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Destiny 2

Discuss all things Destiny 2.
Edited by Spawn: 8/23/2017 11:13:17 PM
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What problem does locked loadouts solve?

Please post rational responses, as many people (including myself) don't understand why this was needed. Simply put, new features usually address a known problem, or shortcoming, of a game's current design. What problem does locked loadouts solve? If you like to use the same loadout, what stopped you from just doing that in Destiny 1? I can't help but think the fundamental design of the weapons, enemies, or both will have to change to address this. If every weapon has to work in every situation, how does this not mean everything has to be more generic? Would a situational weapon like Touch of Malice even exist in Destiny 2? That's definitely not something you would want to carry all of a HM raid just to use once. [spoiler]Moderator edit: This thread has been updated with tags that are more appropriate. Feel free to private message the moderator who moved your post, link to topic, for further clarification about why this topic was moved.[/spoiler]
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  • They're attempting to make a fictional game realistic..... in real life you'd only carry one loadout. Well in real life I wouldn't fly a friggen ship and/or kill aliens.

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  • It's not to solve a problem, it's to add a layer of difficulty to endgame.

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  • The answer is simple. Challenges don't solve problems they create them.

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    • If you simply think of it as a nightfall modifier, it's not bad at all.

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    • Destiny is a game with a pretty low difficulty, locked loadouts seem like an 'ok' attempt at increasing it a little bit.

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    • It's micro management. That's why this game does at D2. In the time between D2 and D3 there will be many more games to chose from and the idiotic choices that Luke Smith has implemented will come to show that he ruined this game. Bungie had a chance to fix everything because they were the only real good PS4 game out for a while. Instead of building on what they had they seemed intent on going backwards. Still, based on the success of having an mmo type shooter, others will fill the void and learn from their failures.

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    • This is a design choice in order to bump difficulty / create situations where you can't just win by swapping guns for each section of the raid. Diablo3 did the same thing in rifts, for I'd assume the same reason (otherwise you'd go aoe to the end then switch to single damage for the boss). Personally I like it, means planning ahead actually matters.

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      • It doesn't solve any problems my man. It's meant to be a difficulty modifier for strikes/nightfalls/missions. No generecizing of weapons, just a team building exercise lol.

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      • Casual base is the problem. Anything beyond a square peg round hole will get nerfed. Dumb it down for 2 hour a week warriors to pop on and be SUPER BADASS without having to think.

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      • Doesn't solve anything, it's a gameplay modifier. Which we haven't tried yet of course. Still, I'd rather be stuck with the same guns for a whole strike than struggle through a joyless 15 minutes with Trickle active.

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        • It's a modifier...a challenge activity, not a static gameplay mechanic.

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        • It's a modifier. Does anybody enjoy trickle, grounded, exposure, lightswitch, etc. NO they are modifiers to make certain activities(usually strikes or PoE in D1) harder. This modifier will be used in the same context in D2. They aren't going to put this in PvP or Raids so i really don't see what the fuss is about.

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          • fanboys trying to defend this dumb idea is hilarious.

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            • Edited by tanis38: 8/23/2017 7:40:22 PM
              It seems to just be a way to add an extra layer of "challenge" to a specific game mode. Almost like a modifier would artificially add some challenge. I am fine with it if they use it as an [i]optional[/i] way to complete certain tasks for maybe additional/special rewards. Like as an extra harder version of the Nightfall. Or a dedicated weekly mission to complete with it in effect. I really [b]do not [/b]want it be added to normal content. That is not my idea of how to make end game content harder. That would just be lazy and limiting our customization and options even further. As an optional mode, fine. But I was relieved to hear that the Hard Raid does not enforce that. Because that would have been a terrible choice.

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            • It's just another dumb move by the developer to artificially increase the difficulty. it serves absolutely no other purpose

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              • Edited by BIGwillestylz: 8/23/2017 5:06:34 PM
                It's solves the problem that destiny 1 was an amazing game and there is no way they can out do it so by destroying destiny 2, d1 looks even better 🤔

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              • It doesn't fix anything it just creates a new challenge for us.

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              • Edited by Kemaleon: 8/23/2017 4:12:00 PM
                I have the answer for you. Bungie has struggled with enemy A.I. For some time, back in the Halo CE days we marvelled at the Jackels ability to distract us behind shields while Grunts flanked us, at how Elites knew when to run and hide to replenish their shields, and dodge and weave. Many years later we get whack-a-mole Dregs/Acolytes and bullet-sponges. So first: the problem. The A.I. isn't good enough in Destiny and frankly never has been. The solution? Well we've seen negative modifiers like 'Trickle', higher level enemies (more health, more damage) and of course the Taken which basically just swapped some weapons and characteristics around. This time they're tackling the issues by restricting our weapon choices, first with the dual-primary setup and second with this locked loadouts trial. Because it is a trial and if its successful (in Bungie's eyes) in Nightfall you can bet we'll see it spread into other modes of PvE and even PvP. Its easier than programming new A.I, I'm honestly not expecting the enemies to behave any differently, and the Beta only reinforced that. Its artificial difficulty.

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              • To me, it's just further watering down the game and taking more choices away.

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              • I think it pushes for more cooperative play. Gets players more involved with each other to plan their activity. I can tell d2 will be more focused on load outs and builds of which is great... and to do locked load outs just adds to a more realistic mindset on the gamers. Picture hellblade and the warning before the game that informs you that if you die too much, the save memory is wiped... it played on the players mindset. Then we find out it was not true. My point, making little changes like this does have an effect that plays on the player. But we all have to remember, what we will be playing in two weeks will not be exactly the same in 6 months let alone the entire life of d2... It is trying something new on certain activities... I would rather have that than nothing changing at all. I just wonder if they will change the fact that a player can just go to orbit, change, and rejoin.

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              • How many of you actually change your loadout in a nightfall strike? I don't. I pick weapons based on burns and just go with it. This isn't as big of a deal as everyone is making it out to be. As long as it doesn't come to raids, who tf cares?

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                • It solves not having unlocked loadouts.

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                • Makes sense for Trials and that's about it. I feel like worse players will get the bad end of the stick if they can't improvise because if their poor play when someone says, "Hey Bud that shot gun isn't really working out. How about you switch to a rocket." It's just going to make bad players worse if they chose the wrong loudout and have other players carry even more who are competent enough that they can use any loudout and at least have moderate success.

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                • Its an easy way to raise the difficulty, without doing a whole lot.

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                  • I cannot find something to say about this because I cannot think.............. So i will just say "MeeP" and get on with my life as i cannot change a loadout in a strike.....

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                  • Much rather have locked loadout than trickle.

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