Warning: Some of these ideas I have posted in pieces in other threads, but its been revised and new ideas added. This is insanely long and detailed. Only for those truly bored, just want to read anything they can about Destiny speculation, and/or like reviewing people's ideas/opinions so they can pick them apart and find ways to insult them. This is in no way Bungie verified; just optimistic contemplations of a Destiny fan.
A breakdown of possible things to encounter in raids, at least I hope. This is only one example of each type of scenario. I think they are pretty creative, and I really hope Bungie has implemented things like this or even better...
Puzzles:
Imagine being in a large room with six dome shaped stacks of stuff on the ground, and six large spherical shapes nearly as big as a guardian (think grifball for halo fans). The ghost hints (if you don't figure out right away) that the stacks are destructible but weaker to certain elements. When you destroy the stack, it reveals a crater that glows a color that signifies which element its synchronized to. So obviously you gotta bash/shoot those large spheres and put them in the craters right? But do you match the same colors of the spheres with the craters, or do they have to be another color to 'cancel out' the effect of that element? If you look a little closer on the spheres you would notice that each of them have the same number repeated on that specific ball as well, 1-6, so do you have to place them in order ascending; descending? Or if you look close enough, on the ground itself is the sequence etched in the dirt underneath your very feet?
All of this to a certain timer that is counting down which will likely lead to your raid's untimely death, because, well where is the challenge if you have forever to do it? And of course any time you make a wrong choice with one of the sphere's in an incorrect crater, it blows up doing heavy proximity damage and then spawns adds. That sphere doesn't respawn until after all the adds from it are destroyed. (perhaps one-hit kills on certain enemies offer a 'boost' in the timer at least giving you more time to solve the puzzle.
Traveling:
Remember the tough scenarios of collapsing landscape in the challenging endgame areas of various halos when you had to stick together on vehicles closely or your partners and their vehicles plummeted to their death? Imagine if there is something like this also in the raids, where all six of you have to speed along the horizon on your sparrows, but stay close to each other as the earth behind all of you (maybe a fairly narrow bridge or underground tunnel?) is collapsing with of course adds trying to attack you and rough terrain getting in the way. Maybe even some orbital fire descending on you if above ground or lava spots that spew up randomly if underground.
Bosses:
Imagine a boss that goes through several stages of evolution before you can beat them. A boss smaller, fairly fast moving boss that has a powerful exoskeleton that could only be broken by heavy damage (such as rockets/supers). So basically the party would have to evade while using rockets or waiting for supers to charge. Boss wouldn't even lose any health except when exoskeleton was broken open.
Once cracked, it would begin to regenerate, but in the process it would be exposed, but each time, it was, it would glow different colors (which would denote they were only vulnerable to a certain element.). Meanwhile the boss (even when exposed) is still moving around (perhaps even takes flight to make hitting it more difficult), fighting the whole time, and in this state would summon adds of course to help in this vulnerable state. (however to ensure overkill doesn't happen, when in that state, the boss is invulnerable to heavy weapons/supers, so you gotta use your regular weapons. (and of course adds would be useful to help replenish ammo stock as well).
Once you take the boss down a few pegs and eliminate say half of its total health, it slams into the earth, and integrates with the ground to become a much larger, deadlier, albeit slower boss. spawning seven heads/tentacles/(whatever, depending on the type of creature they make the boss). Each extension not only does different attacks, but also is vulnerable only to a specific type of attack.
Example, one extension is a melee striker, hitting anything that gets near the boss. Trick is, it's invulnerable to anything but melee as well. Of course when it strikes perhaps its animation is slowed down for a second, so you would have to feint properly to get it to lash out, then melee it in counter while it recovers. Of course this is only one extension. You got another blasting energy balls outwards. Another one sends out ripples of flame that set you (and the ground) on fire. How about even one that releases bubbles of 'darkness' that confuse you, and make you lose direct control of your guardian for a short bit? Obviously you'd need creative ways to take out each extension too. Some would certainly fall in the category where certain elements did way more damage, while others were practically useless against them. But what about if the boss arena had shiny crystals layered throughout the room, and that one extension that was blasting energy balls, the only thing that hurt it was, that's right, those energy balls. You had to shoot that particular extension to get it focused on you, lure it to fire at you and line it up with those crystals that reflect the energy balls back onto the boss. Also another extension that looked subtly different from the others, and that one was invulnerable until all the others were destroyed... Therefore you are trying to decide what order to take these extensions out, and who works on what, or do you double/triple team on one extension, or do you even have the proper element/weapon to be useful against that extension?
Of course you can't have a good boss if it doesn't have some nasty ass AOE's that are messing the whole party up if they don't know what to do. Every minute or so, the boss pulls in its extensions, and this animation warns you that its about to do something extreme... since its merged with the earth, it sends up hundreds of spikes all across the landscape (most, if not all of the boss arena.) The only way to evade the attack is to time your double jump/glide/jetpack at the right time, so you can remain aloft long enough to avoid that deadly assault. How about another AOE, a laser that ripples at head height, and spins around decapitating our guardians. How do you evade it, well obviously you gotta crouch at the right time, and stay that way while the boss rotates with the decapitation laser. Perhaps it even releases adds at this time, so you suffer in mobility while trying to take them out.
