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Editado por A_Hairy_Gnome: 7/18/2021 12:31:29 PM
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[quote]It'd be nice if we could discuss his points on the recent grandmaster vog experience. What do you guys think?[/quote] Yes we can discuss it. What I think about the video is that nothing that he said is really new. The community already knows it for years now, especially right after they introduced the seasonal power system. The community here has been saying it for a couple years now what he was saying just now. It's been discussed here long before he said these issues on this recent video. I also disagree on a couple of things that he said early on in the video. At around 6:25 in the video, he was talking about gear power. If he played since D1 and truly knows the game, then he doesn't really understand what the game is and how it was designed. That's because he is not a game designer, he's just a gamer playing the game with a gamer's perspective. End game loot in Destiny has always been designed to be a variety of powerful and unique weapons mixed with some not so powerful ones. Regardless of the type of end game activity gamers participate in. That's because it was copied from other existing games before it. That was the design for it. Legendaries are meant to be powerful because they are the ultimate level of gear loot that a gamer could be rewarded for no matter what activity they participate in. Exotics are just that, exotics which could be wielded on one slot. Special exotic weapons or armor that could be wielded once on each slot. This type of loot reward system has already been designed in other games years before Destiny has been even out in the market. Borderlands and Diablo games already utilized these types of powerful reward systems years before Destiny 1 even came out. And these loot reward systems from these games are powerful in themselves and completely independent from the character power level system. Meaning, the guns themselves are powerful enough and unique themselves regardless of character progression. The uniqueness of the guns have a certain quality to it that is not dependent on power level progression alone. They have special characteristics that make them unique alone. And that is by design. This is what Destiny copied from other games. The reason for this design back in the day, everyone pays the game equally regardless of if they play all of the end game, or just some of them. That design of giving powerful rewards to any end game loot is to cater to everyone paying and playing the game. Legendary loot is the end game reward. Exotics aren't because you can't equip yourself with a full complete gear of full exotics on all slots. Game won't allow you to. Thus, Legendaries are designed to be powerful end game loot. Exotics are just that, special exotic gear with special perks. But legendary gear is the true end game loot. This has been the design even before Destiny came out. Destiny just copied and adapted similar systems. The other thing I disagree with his video is what he said around 8:20 about time played makes you skillfull. Practice makes you better. In general, it does. But not on the context of what he was explaining. Spending time leveling up the artifact to get to a certain power level to around close to 1350 because that's what GM VoG is asking doesn't make you a skillful gamer if the activity you want to enter is at 1350 and you haven't even played it. Getting good at something because of playing a lot of leveling artifact does not make you a skillful gamer to enter a higher level VoG that you haven't even played yet because your power isn't there yet. That's not how practice works. Practice gives you carry-over effectivity if you are doing the said activity over and over until you get really good at it. Playing for long periods because of leveling the artifact power so you could enter a 1350 Master VoG doesn't make you more skillful on that 1350 Master VoG that you haven't even played yet. It doesn't work that way. That's not how time spent in a game transition to skill in a certain activity. You can't be doing breaststroke swim everyday and then be good at butterfly swim just because they are both water sports. Practice doesn't work that way Datto!
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  • You know there’s a problem when minecraft dungeons has a better loot system then Bungos game on life support

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  • Oh, I’m curious. How does Minecraft Dungeons work?

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  • It allows you to progress through the story in multiple areas and level up as you go from many sources such as vendors, chests, real world drops, or items gifted by friends. The world currency to buy straight up items is emeralds which you earn through chests and dismantling weapons. The stronger you get the better loot you’ll earn on harder difficulties. End game loot requires sacrifices of high end gear to summon tougher mobs and earn the best loot. The end game has about the same feel of borderlands with its first 3 difficulty levels which is Normal, adventure, then apocalypse. After that is apocalypse + which goes all the way to 25. Then there’s 5$ dlcs, you can buy them individually or a get the season pass that deliverers (delivered for me) more fresh entertainment for a more reasonable price then a destiny dlc that would cost 4-6x more with the same amount of content that you’d end up mixing with pre existing content like crucible to level up.

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  • [quote]You know there’s a problem when minecraft dungeons has a better loot system then Bungos game on life support[/quote] Hahaha! Indeed! Game is like in life support and left to die slowly.

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  • You misunderstood. Practicing master VOG will make you better. Precticing GMS will make you better. I'm living proof of that. BTW, long, not saying much.

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  • [quote]You misunderstood. Practicing master VOG will make you better. Precticing GMS will make you better. I'm living proof of that. BTW, long, not saying much.[/quote] Lol! I don't think that's what he's talking about. Maybe you need to re-watch his video.

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  • I’m not rewatching it, you just don’t understand. Obviously, doesn’t take a genious to figure you don’t get better by doing patrols.

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  • [quote]I’m not rewatching it, you just don’t understand. Obviously, doesn’t take a genious to figure you don’t get better by doing patrols.[/quote] Obviously, his video was about power leveling. You just confirmed the contradiction, leveling up to 1350 for Master VoG doesn't equate to getting better.

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  • He never said he was in favor of the artifact level dictating proficiency in the game. He was arguing that Destiny in it's current state has no clear indicator of proficiency level. The closest thing devs can look at and equate to experience or time spent is the artifact level. So we have the endgame activities that are reliant on the artifact power being high because the devs have nothing else to go off of.

