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8/13/2019 5:13:11 PM
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Director's Cut: Part 1

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  • Haven't posted in the Bnet forums since the Halo days, but I thought this Director's Cut merited a response. It's always refreshing to get a transparent and generally unfiltered perspective of the development team to understand your thought process when planning and implementing content. So thank you for this. I'll try to break it down by section. [quote]WE HAVE A POWERFUL SOURCES PROBLEM[/quote] To this point while I can see that there are many opportunities to raise our power levels, I think the RNG nature of power items already offsets that. I don't have the statistics, but how many players really do every single power item each week? Also, I think the highlight of Destiny 2 is the ability to expand further when you hit the max so you can experiment with all weapon/armor combos in all content. [quote]SEASON OF THE DRIFTER THOUGHTS, PART I[/quote] Started this season late, so I can't say I can comment much on the gear drops. Only comment I would add is that time-gated certain missions (synthesizer) is frustrating. As for the two Gambit modes, I'll echo the other comments. Having both is the best option. They're different game modes with different play styles. Advanced players may prefer Prime but other still love original. Let them choose. [quote]SEASON OF THE DRIFTER THOUGHTS, PART II AKA LET'S TALK ABOUT RECKONING[/quote] I completely understand the desire for a Halo Heroic challenge in Destiny 2, Heroic was the shit. And the sense of accomplishment was great when paired with a challenge that didn't completely drain you. But I think as you said in the post, this may be about "breaking encounter rules". I understand the Whisper nerf, sitting in a well far off does prove a challenge to...well... a challenge. But if you focus on the gear and not the game/encounters, this won't fix much. I've been straight up ganked by encounters even in a well, with lunas, and a rift. TL:DR is to shift focus on the AI/mobs and game mode and not the gear we use. There will always be gear that melts bosses, that's the nature of MMOs. [quote]SEASON OF OPULENCE, PART I: THE PURSUITS TRAY IS A CATERPILLAR IN A COCOON–QUESTLOG IS THE BEAUTIFUL BUTTERFLY[/quote] As always good change is better late than never. Not going to waste my time scolding. I think the main issue for harsh feedback is the amount if time it took for this to be a thing. Maybe more player testing will avoid this? [quote]SEASON OF OPULENCE, PART II: THE EVOLVING EVERVERSE[/quote] It's 2019 and it's time we admit that for live service games/MMOs, there's going to be MTXs. I think a balance of MTX cosmetics and rewards based ones is the way to go. However, the best model I've seen is the Warframe model. Individual purchases, no time-gate, and the ability to get many cosmetic for free (albeit you need to work for it). Worst thing to do is lock players out because of money. While I'm fine dropping $10 for a cosmetic, many players wouldn't. Also, if there's a way to utilize the steam store for player made cosmetics (like Warframe) you could lighten the load on the team and give more options for players. (And before anyone starts, this isn't a D2 v Warframe thing at all, play both, love both). [quote]SEASON OF OPULENCE, PART IV: THE CHALICE OF OPULENCE AND SOMEHOW EVEN MORE SEASON OF THE DRIFTER THOUGHTS[/quote] Understandable in terms of content planning a development, but I'll say this, I'd wager most players would appreciate a late great content than rushed content that needs fixing (if it ever gets fixed). Delaying Shadowkeep for development is actually a good sign for many of us.

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