We play Destiny. We all know what we like and what we chase. I ask you to consider this.
Name everything to yourself what makes a game mode successful. Some of you are more objective and some of you are more subjective.
Want you to push those answers to the side and look at the poll.
You have a choice between core gameplay systems and loot.
I will put in spoilers what I believe should drive a game mode so I don't persuade a specific answer from you.
[spoiler] I believe any game mode, if designed very well it shouldn't need loot to drive engagement. I understand that Destiny is a looter shooter but listen.. if you hate the activity then why are you forcing yourself to play it? Loot only drives you to play the activity just to receive the reward. Players typically do not return to the activity. If this is the case then perhaps bungee should look at fundamental core issues with the activity and change them to stimulate engagement and increase player retention.
Think about it. What are we sending as a message, as a community, to bungie if we continually fund them and not show them what needs changing? [/spoiler]
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#destiny2
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1 ReplyI'd have to say it's gotta be a bit of both, if your playing really boring stale content that has great loot then people will just get burnt out and not play it often. Look at wellspring, might not have the best loot but people still want the exotics and whatever loot from it but don't actually enjoy the wellspring activity. Now if it's a great activity like let's say a raid but it has really bad loot people generally enjoy the game and playing it for a while but they will loose interest in actually farming it when the loot is trash. And henceforth just get burnt out. So the loot sorta incentives people to keep playing the great game mode. Because they enjoy it and getting decent loot. These days most activities are either one or the other and it's very rare they are both.
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1 ReplyYou should be primarily having fun; the loot should be a byproduct.
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2 RepliesCats would help. Have cats sometimes show up and play a role in the action...
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First of all, I'd like to say Bravo for your first thread where you dont poke something to other players and ask for decent conversation. Credit must be given when credit is due. My answer is both, although destiny's problem isnt limited to loot vs game design/pla and in this case, the game being weird F2P has a huge impact. I have been saying this many times, if Bungie removes loot for the game modes, people then will actually see the "dedicated" player base who doesnt require the loot to play destiny. However, their numbers will be so low that it wont be enough to keep the game a float. However, Bungie showed that they are reluctant to put in the work for core activities since they are avaliable to everyone, not just paying players. But, if they neglect paid content to improve core activities then they are going to have a problem with paying players. Unfortunately, Bungie has backed themselves into corner with this approach to content. If we also add the time that it takes Bungie to address any issues within the game then the question of where the bungie's focus should be doesnt really have a clear answer. what I mean by that is, it takes minimum 3-6 months for Bungie to action anything and generally this is around 9-12 months for certain issues. This is due to production cycle and timing as they have explained. However, this approach translates into a bad player experience for some people. After all, I may have purcahsed the DLC and 1st season, but due to all the bugs and issues, I may not be able to enjoy the game as much. But the fixes comes either next season or the following one which means that I paid for a faulty product that doesnt exactly work like it should but I need to pay more for the next season if I want to play with fixes implemented. For me, this always have shown lack of planning and the culture of "winging it" at Bungie. Dont like it, dont play it is a nice idea in theory, and works for some things. But, in Destiny to ask player to stop playing after they spent years in the game, spent hundreds of dollars is kinda of a strech for me. Have my upvote
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1 ReplyGood game design with developers who are very considerate towards the community. With issues that are heard and resolved quickly, to further benefit the game and community as a whole.
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2 RepliesBruh the problem in here is that core gamemodes have horrible designs along with horrible loot 🤣
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1 ReplySomething that’s fun and [b]Engaging[/b] too often we get modes where we just sit and shoot and often times we can just look at our phones while the activity plays itself [spoiler]I don’t condone afk farming [/spoiler] I need something to stimulate my brain not something to turn it off and just look at the pretty colors This is why forsaken is the best expansion. Nearly every game mode and activity got a fresh coat of paint and had a reason to play them. I despise the seasonal activity modes and play them maybe once a season since they are all just the same thing
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1 ReplyNeed a both option. I stand by that trials and iron banner should have a Kinetic, energy, and heavy of every archetype in the game. If there is loot to chase ,people will play.
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1 ReplyI spend the vast majority of my time in pvp. And my opinion is that the fundamentals of the game and the activities themselves should be built well first and foremost, if the only reason that Someone is in a activity is for the loot, what’s the point? It just sends bungie a false positive feedback loop because to them numbers=good
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5 RepliesEdited by KronosCatawana: 8/6/2022 5:55:07 PMSo long as RNG is the core of the system among other things, no game will be "good" punishing those who put the work in and rewarding the lazy guy who sat dead 90% of the time just because RNG blessed him and thats just one example
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1 ReplyI play activities for fun, very rarely for the loot. If there’s exciting loot available in a fun activity, that’s the cherry on the cake. Good game design always comes first for me.
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1 ReplyI read your exchange with the guy who wants adept weapons for turning on his X Box. I think this post validates your position.
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1 ReplyEdited by GetSpaghett: 8/6/2022 5:48:15 PMOver the past few years, I've been paying closer attention to game design and started developing my own philosophies regarding it. A game mode's success is a subjective matter, really. Are we talking about amount of player time involved or player enjoyment? Player enjoyment can increase time involved, but they are still separate terms. I personally believe that a player's enjoyment should come first and foremost. Focusing solely on keeping the player in longer can increase total time invested, but will leave the player feeling burnt out and much less likely to ever play that mode again until it's required for "x" reason. However, making the game mode more fun and enjoyable can entice players to return even if there's nothing to work towards. Even if it doesn't force as much time involved, it is healthier in the long run. You can see this in the example of classic games. What makes someone want to complete "y" SNES game 100% again for the 7th time? Usually because it's just fun. Now look at the forced time involvement. A player could be tasked with completing a different, less enjoyable game 100% 7 times over for a reward. If the game wasn't as enjoyable, then it's likely the player will be sick of it and never touch it again since there's no more reward, whereas the more enjoyable game will most likely have them eventually come back again even though there isn't a reward. Rewards are a powerful incentive to keep players engaged, but should never be the sole reason a player plays.
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1 ReplyBalanced teams.