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  • Editado por A_Hairy_Gnome: 7/18/2021 6:21:53 AM
    [quote]He never said he was in favor of the artifact level dictating proficiency in the game. He was arguing that Destiny in it's current state has no clear indicator of proficiency level. The closest thing devs can look at and equate to experience or time spent is the artifact level. So we have the endgame activities that are reliant on the artifact power being high because the devs have nothing else to go off of.[/quote] He said time spent playing the game equate to improvement of skill. He used Iverson as an example as well. Watch it around 8:20. Then he followed it up with Master VoG being gated for higher skilled players and the design they came up with was Time instead of Power caps on gear or level. Watch it again. It's all there. Practicing with time to gain power for an activity that a gamer haven't played yet doesn't equate for gaining skills in an activity that the gamer wants to enter and hasn't played yet before. That's not how it works.

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  • Yeah I've watched it and he never says that artifact levels equate skill. He said that in general, practice typically equates to skill. That's why the devs are using the artifact levels to get a rough estimate of player skill.

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  • [quote]Yeah I've watched it and he never says that artifact levels equate skill. He said that in general, practice typically equates to skill. That's why the devs are using the artifact levels to get a rough estimate of player skill.[/quote] I didn't say he said that. He said practice equates to skill in general. He reinforced it as an agreement with an example from Iverson. Then used this artifact time leveling as a method for the Time factor to prepare for Master VoG. He can't use positive reinforcement like an Iverson example to negate his point. Time spent levelling to prepare for Master VoG doesn't equate to being skillful at it when you haven't played it yet. That's why he can't explain that that's the reason why Bungie did it that way. That's not how practice works if you haven't even played it yet. That's what he's trying to say. It doesn't work that way.

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  • Okay let me tell you why and how I disagree with you. You can play VoG normal and practice the mechanics and even the challenges. You can also practice grandmaster nightfalls to come up with strategies that would safely and quickly kill champions and higher level enemies. Getting really good at both of these would likely result in being a lot more prepared than someone who didn't. There are ways to improve and practice the game by becoming familiar with and mechanics, strategies, and limits. The problem Datto presents is that the devs don't currently have a level pf progression that dictates how experienced players are with the endgame. Their closest indicator to that is time played, or in this case artifact power levels.

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  • [quote]Okay let me tell you why and how I disagree with you. You can play VoG normal and practice the mechanics and even the challenges. You can also practice grandmaster nightfalls to come up with strategies that would safely and quickly kill champions and higher level enemies. Getting really good at both of these would likely result in being a lot more prepared than someone who didn't. There are ways to improve and practice the game by becoming familiar with and mechanics, strategies, and limits. The problem Datto presents is that the devs don't currently have a level pf progression that dictates how experienced players are with the endgame. Their closest indicator to that is time played, or in this case artifact power levels.[/quote] I get that. That's not what he's talking about. He's talking about power leveling. He said it right at the beginning of the video. He's not talking about being skillful by practicing normal VoG or GM Nightfall, like you said. He's talking about why Master VoG is at 1350 and why Time was used as a "Probability" to assess skill to enter a 1350 level activity. That itself there is already wrong. The only way to get to 1350 is via artifact power, which require time. Time he further explain and backed up with an Iverson example. That itself contradicts everything he said. Here, 1350 was designed to gatekeep the activity, to get there you need to level up the artifact, which requires time, time he used as an example to practice, but leveling up artifact is not time practiced for Master VoG because it is time used for leveling artifact. So time example as a practice doesn't transition to skill with a 1350 activity that nobody has played yet. He's explanation contradicts itself. And the way it is implemented in the game is not the correct way to assess skill level at all. I could be 1350, but not as skillful as any raider that according to Datto has been designed for people who are asking for a challenging activity. He even said if Master VoG was brought down to 1340, it may still not work for the people that it was designed for. Hence, it has to be 1350, and yet that doesn't assess anything at all even if it is at 1350 because time spent levelling to 1350 doesn't equate to being skillful with the said 1350 activity that hasn't been done at all. Everything he said about it is just wrong.

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  • The activity is designed for players that can clear grandmaster activities and grandmaster is 1350 power. I suppose that's why Bungie is keeping it like that. Grandmaster itself being gated by a artifact levels. I still believe that Datto is making the point that activities such as GM nightfalls and HM raids are gate kept with the artifact levels because that's how Bungie is choosing to measure proficiency.

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  • [quote]The activity is designed for players that can clear grandmaster activities and grandmaster is 1350 power. I suppose that's why Bungie is keeping it like that. Grandmaster itself being gated by a artifact levels. I still believe that Datto is making the point that activities such as GM nightfalls and HM raids are gate kept with the artifact levels because that's how Bungie is choosing to measure proficiency.[/quote] They are both wrong. I could be 1350 and still NOT proficient at GM Nightfall or Master VoG. It's a number that I can raise without doing both. Doesn't equate to anything or assess anyone's proficiency. It's a "Guess"timation! That's what it is. Doesn't mean anything.

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  • That's the problem the video is demonstrating and I completely agree with. Bungie is completely guessing when they tie higher levels to harder content. It's because currently, the game has no visible progression path. People can get to max level through a variety of means and it presents a problem to the dev team in recognizing the proficiency levels of players.

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  • [quote]People can get to max level through a variety of means and it presents a problem to the dev team in recognizing the proficiency levels of players.[/quote] Of course it presents a problem. Because it's not a true assessment of proficiency levels of players. If it creates a problem, it doesn't work.

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