I would like to ask was crafting good or bad?
Because i thought it was a good thing and I think they should bring it back. It help with vault space and help new player catch up with the veterans of the game to a point. On top of that there where Adept weapon in raid which Guardians can grind for, so what do you think.
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Edited by S I L E N C E: 4/12/2025 6:46:18 AMCrafting good. [b]Paid seasonal content should have crafting as a baseline.[/b] -these guns are typically average anyways. What we are lacking are reasons to grind (after doing the seasonal grind). Old players want their stuff back & new stuff... New players want good stuff or new stuff. We can have both. A lot of the vaulted weapons need perk refreshes. And a lot of these vaulted weapons can easily be obtained through core playlist activities to help liven up those spaces more & keep more players playing the game. There is hardly any reason to stock up on engrams for the core playlist. (Strikes being what used to be Destiny's whole thing) This would be a good way to get the grind back in Destiny but also respect peoples time investment & engagement.
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I personally think it's both. In terms of beating RNGesus, it's good... Great in fact. But in terms of depreciation of loot from other activities and sources that do not fall under Crafting, it hurts them badly. Which is why enhancing exists and can mitigate crafting. I feel like crafting is at a spot now where they can have a seasonal crafted weapon, think about Pinnacle or Ritual weapons. So each season/episode, there's 1 or maybe 2 new crafted weapons. That way crafting doesn't overthrow the majority of the loot within the world drops or activities that do not feature craftable loot. IMHO, I feel like world loot drops needs to have some love. One of the reasons I used to love playing D1 was the fact I could play some random activity or be on a patrol and find a weapon that i could use in PvP or other activities. Enhancing is a step in the right direction though definitely. I just think both Craftable loot and Regular dropping loot should have equal status.
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1 ReplyThey are bringing it back as a catchup mechanic I think hope its balanced and not just everything can be crafted
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Edited by Ogma: Destroyer of Worlds: 4/10/2025 5:07:39 AMRemoving it when all they had to do was balance it has killed my desire. Once I had the realization that they could have very easily just given us both RNG and crafting and that the tiered system IS how you do that, but that they actively chose NOT to do that, it just made me not care. It’s very telling, and not in a good way. We could have very easily had both, and they just chose not to. Never forget that.
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crafting is good if we got stronger version of the guns with rng, that's why i hope bungie will make the tier system right and not an adept 2.0 situation
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Crafting is a good idea, issue is Bungie had all the good perks for a very small group of weapons, weapons which you had to grind for and hoped they dropped as a red boarder for you to unlock, which they often did not drop, even worse was the fact that those weapons with great crafting perks were often tied to the season, which meant that if you did not play as much as a streamer, you were SOL for that weapon. So for the majority of us we had to settle with whatever we could unlock and make the most of it, even then, crafting let us play how we wanted to play, it gave us a but of control, even if the weapons that were easier to find were terrible with junky perks for crafting.
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Edited by Cooper: 4/9/2025 3:24:17 AMIts good and bad in the sense from a player perspective you will have a end to the grind for that specific weapon/weapons once you collect the pattern for it ultimately disengaging you from that content should you not find enjoyment in the intial activity itself. Such as Raids or previous seasonal content. To some it killed the appeal of destiny grinding for a god roll either getting it first try or after hours/weeks etc. But the core issue with crafting is from bungies end it reduced player numbers as many don't engage with said content without that carrot to chase due to time investment, enjoyment/lack thereof or other external circumstance. Which looks bad for their potential investors because player numbers and time are everything regardless of community sentiment. Personally I'm pro crafting because I not only get the roll(s) I want at the end of the day as long as I properly invest my time but I can also play whatever content I enjoy with said loadout. Others predominantly don't like it due to the chase being gone or a more core design issue that so many weapons ultimately become redundant unless they are a unique archetype or perk roll no current weapon in the sandbox can get. The issue now is with it being introduced and now limited to just raids for the core playerbase it only highlights the inherent archaic design of destiny's rng system.
