JavaScript is required to use Bungie.net

#feedback

Edited by Killer Kodiak69: 11/19/2014 5:28:27 PM
3

Actual Objective, Constructive and Thorough Feedback

First and foremost, let me say that I love Destiny. I followed all the news diligently since reveal, played in the Beta and then pre-ordered the game, and even bought an XBox One to get the "full experience." I'll admit that I was a huge fanboy, but I won't say I think the game is the best of all time, or the year, or that it's perfect. There are definitely some things I feel could be done better, and I had certain expectations that were not fulfilled. However, I'm not mad and I won't threaten to quit or trade it in if certain things aren't fixed. What I am going to do is make my opinion heard. The connotation of this post will seem very negative, but it is all said in a constructive light. I may mention the specific things that I like about the game, but in order to keep the thread focused I will not be justifying or expanding upon these points. [b]Table of Contents[/b] -Story -The Director -Gear (Endgame) -Exotics -Interface -The Tower -Bounties -Strikes -Class Balance -Weapon Balance -Clan Features -Miscellaneous [b]Story[/b] I’m starting with this because it is probably the single most bemoaned aspect of the game and if it were done better a lot of the other problems might be overlooked. Personally, I don’t think the plot was awful, or hollow, or didn't make any sense; although I do think the scenes with the Speaker were a little lackluster. I have no problem with the clichéd "Light vs Dark" theme, and I'm honestly [i]extremely[/i] intrigued by the mysteries of the Traveler, the Darkness (and how the four enemy races are connected to it) the Exo Stranger, the Speaker, and all the background Lore. The biggest problem with the story, in my opinion, is the manner in which it is communicated through the dialogue and cutscenes; most of which use Ghost as a medium. This is bad because A) you get sick of listening to him and B) he becomes enormously inconsistent in his knowledge and abilities. One moment the scope of his knowledge is limited to what's in front of you; the next, he seems nearly omniscient (compare the information he gives you in the first mission on each planet if you don’t understand what I mean). Ghost has been around since the Collapse, while you've been dead since long before that, and his knowledge should be representative of that span of time. In other words, he should be able to relay any historical data since his creation to you, while his knowledge of real time events should be more restricted to what you're directly experiencing. To make up for Ghost’s lack of scope, Guardians would need to have more actual interaction with the other Tower characters. Not more loading screens with Ghost acting as a glorified answering machine, but Guardians receiving [i]live[/i] Tower-to-ship transmissions or face-to-face briefings/congratulations in cinematics that trigger upon actions such as turning in a Mission Item. If there were more cinematics that involved more characters, you would be more emotionally invested in the game's story; compared to Halo: Reach, the cinematics in Destiny are pure garbage. [b]The Director[/b] It looks really cool and I like the way it functions in the big picture, but I’d like to see it tweaked so that it doesn’t restrict you to loading one mission at a time and then sending you back to orbit; forcing you through multiple loading screens before you can do what you had planned next. I would love for the Missions, Patrols, Strikes and Raids to work more like a Quest Log in WoW or The Elder Scrolls does; you would load all the content for an entire planet, then when you land you pull up some sort of “Mission Log” to choose what you want to do. This would mean creating staging areas for Strikes and Raids that you would interact with to start the activity (which would possibly trigger a cut-scene and initiate matchmaking for a Strike if you don’t already have 3 people in your fireteam) and changing how the existing mission intro dialogues are performed (maybe you receive a transmission from the tower once you hit the first checkpoint), but I think it would be worth the revision. From the Mission Complete screen you could choose to return to orbit or continue from where you are after playing a Mission, while Strikes and Raids would give you the option to return to orbit or return to the staging area. Doing this would improve the seamless gameplay and immersion factors, while also laying the groundwork for an open world environment. [b]Gear (Endgame)[/b] End game leveling is quickly becoming more and more frustrating to me and makes me not want to level my characters all