Then when the boss has all the extensions destroyed, it starts charging for a super that will wipe the raid, and of course spawning the toughest adds yet. But the timer is counting down. You have 30 seconds to do enough damage to finish it off, so better hope you saved the charge on your supers, and left some of that heavy ammo in reserve. This is what most mmo players I believe refer to as a 'dps check'. If you can do enough damage, you obtain that great victory finally... if not, it's the boss all over again from stage one!
Hell, I dunno, maybe all that shit sounds crazy, but I'm really hoping Bungie has done something like this, and if they haven't, well they are working on more raids.... by all means Deej, tell them about it and Bungie, please steal... er, borrow any of my ideas, and implement them, I truly don't mind and would only be honored if that did happen.
Obviously if anyone else has some interesting ideas of what we could encounter, or hope to experience, feel free to post in this forum. If the ideas are interesting enough and don't yet exist in Destiny... well, it's an ever evolving, growing, and changing world. Nothing to say they won't take some of these ideas, build on them and incorporate them later. True, they probably won't, but hell, what else have we got to do for the next month?!
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#Destiny
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I thought of an interesting idea for a scenario/boss fight. Imagine one where the ground is impossible to walk on without being damaged, so you have to remain in your sparrows(at least most of the time). The arena should be very big, with pathways that criss cross at various locations and these are safe for a sparrow to travel along. You have to fight the boss while constantly moving (or moving most of the time). There could be small intervals where the boss takes to the air, and a small area (or set of areas) becomes safe for a short time where you can exit you sparrow and use your heavy artillery. But as soon as it descends to the ground again, you gotta be ready to hop in the sparrow and stay mobile again. Anyone checking out this thread, feel free to let me know what you think!
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2 通の返信I'm getting a sort of Tomb Raider feeling from these ideas. Puzzles with pillars, craters and balls were frequently used in the Guardians of Light game. They're tricky and you feel stupid once you figure them out. Always funny. Quickly running away from something (boss, collapsing area, fires) is used a lot too. Always frustrates me to the core because I'm bad at them, but they're fun. I'd like to see how Destiny would handle that. Running away in First Person or on a vehicle from some giant Hive would be interesting. Transforming bosses have been around since the first games. They're nothing too special, unless they're random and have a switchable moveset to match your strategy. Let's say, you shoot with heavy weapons on it. It'll change to a very sturdy enemy with only a few points to hit, only able to get them through precision weapons. Let's say you use flaming bullets. Then it'll change to get a liquid or dirt coating to get a big resistance. Or of course the typical invulnerable boss, which you need to kill with its own weapons. They're quite general, obvious ideas. But the trick is to implement them in such a way it fits the game. I think it'll work perfectly though. And not only for Raids. I'd see those kind of missions done solo as well. Or as an event. Though, the bosses would mainly be for Hive though. Just seems more fitting to me And here's the thread I made. A new sort PvP, which plays normal through PvE. [url=http://www.bungie.net/en/Forum/Post/68092433/0/0]Bounty Hunting[/url]
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2 通の返信I really would like to play some raids or strikes that you designed. I'm trying to remain optimistic but I can't shake the feeling that I'll be disappointed when the raids in this game turn out to be very simple encounters where enemies have a lot of health and deal a lot of damage.
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8 通の返信Excellent ideas. Bungie has an opportunity to create a sort of mix of FPS play with MMO boss complexity and I hope they take it by the horns and rip it a new one. Varying bosses with changing weaknesses and an order of attack that you have to discover. Fingers crossed they can deliver! Thanks for sharing your ideas and hyping us even more! How about a large, shielded Cabal boss that has smaller, suicidal exploding adds that chase you? You can shoot the adds to kill them OR you can lead them to the boss, jump over him, and the adds explode into him causing much more damage than your guns can :). Some risk getting close to the boss and trying to train adds, but you're also fairly rewarded. There's so many mechanics that could be incorporated into FPS to add layers to the game. It's ridiculous.
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1 返信Good ideas. I hope raiding has some similarities to what you described because it sounds pretty fun.
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1 返信Now these are the kinds of ideas and posts that Bungie needs to pay attention to. Cool shit like this will make this game even more amazing than it already is! Of course like you said it is speculation, for all we know the team has already created cool concepts like this in the Vault of Glass and is working on even more complex future raids... one can hope anyway! Best part, and longest part was the idea on the boss. That shit took forever to read, but was damn intriguing. That would truly make boss fights epic, and not just a shoot-em til they die fest.
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2 通の返信I really like the puzzle ideas, and we already know from the few seconds we saw of the Vault of Glass they'll definitely have puzzles in there from the jumping coordination shown. Reminds me of my early days with Zelda, or more recently Darksiders. Even in those games it wasn't the focus, and in a FPS puzzles obviously shouldn't be a predominant factor, but they sure as hell help break up the monotony of always just shooting and blowing stuff up (not that there is anything wrong with that of course). Its just variety, when well done, always adds a longevity to games, IMO.
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3 通の返信I think you might be asking too much for a predominantly FPS game, but I'll admit some of the ideas sound fun, especially the sparrow race to survival where you gotta stick together... I hope they do scenarios/events and such for sparrow racing alone!
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1 返信Hell of a read, but some interesting ideas in there. Definitely more MMO-centric ideas in there, but it would certainly add some creativity and variety to the gameplay. I would definitely be interested to see ideas like this incorporated into future raids (if they aren't already, who knows?)