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Destiny 2

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8/29/2019 7:23:37 PM
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Seasons in Destiny 2's third year

https://www.bungie.net/en/Explore/Detail/News/48097
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  • Let’s start with the easy one by calling out some nonsense PR speak: seasonal content drops and changes are not innovative, having been done already by many high profile games. Nothing describes about the seasons sounds innovative; it’s just the usual model of trying to incentivize continual play between small changes or content drops. Next, the suggestion that the best gameplay stories should be ones that “you had to be there for” is an ultimate failure of game design. Gameplay that’s worthwhile enough to be worth talking about or described as the best in any fashion shouldn’t be transient; it should endure to be experienced by players who aren’t constantly engaged with the game. Seasons bring some changes to environments to shake up things like patrols and vendors and other such simple content that should be refreshed on a regular basis is fine, it’s not innovative but it is worthwhile. Same goes for having XP-based lootstreams to help bring in more regularized rewards; not innovative, but useful. The seasonal artifacts are an abomination. It is not engaging to invest time working on building out player power or designing a build to have it stripped away on a regular basis. We keep telling you that we hate having progress wiped away; you should know darn well that this isn’t going to go over well with the community. The game needs regular balance changes and maintenance. It has never been in a stable enough state to be left alone for ~10 weeks at a time, yet you have consistently left significant portions of tuning unchanged for significantly longer. It is very much a cop-out to use rotating artifacts to avoid iterating towards balanced player abilities and building in player depth in customization at more basic levels that don’t feel like an awkward add-on. The future of Destiny needs to focus less on quick fixes to ride the train of catchy things that work for other games and instead build on solid foundations. That means really making serious efforts on balancing, moreso than has ever been done by the franchise. It means working on highly replayable content, probably a few different types of procedurally generated stuff for PvE, along with loot and reward structures that have the complexity and stability to stand the test of time without being wiped and reset every year. Shadowkeep, and in particular the season model described, thus far don’t seem to be putting enough work into the real fundamentals, and instead are doing small scale work that doesn’t really fix core problems or go far enough to meet player expectations.

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