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12/15/2017 4:49:19 PM
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You’re right. The problem isn’t balance. It’s the [i]kind of balance [/i] Weisznewski and the Sandbox team has been trying to impose on the game. The slow, plodding TTK of Halo is simply not compatible with the feeling of power that pve players want. But the Sandbox team and Weapons dev team under Weisznewski’s leadership seems to either be utterly cluessless about or stubbornly refuse to [b]respect[/b] that need for what is the majority of the player base.
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  • He's proven that it's stubborn refusal with some of the interviews he's given.

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  • Possibly. He could just be that clueless. But I have a hard time seeing someone that clueless rise to that level in any company. Never mind one as successful as Bungie.

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  • Clueless people don't lay out bullet points for their decision making. He knows what he's doing, it's willful and intentional and he knows that people don't like it. He simply doesn't care, he'll do what he wants in spite of what the overwhelming majority say to the contrary

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  • Careless people don’t. Clueless people frequently do. What makes them clueless is that they don’t know and they don’t know that they don’t know. Ran into one such person at work. All of the people who worked under her were miserable and she was completely clueless as to why. But that stop here from having elaborate explanations as to why they were unhappy and leaving. They were just wrong.

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  • I cringe at anything Wiz or the sandbox team mention. I get the want for balance as they try to beg their way into esport arena. I think they are working against themselves with mobility tho. The lowest levels 0-4 are basically unplayable in an enjoying fashion. Many if not most do tho to increase rec/res. So many players are slugging around in boring, slow, gameplay moments that lack excitement from games today. I get that “Gud” players will be even harder to kill in PVP but I’m ok with that. If I get beat because someone is better good for them, I will try to get better myself. Increasing mobility across the board is a tide that raises all ships, gives increased feeling of power without unbalancing anything but maybe skill. Everyone’s experience is better and this game gets more fun to play. I feel like they assumed people would all max out their mobility instead of Res/Rec but they didn’t. Mobility is usually the first to be sacrificed. IMO if the Devs actually played on a warlock without mobility they would sit down the controller and pickup another game.

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  • Weisznewski is working at cross-purposes to the very identity of the game. But his superiors allow him to do it....so.....we are where we are. With an unhappy fanbase do in NO small part to the changes he's ushered into the game in support of the PVP experience he is deliberately trying to craft. He straight up admits that he set out to limit player power levels...and to promote a team-shooting, team-focused experience.... ...and its landed with a wet splat. I think the dev team assumed two things. One that the game's player base were primarily shooter players. So therefore, the stripped down, and DPS-throttled PVE experience would be better received.....and that PVP (not a PVE loot grind) would be the end-game. They were **spectacularly** wrong on both counts. But that's why mobility armor is in the game...and is so prevalent as a reward. It makes you a more difficult target in strafe fights in the Crucible. But it makes you absolute TISSUE-PAPER in any sort of end-game PVE content. Which is why mobility raid armor for Hunters is tone-deaf its almost laughable. Bottomline. Luke Smith....and the Live Team...seem to understand this game, and understand its players. The Dev Team---and Jon Weisznewski----still just don't seem to "get it".

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  • If Luke Smith understood this game or it's players, we wouldn't be in this mess.

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  • Luke Smith isn’t the CEO of Bungie. He does not have absolute authority over the game, and Bungie’s strategy in developing it. The guys in the executive suite do...and I’m betting they were hoping to see e-sport dollars. I remember an interview where Smith clearly stated, [i]”I have a Sandbox team that believes they can make their mark on small team, tactical shooters....”[/i] The word “we” was pointedly missing from his statement.

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  • The title of "director" says otherwise. And even [i]if[/i] what you say is accurate, what kind of man allows his name to be put on a product he fundamentally is opposed to?

