In halo, Bungie did double exp with gamemodes. Things like fiesta, rocket race were so fun and I looked forward to them.
If not game modes, why not rep? Double vanguard rep for the weekend? Double CoE rep? Double crucible rep?
For those to work, no reputation booster can be added. Or just have the boost on the whole time for the weekend.
That, and I am a simple guy. I would even take double spirit bloom weekend lol. Cap it at like 100 a day, and after 100, you get regular drop rates.
Or maybe crucible and vanguard combined. Take a weapon or 2. Eyasluna and spare change for PvP. Take treads upon stars for vanguard strikes. Increased drop rates for the weekend and rotate weapons out.
What do you think?
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#Destiny
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38 RespuestasIt's definitely something to consider. Thanks for posting your idea.
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"Double Lag" Weekends But these happen everyday
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1 RespuestaThere's only one option for people like you. ( ͡° ͜ʖ ͡°)=ε✄╰U╯
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I'm ashamed Im the only one who saw the title and immediately thought: anal Good idea though, even if it doesn't include ravaging the b hole
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Very good idea! Especially for casuals like myself.
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Buy double exp weekends now for 2000 silver.
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Insane idea , I will keep bumping
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Double faction rep. It takes so long to level them without burning materials and strange coins.
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2 RespuestasDouble D Weekend.
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5 RespuestasEditado por Agent Wiomyng: 6/4/2016 8:39:32 PMwhy not faction quests? faction bounties? here is an idea: Faction Quest: Before you can acquire a faction badge, you must finish their 240 level quest. It is a simple quest, different for each of the three factions: Dead Orbit Quest: [spoiler]You must finish 3 scouting and 3 Scan patrol missions on Mars. You must finish a mission based on mars, starting back at the entrance of the buried city of freehold, sparrow over to the huge complex tower that the psion strike takes place in, follow the same path as the psion strike to the boss room, killing some vex along the way, and eventually come to the boss room. You must have ghost interact with a panel, kill 3 separate vex mini-bosses in three waves. end mission. You then must repeat this process for moon and then earth, each time the vex present in your location. Each time the same three bosses, there could be some lore behind this, but basically these are three garden tenders, and right before you kill each one they teleport away. the final mission spawns you in the black garden, where the undying mind fight takes place. you then have to search out each of the three gardeners, and kill them. they are in different places, and each one has an ability correlating with the vault: One is present in the room you enter into from the gate, and after finding it this one teleports you to a hidden room with it, and then you fight it until it teleports you to a new room. and a new one, and a new one, etc. until you kill it. then you teleport back to the where you found it, and search out the rest. Another one is present in the room you enter into the black garden from freehold. This one can generate laser fields, and you and him go through a constantly changing maze. You can see through the barriers, but not shoot through them. He can. Once you kill him, you search out the last one. He is present in the final place the Dark Heart was present. He can summon back dead goblins and hobgoblins that assist him during the fight. These models are invincible, but die again after 10 seconds of life. He can return the dead every 30 seconds, and does this regularly. you have to fight him, the reanimated robots, and the normal vex until he dies. (btw, the brought to life vex are generated with darkened versions of destroyed limbs on them, and have no glowing liquid in their center.) then you can get the badge. [/spoiler] FWC Quest: [spoiler]Go through a mission where you must search out a guardian who's last signal was found in the ruins of free hold. you eventually make it to the entrance to the black garden, strangely, all the vex are dead. Even more strange, entities of pure light or dark are created. these are in the general shape of a guardian, do not attack, and if you try to shoot them as the spawn and despawn around you they dash quickly into you, and generate one of two momentary effects, depending on if they are black or white: Black: Your screen is succumbed into blackness, and then quickly flashes images of ravaged landscapes, destroyed settings, war being fought out. then returns to normal. White: Your screen shines with an insane brightness, and you see images of the golden age, humanity making amazing revolutions, the traveler first coming to the solar system, etc. Then it all fades away slowly. You must proceed through the garden with these things following you. Eventually, a vex will barely come back to life, and look at you, it's eye not red, but blue. the white liquid slowly flowing out of it's center. As it looks at you, you hear a screeching behind you, and black and white wisps fly into it, and it evaporates into nothingness. only the white liquid already drained is left, splattered across the ground. Then, The spirits around you become glowing red, and you hear deep dark growls, hissing screeches, soothing melodies, and faint high notes all at once. They begin to attack you, each one flying into you. You have to run, but can't run past them. They are immune, and eventually, when you have no health left in your health bar, you will be kept barely alive, every time one flies into you (which is happening very quickly) your screen is covered with a slightly transparent image of a war, a desolate city, a beautiful city, or an amazingly huge, perfect, valley, and other things. You must leave the garden, and eventually, you can sprint, but only for a mere second before you are stopped by spirits. after you get back to the exit of the freehold station, the spirits begin to fade, and are completely gone by the time you reach the surface. You then trans-mat out of there. this mission is estimated to take 45 minutes, and is the only part of the quest. [/spoiler] New Monarchy Quest: [spoiler]You have to complete 5 