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7/13/2019 6:11:04 PM
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The problem lies deeper within the game mechanics, they're just "kill dis, fetch that by killin' dis", because the game lacks other kinds of interaction (and it shouldn't), one example is the chest search after completing a bounty from the cabal infected frames (don't remember the robot's name), thats actually an exploration quest....that became available once you killed lots of dudes, or the closest thing you have to a recipe is the rare items crafted by brother vance by grinding radiolarian culture and paradox amplifiers (this mechanic is quite simplistic), now another aspect of the lack of different mechanics to obtain X or Y object / ingredient / resource is to obtain a weapon or armor to kill more stuff, which is something you've been doing to obtain the X or Y object to begin with. How can you possibly change such a cycle to a broader experience? well you have to add more objectives to change the main objective of the game, objectives that does not repeat nor conflict with what already is available and THAT is the real challenge design Bungie must face each time they release new content
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  • Agreed, esp. with how difficult it apparently is for Bungie to make a simple change to the Forge weapon bounties to eliminate the 'Return to Ada' steps.

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  • Modifié par V4L4KH : 7/14/2019 7:58:50 PM
    Well, I dunno how Bungie coded this game, and how complex it will be for them to modify the most basics aspects within it (the taken king and forsaken are prime examples for this) because not only they do answer to some of the feedback but they do it in so weird ways I find it interesting nonetheless (light/power leveling, and elemental primaries/weapon slot management) but then they fail at setting the most basic RPG parameters of the game like give the player a sense of meaning and purpose, for example: Suraya / the Drifter / Petra characters, making loyalty quests for each faction they represent may represent a great opportunities to delimit a more complex conflict than the light / darkness conflict, so if you do a loyalty quest for Suraya then the farm becomes your new hq and some of the vendors in the tower and npcs became unavailable but you get for example those scouting maps with caches that were available in Y1, you do the Drifter then a slum near the city became the hq not the tower, you do petra's then the reef is your new home, etcetc. The loyalty quest is already available in the game, but the variants and the rewards it's whats lacking. PD- I just touched a "reputation mechanic" that is faaaar from perfect, I won't even mess with building mechanics, exploration etc because....well it may took too long

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