This is a controversial topic in the Destiny Community. If we can show Bungie what the community wants, they may actually listen for once.
[spoiler]probably not, but there is hope[/spoiler]
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#feedback
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3 commentairesModifié par SirDanyel : 6/5/2017 5:30:52 AMI'm not trying to rain on the whole parade here. But I've reiterated this more times than I can count. THIS PHYSICALLY CANNOT BE DONE. HERE IS WHY. the way the game is designed for pve and pvp in a sense are do heavily intertwined in terms of code that separating them in even the slightest of fractions would force bungie to go to unnecessary length to fix a problem that has statistically speaking, had little to no effect on pve game play. Even the ammo economy changes, the one thing that all players complain was a result of pvp. (Which it was) were mitigated because everyone seemingly ignores that Bungie increased ammo drop rates in pve to accommodate the changes made to pvp. But I'm babbling at this point so I'll get back to whole game design thing. The game in it's current state uses baseline values for damage. For instance. 25 precision damage from a pdx-45. Sounds simple right? Here's where the math comes in. First, the baseline damage is put through an algorithm (yes I mean algebra) which multiplies the damage it does in proportion to your light score. AFTER that said value is calculated. You then have to take into account the enemies' light score. But for simplicity's sake we will say it's the same so that we can ignore it. T+b kmHEN there are the flat damage reductions based on mob tier. For instance, dregs, vandals, and shanks would be tier 1, captains and servitors would be tier 2, and bosses like archon would be tier 3 Tier 2 has a 10 percent damage reduction if I'm not mistaken, then 50 percent for major and draw. More details will come soon
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1 commentaireHoly biased sample size batman!
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1 commentaireI think the reason why we have 2 primaries in D2 is bc of pvp.
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You know I have to say this: the Crucible doesn't make much sense to me. Now I don't mean the actual playing of it; I mean the reason for it's existence. It was supposed to be a place for Guardians to hone their skills and to improve their combat tactics. So why is it that they have perks that help you in the Crucible?? Isn't it just a training ground?
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My expectation of Destiny 2 Crucible is that 4v4 only playlists and lack of dedicated servers will further shrink the PvP player base. (I'm certainly not interested in playing it.) That means even fewer people will determine which weapons get nerfed. Bungie, please don't let these MLG Pro Trials Sweaties screw up PvE (again).
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Every nerf that I remmember was made because of pvp issues. But a lot of the nerfs effected pve in a bad way. Auto rifles, shot guns, snipers, hand cannons. I don't care if it's possible to seperate pvp and pve, but it would be the best thing for the players.
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3 commentairesCannot run two distinctive versions of Destiny. When you balance and counterbalance one element of a Crucible variant and then make the same gun do different behaviors of damage or range, ect. in PvE you create imbalance and one where PvE is no longer relevant to PvP. Sorry, but if you modify one, you should modify it for the entire gun experience across the board. People simply will not play crucible if they feel their gun is not hitting or criting at the appropriate ranges.
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1 commentaireThis game needs an utter separation from bungies and activisions hands
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Yes! They should've separated PVE gear from PVP gear from the get go. Thats the honest fix to balancing their game. Why have crucible vendor and gear for then, aesthetics...really?!
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8 commentairesIf the sandbox runs D2 like D1. The game will pick right back up from where it left off and that isn't saying much about Destiny. So I say save everyone the headache and separate both mods and let both mods have their incentive.
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4 commentairesI think the Halo-based weapon system they've created for D2 might actually work... [i]if they ignore nerf requests going forward in D2[/i]. It's more streamlined for PvP just like Halo with "set" primary weapon archetypes, but it does require a re-tooling of how someone approaches PvE content. I don't think separation is required anymore if this system for D2 works. It worked for Halo... Personally, I see myself in the Beta using a kinetic auto rifle for close range and a high-impact scout rifle for long range in the energy slot. I get the utility of a "sniper rifle" for boss DPS and long-distance mobs, but have the burst damage of an auto rifle for most of my fights in-between. As for the power weapon, I'll have to see how each performs in combat. It's a different way of fighting in PvE, but that doesn't mean it will be necessarily bad. The Beta will tell the tale.
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The players have been asking for this since ever. Therefore it will never happen. Because... Bungie.
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2 commentairesI understand why people would want this separated, but in my opinion I think a gun that I use in PVE should feel the same as when I'm in PVP.
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Honestly feel their won't be enough content regardless of whatever they put in or don't put in so probably the more the better but in the end of all the wasted hours of grinding it comes down to r u doing raids or trails witch is the mindless dull thing we call destiny with no incentive to really wanna do more then that this game has been plagued with dead content for years continuing this trend would be nothing short of what we come to expect from bungie I feel if there really truly isn't any reason to play destiny 2 that side tracks from these two game modes what's the point in buying it just have to keep buying DLC after f ing DLC hoping for something but something never comes
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2 commentairesModifié par Quetz : 6/4/2017 2:06:43 AMDidn't vote, because I can't agree 100% either way. Weapons should "feel" the same across all game modes. My hand cannon shouldn't lose accuracy when I switch over to rumble, and I don't want my fusion rifle to lose 3 shots per mag when I play control. Separate damage scaling would be 100% okay (shotgun PvP damage reduced 50%, untouched in PvE), but that can only do so much in termsof balance. I think a good compromise would be if for every nerf that affects PvP and PvE, there is a buff specific to PvE (sidearms get a global mag size reduction, but PvE damage is increased)
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3 commentairesIf Blizzard can do it for World of Warcraft, for many years mind you, I don't understand why BUNgO can't find a way to do it...
