Yes. Strikes should be revamped entirely. The current linear nature of them causes them to get old quick. Those should just be side quests. Strikes should instead actually utilize the planets and be a series of randomized encounters and objectives in randomized locations with 4 guardians, they scale for difficulty to participating player levels, and then there is a chance to make them go “heroic” where they would be increasingly difficult. An example:
Four guardians are matched, the game chooses Nessus. Players land in The Tangle. Something has stirred the Fallen up. You fight off a couple of dropships worth of enemies and finally a yellow bar captain and his yellow bar servitor drop in. It’s like a mini boss battle and once defeated he drops something. A player scans it. They were tracking a local Vex mind. Players are directed toward Artifact’s Edge. They jump on their sparrows and race over there. Upon arriving they notice that that area on the plateau in the north section that looks like a Vex gate is in fact a Vex gate that is now open. A few come out. They are killed and the guardians enter. They come out in the area where Cayde was rescued during the main story to find a lot Vex. After the battle they continue tracking the mind. It directs them up the floating rocks off the cliff side. The Vex mind appears in the cave above. It’s a hydra. After taking a little damage if flees and puts up a barrier. The Vex producing it must be destroyed to progress. Once this is done players proceed through the cave system fighting Vex all long the way. They come out in the Exodus Black area of the map to find the Vex warring with the Fallen. Players must eliminate all enemy forces. The Fallen drop a walker. Once the walker and mind are destroyed the strike is over. There could be something to do in the final battle that could make it go heroic with an additional boss of an enemy type not normally seen on that planet.
THIS is where unique legendary loot would be acquired instead of Nightfalls. Drop Nightfalls altogether. The same missions with cheap modifiers and no matchmaking is a lazy way to impose a challenging weekly activity. Sorry not sorry but this has always been a poor practice in my opinion. Especially arbitrarily excluding matchmaking from it. Makes no sense.
Imagine if each planet had a bunch of encounters, objectives, and bosses, all themed to the enemies typically found on the planet, and they were randomized in different locations each time. Strikes could actually be fun for more than 2-3 runs before they feel tedious and are reduced to boss melting because Bungie doesn’t difficulty scale anything.
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I have in the past. A couple of times I think. Since D1. It falls on deaf ears. I only replied here because I was bored at work. I guess there’s still somehow an incredibly minuscule amount of hope left in me that this game could reach its potential.
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LethiaAlethiaにより編集済み: 5/25/2019 5:49:22 PMTheir "linear nature" is broken (or so Bungie seems to believe) by having dialogue variations. The missions in the Dreaming City are effectively Bungie saying: "Well, look, making content is hard. Creating just one mission was difficult, it's a surprise we managed to churn out three for the DC. So... how about we say the DC is in a time loop curse so the player is gonna [be dumb enough to] believe repeating the same few things over and over actually makes sense? We are geniuses!"
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LethiaAlethiaにより編集済み: 5/25/2019 10:05:38 PMI'm not fine with that because it sounds like an excuse for Bungie to have what I consider way too much repetitiveness in the game. Only their inability to convince me even one bit that my actions surrounding Uldren and the Scorn Barons were morally questionable annoys me more. Bungie manages to fail so hard with some of the concepts they come up with it feels insulting to the players' intelligence.
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I just hope the time/curse thing goes somewhere and is acknowledged later. I won’t be surprised if it doesn’t though. I didn’t really look at the Uldren situation like that. I didn’t see it as either good or bad. It was just a response. I’m not big on the concept of revenge, but I’m also not losing sleep over it when it is had in situations like that. I don’t believe in karma, but if we didn’t go after Uldren, I see no reason that someone else wouldn’t have. It is what it is. I’m not sure Bungie was really attempting to make anyone feel any sort of way about it.
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Sorry, but this doesn’t sound like you’re revamping strikes completely. It sounds more like you’ve come up with an idea for a new strike that would contain almost no new areas, and added one interesting idea (The heroic mode) that could help make strikes more fun.