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12/12/2018 7:56:23 AM
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Man, I remember those drunken Tuesday night antics during D1 - we'd get the clan together, get goofy, and run our weekly Normal and Hard VoG and Crota Raids while messing around and talking about pretty much anything other than Destiny, because there was an intuitive flow that we all understood. We'd stop for snacks, push each other off ledges, solo or 2/3-player certain sections if someone needed to deal with something for a minute, there was never any real pressure so we could just have fun. It was more RPG/FPS and less MMO, more like a cooperative Halo or Skyrim-esque experience than a weird mix of experimentation, watching Twitch/YouTube tutorials, and swapping loadouts between every encounter to optimize DPS because the boss couldn't be beaten without some bizarre mix of a certain Super, a melee, and 3 shots from a certain weapon. I can't speak to Wrath or the D2 Raids, but even Skolas and King's Fall started getting too complicated for a 3- or 6-man team in a game built the way Destiny was designed - the bosses themselves felt like an afterthought, and the timing/poison/Mine/ad-clear mechanics of Skolas and the instawipe platforming and Ogre/Blight stuff in King's Fall made Raiding less about "beating the boss" and more about "don't mess any of these seven things up or we have to start over." (I still remember the time our Sword guy died during an early Crota "training" run, Oversoul wiped the team, our Sunsinger self-rezzed, picked up the Sword, and beat Crota to death with it by himself...that's the sort of clutch badassery that Destiny has slowly lost over the past 3 years.) Right now Destiny is trying too hard to be an MMO and a "hardcore" looter-shooter (and, apparently, a first-person platforming game), and distancing itself from the RPG and FPS roots that drew many players into the franchise in the first place (both from the Halo fanbase and games like Fallout) - the mechanics are getting too complicated, the loot and material grind and leveling process are getting too drawn out, and for a game centered around collecting and using increasingly-powerful weapons we spend far too little time shooting things in the face with powerful weapons.
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