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actually i did a forum post in defense of continuing the link between pve and pvp. check it out. [url]https://www.bungie.net/en/Forums/Post/226982658?page=0&sort=0&showBanned=0&path=1[/url]
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27 commentairesNot this simple. They aren't completely separate....but things aren't staying as-is either. The connection of PVP and PVE was such a problem for PVE because the PVP players need for balance was not compatible with the PVE players need for a sense of power and progression. Also Bungie's Sandbox team was trying to use weapon tuning (nerfs-and-buffs) to try to force the Crucible to play more like Halo....but that style of play was counter to how they had designed the Crucible. So it all just turned into a steaming pile of crap.....and a "downward spiral" meta where everything just kept getting weaker and weaker, and more and more frustrating to use. To the point where even most of the game's PVP players were calling for buffs. But Bungie kept nerfing. But with the changes to Crucible that Bungie is making to the new game, it will naturally play slower and with a more team-orientation than Destiny 1 did. Also the Sandbox team basically admitted failure on their efforts to balance the first game.....and went back to a Halo-style weapon system THAT WON'T NEED BALANCING. Then redesigned player abilities and the weapon abilities so that you won't get ability spamming plaguing the current crucible. So the changes have the potential to give us PVE players what we want-----fun, powerful weapons to play with-----without breaking PVP....or creating the complicated mess that completely separate weapon tunings or grear systems would create.
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Modifié par Eververse : 6/3/2017 7:17:14 AMKeep it the same, I don't want d2 feeling too different. What with all the arc poll and the solar sword ect. Edit:[spoiler]100% joking, idgaf [/spoiler]
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2 commentairesIt's simple. There's three elements at play here. PVP, PVE, and Consistency between the two ("Consistency" for short). You can't have ALL THREE and have a good game. Something has got to give. If you take PVE+ Consistency, you will end up with an unbalanced PVP experience, as powerful gear in PVE won't be balanced in PVP. You can have PVP+ Consistency, but you will end up with a boring, bland, tedious PVE experience. Weapons that are balanced for PVP just fail to inspire or excite in PVE, and they certainly don't provide a sense of power progression, which is what PVE players desire. OR, you can choose to have PVE+PVP, but you will have little to no consistency across both modes. THIS is what people have wanted Bungie to do since the nerfs started rolling out. And if they fail to do it, the game is going to be much worse off for it in the long run, particularly since Bungie has apparently chosen PVP over PVE in D2.
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This topic always interested me. I think Bungie wanting pve relating to pvp is somewhat justified. I don't want to my arminus d to be a lazer gun in pve, but then all the sudden in pvp its recoil is too much to handle. The weapons and gear should all feel the same, but as of damage, I don't know why the Gaurdians' health has to be relative to enemies in pve. I don't care if I shoot someone in pvp with a hand cannon and it does 8 damage, and in pve it does 56. As long as the damage is balanced. Even if it means Gaurdians have to have different amounts of health in pve and pvp by number.
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Doesn't seem controversial. Looks like basically 90% for separation vs 10% for not separating.
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I think keeping the two together holds back both. It prevents PvE from having the loot system it should have, and makes PvP needlessly difficult to balance properly. I get why Bungie does it and persists. It's less complex, and it preserves that smooth gunplay they are famous for in all game modes. But they seem to willfully ignore the opportunity cost. From a PvE perspective, they can't go "Borderlands crazy" with the gear and abilities because that would make PvP impossible to balance (there's a good reason Borderlands' PvP is just a joke dueling mode). It severely reduces design space. From a PvP perspective, they can't balance things properly either because there's a limit to how much they can make things bland and useless in PvE, short of eliminating them completely. PvE needs a sense of progression, power increase, gear worth grinding for. It needs some options to be stronger. PvP needs all options to be equally worthy. These two needs are opposed, which can only lead to compromises. And because PvP is far more sensible to lack of balance than PvE is to lack of progression, these compromises are more often than not made to PvE's detriment, even when they don't completely satisfy PvP's needs (like the whole special ammo shitshow). Separate the two, completely. There is far more to be gained by doing so, for both sides, than there is to keep by forcing them to coexist. P.S.: That PvE is easy (or at least, easier than going flawless in ToO) is beside the point. Nerfing gear and abilities does not really make PvE harder, it makes it less fun, tedious even. Besides, PvE being easy is not a problem you fix by castrating the players' options, it's fixed by, who'd have thought, [i]making harder PvE activities[/i]!
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I don't care either way, as long as Bungie makes sure that the game is fun.
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8 commentairesOnly a Sith deals in absolutes....Guardian....