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Destiny

Hablemos de Destiny.
10/11/2013 12:29:10 PM
9

Too Much RPG = Not Enough RPG's?

I've picked up repeated references through Bungie videos and member posts that ammo will be a limited resource in Destiny. I'm not saying that our weapons should have [i]unlimited[/i] ammo, but I'm not real excited by the prospect of spending a lot of game time searching for bullets. Even less so if it causes me to have any reluctance at all to blast away when the time comes to . . . well, blast away. One statement from a Bungie dude about the game that makes me wary - 'Ammo will be a concern' for players. One of the hallmarks of Role Playing Games is resource management and clearly Bungie is incorporating some of that into Destiny. [i]My[/i] concern is that this RPG element might detract from the FPS element if not very carefully implemented. This is even more true given that our weapons in Destiny will be prized and part of our identities, not disposable like in HALO - we won't be just dropping our out-of-ammo Red Death on the battlefield to pick up a generic Hive weapon from a corpse and moving down to the next level. Listen, I know the obvious answer is 'Bungie will get it right.' And if you said that I'd say they will make make every effort to do so. My question, for myself as well as the rest of the forum, is not will Bungie try to implement this convention well, but whether it should be included at all? In other words, will the inclusion of this Role Playing Game element result in not enough Rocket Propelled Grenades to keep the FPS part of the game consistently fun?
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  • Editado por DJenser: 10/11/2013 2:07:48 PM
    I just wanted to point out a couple things I nocticed in the demo... Firstly, the players almost certainly had unlimited reloads set up during the demo. Secondly, the dead Fallen were dropping Glimmer and what appeared to be ammo of various types (as indicated by the "+2", "+5", etc that popped up next to the player's ammo counters). My guess is that it was added to their ammo stores, but the effect was not immediately evident due to the players having unlimited reloads. Since the Fallen weapons did not appear on the HUD as being available for use, I would agree with Stygian Mole's assertion that ammo of various types will be available for the players' own weapons instead. I suppose a plausible in-game explanation could be that you can convert their ammo for use in your own weapons to a limited degree. Given that you can summon your Ghost or your vehicle from the ether & that you have enough space to carry at least 12 different weapons of each category on your person, I'd guess that converting alien weaponry to usable ammo on a limited basis isn't that big of a stretch.

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  • Editado por FairlySplendid: 10/11/2013 2:45:01 PM
    If you listen to Bungie podcast from Oct 4 you'll get a very clear understanding of how ammo and map control works in Destiny. In Halo, movement is encouraged through weapon spawns on the map. The name of the game is map control. If you're running low on ammo or need a particular weapon, you go and get it.... or you control the place where it's found. In Destiny you carry your weapons with you. So Bungie replaced weapon spawns on the map with ammo drops. Map control is still the name of the game. You have to actively go out to get ammo and/or control the areas where certain types of ammo are found. Ammo rarity, and the fact that you drop all your ammo when to die, adds balance. It keeps players from only wielding heavy weapons and makes them accountable for their actions. Spray-n-pray, rocket spamming or running in blindly will cost you. As it should. Ultimately, ammo won't be [i]that[/i] rare. You can pick it up from a drop or off a fallen opponent. However, [i]Heavy[/i] weapon ammo will be another story.

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    • I believe the quote you used is in reference to PvP, however, it is still something to think about in other game modes. It has been said that in PvP, ammo is consistent across weapon classes (i.e: Primary, Special and Heavy). As such I would imagine that they implement a function where this continues into PvE game types. To use your example: Your Red Death is dry but instead of picking up the Hive weapon, you receive ammunition from it (and possibly the weapon though we'll have to wait and see about that). A second option that isn't mutually exclusive would be that your ship can perform supply runs, warping in an ammo crate for you (though this would require cool down or some other prerequisite to work properly). I like this option because then they can create spaces that your supply drops can't access (say, the bottom levels of the Hellmouth for instance) which would create a lot of tension and challenge for the Guardians that are down there.

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      • The ammo limitations are how they're balancing competitive MP. I don't think it'll be such an issue in Campaign.

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      • I'm pretty sure that when they we're talking about the whole 'limited ammo' thing, they were talking about how they were to balance anyone being able to their own gear into the arenas, or competitive multiplayer. I really hope that ammo isn't a major pain in the ass during the story, like it was for Bordelands.

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        • Well all the talk about searching for ammo to balance heavy weapons was for pvp. They have not really discussed how it will play in story mode. I would assume ammo is more abundant and easy to come by in story mode.

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        • i think they were talking about ammo in the MP part of Destiny not the story part. they have told us that weapons are the main draw of the game so im sure we will have plenty of ammo for at least 1 of the weapons in the 3 weapon system. the special slot and heavy slot ammo might be harder to come by we will almost always have primary ammo. and im almost positive that we wont be picking up generic enemy weapons in this game like we did in halo. they have talked about the effor they put into every weapon so mucn that i doubt we will walk around with bland fallen or hive rifles.

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        • The whole looking for ammo thing is for competitive

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          • Well written.

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