Alright, actual conversation here. I see sooo many people on here complaining that timers and puzzles are just lazy. I would like anyone here to put there opinion on a better alternative that would keep the challenge of the mission, as well as not be as lazy. i'm willing to have my mind changed.
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Timer is great and makes sense for this type of mission...otherwise no timer would effectively be a free handout. There should be a timer as a modifier on the nightfall card for an extra layer of difficulty IMO
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Personally don't have a huge issue with timers [b][i]yet[/i][/b]. However, I don't understand the hype over it. People are literally praising Bungie for a mission that isn't that creative. Don't get me wrong, it is nice they decided to throw this at us out of nowhere, but it isn't all that people make it to be. It's just a timed mission and guess what else? We have done another one exactly like it not too long ago. People seriously just need to take a chill pill.
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4 通の返信Pull the timer up just for the boss fight 🤷🏻♂️ The heroic jumps are just plain stupid.
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I don't mind timers , but I loath jumping puzzles .. I'd like to see a checkpoint system put in for the jumping part , where I'd you run out of time in the jumping puzzles , you can restart at the beginning with what ever time you had when you started , but if you leave and go back to orbit , well you start all over .. They have timed encounters in the raids .. imagine the uproar if your raid team failed shuro or morgeth in TLW and got kicked to orbit and have to start the entire raid all over ..
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7 通の返信Riceboyにより編集済み: 5/11/2019 6:43:30 PMI like the timers. My first attempt my team managed to complete it with a little under 5 minutes to spare, which was annoying due to missing out on the emblem the first time, but we got the weapon either way. (One of us didn’t, the weapon just wouldn’t drop for them, even on our second, slightly slower attempt) If I fail, I know it’s not because the timer is too short, it’s because I wasn’t fast enough, because the timer isn’t too short. If the timer was too short, people wouldn’t have the weapon. I think the issue is that too many people expect to enter the mission, finish it first try, and have the weapon. People need to work for things in games, it’s not fun having stuff just handed out to you. That’s why I wasn’t a fan of being handed exotics during the campaign. I didn’t get my first D1 exotic until House of Wolves, there was a real excitement behind getting it, just like the excitement of getting an exotic I put work into getting like Outbreak.
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5 通の返信I think it works for Zero Hour. You’re literally racing against time to stop a Heist
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HK_Mark23_Ospreyにより編集済み: 5/11/2019 5:07:58 PMHow about more team/ability/subclass oriented challenge/effort? Certain mechanism that needs to be worked by the team with their subclass abilities, it could be a random rotation, but allows individual player on the spot to figure it out and switch to the required subclass or even specific tree to solve/activate whatever. That does NOT need to have a timer. It could also be killing ads to get that specific super charged to do things in order to move forward. Options are endless, timer is a lazy way for challenge.
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Lahgtahにより編集済み: 5/11/2019 5:04:08 PMWhat if there were alternate routes? With a timer, you take the quicker and simpler route, but without one you have to go through much more enemies and more challenging puzzles(note that I say puzzles, not necessarily platforming. Platforming is fine so long as it isn't overdone.) It's either the path of dexterity and wit, or the path of brawn and strategy.
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5 通の返信What about jumping puzzles? I like them. Should we remove jumping from the game? It would be like playing legend of Zelda just walking everywhere looking for ramps and ladders.
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2 通の返信Squirrels, Kell of Acornsにより編集済み: 5/11/2019 1:50:32 AMI’m not a fan of timers generally, sometimes they can work but often they generally just feel tacked on. Enemies don’t have to have improved a.i. they just need to be bullet sponges or corridors must have pitfalls and precision jumps because death hastens the time crunch. Mission design becomes focused on impeding progress to limit time as opposed to creative encounters. Since the Shattered Throne I’ve lost a lot of tolerance towards timers because the Dungeon made for interesting ideas for progress. Yes, the Throne is easy now that most of the community is over leveled but during the release it put on a superb challenge. Would we think the Throne would have been better if a 45 minute timer was added on top of all the other challenges? I think the community would have been defeated and disheartened for many weeks if that was the case. I think there is a bigger question involving timers and their place within the community and that is whose subjective reality on “challenge” is correct? I’ve watched the debate rage for the last couple of days with a lot of flexing and posturing as if this is some damned whom has larger genitalia contest. Some of the community is saying the timer prevents their enjoyment because it compounds their anxiety with jumping puzzles on top of maybe an inability to adapt to precision actions. The other side of the community seems defensive stating that “nothing” is difficult in Destiny so it should stay hard so people can’t complete it. Where does that challenge extend to though? Those that can relatively defeat the Zero Hour mission after a couple runs may feel that’s a good challenge but Gladd and others have already flawless solo beaten the heroic version so where do we base the “challenge.” Would those that think the current challenge is fine enjoy it if the challenge was designed to make even Gladd and the fellow streamers unable to to complete it solo? In the case of timers do we have the Zero Hour mission now only have a 10 minute timer? My point is it’s a fine line the defenders are standing on because the challenge could always be pushed to a point we’re even they can’t compete, so do they become casuals suddenly? Personally, I’d rather more immersive content than jumping diving ducking and dodging all while firing your gun in a time crunch. But that’s just my opinion as someone who wants everyone to get the enjoyment of playing with these guns (this includes the hallowed crucible pinnacle weapons) it’s a FPS and using guns is the primary vehicle of endorphin production in this genre.
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10 通の返信I like them personally. The opposite that you’ll see without a timer is what I used to do in the Phogoth strike in D1 (forget the name) for the nightfall. I’d just sit in the back of the room where the shriekers spawn and take my sweet time killing the boss.
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1 返信Actually the game should cater to both sides. Those who like timers and those who do not. Someone already posted.. The normal mode should not have a timer. Heroic could have a timer for hardcore players who want to max out the weapon. Plus a normal mode with no timer would give players practice for the heroic.
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3 通の返信Take the enemy numbers and Triple them, and add more enemies in locations that Didn't previously have them.
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2 通の返信
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2 通の返信These whisper style quests are the perfect setting to have timers. I did not like the timers on Nightfalls but don’t mind them in limited use like they are now. It puts a sense of urgency on completing the mission that otherwise wouldn’t be there.
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5 通の返信immersive mechanics and storyline backed by worth while rewards. Alternate paths and strategies for accomplishing the same goal. How about boss weakness based on somethig other then shooting the soft spot or waiting for the shield to go down...Things like that make for enjoyable gameplay. Not hurry up and shoot the overpowered idiotic monsters that you have been shooting since you first landed in the edz. How about the desire to do something quickly not because you have to , but because you want to. o btw whats a precision 150 ? it's a lazy dev attempt to nerf somethig but not take the time to change the archtype because they are to lazy or incompetent.
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25 通の返信Timers and jumping have always been a core aspect of gaming. People love the challenge, trying to get the best time, break records etc. it’s the arcade style. You either hate it or love it.