the way even though I’m missing out on the Hard Mode Vault. Light is the be-all end-all of high level gear, rather than picking gear that fits your play style. This is even more of a problem because raid gear is the only way to hit max level, and raid gear can be extremely hard to obtain. Personally, I have full raid gear on my main (Hunter) but I’m not sure I want to upgrade it because it only fits my Gunslinger build and I prefer Bladedancer, but Bladedancer is useless in endgame, etc. This is exacerbated by the fact that Ascendant Materials are hard to stock up on, and it feels like wasting them to upgrade something I don’t [i]want[/i] to use (more on this later). My simple solution would be to make raid gear buff [i]all three[/i] stats, so you don’t have to worry about it being the right build. To flush this out, tiered raid gear could be introduced. Normal mode would produce gear with average defense and buffs (~40-90 for all stats) while hard mode would produce gear that has exceptional defense and buffs (~100+ for all stats). I would also propose that the Tier 2 gear have a slightly different look and name in order to tell them apart rather than just be reskinned (because we’re going to be wearing shaders anyway, let’s be honest). An example of Tiered Raid Gear can be found here http://www.reddit.com/r/DestinyTheGame/comments/2ez2q8/destiny_raid_gear_rewards_outlines/ A more complex solution would be to include my last changes, but also remove Light stat and switched to a hard level cap of 30 (pre-DLC). This is an extreme option that would require reworking many mechanics such as level requirements for weapons and armor, the XP scale, and subclass ability trees, but I think it could be [i]hugely[/i] advantageous to the game’s playability and longevity. Rather than grinding your face against a wall doing the same activities over and over to hit max level, you can play whatever you want for whatever reason you want to (including trying to get that one cool looking piece of armor that you want but aren’t being forced to wear). Additionally, Level would have less of an effect on how difficult an activity is, it would only determine what gear you can use, and your Attack and Defense ratings would have a more important role in dealing resisting damage. [b]Exotics[/b] The state of exotic weapons and armor in this game is pretty abysmal at this point. I currently have 14 and am about to buy Mask of the Third Man and Truth from Xur. They’re simply too easy to obtain for not enough benefit. Some of them feel awesome, while others are truly worse than some Legendaries. The first and most obvious solution to this is to nerf Xur. Yes, he’s there to make Exotics obtainable to the casual player, but casuals really don’t have time to grind weeklies on multiple characters to get the Strange Coins anyway. All Xur does is make the rich richer and poor feel more left out. Changing either his spawn frequency or making his stock cost more so that you can’t buy multiple items for weeks in a row without saving a [b]lot[/b] would be a great first step. Next the existing Exotics should be examined and rebalanced so they’re a [i]little[/i] stronger in PvE and extremely useful in PvP (Thorn and Bad Juju say hi). Finally, I would also take a second look at the Exotic bounty system; some of the bounties are too easy to complete, while others are extremely difficult and reward you with the worst Exotics (Thorn and Bad Juju say hi again). [b]Interface[/b] I think the design of the game’s menu and how you navigate through it is pretty flawless, but there are some key features that are missing. It’s been said innumerable times and I’m going to say it again: the Grimoire needs to be accessible from the menu, no elaboration needed. You should also be able to check all your reputation levels and the bounty stock from the menu, just like you can in the Companion. Implementing maps would be [i]huge[/i] for smoothing out the learning curve, and I’m sure experienced players would still love to have a mini-map pop up when you take out your Ghost and/or have a full world map in the menu that is revealed as you discover new locations. Another big step would be adding some transparency to the features we already have access to. Knowing all the current/max numbers for HP, XP, Light, Intellect, Discipline, Strength and Tree progression (weapons and subclasses) would go a very long way in making the game more accessible and clear. *CONTINUED*

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • Edited by Killer Kodiak69: 11/21/2014 6:17:14 PM
