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Destiny

Discuss all things Destiny.

Edited by SPQR Praetor: 3/1/2013 10:33:31 PM
10

What are your expectations for gunplay?

I'm very curious to see how Bungie has chosen to develop the shooting mechanics of the game. It has been confirmed that "ADS" will be featured but beyond that, there isn't much to go on. I'm going to talk(probably a lot and in a very confusing manner) about what I think the mechanics will be but I'd really like to get the community's opinion! I'd first like to define a few things to create a foundation for discussion and to add some clarity to the conversation. Use the things I've outlined below to discus what you think will/wont appear. [b] The hardware:[/b] ADS: My brief tour of wiki didn't lead me to any formal or universally accepted treatments of FPS mechanics but I believe I have a pretty good grasp on the gist: The player can increase accuracy(visually, through decreased recoil, etc) by utilizing the weapons sights. Some games, a la Ghost Recon:Future Soldier, have three states of aiming: [b](1) No aim.[/b] No or uncontrolled target reticule. High recoil. [b](2) Half-aim/weapon raised.[/b] Increased accuracy, decreased recoil. Limited field of vision. Useful target reticule. [b](3) Aim-Down-Sights.[/b] Iron-sights or attached optics consume a large portion of the player's field of vision. Highest accuracy, lowest recoil. Often includes a "scope in" or "scope out" time delay. Reduced movement speed. May include "breathing" effects. Arcade-Style: If I'm not mistaken (please don't hate me), this is the term for the style of play featured in the Halo franchise. Weapons with out optics do not feature an ability to aim. Weapons with optics can aim, usually with perfect accuracy. "Sniper" weapons may feature a breathing/steadying mechanic. The amount one shoots, depending on the weapon, will affect the fixed target reticule which itself may vary in size to indicate increased recoil and decreased hit percentage or accuracy. [b] Movement and Environment:[/b] In addition to the hardware, the extent of the player character's mobility is extremely important to the gameplay. Every shooter chooses the extent to which its players are able to manipulate their avatars through the environment(although none of these choices are made under the same circumstances that concern Destiny. An important question to be revisited later). I've created the following list to rank one's fluidity in a game. 1: Walking. Running. Jump. Crouch. (Standard) 2: Standard. Prone. Crouch(stationary). Crouch(movement). Variable walk/run speeds. Diving/sliding/crouch-running/cover-sliding. Specific, often contextual, climbing, dropping, etc. 3: Standard. Most or all of category 2. General ability to climb or otherwise fluidly interact with the environment. May include dynamic environments. Other: Ussain Bolt-mobile. Often a specific and central feature of the game. The ability of a character to move is very much attached to the game's cover system. Using the above framework, example games include: 1: Halo (1.5: Call of Duty) 2: Battlefield 3 (2.5: Killzone 4, Ghost Recon:Future Solider, Crysis 2) 3: Metal Gear Solid 4 Other: Vanquish, Dark Void, Watch_Dogs Last but not least, there is level design. Based upon the vision for the game and the combination of the previous factors, level design will dictate gameplay. Dur. How will this factor into an MMOish game? I have no idea but I'd like to. Obviously the world of Destiny is open enough for vehicles which allows for roaming or patrolling enemies such as wildlife and mobs(Borderlands). The screen shots of the alleged space zombie environments also appear to be very open*, providing for a classic MMO dungeon experience where not every enemy must be engaged. * http://www.destinyhub.net/content/46-A-scene-by-scene-analysis-of-the-PlayStation-event [i][b] Personally[/b][/i] , I'm a fan of creating environments that make sense with the story/atmosphere and give the player the ability to use it as they see fit; I'm not a fan of my characters being unable to lay down. I'm often removed from the experience of the game when I wonder why these elite soldiers are running around open environments without the faintest excuse for cover; or why commanders only seem to choose fields, mezzanines, large highways and hangar bays as battle grounds. I'm also not a fan of covering 100% of the map in chest-high walls (or empty rooms with sophisticated mechanical systems which exist solely to deploy chest-high walls). I think Mass Effect has a good mix. while it is very explicitly a "cover-based" shooter, I think the genre should be regarded simply as "shooters" while anything else gets renamed "Full-on Bronson"...but I digress... It would make me a little sad to see them stick too close to Halo with this new IP. The breadth of environments allows for a nearly endless variety of maps and zones, each of which are able to present wholly unique challenges for the players. It would be a huge loss (IMO...IMO...) to have the different maps be environmental backdrops for the exact same gameplay, especially if its simplistic.
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  • I kind of like how Brink did movement, it would be very nice as fast, agile hunter.
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  • My friend and i just pulled out Killzone 2 for some multiplayer and I saw some things i really liked. Check out these two maps: Example #2 http://www.youtube.com/watch?v=oJNepBrDhR0 Large map(obviously not MMO large but bare with me). Obvious sci-fi asthetic with realistic textures. Nice open environments, varying heights, some indoor spaces and some 'mezzanine' areas. There is cover but not a lot and players must choose when to use it. Remember, KZ has a fully featured cover system. Also things like railings xD. I'd be very happy with this feel in a Destiny environment. Thoughts?
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    • Like Fallout: New Vegas (Aim down sights/scopes, but if you don't aim down, no extreme accuracy loss, just loss of range) mixed with halo movement.
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      • Could you provide a link for the ads confirmation? I'm a fan of the whole climb over walls and objects for shooters.
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        Makeshyft
        Makeshyft

