1) Destiny I was held back by xbox 360 and ps3 compatibility restrictions.
Destiny II is held back on console in a FPS shooter with 30fps, by a marketing push that "must sell 4k".
(Edit; let's just throw this out there the 4k isn't even true 4k like they've said. It does downscaling all over the place and other tricks to make it work. They just want on the 4k bandwagon)
Already, from just watching side by sides on twitch D2 on PC looks really great and on console doesn't look good at all. Still doesn't look as good as the division though. I was hoping it would hit that visual metric, but it did not.
I'd of just gone with 1080p (900p from what I heard) and 60FPS, and on the new consoles 60FPS and 2k(2.5k) with no resolution scaling. PC i'd delay 4k texture packs, to put more time in the environmental feel and look of the game, then release the 4k packs on PC at a later date. This way, you could cross platform if you wanted (pc +xbox) and everyone could have optimal FPS for the sleek feel that improves gameplay. Also, in 2 years when ps4 Pro4Pro and X Xbox one X X come out and can do 4k 60fps it is a texture pack release, instead of a FPS dilemma.
2. Destiny I combined PVP and PVE configurations. This was caustic, as PVE damage output could require significantly more damage than PVP per encounter and PVP is all about lowering your TTK. This probably creates odd restrictions in PVE encounters, centered around PVP orientation.
Destiny II seems to have made adjustments to lower all abilities availability and changed the weapon load out for pvp optimization. This is why I will buy this game when it is 40$ and includes 1-3 expansions. You've modeled the combat encounter explicitly around PVP. The reclassification of weapons was a PVP decision, not a PVE decision. Along with ability cooldown increases and nerfing you've put an equipment structural change that you probably cannot undo. The real joke will be watching PVE suffer as the new load out is malformed by metas that occur. The only thing combining PVP and PVE combat design together does is over simplify both encounters to favor one or the other or neither.
3) Your data analysis has just about never helped gameplay. From all the spreadsheets and metrics, oh and the couple of times you lied to players, and .013% damage increases to autorifles you've done; your data analysis "balancing" teams have contributed ultimately nothing to people's enjoyment of the game.
I suspect you used those metrics to model D2 and found
- the new weapon load out
-Slower charging abilities
-Weaker grenades
-Weaker supers
- Fewer pvp options
- Fewer participants per pvp encounter
- simplified talents
All of those reduce variance in your models and so you went with that.
That is my guess at least. Y'all always had some silly "we balanced it" statement out that showed you fundamentally didn't understand percentiles of effect or even what well rounded means. If I was trying to reduce variance the only thing I would add is constantly changing exotics to be worse and worse. Which you'll probably do bi monthly like you did in D1.
It is like you took all the things everyone hated about D1 and made sure to keep them and highlight them as improvements.
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#destiny2
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No, for every step bungie take they always take 2 back