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  • Nice points, but as you pointed out PVE is in fact a massive part of the game that cannot just be ignored right? Or maybe it can I guess. Either way tho, better mobility is going to improve the “fun” of the game without breaking their precious PVP balance. If you are doing any PVE stuff then your likely running and jumping around 50% of the time waiting for the next event. It is just unfortunate that the forces in charge are so out of touch with the want for a more enjoyable experience. Better mobility is a win for everyone if you are trying to get people to enjoy your game. Again, 0-4 is basically unplayable so why have it at all. Why not make zero mobility like a weight of darkness x10 or when you are crawling around after losing your light? If their hypothesis is slower is better for teams, why not just chain everyone together on a team and call it a day? They just don’t get it.

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  • They set out to craft a game that played more like a campaign shooter than an action-RPG.... Not realizing that the majority of the player base sees the game as an action-RPG that just happens to have FPS play mechanics. Luke Smith clearly gets this. Every word from Weisznewski’s mouth shows that he either doesn’t understand or doesn’t care.

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  • [quote]They set out to craft a game that played more like a campaign shooter than an action-RPG.... Not realizing that the majority of the player base sees the game as an action-RPG that just happens to have FPS play mechanics. Luke Smith clearly gets this. Every word from Weisznewski’s mouth shows that he either doesn’t understand or doesn’t care.[/quote] While I 100% agree with your sentiment about Jon W, the problem with this argument that makes it fail for me is the fact that Luke Smith is lead developmental team dev on this, which means, at least based on title, he has decision making authority and should have the power to veto anything Jon W. Suggests. This just didn't happen. So the argument that "Luke Smith gets it and J.W. doesn't" kind of falls on deaf ears. The bottom line is if Luke Smith really "got it" he should have vetoed EVERY SINGLE stupid idea that JW proposed for D2. And he didn't apparently, because look at the product we got. The only way your argument makes sense is if someone higher up than Luke Smith had JW's back regarding these changes - and if that is the case, then you may have a corporate management vs. development team management issue, which does not bode well for actually seeing positive changes for the game without changes in corporate leadership...

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  • Which is why I’ve been saying the root of the problem is in the executive suite.

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  • I.e., that's bad news for Destiny fans because without a change in corporate leadership, not sure we can expect the kind of changes necessary to make this franchise fulfill its full potential

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  • Depends. They let Weisznewski build the game he wanted to make. ....and it’s been poorly received by the community they wished to retain. On both the pve and pvp sides of the game. So I’m not so sure...

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  • Generally speaking, when corporate heads see someone as making major mistakes in the way JW has and they want to go in a different direction, that person gets a very public reassigning (at best) or fired (at worst). Neither has happened in this case Speaking from someone observing things from the outside, I actually believe that management may understand that Bungie can't keep up with the demands for content or meet the deadlines of their contract with Activision so they've decided to make the game they CAN make and simply roll with it regardless. This may explain why nothing has happened regarding JW and the sandbox team. If they want to make the game they CAN make and the game they're now envisioning, they actually may need him on board. Which again, does not suggest good things for the Destiny franchise.

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  • Which may explain the way Destiny got made. But they are clearly going in a different direction. Go listen to the last Bungie podcast. In our current environment where no one ever apologizes for anything Smith and Nosworthy practically committed seppuku on the air. The changes are baked into the game and can’t be back-engineered out. But the Masterwork weapons are a good first step in creating an under-the-hood seperation between the two halves. Was running strikes with one in both my kinetic and energy slots, and the rhythm of combat and supers was feeling like D1 again. If your on a team with two people who have them you will easily double the number of supers you get over the course of the strike. It’s nice to hold onto your super again because you don’t need it, rather that being afraid to waste it and not be able to get it back. In the Savathun’s Song strike I actually managed to get off two supers in that boss fight alone. Never happened before. Bungie’s leadership would have to be both tone deaf and stupid to not realize that the system that launched with the he vanilla game is unsustainable in the long term, and Smith and Nosworthy basically surrendered without firing a shot.

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  • Are you talking about the state of d2 podcast? Or another one?

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  • The one from two weeks ago.

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