        Currently nerfing: Duardo's Inbox - old

        Nice post. To keep it short, I expect Halo-esque gameplay. I'm a bit thrown off by the ADS inclusion (If that's confirmed), but not necessarily in a bad way. Halo kept my attention because it was a bit more arcadey than fully realistic shooters. It sacrificed some realism for the sake of fun, which is never a bad tradeoff imo. I understand your want for prone mechanics, but understand that having prone opens a whole can of worms about camping balancing. Halo was always more about out positioning your opponents and controlling the map more than settling down in a tiny corner and trying to snipe from hidden cover. I hope that extends over to Destiny, as I felt it was a nice mix of arcade/realism.
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        • From the brief footage we've seen, the interface remains similar to halo(movement,aiming). I imagine that their gunplay will reflect in a similar fashion, albeit I expect this game to have a greater variety of weapons; I'm personally hoping for something beyond Battlefield, or ArmA, but not as stats heavy as Borderlands. And with this some guns could handle differently than what we would expect from a game like this. What you mentioned on aiming: Works great for tactical games like ArmA, and works great for PC games that aren't as run and gun. I don't expect us to have a 3-aim system for a game that will be faster paced(haloesque). It's been a while since there has been a realistic Sci-Fi game. In fact the two words are slightly contradictory. As far as movement, I don't think we'll see prone. I imagine we'll see a whole lot of speed-play with things like power suits or speed boosts etc. I'm not a fan of it, but most gamers now can't evolve beyond several tactics: sprinting and spraying, and camping. so I'm sure their will be a lot of running. I imagine that there will be standard COF, a higher rate COF for when you're moving, and perhaps a slower COF for crouching. Maybe certain items or abilities will further affect these, but I'm not concerned about that. So far, the levels look fairly similar to Halo. Which personally I find unfortunate. Hopefully it's just that the level designers naturally build structures that are akin to what we've seen personally. From the footage I've seen, their outside structures look familiar, and then I saw a screenshot or two of some kind of space dock or port which also looked just like every space dock/port in all halo games. I think bungie is trying to implement some loading features for longer levels. Where one level kind of just turns into another. We've seen it in their previous games with loading through cutscenes, sometimes "loading..." pops up. It will be implemented with their organic multiplayer. So I think we'll see a lot more of this, so we'll see much larger levels.
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          • Maybe only certain guns like the LMG-looking gun used by the Titan will have ADS. So players can combat recoil better?
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          • I agree with you on points like where enemy commanders are placed, map layouts and such, but I don't see a cover system working out. (At least for the player) Personally I have never played a first person game where you can go in-and-out of cover (by this I mean like snapping to cover like i say GoW3). Also I believe that depending on the level design being able to go Prone could be a good and or a bad thing.
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            • I hope that jump height is about the same as in Halo. This allows for vertical combat and less-hindered mobility.
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            • I think it would be cool if you could shoot things with your gun of choice whilst riding a flyer.
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