New Article from Luke's hometown of Polygon: https://www.polygon.com/2020/6/10/21286544/destiny-2-sunsetting-weapon-gun-retirement-sunsetting-interview-bungie-luke-smith
This article immediately makes the issue like it's only a problem in endgame with [quote] Players will still be able to use these older guns, but not in activities like raids, dungeons, Nightfalls, or Trials of Osiris.[/quote]
Is this a reach, you could say, but why is everything mentioned only endgame activities?
It doesn't take a mathematician to realize the non-endgame effects. You cannot do a Moon lost sector at 750. So old gear will likely be unstable on Europa's since we're having the same 200 power jump. Is patrol endgame? Cause this place and the next two, and probably whatever comes back from D1, will be unfriendly to anything old. For all we know, when old places come back, they'll also be raised. Dramatic assumption, but who knows at this point?
This line is written but never explained: [quote]Players needed Infusion, but it was always a temporary fix for a larger problem.[/quote]
What problem? Cause the problem in 2015 was:
[quote]Bungie wanted players to be able to use the gear they loved, rather than get stuck with something they didn’t enjoy using to stay at a higher power.[/quote]
And Infusion was hardly a bandaid, Etheric Light was.
Then it delves into Infusion's "problems"
[quote]But this fall, Destiny 2 will begin its fourth year of updates. Players have hundreds of guns to pick from now — more than Destiny 1 players ever had access to.
And that’s where Infusion’s problems start to manifest. “It’s pretty fun wanting new things,” said Smith, but Destiny players have used some of the same weapons — like the Leviathan raid’s Midnight Coup hand cannon — for three years.[/quote]
The idea stems from the typical concept of "If I already have something great, why would I need anything else?" I tend to believe people will always chase new things, there always seems to be something that has everyone's attention every season. Despite Dust Rock Blues already being an insane kinetic ranged shotgun, people went out of their way to cheat Trials out of godrolls for Astral Horizion. If I was of this "need" based logic that's kinda leading this change, I wouldn't ever "need" Astral if I had a great Dust Rock. Yet, we still had a mad chase for it take place. When it comes to a ranged shotgun, you don't need Quickdraw, you don't need max range, you don't need 110% Those are wants.
Why did anyone want Spare Rations when Midnight Coup existed? Couldn't be a need for it, they already had a near-identical gun.
My point is that necessity does not drive desire for gear. Things that aren't needed are still sought after. You can find your own reasons if you truly want to have them. Luke even says it's fun to [b]want [/b]new things. I was a loadout builder and liked having everything for the sake of possibility. Definitely tried to utilize everything I could, but time is not so kind to this playstyle. It's actually going to get worse. I'm going to post a memorial because I've always wanted to talk about how I [i]played[/i] Destiny. (Cause I can't anymore)
Now we have the conclusion that basically is coming full circle with D1
[quote]This new max power system will create an “ongoing curation of a deck of cards,” according to Smith. “This is our way of continuing to drive chasing pursuit in the world.” Smith explained that this is the alternative to moving to a new game or deleting player’s current arsenal. Players can still use the guns they love, but the new system incentivizes them to move on if they want to stay competitive. The max power cap is a permanent solution to the problem Infusion introduced five years ago.[/quote]
This "deck of cards" ideology is part of Luke's view of the game as Magic of the Gathering. That's been flamed enough already. Their way of driving chasing pursuit is the equivalent of a Hamster Wheel. A new game might as well be a better alternative, at least in D1's state, anything post-TTK is forever relevant anywhere in the game. Such an idea no longer applies to Destiny 2. And our official return to pre-TTK, where you could still use loved things like Fatebringer, but the system "incentivized" new things by capping their relevant effectiveness. Their permanent solution is reverting to before Infusion existed. The whole point of it, gone. The only difference being the timeframe, but why should that matter?
This idea has failed once already, it's why Etheric Light was made to bandaid the problem, it's why Infusion was made for a new generation of weaponry that was just not willing to be defined by elemental primaries.
You do not create [b][i]choice[/i] [/b]by restriction, that is literally counter-intuitive.
You do not create[b] [i]interest[/i][/b] by re-releasing a bunch of weapons before they're sunsettled, forcing re-grind for what you already have and could just be powering up instead.
You do not create [b][i]drive[/i][/b] by disrespecting time investment or sentimental value and giving people who already want new things and had no problems other than maybe the vault the middle finger.
You do not make people want to constantly check their "deck of cards" for viability. For some, you make them look at something they cared about, [i]decide it has become obsolete[/i], and throw it in the dumpster or the closet to never see the light of day again. For others, you make them throw their cards on the table and [i]walk away[/i].
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47 RespuestasBasically Luke Smith doesn't know wtf he's doing. He's a HORRIBLE game director. Completely incompetent. Just because he did a couple of D1 raids doesn't mean he automatically knows how to direct a franchise. He keeps messing up and saying "I realize 'we' made a mistake, that's on me, but..." Man, please demote this guy back to raids and put one of the other real directors back. Please!