As the header states, I am a [b]System Game Designer[/b] specializing in how to build progression, weapon, combat, leveling, and activity systems. I have been working on my own MMO project for the last few years while going for my Masters Degree in Game Design. Since the release of Destiny 1, I have been a supporter for "The future possibilities" of Destiny and its world building nature yet this season and the changes that have started occurring since Shadowkeep have made me question the games long term stability. There are so many changes with the reward, weapon, armor, and activity systems and yet they all feel like [b]short term Band-Aids[/b]. Most of the changes (even upcoming changes) have no long term player investment viability and are focused on solutions that will eventually become more problematic then what is currently in the game. I purchased Shadowkeep after hearing about how the game would become more rooted into the "MMO RPG Genre" and was very excited to see how the game would be evolved into a more statistic build focused play-space while still retaining its pick up and play nature. It still hasn't happened.
I would love to have a development discussion on Destiny as a designer myself and I can't possibly write about every system in this post without running out of word count but I will include one of the major improvement systems that could solve the recent "problem" of shelved legendary weapons. Maybe this isn't "the defining solution", but this is an alternative.
[b]Weapon System 2.0:[/b]
Only so many different weapons exist in Destiny 2 based on the Archetype of the weapon (High-Impact, Lightweight, so on). Previously due to the lower amount of release date loot, weapons felt diverse due to the difference in element and rolls. Then random rolls were introduced allowing for more replay-ability to grind for specific rolls while also limiting the amount of developer made unique weapons that could exist in the play-space. Now, the loot system has reached the point where weapons exist for each element, and each archetype. Season of the dawn introduced new rolls that only exist on seasonal weapons in an attempt to diversify the weapons, but they are not guaranteed to be on a weapon, and not everyone finds those rolls useful in comparison to others. So how do you make new weapons have a purpose compared to the other weapons you already own without affecting the roll system? [b]Weapon Sets.[/b]
Every season has a set of weapons associated with that season or theme. Yet none of these weapons have perks associated with that seasonal content. Incorporating Weapon Sets designed for season activities allow for more customization for the player without hindering the balance outside of the seasonal content. These Weapon Set Perks would have increased effects based on how many weapons and armor of that set were equipped while also allowing for multiple set combinations (multiple sets really wouldn't be beneficial though). For Example, having two weapons equipped for a set of Sundial weapons could unlock a flat additional damage on enemies during sundial, or having two weapons equipped could unlock a chance of dealing "stun" bullets to enemies with all your weapons much like what is currently the "barrier" enemy system. Players can mix and match non-set weapons with set weapons such as Exotics for the additional benefits [b]"without affecting the balance of the sandbox outside of the activity"[/b]. Providing new weapons with a reason to use them.
But this wouldn't work if there wasn't a reason to farm for them. Playing new content to play the same content faster isn't very rewarding to most people. There has to be a reason to want those weapons and run that content. With this in mind returning to old content down the road and introducing new quests for new exotics, cosmetics, or other rewards provides the player with a sense of accomplishment and reason for obtaining the item set previously. There is a sensation of "Maybe I should pull this back out of the vault, I'm glad I kept this and spent previous time earning that weapon for this quest."
[b]Reasons to own equipment matter. [/b]Shelving equipment because there are no defining reasons to have them in the game is a "Band-Aid".
If you agree or disagree with this, let me know in a comment below. I appreciate any feedback.
[b]EDIT 3: I have noticed that some members of the community view criticism differently then the rest. I have created another forum discussing this. [/b][url]https://www.bungie.net/en/Forums/Post/255341143[/url]
[b]EDIT 2:[/b][b]I'm not trying to say that I know better than anyone else, or that this would work flawlessly with no problems what so ever, but its one possible solution of many and It has been engaging to hear the different community members takes on what they think of this compared to the current situational plans.I'm not an all knowing being of Game Design, but that doesn't mean the community can't bounce ideas off of each other. This is a Feedback Forum after all.[/b]
[b]EDIT: I have been trying to respond as much as I can to everyone's conversations but as the Forum increases in its posts, I am having a harder time determining which messages have not been responded to. Thank you for the feedback and I will continue to discuss things with you when available to do so.[/b]
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4 RepliesEdited by GrayWolf: 2/28/2020 2:53:16 PMYou make some valid points but as others have mentioned, you have an academic and hobbyist perspective which is overly idealistic I also have the academic qualifications in Computer Science (to Masters level) and 25 years experience as a software developer in professional team based environments. Including 4 years at a very large US Games Publisher with a connection to this franchise (begins with an A....LOL) The reality is you usually don't get to start from a clean slate, you use what has worked before and with that comes the cost of extra complexity and eventually hitting issues with legacy code/objects. Band-aids are required because you don't have the luxury of starting with a clean-slate for every project. You constantly have to re-wire the plane in-flight. That's the reality of team based software development on large products