eliminate enemies patrols, and 5 kill target patrol missions. Then you must defend three warsats on any destination. After that, you have to kill 25 hive, 25 cabal, and 25 taken on the dreadnought. Then you have complete a mission on the dreadnought, sending you through out the dreadnought killing multiple cabal mini-bosses and hive-minibosses. eventually you will come to the room that leads to the sunless ell strike, where you have to kill 3 taken minibosses all at once. Then you can transmat. however, the transmat is blocked. A vex boss quickly enters the room once you realize this, and you have to fight off endless forces of vex minions until you kill this hydra monstrosity. then you can transmat :D [/spoiler] Bounties [spoiler]The bounties would simply be vex targets that are now spawning in. similar to how House of Wolves petra bounty targets appeared. There would be 1 per day, once you hit rank 3 this is bumped up to two targets per day, which are much better hidden and have minor mechanics like switching shield strengths and small health regen when out of combat. Once you hit rank 10 you can get tier 3 bounties, which are separate missions which relate to the lore of the faction, and give huge rep boosts but nothing else really. Tier 1 kills: +100 rep Tier 2 kills: +150 rep and +50 vanguard rep Tier 3 Completions: +400 rep and +2000 XP there could also be a reintroduction the exotic bounties mechanic, where every time you kill a target or complete a mission for a faction you could get an exotic bounty for that faction. Each Faction could have one exotic weapon. Hand Cannon for NM, Fusion Rifle for Dead Orbit, Rocket Launcher for FTW. [/spoiler] New Monarchy: The Veteran IV: [spoiler]Slow Firing, Very high impact hand cannon. 8 round magazine, Medium Reload, long range, low stability. Bonus exotic perk: Getting precision kills with this weapon grants Reputation for new monarchy (+5). First perk: The Guardian: Getting a precision kill with this weapon refills health (about 1/6). Perk Tree: Armor Piercing Rounds High Caliber Rounds Explosive Rounds Second Perk: The Veteran: Getting a precision kill with this weapon increase movement speed, weapon handling speed, and fire rate when this weapon is equipped for a short time. (4 seconds).[/spoiler] Dead Orbit: Final Hope [spoiler]Very slow charging reload speed, High impact, low range, low reload, low stability. 3 round mag. Bonus exotic perk: Getting kills with this weapon while an overshield is active grants reputation for dead orbit (+5) First Perk: Emergency protocols: When you are the last person alive in the fireteam or playing alone, you have a constantly regenerating, albeit weak overshield. Perk Tree: Perfect Stability Hammer Forged Quick Mag (or whatever the upgrade that reduces reload time without drawbacks is) Exotic Perk: Final Hope: When you have an overshield active, This gun has greatly increased Reload speed, Range, and Stability. [/spoiler] Future War Cult: The Contingency [spoiler]medium-low Firing speed, medium-low Blast Radius, medium-low velocity, high reload speed and medium-low stability rocket launcher. 3 rounds in mag. Bonus Exotic Perk: Getting kills with this weapon while ADS'd grants reputation for FTW (+5) OR (you have a choice) getting kills with this weapon while hip-firing grants reputation for FTW (+5). First Perk: Failure=Impossible: Aiming down sights with this weapon grants Proximity detonation, Hip firing this weapon causes the projectile to release mini-explosives upon detonation. Perk Tree: Snap-Shot War Head (increased blast radius) ~~~~~~ (whatever the perk is for increased velocity) Exotic Perk: The Contingency Plan: Aiming down sights with this weapon increases velocity and stability GREATLY. Hip Firing this weapon Increases Rate of Fire and Explosion size of this weapon GREATLY.[/spoiler]
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2 RespuestasI would vote for that. A slightly crazier idea would be to also make it so that boosters for that type of rep stack, i.e. Double Crucible rep: No booster = 2x rep 1 booster = 4x rep 2 boosters = 8x rep 3 boosters = 16x rep, and so on.
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2 RespuestasDouble Weenie Weekends?
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Im all for this! Maybe double xp for factions as well!
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21 RespuestasThey've actually had this idea running for a long time now. Its double lag year at the moment
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Editado por Trox45: 6/5/2016 4:26:19 PMhttps://youtu.be/OQSNhk5ICTI Omg it's so bright
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5 RespuestasDouble Exotic weekend - be able to equip two weapon types or two armor types simultaneously
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Warframe made boosters and double resource/exp/credit weekends stack. It would probably encourage people to play more and try to get that perfect weapon.
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I like the idea.
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They already made rep boosters, if they added double xp/rep weekends, that would allow people to get too many rewards
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Editado por Sycoa: 6/5/2016 2:23:09 AMNotice they never do anything to temporarily increase how fast you work through rng or level up. Imagine they did the double xp weekend.. A reset that allowed you to do things twice for rewards? Instead they nerf rep gains, then bring them back, and implement boosters that you only can get a couple a week of your lucky and the rest costs money for a chance at more. No more nightfall bonus because...well we don't want to force people to have to do that first... Who thought that actually made sense??? It's bad enough packages have absolute crap rng (37 crucible packages not a single longbow, 14 vanguard and not a single ldr, and 80% was armour drops) but I also have to grind 1-3 hours just to rank up. Yet you can jump into a raid and an hour later be 2-5 light level higher..... It says something when a guy like Reallraftyy can go through a dozen crucible packages over a weekend of trials of not more, and two months later still not have a sniper with decent rolls God I miss year 1 so much, at least then you just had to get the gun and then you could re roll it. Everyone complains that certain guns are overused, but it's because people can't get anything better than the quest 1ks/conspiracy
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Double [u]dicks[/u]?
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Double [u]penetration?[/u]