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#feedback

Edited by enderprime: 12/23/2014 11:46:06 PM
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Positive Feedback

Like most people I rarely go out of my way to talk about things I like. I am usually too busy focusing on what I don't like. Since I have already submitted a community compilation of feature requests for the future, I wanted to quickly write up a few things that I love about the game so far. It is Christmas after all, and I hope the devs get to hear a few things they got right in the middle of what is otherwise a very demanding collection of posts. - The game is visually beautiful. I love running around the maps looking at everything. There was a lot of detail put into the environments and each planet is immediately distinguishable as soon as I get there. Being on the moon and simply looking up can kill 5 minutes of my time. Also, resource nodes and chests were placed strategically where it fit the environment, instead of just randomly scattered all over the map. The structures, and rooms in those structures, are larger than I expected and it's nice to not get the claustrophobic feel from being in a small generic box. - It is fun. Some people will disagree, but I'm talking about the actual combat gameplay. There is a fun arcade feel to the combat that is missing in other titles. The special abilities add to the classes but don't take away the importance of other tasks, like making your shots count. There is a certain fluidity in combat, not only for how player skills work together but also in how the enemies support each other as new waves enter the field. Also, I'm not sure why headshots are so much more rewarding in this game than others, but they really are. Especially against the Cabal. Outside of combat cruising in a tumbler has been fun too, and I'm not opposed to a flag race.. - The controls are great. An often overlooked quality of a game, and yet done so poorly in many new titles. Movement and skill execution feel smooth and responsive and that is much appreciated. Grenades are not awkward and land where intended. Melee attacks insert smoothly into the attack chain, and I can freely switch between melee and burst fire while steadily moving forward through a new area without getting hung up on my controller, the enemies, or the level itself. Very nice. Also, the boost jumping is integrated smoothly into the control options, both on take off and landing, and feels like a planned part of the guardians instead of just an afterthought jet pack. - Challenging PVE content. Once I'm leveled and have better gear, sure, everything gets easier. But there was a learning curve on some of the strikes, and I enjoy playing them still. I don't know about the new raid yet but Vault of Glass was the most fun I have had with a shooter framework in a long time. The demand for team cooperation was awesome and it definitely killed me a few times while I figured it out. It was a rewarding experience and I can only hope for more of that in the future. A lot more. - Balanced PVP. With 3 classes and different special abilities, along with varying gear options, I was expecting an unbalanced mess in pvp to be honest. It isn't. Sometimes when you play other games you get the feeling like there is a class of the month, that you just want to avoid because they are just not in the same power bracket as the others. I have not had that experience in Destiny so far. I have killed, and been equally killed by, all the classes depending on the player not the class. When I lose a duel, I feel like I missed my shots or was too slow on the draw, instead of that nagging feeling that the game didn't apply hits correctly or just lagged until someone died. The maps are also well designed here, especially with control flag placements. - The light system. Although it felt weird to me at first it is now one of my favorite parts of the game. Why? Because it finally shatters the old broken system of getting an arbitrary level in order to use static gear, and because it allows my gear to upgrade and become better as I use it. This is fantastic. There is nothing worse than grinding meaningless XP, just so you can reach a level where the game tells you it is now suddenly ok to use weapon xyz, that then becomes obsolete 1 level later, after the mandatory XP grind interval of course. We have been force fed that system for the last 2 decades and we have something different here. I can now be rewarded for spending time using my items in combat and they are better because I made them better over time, not because they came out of the box that way. As a long time RPG player, I want to say thank you for this! I could add more but I'm going to take enough heat for this post as it is. DeeJ, if you read this please pass along to your team. If you have had good experiences with the game feel free to add in the comments.

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