What would you like the basic customization of your guns to be like? Cosmetic? Functional? (Correction on top poll= et-etc)
English
#Destiny
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I like the idea of having both a shoulder gun and a regular hand held, but what about what about melee? id like to see some hand to hand combat action. what comes to mind is something like in predator with the two blades next to each other on his wrist. i know you cant like take that exact thing from the movie but it is just an idea.
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11 通の返信The key to making guns work in this game, rather then making them just like every other generic shooter out there is to give the options for these things. I want to be able to build a weapon from ground up, give me that ability, and this game will be great. Give me a chance to collect weapon parts, from a ravaged and destroyed world, and create a gun that nobody else has. You have your character, you have their abilities, but it is the guns and the armor that will set you apart from everyone else. Let me build a weapon from the ground up, and give me no limits, and there is nothing that I won't be able to create, and you will have the loyalty of your costumers, but also will become one of the greatest shooters out there.
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Of course we want customization, it makes the player unique just as much as it makes him or her love pulling out there BAMF of a weapon that they made. Players love being able to customize stuff to match their play style, generically a weapon of their favorite colors maybe even a symbol they made with their own attachments would make the weapon more special to them. As wonderful as this sounds I can't see it happening.
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I probably commented on this a while ago, but I'll do it again. We've seen the same weapon with a different colour already, so that leads us to believe that we might be able to change the colour. As for customisation, it's been talked about, but we don't explicitly know if it only comes from skill trees or not. My guess is that it's not just from them.
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Robin Hoodにより編集済み: 3/4/2014 9:36:38 PMWHy can't we have the classic long bow;) Then I could choose what kind of wood or metal it was made of, choose the type of string, my site, the arrow... maybe engrave my kill count on the side..... Bows are still cool! and can take out a dress wearing warlock.
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Rodent of Unusual Sizeにより編集済み: 10/30/2013 1:21:04 PMThere probably won't be any use of weapon customisation. Since you will probably find a better gun in a hour anyways. -Edit- but there will be skill trees for that particular weapon say actually yes there is somewhat of a customisation.
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5 通の返信Can we be able to add sniper barrels and/or scopes to an automatic rifle to make it long range?
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1 返信U920628により編集済み: 5/10/2013 5:05:39 PMBeing more individual makes the game more fun on a solo basis, as well as making party play more interesting, I just pray that it's devoid of some level system that would make PvP unfair. I understand the need to make your character grow in power as you continue the game, therefore the customization should be able to advance your power in the solo and cooperative setting, but perhaps it should be leveled out in the competitive areas, so that your mechanic is still unique and sets you apart from every one else, but the power actually coming out of the gun gun you're using is somewhat (not entirely) normalized, based on the class of the weapon. To touch on the points we've been seeing about different types of ammo, perhaps different enemies should fall more easily to different types of ammo, and weapons in general. As such, armor that you wear should give you a defensive bonus, or deficit, against certain types of weapons and ammo. This is the kind of mechanic you can actively control, therefore it is one of the things that could transition seamlessly to competitive play.
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1 返信U920628により編集済み: 5/8/2013 6:21:45 PMI think some of you are over thinking this. The thing that has always made Bungie's games great is lack of separation by skill points or exp. In Halo, the exp was there, and you could use it to show off your rank and buy fancy new armor with your credits, but gameplay was still equal. [b]I am not[/b] suggesting that there be no skill differential in players, but when it comes to weapon customization, everyone should have the same ability to perform operations. Not some system where you're a novice who finds an expert level scope and can't do anything with it because he doesn't have the skill. That is cause for much more significant class separation when you enter the multiplayer battlefield, and I know that no one wants to show up late and not have a shot at survival, just because everyone else has the skill to attach a longer barrel. The same goes for armor. Does this mean that you shouldn't be able to significantly power up your weapon and armor as the game continues? [b][i]NO![/i][/b] It just means that we shouldn't be separated by our [i]skill level[/i]. More powerful items will certainly be found in later areas of the game so that you definitely get your advantage for being a veteran player, but not to the point that you get in a fire fight with a fresh player and no matter how much cunning, guile, or strategy they use, they still have no chance. We have to remember, this is still a Bungie game and accessibility for all is still a major factor.
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2 通の返信I'd rather make my own legendary gun which has a story and what not, than get an "exotic" that most of the players will have.
