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Destiny

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Editado por CatNCobra: 6/27/2016 12:01:32 AM
64

Here's how we fix Trials...

*This is two fold. The first being arguably more an opinion, but it just makes more sense to me. The second being a more intelligent design idea. *inb4 "look, a lighthouse virgin crying". Been 8-0 several times, that shits elusive, this isn't a cry fest though. --------------------- Moving on then...So for starters, let's look at the matching of teams based on score card wins. This isn't really that we'll thought out if you ask me. So team (A) is at 3-0 after winning the first match with boons and this is their 3rd lighthouse visiting card (an attempt thus far, but they're gonna make it). Team (B) is in the same boat but has been fighting feverishly to go to the lighthouse once, ruining most cards at the 4 win mark by running into teams like (A). By design, the win matching is to amp up the difficulty incrementally as you progress, and find you teams in the same skill house. Perfect world, you would get to the same number of wins every card if your skills weren't improving. So earning another win would show you've made progress. Instead, it's no different currently than any other randomly matchmade game of crucible. That team you're facing may be full of lucky scrubs, or scarab toting MLG ballers with +100 lighthouse visits per character. You'll never know till you fly in. I propose that the score card track more information in a given weeks period. >if you've been to the lighthouse in a week, you can't face teams who haven't gone yet. >every subsequent lighthouse visit stacks meaning same number of visits per week teams only get matched up. >for the truly incredible teams to feel superior still, give them better drops as they complete those additional visits. Say, an extra adept armor at 3 visits, and weapon at 5 visits, on top of the normal lighthouse drops. Doesn't this make more sense? It's considered an end game activity for PVP but, it's so all or nothing sitting on the roll of a dice essentially. Discuss this under the connotation of "point 1" below. ------------------------ Second, we all bitch about the map of the week. Sometimes it's great, sometimes it's terrible. People camp in the back, people hold the capture point and wait you out, people use cheesy tactics, or, the side you get is inherently flawed in some way. A lot of this is because we get thrown in on maps designed for 6v6, control specifically, or that cater as a blanket map for everything. Think about rusted lands. They made this map to test out all the game modes, and created control there. Where am I going with this? Simple. Make trials specific maps. Ones designed with trials in mind first and foremost. We don't go to banner fall or an old strike when we run prison of elders, we go to a closed off map built exclusively for that encounter. Do the same with trials. Even better, utilize the reef for that since we already go there for Brother Vance. Makes it a little less detached when we go grab cards, and each map could just be hosted on an asteroid or something in the reef. Fits in neatly this way, ensures the map isn't lopsided, makes it feel fresh and unique. You could utilitze the maps in the 3v3 Playlists (and rumble), so they'll be familiar enough, but still purpose built for Trials. Discuss this under the connotation "point-2". ------------------------ Thanks for reading, I look forward to the discussion and input!
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