from reaching its full potential and being the truly unique gaming experience it could be? Yes. Which is why (a point that the trolls and salt shakers keep missing) I keep calling for a RE-TUNING of the game. I know that the Kinetic/Energy system and fixed rolls aren't going anywhere (they'd require a complete redesign, and Bungie simply isn't going to do that). But you can significantly improve things by getting rid of this ass-tight, e-sport tuning of the game. Buff power weapons. Buff ability timers. Start letting people on the PVE side of the game feel powerful again...and give PVP players OPTIONS in terms of breaking up this obnoxious team shooting meta. Because his decision to deliberately promote team shooting ( admitted to in the interview) flies in the face of how most people actually play this game. They don't play it with a full fireteam of the friends and everyone on headphones. Which is why the solo queue experience in Iron Banner right now is absolutely POISONOUS, its so miserable. I'm getting sick and tired of facing off with a team of randoms, against a clan team on headphones.....who then just proceed to camp in a corner of the map...and then just team shoot anything that moves. ...while I'm trying to grapple with a game that has DELIBERATELY stripped you of almost all the means Destiny 1 used to give you to punish that play style and dig them out of that hole. Right now, the only option you have is a team push...and most times that NEVER happens with a team of randoms....or happens so late in the game that its outcome has already been decided.

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