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1 返信For me, definitely both. Having a paint job could be sick. You could put your fire team's name on you guns surrounded by fire! For the weapon parts, I think you should just a plain gun in a drop, along with some other stuff like money, gun mods, etc. Then you would be able to attach the gun mods onto your new gun. There would be 5 places for 5 different type of gun mods. the first would be the top. This would be for scopes. The second would be under the barrel. This would be a grenade launcher or laser sight or something. The third would be the barrel. This would be for longer barrels or for machine gun barrels. The fourth would be the clip. Fast and small clip? Or drum that takes forever to reload. The fifth and final one is the inside of the gun. This could be a range of things. Should you pick explosive ammo that costs twice as much? Or an orbital VSAT (this would be one the later mods)?
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I don't know how You guys think about it, but I always have a specific, favourite weapon, that I like most. The only problem is in the most games, that I can't use this weapon later because it's not strong enough to kill high- level enemies, anymore. It would be awesome to uprgrade and personalize my favourite weapon with better and stronger parts, so that I'll be able to use it as long as I want.
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11 通の返信Cosmetics are seemingly less-important than functionality in a first-person shooter, but after a while, the player grows connected to certain weapons and would like to show his preference for a gun for all to see. I think it would be smart to have a very detailed and in-depth system for editing guns (much like Ghost Recon: Future Soldier), but there should also be a way for a player to make his gun look just right. There could be a multi-tiered menu system where there is: - A menu for selecting the section of the gun to be upgraded that opens - A menu for selecting a type a part which opens - A final menu that allows you to select a stylistic variant of the selected part. Beyond mixing and matching unlockable pieces, you could add decals and paint jobs to the gun that truly make it your own. Not so much the Call of Duty full-body paint jobs that limit your options to a single-colored gun, but the ability to actually use different paint brushes to apply color and patterns to your gun to make a truly unique extension of yourself. (Hopefully most of the community would be mature enough to resist the obvious urge of covering a sniper rifle with dicks and calling it "The Penetrator") It would be very interesting to see a system where the guns were able to interact with the environment. For example, guns could be given collisions so that you could level it against a rock or a wall in order to steady your aim or reduce recoil. The barrel would visibly be able to touch the ground or a tree and you could see the environment react accordingly. Shoving your gun into the water would send ripples across the water and would soak the barrel, putting it at risk of jamming unless specific attachments or modification are made. This adds a layer of depth to the thought a player must put into his load-out and strategies. If an area puts him at risk of getting the gun wet, parts that limit the risk of this ruining the gun or ammo should be added. Of course, these should affect the performance of the gun and there should be elevated costs for more effective parts, but the benefit of having a reliable gun in different climates would be a boon. Even more, this could affect the way enemies play out because different races could have more problems with their weapons in different climates, allowing a crafty player to get the upper hand in combat. Allowing a gun to interact with the world on such a realistic level would force a player to be aware of both his character and his gun in the environment. The game would punish a player that lets his gun rub into the floor and become scuffed or jammed because it would force the him to stop and clean his weapon in the middle of a fight or find a new weapon to use until he can fix his favorite gun before he can use it again. It would also ruin the sweet-ass paint job he spent so long preparing. Not only would this add a depth of difficulty and realism to the game, but it would deepen the connection between the player and his weapon. After all of his customization, it would be heartbreaking to see a gash or blemish on the weapon because of his lack of attention to it. To counter-act this, there could be a way to change between a stance that holds the gun out in front of him for combat and a stance that lets the character move faster and automatically adjust the position of his weapon to keep it from being damaged (i.e. automatically raising it above his head or moving it to one side when he walks against a wall or slinging it across his back so that he can climb on objects)
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2 通の返信I have two quick notes on this. 1. For the love of video games do NOT, I repeat, DO NOT make the naming convention based off of modifications like bear, wolf, swift and such. These get old real fast and just don't seem relevant to the "mature" fan base a game like this would appeal. Straight forward names like BFG , AK-47 Modified and Needler are more appealing to FPS. 2. Customization is an ever growing field for players. The only game I have seen do it right was Armored Corps. Starting with stock options you could hunt down the pieces you wanted. Stats are nice but seeing an immediate difference keeps interest. Wow I do 3 more dps... Wow with this ammo my target explodes. Re-configuring how your stuff looked was FREE. COD just lost another player because they want to bill for custom packs. If your in-game character can spend a million credits to buy an epic weapon i think a paint job could be tossed in. Now accessories or add-ons could take some work. How to implement customization. Functions- Basic- Off the shelf, to get simply go to a shop. Basic sights, plain lens, extended mags. Pretty much anything in call of duty modern warfare. Tons and tons of options just nothing quite epic. Advanced- These need a little tinkering, whether from another player or NPC adding thermal imagery to a red dot. Getting your gun reinforced to handle "bigger" bullets. Research- Doesn't exist unless discovered. once one person finds that it is out there it becomes more abundant. This would work well for special ammunition or raw materials. Once something new is discovered make it "Public" information and reward the researcher. Scavenge- Wreckage from somewhere happens to grow marvelous contraptions in space. finders keepers. Quest-Self explained Accessories Basic- Paint Job Advanced- special effects such as parts glowing or different holsters. I think it would be awesome to choose where your character's guns are. Pistol in your jacket concealed or a drop holster on your leg. Research- Making certain functional aspects look to your liking. Changing the red dot to a blue smiley requires a new crystal. Scavenge- Nothing quite says bad-ass like collecting rare items and attaching them to your weapon. A bow of some sort could have many options for this. Make the dollar bill or earth currency extremely rare. Then when that kill cam pops up and you see Ben Franklin hanging from the other guys gun you know you're screwed. Please let me know what you guys think.
