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3/27/2014 6:51:56 PM
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Does your Ascension model account for ordinary weapon mods/upgrades like scopes, grips, butts, and barrels? I think overall the third model is best. AS far as your idea on how to make players think twice about ascending their favorite Superior into an exotic could be adding the element of risk with a bit of randomness. The random element not being a gimmick like ascending and random attributes being added to the weapon, but by having the rare component, or the shard of the traveler come in different flavors. Each "flavor-shard" would affect the ascension process in a way that could be vaguely alluded to, but ultimately the "flavor" would give your weapon some kind of special power like the special abilities of closing time or red death. The exotic ascendance weapon powers that players put on weapons would have an inherent chance to also include a random negative affect that should somehow alter the player's approach to combat, that is until the player has reached a certain number of kills/support points/damage accrued or other accumulative action similar to a reverse xp bar. Once that threshold is reached the player would have full attunement with the weapon, symbolizing the guardian's struggle to harness his weapon's new power. The guardian who becomes one with his weapon should then have the choice to rename it, because at that point, when a player has put so much time into it, that weapon will represent a part of his/her legacy, and a legend of it's own. Player-made exotic weapon powers should all present some kind of hurdle like that, so if the weapon is traded, the 'curse' will reset. This curse, while a only minor game changer to a powerful guardian, will be crippling to a new player though some kind of scaling mechanic. I think that some of these ideas could be used to bring great balance to the force.
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  • [quote]Does your Ascension model account for ordinary weapon mods/upgrades like scopes, grips, butts, and barrels?[/quote]Not directly, it's not something I was thinking about when I wrote the thread. How would you expect it to work? Personally I prefer the idea of pure progression upgrades as opposed to "I attach this grip to decrease the spread of my Auto Rifle!", though I really liked how in Planetside 2 a player could choose what style of scope he puts on his Sniper. I'd be open to further discussion on the matter. I'm not so sure about the flavor shard ascension, it would be very frustrating if you had a certain plan in mind only for lady luck to come through and ruin your day. Grindyness is something that I'd prefer to avoid in Destiny, so a more deterministic method of ascension is superior in this regard I feel. As for the curse which makes it harder for a player to use a traded exotic until he has proved himself worthy, something like that could be possible (though again, randomness is bleh), though lately I've been questioning about whether or not players should even be allowed to trade certain exotics, though that's something I'd like to reserve for another thread I'm writing.

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  • For example, if there were 3 flavor shards, red, blue, and green. But all you knew about the shards is that red would grant a weapon power that affected supers, blue close range combat, and green would be recon style. Each flavor shard could have its own list of potential powers, but I wonder if completely putting top level power choice would put an expiration date on player investment? I think when it comes to player made exotics, there has to be a random factor to increase the chance that the player will enjoy it yet still strive for that next weapon or gear. The key is making sure that any possible outcome is unique, and that even the curse component provide a cool fun factor. Also, making the decision between using or trading that flavor shard, or even to use the shard at all a hard decision. Making that aspect a choice rather than a definite endgame, and also keeping Dev made exotics relevant and unique.

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  • That would work if maybe the shards were loot drops such as actual exotics

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  • Def a high level raid drop!

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