First off while we're on the subject of glimmer, I want to give a shout out to the program manager who thought it was an excellent idea to take away a player's ability to gain glimmer during the Undying Mind (PSN) strike, where the yellow shirt Vex come out in droves right after the running the bridge from the Black Garden mission backwards. I noticed that it would be quite a lucrative method to gain glimmer quickly, especially since I find myself running this strike alone. But hey, we wouldn't want anyone progressing more quicker than your slowest player still stuck trying to find their way past the maze of cars at the very beginning. I have to say that it was quite a sheisty decision on your part, meant to intentionally keep players grinding.
On the subject of glimmer accumulation, allow me to introduce my idea. In the Crucible, players should be able to gain glimmer by popping a new consumable item and gain glimmer by killing other guardians. A friend of mine, who co-authored this idea, one upped me by stating melee kills should result in a higher glimmer count, and to make it personal, that extra glimmer count should be subtracted from the victim's glimmer reserves. We will call it a "Pickpocket Kill" to register on the side score screen, with a random glimmer steal amount each time it's utilized. Of course, you can't rob the empty handed so there will be no negative debt to pay out.
Post your comments and tell me what you think about a 'Pickpocket' feature in the Crucible.
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1 ReplyI think a scavenger perk should be introduced. Especially if they are nerfing ammo drops.