Use your brain here.
Halo came out once every 3 years with a few map packs in between, map packs that would cost $10-$20
Now they're making Destiny, a game that's always online, has frequent content updates, and requires constant maintenance with dlc consisting of map packs, story missions and so on for roughly the sams price as those map packs. All within the same period of time as a halo game.
Bungie is actually making more content than halo for a similar of not lower price to the consumer
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Edited by KryHavyk: 1/5/2018 7:19:52 PMNot sure where you think I give a damn about the price of DLC, Halo was a great franchise because it was innovative and had a great story. it had replayability. I remember starting on Normal and working my way up every difficulty finally getting to LASO. I did that with every single game, well that is up to Reach, I didn't play 4 or 5. Much like when MW got taken over I didn't care for the new Devs or their offshoots. Halo without a doubt revolutionized the FPS genre, its where all modern FPS's will draw comparisons. They spent those 3 years coming up with new ways to make the game exciting. They didn't backpedal, they didn't wait til a year out then scrap the story and rehash it all, they did it right the first time. I don't know what content you think Bungie is making but so far, CoO has the same content as the most hated DLC from Destiny 1. But even less story progression. Osirus was one of the most hyped characters in the lore, and he made an appearance for 5 minutes...Did absolutely nothing, and then dissapeared again. Even the Exo-Stranger (arguably a character that didn't even need to exist) has more content than that. Honestly Bungie may as well have released a "Halo-esque" map pack, because that's all CoO essentially is. Mercury, the size of a large PVP map. So let's break this down... We can't count the 2 "New" strikes as they're actually just us replaying what little there was in the story. Heroic Strikes already existed in D1, why they didn't make a comeback at launch is mind boggling 3 new PVP maps 1 new Raid Map 3 new Adventure Maps (arguable as these maps already existed in the story portion of the game) 1 Death of a Lore Character 8 new missions in zones that can never be accessed again
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Do you even know how much those maps cost back then?... I do. Because I actually bought them. Halo 2 map packs were $3.99-$5.99 depending on how many maps they contained. Halo 3 was also similarly priced, depending on size. The hell are you talking about $20 for a couple maps?....
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http://halo.wikia.com/wiki/Halo_2_Multiplayer_Map_Pack Did you buy them like last year?
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He's buying them right now to spite you.
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Reskins and throwing random shit together does not count
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You're absolutely right. But that's not what most posts are complaining about right now. And frankly that annoys the crap out of me.
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Issue is they are only focusing on monetization over real content. Anything they charge for is beyond ever verse is almost always reskins, lazy, and or repackaged.
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We assume they are. Even though logically it makes no sense. It's impossible to spend more time on cosmetic reskins than making actual pve content, which does exist.
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There's no assumption to it, that's a fact bud.
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No, it's physically impossible. They can't spend equal amounts of time making pve content as they do coding some palette swaps and reskins in eververse That's not how game developing works.
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Not physically possible for a 1,000 person team of AAA developers? With as many assets that were reused? You're not helping their case
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Reread what I wrote in response to what you said. It's physically impossible for the items in eververse to take up a comparable amount of dev time in comparison with the rest of the game. That's not how I feel, that's not my opinion, that's not speculation. It's how game developing works. Yes there are lots of reused assets in pve, however they still integrate with gameplay and a infinitely more complex than palette swaps on ships and shaders
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Sorry, I just woke with an insane cold and I'm a little fuzzy, thanks for the recap. Now, please explain why half of the CoO items added were for eververse and all 59 of the dawning items were as well? That tells me that more time was spent on eververse items than on in game items like guns and armor, which were reskinned.
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Well look at the game. That's how it's built, and it's first dlc was just cobbled up using in game resources already present. And locked out vanilla content. Look at how ttk changed the game by comparison.
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Ttk ain't do shit if we're being honest They reskinned the leveling system and nerfed a bunch of stuff. The game fundamentally functioned exactly the same.
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Glad you know how to be honest. It was still lazy, but there were some good new features to its formula.
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Meh it was the same. More fuel to an average fire. At that point no one was left playing but the hardcore fans. And they loved it because it was just more destiny.
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Well ttk took away too much as well. So we just ended up with our first taste of poor planing