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#feedback

Edited by MASSive: 12/8/2017 5:58:39 AM
2

Destiny 2 needs some major changes to regain player's confidence. Here's how to do that.

BLUF: I've got a lot of ideas for how to make Destiny 2 better. Here's an itemized list and detailed descriptions are below. - Infinite Forrest Forge/Survival - Legends & Mysteries - Charting the Golden Age - Phages - Masterworks Weapon Tiers - Masterworks Armor - Reforging Light - Strike Specific Gear - Prestige-Exclusive Gear Sets - Endgame-Exclusive Exotic Mods - Timed-release Exotic Quests - The Destiny 1 Vault Space System - Crucible Playlist Lobbies - Weekly Xur Quest - Future Changes to Eververse Let's face it, Destiny 2 was a large departure from what worked well in Destiny 1. The grind for specific gear in the game has become negligible, collectible items have been replaced by microtransaction systems and there is even less replay value in the game than there was in Destiny 1. The game has been given over to the hyper-casual players and it's resulting in lots of dedicated players leaving the game. This is not in the good way that they are satisfied with their progress and want to experience other games, but in the way that they feel disappointed, or bored, or lied to and they don't want anything more to do with the game. I'm forced to edit this post because recent events surrounding the Curse of Osiris have been alarming and are accentuating the lack of communication on Bungie's part and the spin work that they've done on the activities and the gear. Mercury as a destination is underwhelming, the Mercury adventures are lazy and the Infinite Forest is a majorly wasted opportunity for a forge/survival style activity with interesting and unique rewards. I've gotten 2 characters within 5 power of max level in under 48 hours and that's a problem. There are plenty of new systems to implement that will add in a rewarding grind and will drastically improve the game. Here's a grocery list of some ideas I think you might want to explore. [b]Infinite Forest Forge/Survival[/b] This would be an activity that rewards players the longer they play/the more rounds that are cleared while becoming increasingly difficult. Should take place inside the procedural space of the Infinite Forest and feature different types of enemies. [b]Legends & Mysteries[/b] With a nod back to this category of the Destiny Grimoire, these would be two separate types of Adventure-style activities that would further serve primarily as a tool to explore the lore of Destiny, but would be entirely separate from Adventures. [i]Legends[/i] would be missions that specifically bring a glimpse into the lore surrounding prominent characters in the lore (i.e. Dregden Yor/Rezyl Azzir, Shin Malphur, Felwinter, Alpha Lupi, Pujari, etc.). It would further extrapolate on the rich characters and lore that lie in the background of Destiny's story. With the advent of the Infinite Forest, there could also be simulations that take you back to important events such as the Battle of Six Fronts or Twilight Gap. [i]Mysteries[/i] would be small explorations into the unexplained parts of Destiny. They wouldn't reveal major plot twists or expand the story in substantial ways, but they would reveal further lore and exploration surrounding things like the Vex gate system, the Hive Ascendant realm, the nature of the Taken, etc. [b]Charting the Golden Age[/b] It's already been alluded to in the Curse of Osiris story, but the Vex clearly know more about the Golden Age and the Collapse than we do (apparently, so does everyone else). The Infinite Forest should be a tool that we use to explore those things and learn about the lost knowledge and time of the Golden Age. [b]Phages[/b] Please explore this idea. Just a suggestion for future content. I'm assuming that you may be delving into this with Kabr since he's clearly become a Vex/Guardian Phage, but don't just use this for lore. Actually incorporate it into the game. Siva Guardians was an awesome climax to the Rise of Iron and this idea of hybrid or dual-natured Guardians needs to be explored and capitalized on. Possibly even incorporated into a branch of player progression. [b]Masterworks Weapon Tiers[/b] This is a doubling-down on the concept of Masterworks for weapons. While an initial level would still offer kill tracking, orb creation and the stat boost, earning a certain number of kills with a weapon would level it to the next tier which would offer a weapon ornament that would be specific to that weapon (in that it can't be transferred to other weapons). This could consist of having the weapon glow (like chroma) or having the weapon appear to be on fire. The should not affect existing shaders on the weapons. Ideally, there would be multiple tiers for all weapons (like 0-5). This gives players a chance to double-down on their favorite