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#feedback

2/22/2016 11:41:41 AM
3

Destiny, vanilla, dlc, year 2 and Destiny 2. How to make it better.

Over the years there has been a lot of suggestions, some acted on, most not. Here's a few things, most likely mentioned in numerous un-bumped posts, that I think bungie should look at for the future. This regards both current content, future content and the sequel. PvE - Do away with the current level system. Make XP the deciding factor in reaching your level cap. Don't have a max level and then increase upon that level with another level (light) based on gear with ridiculous drop rates. - Add more replay-ability to old, current and new content so that grinding for xp to reach the next level doesn't feel like a chore. - Attack and defense values of weapons and armor should only be relevant for their purpose, attack or defense, and not your overall level. Infusion should be discarded like the soiled nappy it is and replaced with a consumable based upgrade system. I think it was Kabr who mentioned using etheric light for it or something. - For Destiny 2, make the highest level 150, for instance. Use a ranking based system, that sport uses, to control players levels. For example: you must play at a difficulty higher than your current level in order to gain xp to get you to that level. So the raid can be made available at lvl 20 and lvl 25 for hard mode. You can attempt the raid at any level but will only realistically have success once you're within lets say 3 of that level. Naturally the level cap would be 25 until new content comes along with higher levels. - Update old content, like the raid mentioned in the previous point, to make them relevant. For the challenge as well as dropping specific gear at the higher level. Have tiered version of enemies that look and act different so that they can seamlessly replace the lower level enemies as the content automatically scales according to your level. - Better public events. Instead of dropping a warsat for the few people patrolling to defend, Send a "all guardian SOS" for instance to defend the tower against attacking Hive. Keep it wave based but add more waves with more majors and eventually ultras. Drop nice loot from these events if successful. For now I think that'll make pve, at least for me, much better to play. As for PvP... - Separate PvP from PvE completely. Modern fps games, like COD, keep single player separate from multiplayer. In this case I'm referring to PvE as single player. - Separate your level from PvE. You can be level 40 in PvE while level 15 in Crucible. This will make SBMM more relevant, depending on how crucible's poor connection preferences are treated/fixed. This will also mean that playing something like Iron Banner would result in teams having players with enough games under their belt to hold their own, instead of high ranked PvE players with no crucible experience. - Private matches, dedicated servers, etc etc etc. Flogs dead horse dead. - Supers and abilities need to be reined in a little. Not gonna go into that as there are currently way to many different views, apart from the sunsinger/firebolt/viking funeral/touch of flame, which even the players using it think it's op. Games like team fortress or this new overwatch shows nicely how different classes should add to the game, not overpower it. For both PvE and PvP... - Introduce weapon modifiers. By this I mean something that will change the gun from being one of three base types to any of the three or even more. Example would be to take an auto rifle (high impact slow ROF) and change it to a bullet hose. - As per previous point, add items to drop list that act as modifiers. Under barrel attachments like vertical grips. Barrel attachments like muzzle breaks. Bolt replacements to increase/decrease ROF. Stock and barrel replacements to control recoil and range. etc. This will lead to us not having a vault filled with loads of unused weapons due to the fact that there are only 3 types of each archetype with perk differences being the only reason to hang onto them. - Keep PvE weapon performance separate from PvP. Nerfing one should not affect the other! That's it for now I reckon. Don't want to tldr this bitch, if I haven't already!
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  • Edited by ConDamage: 2/24/2016 6:50:54 AM
    another addition to weapons: Exotic weapon modifiers. Currently you can rng a pulse rifle with max stability for instance. this shouldn't be the case. Sure the base value can vary between suros and hakke for instance but the roll shouldn't allow you to max out a stat. Neither should weapon modifiers. Unless they have a rarity as well! So with that, exotic weapon mods. So you'd be able to attach an exotic vertical grip to your pulse rifle and this could make stability near 100. Maybe this puts destiny in the realm of over the top rpg games with runes and gems and rabbits feet and what else to attach to a sword or cod piece. But looking at other fps games and how they allow you to alter your preferred weapon via mods it seems like bungie missed the plot a bit.

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  • Edited by ConDamage: 2/22/2016 12:20:21 PM
    Just a bit more regarding the weapons and their upgrades: - point based modification based on a weapons class. Uncommon will get 2 point, Rare 3, legendary 4 and exotic 6 for instance. One slot will be optional to add a bit more variety. What this means is for an uncommon weapon you can lets say only choose between attaching an optic, under barrel attachment or stock. Rare you can also change your mag to extended. Legendary you can also change your bolt to higher/lower ROF. Exotic you can also change your barrel and barrel attachment. This should make weapons of different rarity feel the part I reckon.

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  • Awesome, hope they read it. [spoiler]you know they won't right?[/spoiler]

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