[b]1.[/b] This one may not be feasible. Without a cap, and with full currency conversion options, limited time events no longer carry the same urgency. Here's a quick example: IB 2.0 required farming Crucible [i]and[/i] farming glimmer. It's bad game design to allow players to have almost immediate access to all featured weapons/gear. It's the same reason IB rank now resets between events.
Limiting marks could have a similar purpose. Once faction vendors start carrying newer weapons/gear, the reason for the cap will become apparent. Bungie doesn't want us hording marks and then binge-purchasing all the new gear the instant it's released. So, Bungie will almost certainly not change this one.
[b]2.[/b] Agreed. Having additional material conversion options is a must. Players with +1k class mats should be able to do something with them.
[b]3.[/b] I suspect that Bungie changed this toward the end of Destiny's development. One of the original gameplay demos shows the archon dropping an engram. It's possible that Bungie didn't want players to potentially miss loot, if they were unable to make it to the drop (Boss pushed off map, can't be revived, adds don't despawn, etc). Also, there are some missions which don't have a "final boss" enemy. So I think they decided that the mission reward screen would handle what would normally be boss drop.
That said, I agree. The glim item drops feel completely underwhelming. I would support engram drops, even if it didn't change the outcome of your total rewards. It just [i]feels[/i] better to be rewarded by a boss, rather than a results screen.
[b]4.[/b] My assumption is that Bungie is holding back on this for now. They already have special perks for faction items, so they clearly built these items to be more than just flare. Once Destiny matures a bit, Bungie will likely unleash class item perks. It's only a matter of time.
[b]5.[/b] It's an unfortunate consequence of their lack of open world content. This goes hand-in-hand with the fact that all enemies have the same chance at dropping all tiers of engrams. Bungie can't afford to push all players into tiny sections of their already tiny map spaces. Yes, it sucks to hand your leveled character off to a friend, only have them get gunned down by level 4 Dregs, but the alternative would make a large percentage of the world space and public events completely unrewarding. If we think that the gameplay is repetitive now, imagine neglecting all but the highest level zones of a map.
[b]6.[/b] I'm torn on the perma-reforge-vendor idea. If he offered rerolls within a limit, I'd be fine, but if he offered it constantly, we might as well be able to hand pick our perks, because that is what people will essentially be doing. Maybe getting one roll, per weapon type, per week would be good. Maybe one roll, period, per day, is better. Idk, it's just not good design to effectively let everyone have immediate/constant access to this feature.
Otherwise, I agree with your ideas on the gunsmith.
Nice post.
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Good point on 5, I guess that's a change that requires a more in-depth version of Destiny. And a limit for reforging would make sense, maybe 3 per week?