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originally posted in: Saving Destiny 2
1/9/2018 7:57:43 PM
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[quote] 6. Speaking of MMO/RPG's, "farming" is a part of those games, and it has a place in games like Destiny. Destiny, at it's core, is still a shooter game, whose focus is on action. There could be some middle ground here. Several options could be: Vendors selling mats, but at an expensive price point, so for those times when you're only a few spinmetal short of upgrading a node and such. Make the currency for buying be somewhat rare, so that while you may be taking a shortcut on farming, it's costing you somewhere else. Think of Wimpy: "I'll gladly pay on Tuesday for a hamburger today." Could also have mats more available during strikes and possibly as bonus rewards for activities - PEs grant, say, 2 mats for the planet you did it on, and strikes grant 4-6 for the planet it took place on.[/quote] I understand the concerns here, but the problem is that this system only works in the short term. In the long-term, long-tenured players will have so much game currency built up, and they will have such little need to spend their currency anywhere else, that it effectively bypasses their need to farm for the mats if they need them. That kind of cuts against the grain of what we're trying to achieve here. I would agree to use of a currency so long as it was a limited-availability currency like Glimmer that also has uses elsewhere. You need glimmer to upgrade items, roll items, buy synth, etc. in D1. And there is ALWAYS the need to consume glimmer for other activities so it actually DOES present choices both in the short-term and long-term. Whereas what we had in D1 after TTK, where people had so much currency (legendary marks) and had all the items they could get with marks, that there was no need to farm anything, so all their currency could be diverted to buying the upgrade mats. If we're trying to keep the principal that using currency for upgrade mats should always represent an either/or choice, then it makes sense that the currency be glimmer and the cost per material should be in proportion to the total glimmer cap (i.e., the price per unit is not cheap). That, I could agree with 100%. As it was in TTK, "farming" planetary materials was effectively just going to the Vanguard vendor and buying them. [quote] 9. Actually make the class and subclass differences meaningful. Why not take it a step further and give bonuses and perhaps penalties for race? Give us a reason to play as a Human, Awoken, or Exo. As an example (just throwing these out here off the top of my head): Maybe Awoken have speed/agility bonuses because they're from the Reef, a spaced based colony. So they start with 2 Agility, 0 Toughness, 0 Recovery. Exo's, with their robotic forms, could have Strength based advantages - more health, more damage resistance. So they get 0 Recovery, 0 Agility, 2 Toughness. And Humans, being from the most "developed" part of the galaxy, could have Intellectual advantages. 2 Recovery, 0 Agility, and 0 Toughness. You could probably also tack on bonuses and such for Int, Disc, and Str with the classes for some good starting customization. And for the love of Pete, give us a better character creation menu! Along with beards and haircuts.[/quote] I agree 100% with this, and quite frankly, I'm a little ashamed I didn't also take this into account, well done! I would love to see class bonuses for the different classes, or perhaps even subclasses, that make sense. For instance: Hunters: Gain improved aim assist, handling, and reload speed when using preferred weapons. Suffer movement penalties when heavy weapon equipped (in hand for use), suffer handling penalties for using other non-preferred weapons 1. Gunslinger's preferred weapons: Hand Cannon, Scout Rifle, Sniper Rifle. (Range Theme). Class specific bonus: additional range and accuracy with HC 2. Bladedancer's preferred weapons: Hand Cannon, Shotgun, AR (Cqc theme) Class specific bonus: faster weapon swap speed when swapping to a shotgun and 30% reduced spread when firing shotguns from the hip. 3. Nightstalker's preferred weapons: Hand Cannon, PR, and FR (midrange focus) Class Specific Bonus: FR's have shorter charge times and tighter stream patterns. Then stack ontop of that racial bonuses which can effect the base attributes such as Str, Discipline, Intellect, etc. Clearly, my Hunter Bias is showing, but you could DEFINITELY have some awesome class bonuses for titans, like no movement penalty when having heavy weapons equipped, Warlocks, since they are wizards which usually fill a DPS/AOE damage roll, they can have the ability to have all bullets in an LMG put into ONE belt - so no reloading for LMG, which would turn them into DPS machines.
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  • Yeah, if they would embrace the RPG aspects, this game could really take on an identity. Also, is it just me, or does it seem like the industry is just clamoring for a good FPS/MMO/RPG?

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  • They'd have to give up on their competitive PVP aspects of the game in order to fully embrace the MMO/RPG elements of the game unfortunately. Unless Jon Wisniewski and the current sandbox team are let go, I don't see that happening. Though I fully agree, I'd love to see MORE RPG elements implemented into the game, not less. And for them to take a Rock/Paper/Scissors balancing approach to PVP - or throw balance out the window since PVP should just be a test of gear anyways. [quote]Also, is it just me, or does it seem like the industry is just clamoring for a good FPS/MMO/RPG?[/quote] Hoping Borderlands 3 or Anthem can do it right, but I won't get hyped up anymore. Bungie had the magic formula with this game, with Y1 being a decent foundation they could have expanded and built upon. And they destroyed it all in the name of PVP. I think part of Destiny's issues is that Bungie never defined it, and it allowed its player base to define it, and the player base sought to define it in the terms each player wanted to define it as, and not in terms of what it could be defined as as a whole. And this lack of identity has harmed the game in its DEVELOPMENTAL process because everyone inside Bungie was also fighting for the heart/soul of Destiny. And Jon Wisniewski won, which is why D2 is how it is - nothing but a PVP-oriented FPS game of which there are 100's on the market, and Destiny is no longer special because of changes made precisely to balance PVP.

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