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Destiny 2

Discuss all things Destiny 2.
8/13/2019 5:13:11 PM
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dmg04

Director's Cut: Part 1

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  • They need to focus on quality of experience vs quantity of experiences. From day one D2 has had a problem with the quality of the experiences available to players in game. They introduce Lost Sectors and Adventures, yet fail to make those two pieces of content meaningful beyond check off items for bounties or quests. The incorporate strikes into the game, yet remove the basic incentive for doing them(strike specific loot), rendering the whole playlist more or less useless beyond... ...check off items for bounties and quests. Seasonally they introduce new pinnacle activities and gear. Yet create virtually no synergy between the seasons other than the obligatory power boost from simply playing the game. Season after season they fail to address the core complaint in regards to activities(time spent vs quality of reward) and consistently(stubbornly) adhere to their own internal design philosophy, while generally turning a blind eye to community feedback in regards to core systems. Why do people STILL run EP? Even though the gear is not updated. Even though it is hit or miss in regards to getting enough rando's to complete? Because to many, they feel the REWARDS are worth the time spent. The activity is engaging enough to keep them coming back. And most importantly there is a CLEAR path to completion. This held true for the Forges, and for the most part Menagerie. He talks a lot about Reckoning and Season of the Drifter and it is abundantly clear why it didn't work as intended. The reward structure was too stingy and convoluted, with the usefulness of the actual rewards being questionable at best. Quality vs quantity. Moving forward, if we can do it in game, EVERY activity. From public events to the latest seasonal offering should have a UNIQUE reward associated with that activity. No, we don't need exotic drops from pub events. But they should be THE source for farming up planetary materials. Supplemented by chests and resource nodes and patrols. So if I want to spend an hour farming up 1000 dusk shards, I can do that by running around doing PE's. And then materials can be relied on more heavily, with steeper costs for upgrades, enhancements etc. Lost sectors? Should have always been the source for planetary gear. Gear that should have been refreshed in Forsaken. Hunting for Uriels Gift? It comes from Lost Sector X. Even better, the chances for gear should have been determined by LS specific challenges. Same goes for adventures(chance at masterwork gear maybe?) During a given season, these activities would also be sources(as they are now) for that seasons rank up/grind currency. Keeping everything relevant at all times. When the event is over, the currency is retired, and the progress associated with the collection ends(again, much like it is now). But EVERYTHING would be adjusted in a meaningful way during a seasonal change. This would eliminate the need to saturate the game with too many side activities that require players to choose between their normal grind, the seasonal specific one. Again, in some ways the game works like this now, but there could be a bit more synergy. Always ask WHY would a player do X? If there is no good reason other than it progresses a bounty/quest, then that activity is redundant. Everything should work in conjunction as opposed to being in competition for our time. Quests and pinnacle end game content should be where we pick and choose. Not between farming up enough resources to upgrade gear and running the latest activity. I rand Menagerie a total of 2 times. I think it is ridiculously fun. But I would really like to finish some gambit pinnacle quests. So what have I been doing? I play gambit, even though menagerie is this seasons main event. So while I have a nearly upgraded chalice, tons of runes, and I like the activity. It is unlikely that I will actually get anything meaningful from it this season. Why am I doing Gambit pinnacle items now as opposed to last season? Because last season I was trying to do a variety of other quests and activities that kept me from progressing in Gambit. And if Menagerie is still available in Shadowkeep, then it will keep me from the next big thing. It always feels like a game of catch up, no matter how much I play. And it just needs to be more connected. Obviously there needs to be core elements associated with the seasonal specific activity. But the REALLY grindy parts? Imagine if instead of 1500 grenade launcher kills in strikes. You needed 500 from strikes and another 1k from Gambit, Crucible, Forges, Menagerie, etc. So no matter what you were doing you would make progress. Apply that to all non crucible pinnacle gear. I say no crucible because I think there should be some separation between that gear and the rest. I like the idea of PvP only based items, just like Raid only, dungeon only, etc. So I am not asking that we be able to cheese our way through every lengthy quest or bounty. Just want a bit more inter-connectivity for the really tedious parts. Make the game feel more cohesive. Have requirements based on the weekly flash point. Have world enemies specific to a seasonal activity, that dropped seasonal unique items or consumables. Do this and you have a continuous supply of content that does not require coming up with new mechanics every 4 months. Lock down what is seasonal vs perpetual. Lock down what is additive vs what is time limited. And make it more consistent. A season is: Crucible map, strike or strike modification, new quest chain, new gear. That's it. Exotic quests, secrets, dungeons, etc. Those things could be released as they become ready(if they become ready), but as seasoning, not part of the main course. Sigh, so many things, but I think that is enough of a rant for now...

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