    [b]The Tower[/b] There are a few things that are missing from the Tower that could add a [i]lot[/i] to the overall experience. The biggest would be some sort of Auction House; after removing the cap, this would give Glimmer actual value and having a living in-game economy would add more depth to the game. This would also make people less reluctant to upgrade high level gear because they will have a more reliable (if more time consuming) way of obtaining Ascendant Materials. A “barbershop” or “gene clinic” would be huge to for recustomization of characters and allowing people to use new options that might be added to the game in the future; players have been calling for this since the Beta, if not the Alpha, and I’m honestly surprised it’s been given the cold shoulder. The vault needs to be joint storage instead of split into categories. I've stored at most 3 pieces that were waiting for my Titan to hit 20, but I'm in the habit of regularly swapping weapons and consumables between toons. There also should be options for only taking a certain number of items from a stack instead of the whole stack (A/X would be Take All, while X/(Square) would be Take One). My last small gripe is that each vendor should have their own unique icon for in game [i]and[/i] in the Companion. Most of them do, but some are the same (Vanguard Mentors) and some change into the open box icon when you have a reward, rather than just flashing the exclamation point. [b]Bounties[/b] I have a few small issues with the Bounty system. First, Bounty Leads and Vanguard Mentor Missives should not fill a bounty slot; they should count as Mission Items that you turn in to get a bounty. The same should go for the rewards from each part of an Exotic Bounty: when you complete one part you should get a Mission Item that you can hold on to for as long as you want before turning it in to start the next phase. I know we’re getting more bounty slots in The Dark Below but there’s still no reason to waste the space. My other problem is with the lack of variety and the repetitive Target: X bounties. While these are easy to complete and usually give a decent reward, they force you to replay missions even more just to kill one thing, as opposed to running whatever activity you want and completing bounties as you go. [b]Strikes[/b] The one problem with Strikes, as I see it, is the bullet sponge bosses. I’m sort of ok with Story Missions having enemies at the end that just require more punishment to put down, but Strikes are a cooperative experience and the bosses should emulate that, if not to the same extent that the raid does. Some thoughts I’ve had along these lines are tricking Sepiks Prime into sucking up some sort of explosive that does heavy damage, weakening the link between Aksor and his soul so he is sucked back into the cell (Pokeball style), and three sync plates that must be activated at the same to overload the Nexus and do heavy damage to Sekrion. [b]Class Balance[/b] Everyone likes to complain about the classes being unbalanced, but I think that Bungie has done a very good job, with a few exceptions. Hunters definitely need some work. They’re crazy good in PvP and crazy bad in endgame PvE. Throwing Knife needs to be buffed so that if you miss the cooldown resets; because while it is by far the longest range melee ability, it is also the only one with no “vacuum” and that can be wasted—whether it be because you missed, or your target was just killed by a teammate, or you accidentally hit the button (Energy Drain, Scorch and Blink Strike all reset if you miss, while Disintegrate and Storm Fist don’t even activate until you get a kill with Punch). Golden Gun needs a severe timer reduction with kills giving you additional time, (so that you’re forced to commit as you are with Fist of Havoc or Nova Bomb) and also should deal precision damage to give it that edge in PvE. Arc Blade also needs a shorter timer with the Encore perk incorporated and any unspoken health buff or damage resistance removed; Encore’s spot on the skill tree could be replaced by an ability that offers damage resistance while in Arc Blade. Another feature that might improve the imbalance of PvP due to supers is adding an effect similar to Radiant Light's "blue fire" that shows when a player has their Super charged. Increase the effects of Toughness, Recovery and Agility! This will make our Class choices matter a little as each has one stat that only they can max. Imagine if Toughness buffed Damage Resist and ammo capacity, Recovery buffed health regen and cooldowns (more than it does now), and Agility buffed weapon handling speed? It would start at +10-25% for each respective class and go up to +100% [B]Weapon Balance[/b] Most of the Perks on weapons are great and have situations where they are extremely useful, but I think that Vacuum, Shoot to Loot, and Take a Knee are [I]far[/I] too