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2 通の返信Could have two types of gun building. Gun crafting and gun smithing. Crafting - create a gun from parts such a stock, barrel, sights and grip. Quick, simple, easy to learn. Smithing - advanced function that allows the fine tuning of guns parts. With smithing you'd change the various actual pieces of a gun. Receiver, pin, bolt/slide. Different little things that if properly implemented allows a gun to do some extra damage or allow more bullets per magazine. Maybe more stability if you improve the springs for recoil. Make the barrel a bigger caliber for more payout of damage. Change fire action from automatic to burst. Implement a gas system for recoil. Different stuff that improves performance but requires specific parts and a little experience on how to properly build the gun.
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2 通の返信I agree with some of the people where a gun should be built from the ground up. In my opinion a weapon should simply be the sum of its parts. If you can design the parts of the guns to all connect together but be interchangeable. Having dozens of options in each category of part would be awesome. Each with different stats and abilities so that you can customize weapons to your play style regardless of the weapon type. The question about the guns should not be about color or sights, but what has been put in to make the weapon. Loot then would just be randomly chosen parts of weapons put together to make the weapon as a whole that you pick up. If you dont like a weapon, but love one aspect of it, it would be awesome to break it down and collect just that part as a mod on another weapon.
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11 通の返信I really agree with what others are saying about full customization of the weapons and armor, especially Gravandire. When I was in the Army one of the first things you want to do in country is see what the locals, and the enemy, are doing and using. They have been their longer and know what works. Then you take that information and adapt it to the weapon and vehicle platforms you have. Being allowed to make your character unique, free from restrictions, is what will keep gamers coming back for play through after play through. I would like to see some type of crafting skill tree incorporated. Say you pick up an enemies weapon and you really like the type of scope it has, you can use your gun smithing ability to break down the weapon and learn how to create and attach that scope on your weapons. Breaking down the weapon will destroy it, so the player has to choose between using the weapon as they found it, or destroying it to learn how to recreate part of it for future use. The more advanced the part of the weapon that a player is trying to develop, the higher the gun smith skill they will need. What I have never agreed with in RPG's is that a player has to have a certain level to even attempt to create something. Real life isn't like that. I could try to build anything, I would just probably fail at it if I don't know how to build it properly. This could be translated into the game. Even a skill level 1 could try to break down and analyze an advanced weapon scope, but the probability of them getting right would be slim, and the weapon is always destroyed by breaking it down. So it could be a risk and reward system. A low level player could gamble the advanced weapons they find by trying to analyze them before they have time to build up their gun smith skill. If it pays off then they would have a great addition to their armory, but if it doesn't work, then they have destroyed a powerful weapon. Weapons could have multiple parts for the player to try and develop: barrels, scopes, ammunition, secondary attachments, secondary fire methods, types of ammunition, and the list could go on. The same process could be done with armor. Defeat an enemy that had great armor against explosives, break it down, analyze it, and try to learn that perk. I think this would really help add some depth to the character development.
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2 通の返信
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Both, everybody wants both. Customization makes one feel like it is their gun. People also like lots of guns... but not an unnecessary amount that ruins the fun of collecting and having a good amount of guns. (Like in Borderlands)