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9/2/2015 4:38:46 PM
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[quote]1. Destiny was promoted as a 10 year experience, but with TTK, it seems that this was a bit misleading. 10 x 1 year games is more accurate.[/quote]Making Year 1 content obsolete is brutal. I can understand this for the second retail release, but not a DLC.[quote]2. Bungie are under pressure (from Activision) to keep revenue up.[/quote]You know they are. Activision pays the bills, not us consumers.[quote]Bungie make it very difficult sometimes to help us actually play games (e.g. no matchmaking) [/quote]The complaints about lack of matchmaking will only end when Bingie adds matchmaking for all activities.[quote]4. The community is dwindling, making it increasingly hard to play the game[/quote]I observe fewer players this week, because now we all know our exports are pointless. When you start up a strike or PoE 28, and can't match with 2 other players, then you know the population is untenable. [quote]7. No ascenscion of old legendaries essentially makes most of the year one Destiny redundant [/quote]Year 1 became redundant as soon as Bungie made clear that Year 1 gear would not ascend, breaking the meta-game, and putting an expiration date on player progression. [quote]by year 10 the game won't actually be any bigger than it is now in terms of end game activities as each year the old stuff will become obsolete.[/quote]This ties into OP's first point. The grand experience was sold on the idea that you could to take your Guardian through a 10 year adventure, but if you replace all the guns and gear every year, is it really the same Guardian? Could you start Mass Effect: Andromeda and get the same feeling you'd get from Destiny 2? [quote]It is worth noting that adding matchmaking and allowing ascension of year 1 legendaries would solve several of the issue above[/quote]100% agree.
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  • Great commentary and breakdown!

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  • As our level increased, so should a new level of the old raid. Within that new level, there would be something different about it so that we wouldn't just have bullet sponges. With the higher difficulty, upgrade materials for your gear would level it up further. This way, we could have 3 relevant raids instead of one.

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  • 100% agree and need to fire Luke Smith

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  • Or just keep him away from interviewers and microphones.

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  • Agreed

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  • I pose to you another question that more closely ties in the Mass Effect theme: If you replace all the guns and gear from game to game, is it really the same Shepard? That's exactly what we got from Mass Effect. Some legacy guns came back, but many others were one-offs, never seen again. Even the ones that returned didn't start out in your arsenal. But he's still the same Shepard. Your Shepard. Regardless of what he's wearing or killing baddies with, he remains the same across the series. Mass Effect: Andromeda is merely set in the same universe as the trilogy we have so far. Destiny 2 is still going to be your same Guardian, even if he doesn't have much in the way of gear from the original game in the sequel.

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  • Aside is the lush story and panoply of player choice, the difference between "Mass Effect" and "Destiny" is you didn't need to grind for hundreds of hours to reach the highest level and get the best guns. One hundred hours was plenty.

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  • And I love Mass Effect for its illusion of choice, but a lot of things from one game to the next didn't really matter. Udina's going to be the Councilor again by 3, Cerberus gets a hold of Reaper tech regardless of your choices at the end of two, the old multi-color endings, etc. For all the things Mass Effect does well, there are still chinks in its armor too. But even in Mass Effect it took either money or grinding out in-game credits and praying to RNGsus for the best gear in the game as soon as you moved over to a cooperative realm (ME3's multiplayer). In a purely single player environment, there should always be a way to easily attain everything you're looking for, and on the Campaign side of things, Mass Effect does that beautifully, as do other games focused on a purely solo experience. And perhaps a way could've existed for Destiny to make the cooperative/competitive side more of a grind while setting up a coexisting solo campaign with its own separate loot. But as soon as Bungie wanted the whole game to be interconnected, and for your Guardian to exist across all modes, that type of idea went out the window. All guns from playing solo have to exist in a cooperative and competitive environment as well, and at that point they went in a quasi-Mass Effect 3 multiplayer loot system that randomly issues gear.

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  • Great response. As for as matchmaking, some activities require a lot more communication and coordination than you find with random players. In LFG site you have control of team buiding. How about a mix of both? Leave matchmaking how it is for the basic strikes and add a LFG terminal in the tower for end game activities. Court of oryx, nightfall, raids and the like. You could set filters like level, activity, class, region, and number of players in the fireteam. Then it could show you fireteams set to open that fit. BF4 does something like this. I can jump into a quick match by selecting game mode and map set and get into the first available game. Or I can go to the server browser and look for shanghai, us west, official rules, and 5+ openings for my squad to jump in. Get my list and join in on one.

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  • bump

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  • Adding match making would solve a shit ton of the raid/nightfall issues because there are people who do not use the lfg sites. Upping year one purples would make people happy, but not fix any of the problems that it actually causes. Crota drops, what happens, people beat the raid and use Crota's end gear which is good. Ascension happens and everyone drops the Crota gear (except Black Hammer) and switch back to using Vault gear because Vault gear is honestly superior. Nobody cares about purple armor because that's all aesthetics, unless you have the super rare hand cannon mod. The only reason you see guns like 6dreg or Jewel is because they have a burn modifier that Fate Bringer does not. Messenger is picked up because it makes all the other 2 shot Pulse obsolete (except HSP). All the specials are legit copy pasta of the previously broken guns with the ability to re-roll making them the new best guns because free power creep? HoW was a balancing nightmare which triggered Bungie to be like kill them all. I would also like to encourage everyone to go on a ten year journey and not change.

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  • In any journey things will inevitably change, though also some things will remain unchanged about the one on the journey. The unchanging facet becomes synonymous with the one on the journey after enough time passes. Eventually the traveler and the unchanged or iron forged facets and tools associated with him/her become a legend. Think about it. King Arthur: Excalibur, Thor: Mjolnir, Shin Malphur: TLW. Most legendary figures both within true mythology or a fictitious one have association with the tools they carried with them for years or even until death. Why should we be deprived of the choice of tools we wish to forge our legend from/with?

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  • Sounds like Bungie is making the players pay for Bungie's mistakes.

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  • Well not really a mistake as a bad choice. They created about 2-3 or every type of gun. Then nerf them as a whole when certain types of the guns are not even remotely a problem. On top of that there's no real strength separation between the types in anything but base stats. Since every gun gets the same perks it doesn't matter. Which means you always take the best base stat weapon. This is really apparent in both Scout riffles and Hand cannons where you take the middle options cause its stat wise the best. You don't lose to much damage but you don't lose to much fire rate. Hence why the meta is so homogeneous.

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  • Good points.

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  • Thanks for your response and your additional points!

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  • Thanks for writing a great post.

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