weapons and rewards them adequately for their invested time. [b]Masterworks Armor[/b] Masterworks Armor would see a similar concept to the re-rollable stats for weapons. Instead, stat mods for armor (mobility, resilience and recovery mods) would cease to exist and would be replaced by re-rollable single-point stat increases to either mobility, resilience and recovery for each piece of Masterworks Armor. This would serve a 2-fold benefit. Firstly, it would allow players greater customization of the armor they want to use. Player prefer to use armor that they think looks good. Under the current system, many are relegated to either looking good or having desirable stats. This would solve that problem. Second, it would make the armor mod economy interesting. Instead of chasing mods for recovery, mobility and resilience, players would now be able to choose from a more diverse playstyle by investing in mods that fit that. [b]Reforging Light[/b] This also speaks to the current issue of armor looks vs. armor stats. As a weekly event, Ikora would offer a quest for each character that would culminate in the player gaining a Reforging Light consumable. This item would allow the player to alter the base archetype of 1 piece of armor (i.e. changing it from mobility armor to recovery armor). Reforging Light would offer a premium role for Ikora that she is currently lacking in a big way. [b]Strike Specific Gear[/b] Just like with Destiny 1, offering a rare weapon and piece of armor that is exclusive to each strike would increase strike replay value and make it a more relevant part of the game. [b]Prestige-Exclusive Gear Sets[/b] Simply put, this would be a reskin of existing gear that's available for either the Vanguard or Raid. It would work much the same as the existing system, but would allow for shaders to work and would have additional perks that are relevant to the activity they are earned from. (i.e. increased mobility while holding a psionic charge, faster ability recharge in Prestige Strikes, etc.) [b]Endgame-Exclusive Exotic Mods[/b] Exotic mods would be additional mods that only drop as Prestige-level activity rewards (and Trials). These would not offer additional power beyond the 5 power of legendary mods, but would provide either a stronger tier of a given mod or would add an additional effect to what legendary mods offer (i.e. faster reload for kinetic and energy weapons). [b]Timed-release Exotic Quests[/b] Probably one of the most exciting things in Destiny 1 were the Exotic quests that showed up with the Taken King. Not only were Exotics like the Black Spindle, Sleeper Simulant and Outbreak Prime iconic exotics, but they were also some of the most memorable quest experiences from Destiny. Destiny 2 did a good job starting out with the quest for Legend of Acrius, but more interesting and iconic quests would be really desirable. [b]The Destiny 1 Vault Space System[/b] The final system that we ended up with for Destiny 1 Vault space was amazing. While I really like having my collections available in a different part of my vault, getting that Destiny 1 Vault system back would be terrific. [b]Crucible Playlist Lobbies[/b] While the existing UI would still be viable for Crucible, I think that selecting either Quickplay or Competitive from the Crucible Screen should bring up a new window similar to what appears when you choose between playing the Raid or a Raid Lair. This interface would allow the player to choose which activity they would like to play (Control, Clash & Supremacy for Quickplay; Survival or Countdown for Competitive) and would avoid a crowded UI full of game types like what we ended up with in Destiny 1. [b]Weekly Xur Quest[/b] Once per account per week, players would be able to complete an appropriately difficult quest to receive Xur's Fated Engram. With the new system in place for Xur, it feels that exotics are becoming too easy to receive and will require little to no effort. This would ensure that players are investing time into the game while also feeling that they're being rewarded well for their time. [b]Future Changes to Eververse[/b] We don't like Eververse in it's current state. Not only does it not allow direct purchases (which would be better in every way and would get you more money), but it's occupied a part of the game that was previously reserved for collectible items that people would grind for. If you saw someone with a cool sparrow or ship or shader, you would check it out and wonder how they got that. Now, the game has been dominated by these microtransactions where a person can own all of the cool ships, sparrows, ghosts and shaders in the game if they have enough money to throw at the screen. It's fine to have some of these things available as microtransactions, but not all of them and not by taking away their collectible status.

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