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1 ReplyActually prefer it being gone but I will say if they want to cater to the population that wants it back I wouldn't mind just the adept weapons being craftable that includes all columns not just the first two barrels I think this will motivate more people to run Master raids more often
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3 RepliesEdited by GradeMyGuardianTTV: 4/7/2025 1:17:25 PM[i]Crafting[/i] is a phenomenal addition to this franchise, [b]BUT[/b] has been horribly implemented. . [b]RNG Insurance is a demand.[/b] . [i]Bungie[/i] has walked themselves backwards by [b]removing[/b] [i]Seasonal Crafting[/i], and since doing so, the player numbers have [b]NEVER[/b] been [i]lower[/i]. There's a multitude of factors influencing these numbers, but rest assured, [i]Bungie's[/i] decision to walk backwards & remove [i]Crafting[/i] is a major player. . The issue with [i]Crafting[/i] is the reduction in engagement. [b]WHEN[/b] [i]Bungie[/i] first introduced [i]Crafting[/i], there was demand to engage the Weapon [b]AND[/b] engage Content. [i]Ascendant Alloys[/i] [b]ONLY[/b] dropped from [i]The Wellspring[/i] & the [i]Battlepass[/i]. This is my reference to engaging Content. . As far as engaging the Weapon, players were forced to level their weapon up through kills in order to then apply the perks they wanted. The primary issue with this system was [b]#1.[/b] [i]Too many kills required[/i], [b]#2.[/b] [i]No specificity to Activity Engagement[/i] & [b]#3.[/b] [i]No challenges/grind for perk specifics.[/i] What this ultimately resulted in short term was players disengaging the Crafting cycle altogether, [b]OR[/b] players burning valuable playtime away in [i]Shuro-Chi[/i] in order to 'power-level' the Weapon. This was then met with staunch adjustments on the end of [i]Bungie[/i]. . Part way through [i]Lightfall[/i], [i]Bungie[/i] overhauled the [i]Crafting System[/i], letting us utilize [b]Enhancement Cores[/b]. Other adjustments, such as [i]Rahool[/i] selling [b]Ascendant Alloys[/b], [b]Deepsight Harmonizers[/b] & [b]Weekly Redborders[/b] from Vendors, further deincentivized grinding content for Weapons. . This was the beginning of the end as [i]Bungie[/i] walked themselves into an irreversible corner. Now players really needed to do nothing but login to pull the weapons they wanted (I'm being moderately facetious here, but also, not really). There never was an attempt to rework or implement a grind for unlocking OP & Meta Perks on weapons. Likewise, there was never a rework to incentivize leveling weapons within specific activities. . This has all led us to where we are today- [b]No new Crafting Terrible RNG & Weightgate Old Craftables generally OP & better than everything else No incentive to chase or grind new RNG system[/b] . This storm has been so perfect for driving disengagement, I refuse to believe it's an accident. None of this accounts for all the other issues that plague the sandbox or franchise. Call me a conspiracy theorist all you want to, but we're being intentionally driven away to make way for greater resources for [i]Marathon[/i].
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Edited by Zodleon: 4/9/2025 2:36:34 AMIt killed my drive for loot. When I get a drop, and I don't even care about looking at it because it's not a red boarder and so is obsolete by default is the antithesis of a looter game. When I do get a red boarder and immediately break it down for a 3/5 checkmark and have no further interaction until im allowed to get another one with it, it's not engaging. When I finally craft it, just to need to spend more resources, or use it for too long in it's worse form, just to spend more resources to [b]try[/b] it's best perks. Crafting as it was implemented was not a positive overall addition, it was a half baked system that clashed and overtook the core loop of a looter game. Whether a Crafting system could be implemented successfully is up for debate and I'm not going to say it couldn't. But what we did get was a mess at the beginning and disruptive to the end. But it's a Pandoras box, they can't just get rid of it, so here we are, firmly in limbo.
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Edited by chickenjoe: 4/8/2025 2:43:10 PMwhy are we posting as if crafting has been deleted? it still exists, just not for the seasonal weapons. even then that has only been in effect since revenant
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Edited by Machine_DNA: 4/7/2025 11:49:25 AMBad Destroys the satisfaction of weapon drops - it’s just red border or delete and everything after crafting is worthless. Solution Some form of weapon perk crafting or altering could work but having new drops meaning something needs to remain.