Or, The Lighthouse is simply like a raid.
One visit a week. Once it's complete, no more.
You've proven yourself to Brother Vance.
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You are not locked out of the raid after completing it, you just don't get rewards. Thing is, I could just play to 8 wins and reset if I want to play more, if you start limited cards that locks out a lot more people as very few make it to the lighthouse on their first attempt.
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Once the lighthouse is gotten to, that's your lockout, not attempts to it. Hypothetically.
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Editado por Fridén: 6/28/2016 2:50:51 PMI don't think you got my point. You compared that logic to how the raid works. The raid doesn't work that way. You can beat it as many times as you want during a week, you only get rewards once. (This is how trials works now.) Assuming they do implement what you are suggesting, I am saying there is a way around it. Play to 8 wins, reset your card and play 8 more, rinse and repeat. You cannot limit the amount of cards played in a week, as that would lock the majority of the player based from the lighthouse for that week. The system is fine currently.
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Yes. Once per account.
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Guardians may prove their power as much as they wish.
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[quote]Guardians may prove their power as much as they wish.[/quote] Or, additionally (and sorry for the spitballing) You, yourself brother, do you draw a difference between someone that contributes to a team environment, or purchases an upgrade to reach the lighthouse? Here's an obtuse one. If an individual's KD or CR in trials is mathematically deemed subpar, the only flawless emblem they receive is a waste brown sigil with a chicken holding cash as the noble emblem.
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I find that players who can consistently go flawless generally don't use any flawless emblem. There are exceptions to the rule & of course players collect them but in my experience, 9 times out of 10 a player using a flawless emblem means it's probably an easy win. & stats aren't everything, there are plenty of players with poor stats for countless reasons that are really pretty good. I judged a guy in trials yesterday thinking he'd suck because his stats weren't very impressive, but he killed me 4 times without a super or heavy in a single game. I nearly went negative because I underestimated that guy.
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Well, you are blind so....
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For instance. I'm not as good as you. But, with practice, over the past few weeks in my recent games, I've been working towards 1.1-1.2kd. But with the current system, is it good for the [i]health[/i] of the game? Challenge and accomplishment need to be part of the structure, no doubt. But there is an aspect of it that does need addressing. What is the most minimal way to impact that effect?
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For the health of the game it's good simply because it's casual. It gives those who don't normally have a chance, a good look at the lighthouse. If bungie wanted true competitive anything they would first have to really balance the game & create competitive playlists with set rules. Maybe in D2 but that isn't happening anytime soon. I'm at 1.6-2.5 all time for trials & I've averaged a 2.0 or better for 2 months in it. Pretty soon I'm doing carries but I don't plan on streaming or asking for money. I simply ejoy trials.
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But if that structure is behind a pay wall, it is not equitable.
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Not all sherpas ask for money & not all sherpas stream. Take a look at realkraftyy or kjhovey once in a while, they just do raffles. Maybe a day or 2 out of the 4 that trials lasts for they'll do a sub only raffle but I know neither one would accept money specific for a carry.
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But the structure exists where it is common enough. Without reducing trials, can you think of a way where you can specifically target that event and make it a non issue?
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There's no point trying to make a casual experience more competitive for high end players while making it less competitive for lower end players. It would just make good players lower their stats to have an easier run. Punishing players for being good at the game takes the fun out of it.
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[quote]Guardians may prove their power as much as they wish.[/quote] I want to delineate the difference between conception and actualization. The conception is that it's a high end pvp competition between high light pvpers and coordination. The actualization is that pay to win with streamers running xim is common. Content has been placed behind a very real additional pay wall.
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Those streamers are still proving their strength. Guardians who are carried through have met the requirement of going 9-0 & they may have that victory. But do remember the trials are only a sort of practice to prepare guardians to be strong enough to face true darkness. So those who have made it on the merits of others shall find no safety when the time comes.
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Then if that is the goal Brother Vance, Lord Saladin has developed a far better challenge than the Disciples.
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Saladin is a good man but he is far too rewarding.
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But the same problems don't exist. 1: An individual with subpar light or load out will be punished for it. 2: Those who have conquered the real darkness beyond the city are rewarded for it. 3: Harmful pay walls don't exist. Now, if you want to have a separate debate on if the Iron Banner is too rewarding, we can, and I would agree. I don't think everyone should get rank 5 through a grind. But it is a healthier experience. And healthier =\= pandering or casual.
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Iron banner faces less problems because the majority of higher end pvp players don't much play 6v6. They quickly come in & destroy their way to rank 5. Once they cap out there's not much reason to stay if you're already 335.
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You can run the raid as many times as you want though, I don't get your logic?
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[quote]You can run the raid as many times as you want though, I don't get your logic?[/quote] No rewards, no gear.
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It's the exact same way for trials. Open the chest once per character. So I still down understand.
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[quote]It's the exact same way for trials. Open the chest once per character. So I still down understand.[/quote] You wouldn't be allowed to purchase a passage.
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Editado por GH0STofWENDELL: 6/27/2016 7:35:45 PMThat's not at all like the raid then.