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#feedback

7/19/2014 5:36:33 AM
281

The Lifeless World and Environment of Destiny

I agree and wish to see changes made

3324

It doesn't bother me either way

736

I disagree and wish to see no changes made

352

To start I have to say that Destiny is a really, really pretty game. It looks for all intents and purposes fantastic. However the environment/world so far has been boring, extremely boring. Environment The maps and environments the players play in are seriously sterile and lifeless, the player can’t interact with it on any level whatsoever and nothing changes no matter how much time has passed or what happens. The best example of this is where you can see the Fallen and the Hive duking it out in the areas of the Cosmodrone. Sure they are fighting each other, in the same places however they do nothing else but give us something to shoot. You don’t see which side wins, there aren’t corpses littered around, you don’t see them disposing (or absorbing) their dead and because no one ever wins there are no effects on the environment. Imagine the Fallen cleansing the area of the hive presence when they win while observing the toxic effect the hive previously had on the environment retreat as the Fallen become more present in the tunnels and set up a serious base of operations. Only to have the hive emerge from right underneath them in a surprise assault which defeats/displaces the fallen and watch the environment undergo another shift where the barnacles and green miasma of the Hive spread into buildings and the general area. Instead we have a few units that run out and shoot each other over and over again where we could have a wonderful, interesting and intricate cycle. Also there is legitimately nothing to find in the environment except a chest or ghost here or there (and spinmetal) players should be able to scavenge things from dead guardians (not PCs), old supply caches, supplies guarded by enemies etc. There is none of that to be found here which makes adventuring/ killing never ending re-spawned AI’s unrewarding. Scavenging in this setting makes sense and for gameplay it fits in for exchange and glimmer purposes. [spoiler]The use of only one unchanging map “for everything” should not occur. Ever. I really do hope we come back to earth and unlock even more areas to enjoy so we have some variety but for now we have been in the same map for many separate missions (and raid of sorts) going in slightly different directions each time. All of these missions should have really been clumped together namely finding the ship and the warp drive and finding the hive then activating the array. This would help improve player interest in going back to these areas.[/spoiler] Lifeless The NPC’s in this game are glorified vending machines or seemingly do nothing at all. They have exceedingly little substance with only a fragment of personality given in their dialogue, I have no reason to care about the various groups that have vendors in the game or their views as their missions consist of two sentences in free mode that involve collecting or killing things that have no impact on their dialogue, actions or environment. What you do is folded out of existence never to be heard again until you repeat that same mission [spoiler]and considering we just came back from the dead this is the perfect opportunity to allow the player to ask questions or inform us of these things while interacting with characters we will be seeing often.[/spoiler] Your enemies have no purpose whatsoever. They stand around, looking around places for no reason and then defend them to the death like they are somehow important (none of them actually run away or escape). Killing on sight is ok for some but the Fallen are a hit and run race that are supposed to utilise agility to fight yet they stand out in the open most of the time and are not agile in any sense of the word (they can also scale walls really well but I have yet to see that actually implemented in their AI). All in all these reasons kill any intention of going back to explore because you already know exactly what it will be like and know that it hasn't changed since you last saw it.

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  • Edited by Shojimbo: 7/24/2014 5:10:23 AM
    The beta is like a small chunk of the final game, yup so it's correct to analyse and scrutinise as if it were a demo of the final game... However I'd expect the open plains of old Russia to be bland and lifeless in this setting. If it were a single player rpg I'd hope for more life, more distractions and more to do but as it's a "shared world shooter" I think your fire team and other online players are meant to fill that void. Shooting, looting and levelling with other players is the name of the game. For that you just need spawning enemies, public events and side missions to keep you busy. With bounties and glimmer to gain I can explore that same Cosmodrome again and again and always have something to achieve. When the full game is released all those hidden areas and high level areas will be open and it'll bulk it out further. One thing I agree on is the enemy spawns. Their behaviour is predictable and samey. I'd like to see alternating spawns. Eg. First time they land near building A and try to turn it into a den/barracks, they could place a barricade and place a flag... You can attack it, break the destructible barricade, kill every enemy and hold square button to remove flag. Bonus points for doing each. Next time they spawn, they appear in a different area close by and lay attack into another enemy altogether, so we get one of those crossfire battles we can intervene in. Next time they spawn a little bit further away and start patrolling a road with shanks patrolling and dregs guarding a Captain with a couple of those camouflaged snipers scouting the flanks. Means you can't just lob one grenade and wipe then all it in 20secs like usual. Make full use of the enemy AI and give us players more engaging situations to find. And have this cycle on a random loop so they're unpredictable and it mixes up the gameplay. Just an idea of how to make more of what there is currently in place. Rather than expecting wildlife or NPCs running around, because as I said I think [b][i]we[/i][/b] are meant to fill that void. I think as well that the further you develop in the game, exploring free roam will just be a small part. Raids, strikes and the story campaign will be the meat and bones of it. Exploring, public events and that sort of stuff will be seen as a bonus feature. Then the PvP as another game mode entirely. Well get plenty of content anyway in the full release to make the game world feel more alive.

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