niche and make certain weapons that would be great feel meh. A simple solution for this is to remove Take a Knee completely and make it a part of the game's base mechanic, then make Vacuum and Shoot to Loot Modifiers rather than Perks. To clarify, I'm defining [IPerks[/i] as the standalone upgrades in a weapon's tree and [/b]Modifiers[/b] as the upgrades that come in a batch of three options. Sniper Rifles could also use a bit of a rework, since they don't really [I]feel[/I] like sniper rifles, in my opinion. My first suggestion here would be to nerf the lens glare to a smaller pinprick of light [I]if both you and the sniper are looking toward each other[/I]. The giant flare of light when someone is ADS with a sniper rifle is a feature I've never seen anywhere else and puts players of the patient marksman style at a huge disadvantage. To balance this out Snipers would be split into two "types" similar to how Fusion Rifles are divided. Some of them would receive buffs to Impact and nerfs to RoF ("bolt-action") while others would retain their RoF but receive nerfs to impact (3 body shots in PvP for a kill) and stability ("semi-automatics"). All sniper rifles would maintain their 1 precision shot kill ability in PvP but by nerfing the RoF on the higher impact "bolt-actions" and the stability on the lower impact "semis" you allow snipers to stay hardscoped without being spotted easily, but they need to be able to line up their shots with more skill to get that OHKO without their target taking cover or returning fire. [b]Clan Features[/b] There needs to be some actual support/features in game to justify having a clan (other than a group of people to Raid with, but adding people to your friends list has the exact same effect). First, there needs to be a list of Clanmates on the Roster tab in the menu. If it can show your Fireteam, your Friends list, and everyone in your game, it can do this [i]easily[/i]. There also ought to be Clan storage accessible from the Vault, as a "Clan" tab that you could swap to and from your "Personal" tab; clan admins would be able to set restrictions on withdrawing items (how many stacks per day, what quality, withdraws per deposit, etc). It would also be cool to see a Clan Wars playlist in the Crucible where Fireteams of 6 clanmates go head-to-head. Communication between members would be greatly improved if the Group Wall was at least visible, if not accessible, in game. [b]Miscellaneous[/b] A few small points that did not warrant having their own section: *Reforging is a fantastic idea and should not be limited to just Iron Banner gear. Every vendor should have this option for a price (and possibly at a certain Rep level). *Dismantling ships and sparrows should give you at least glimmer and preferably also a batch of random upgrade materials; ships would give more materials than sparrows, and the better quality the more you would receive. *It would be really cool to see enemy spawns in world be more random and have them rove around a little more instead of standing in one place waiting to get killed. This would be more important and more viable if/when we hit the point where Destiny is open world. *I want there to be some explanation [i]somewhere[/i] that [i]explicitly[/i] states what “Majors” and “Ultras” are, what the difference is between them, and what the difference is between them and regular enemies. On this note, showing how the name modifiers for each race correspond to their level would be nice as well. This goes back to that “transparency” concept I mentioned. *Net Code for PvP still needs improving. *Blink is buggy and sometimes doesn’t work when you need it most. *The sound cutting out in the Templar fight in the VoG needs to be fixed. I don’t care if it’s meant to help you hear the Oracles, it sounds really bad. *XP Progress in the Vault is also buggy. You should be able to level everything the whole time, or nothing. I went in with 5 melee kills left for Knuckleduster, got 5 melees in the first part of the Gatekeeper fight, didn’t get the bounty, then died and the bounty reset. *There needs to be a more comprehensive use of the Directional Pad, including more tactical emotes and possibly "shortcuts" to consumables such as ammo syntheses. *Stop enemies from shooting our Ghosts when we're dead. It makes no sense and often makes revives impossible for the Last Guardian Standing. Phew. I’m really glad I finally got this done, it’s been a long time coming. Please let me know what you think! If you enjoyed this please [b]give the OP[/b] (not the continuation) a like, I'd love to see this trending!

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    21 Replies
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon