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Destiny 2

Destiny 2 について話し合おう
7/16/2019 7:05:51 PM
89

How things are being handled right now is this the future of Destiny or what we can kind of expect when Shadow keep drops?

[quote]Sorry you aren't enjoying the Tribute Hall. One of our goals here was to provide players who had a lot of resources with something cool to spend them on. We also wanted to make sure players who weren't swimming around in a Scrooge McDuck vault of materials could do some bounties to bring the cost down.[/quote] I have noticed a lot of changes have taken place and it's not for the player base benefit and when Cozmo said this it can be easily taken a few different ways on this forum. Opinions are strong on here, to say the least. I got a question that I feel Bungie can't answer. Does Bungie really know what a meaningful experience means when it comes to a persons time spent in this game? IMO before y2 came about we asked Bungie to provide a more meaningful experience because everything was being handed out like candy. Since then a lot of things went the complete opposite, the cost for certain items was jacked up, resources have been majorly reduced so it's a lot harder to collect certain items, things like the Matrix was removed, factions removed for over a year and no work about them at all. The grind for quests has been way overdone like getting 1500 grenade final blows, etc... [spoiler]The list goes on, but what I'm having a hard time understanding is how Bungie can call their recent actions a meaningful experience. In spite of what anyone thinks about me, this isn't about me, it's about the state of the game and where it seems to be heading that IMO is not a benefit to the player base and I'd like to see that changed for the better. Bungie? D1 is a prime example that kind of using focused play is not needed in this game to keep gamers around. When I look at things like this, it's not a good sign and I don't think you can say it is either. https://warmind.io/activity[/spoiler] Do you want to know what kept a lot of gamers playing D1? It was how the-game content was structured throughout the entire game and that is a fact. It was evened out between activities that gave that incentive to want to run certain activities because there was something for everyone in spite who thinks who is a "hardcore game or casual". A suggestion could be... [spoiler]Make the vendors useful like D1 and update them on regular basses as you did in D1 Bring back factions and leave them in the game Exotics should drop in all activities and more often with the exception of a quest Make the material more useful like D1 that not a lot stacking took place as much as D2 because we could trade, purchase items from Xur, etc... Stop overpricing items to try to force gamers to spend their material because of stacking Please stop with the overdone duplicates and create actual random rolls. It's the reason so many people ran activities like exploiting the chest in Menagerie because they were looking for that good roll. When collecting the rewards from public events and only getting 3 of whatever material and glimmer is not rewarding. Increase the amount of material, legendary engrams and add other rewards. The Gunsmith inventory can be increased by allowing us to be able to purchase all the mods in this game[/spoiler] There are a lot of things you have done with D1 Bungie that is not applied to D2 and if it was, I'm sure things like only 3% of people running raids would increase. Hell, the player base would increase if you started to actually look at what is a meaningful experience.

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  • Someone commented here that Bungie’s decided their target audience is hardcore gamers, and that Bungie can’t generate content fast enough for casuals. That’s backwards. It’s not the casual players demanding new content at a faster pace. It’s the hardcore gamers. Casual gamers care about access and rewards per time ratio. They want to get on the game and feel like they can accomplish something in the time they have. That speaks to progression and balance. D2 has more stuff to “do” than D1 did. Amount of content is [b]not[/b] the problem for casuals. [spoiler]Most casuals don’t like inaccessibility. This means things like the game not explaining itself at key points. D2 is designed to be watched on YouTube from very basic to very complex aspects. I’m not saying complexity is bad. I’m just saying not everyone likes watching videos for everything. Especially for simple things like leveling gear. Most casuals are going to find themselves running out of some resource. Hardcore gamers take their knowledge for granted (those that don’t lord it over others), as such they tend to feel unchallenged in this area. However, IMO, it’s for lack of immersion. This is an unavoidable challenge for Bungie and has been since CoO.[/spoiler] [spoiler]One could make the same argument for progression itself. That some activities are +1 vs +5 is kind of ridiculous on paper when compared to D1. Obviously, no casual [b]wants[/b] to project manage their activities, but there is some precedent for doing so, since D1 bounties vs activities also had what I call “smart paths”. The last is something I actually like in this Season - Figuring out how to get the most out of my time. It can get frustrating, but there are so many bounties now that you have to do it. Still, many casuals won’t, and eventually will grow exasperated watching others pull ahead quickly.[/spoiler] [spoiler]Which brings me to what ultimately sums up the problem with engagement - there’s almost no game/life balance in D2. Bungie seems good at work/life balance for its employees, but it doesn’t exist for the users. I’m not talking about making the game easy. People with very difficult jobs can still have that balance. In fact, in D1 that balance wasn’t struck by Bungie at all. In D1, it was the community that created it. People with knowledge shared it, and they did it with patience. Why? Because they were also rewarded almost every time! That has nothing to do with having more or less things to do. More is great! Don’t get me wrong. It just doesn’t fill the gap completely.[/spoiler] [spoiler]All of these things are tied together. The move to push people toward videos, supported by obscure directions, heightened complexity, disparate silos of activities, extreme and widespread nerfing due to releasing extremely OP gear, white-washed weekly comms and lack of a sustained rewards system puts all the pressure of striking the game/life balance on marketing. Marketing is incapable of accomplishing this. In fact, the only thing it accomplishes is to make marketing efforts sound empty, make Bungie communications sound disingenuous and create a very strong, counter-culture among disenfranchised users. Even when Bungie [b]doesn’t[/b] deserve it![/spoiler]

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    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

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