Quantity of content doesn't matter if the fundamentals of the game are lacking. I remember coming into work excited every wednesday, so I could talk to my buddies about the new vendor rolls. That's just one example; I could go on forever, so much was done right back then. Why change what works?
Edit: Examples of things that "worked" in D1 that should have stayed in D2, instead of trying to reinvent the wheel:
- None of this "seasonal" time gated content and always feeling like you are racing the clock to get some predetermined thing that Bungie decided should be the focus. In D1, I could literally log in and decide for myself what I wanted to do and grind for, everything was available all the time.
- Giant variety of weapons and armor with endless combinations of perks to chase.
- Shader collections system that was simple and intuitive.
- Vendors with a rotating selection of items.
- Factions (that you could change up) with stuff to grind for, with their own vendors and items. That were always around and didn't mysteriously leave the game.
- TRIALS
- Crucible maps that were 1000x better than the microscopic D2 maps
- Wayyyyyyy cooler looking gear
- Weapon and armor system that insured your favorite things never became irrelevant
- Gunsmith packages!! And a gunsmith that wasn't literally useless.
- Skill trees offered more variety.
- SRL
- An infusion system that didn't anger the entire community. Even taking that power level hit when infusing (early in TTK, before they took away the penalty) wasn't as bad as this masterwork core nonsense.
- I'll add things as I think of them
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#destiny2
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10 RepliesEdited by thefinalsegedin: 5/4/2019 1:50:18 PM[quote] none of this "seasonal" time gated content and always feeling like you are racing the clock to get some predetermined thing that Bungie decided should be the focus. In D1, I could literally log in and decide for myself what I wanted to do and grind for, everything was available all the time.[/quote]