I mean like a main plot point was losing our light and we only had it for like one mission. I would have liked to see a couple missions without the light and then when we do go to get it it's a super hard mission. But when we do get the light the enemies are severley weakened to make you feel powerful.
Who would have liked to see that?
[spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in. [url=https://www.bungie.net/en/Forum/Post/139533839/0/0] See Cozmo's thread here[/url] for more information about the #Feedback tag and its uses.
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#feedback
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Would've helped to build the atmosphere of hopelessness and the feeling of being powerless. They should made the return of our powers a grand achievement, not something picked up from the lost and found.
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I was expecting a good 1/3 of the main story to be without light, we would get a progression bar to build up our light or even side quests ... disappointed
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Getting the light back so quickly was the single worst thing about the Destiny 2 campaign story. It just made the Cabal capturing the Traveler feel completely pointless.
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Agreed, it should have much more of an ordeal. It seemed a little easy.
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2 RepliesThere were so many possibilities but it all felt so rushed. I would have liked to see this fleshed out a little more as well. It all felt very easy and a little underdeveloped. I was thinking that something should have went wrong and we become corrupted while trying to return our light. We would wake up with a new subclass based on the darkness instead of the light. We could have things like life steal, mind control, necromancy and so on. We would eventually get our light back but after it was all said and done we would have a new subclass based on the darkness to explore.
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Edited by TheShadow-cali: 4/15/2018 4:21:56 PMI've always found some ideas, suggestions etc... that the community has comes up with interesting and thought to myself that some of them have been really good ideas etc... I also thought if this company actually learned how to explore this games potential that this could be a great game. So much info has been given to this company in the last 3+ years in a variety of ways that is well over enough info for any company in this entire world to get their game moving forward but Bungie. You know, if the higher ups had a brain the live team that should have been creating this "sequel" most likely would have made this game 10 times better than it is now. Then things like your idea could be looked into, but since the higher don't have a brain. The live team is stuck trying to make something out of this huge mess that is not anywhere near enough manpower to be working on D2 while the rest of the studio is working on D3. So instead of using what would have worked for the game Bungie took this route. Meaning "trying to fix what was never broken" See, the key people that left this company that had a brain actually kept this company somewhat together and had a plan to give this game an actual future. But, since they don't work their anymore ideas like yours wont see the light of day. The truth is, it's a shame how this company has handled this game. No, it's not everyone's idea on what they would like to see added to this game or what could actually improve the game. It's just a shame that this company is only making this game to just meat the contracts deadline. I wonder when the higher ups are ever going to wake the hell up from this fantasy that their way is working???
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No, I think it was fine as it was - I wouldn't have wanted more missions without the light. Probably the double jump is what I would have missed the most rather than grenades or the super.
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Yeah sure.... I love my powerless guardian
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I would’ve! Half the game... die and restart. Revivable with a fire team member only. Got our light back WAY too quick. Completely negated the high stakes!
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Perhaps that what Ikora's Meditations could have been. Reflect on your previous accomplishments and think about how they would have gone without your Light. It's possible for them to add in a second version of each mission to her inventory each week where you have to specific missions Lightless. Though that may prove menacing for certain stages where you have to jump gaps that require jumping abilities. But I suppose they could still grant you your floofing skills.
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Another 10min of crawling without shooting anything or having to evade any enemy fire? I guess that kind of PvE experience is the best we can expect from Fall DLC!
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I would have made a bit more sense story telling wise for you to go a little longer without it. I don't think I would have enjoyed it, but that's kind of the point. A bit of adversity can hook you into the story.
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We should have never lost our -blam!-ing god damn light. Smfh this is so stupid. I can’t believe this all happened/is happening. What in the actual -blam!- was Bungie thinking. Un freaking believable.
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Yes no light!
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Itd be pretty anoying not being able to jump
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1 ReplyI've talked to my clan about this back at launch; it'd be really cool IMO! I thought the story moved too fast, especially when it came to retrieving the Light back. I thought it would've been a great opportunity to go through several missions (heck, even up to the first Strike) without the Light. It would've felt a little challenging, perhaps, and furthermore it could've been a way to teach players how to play a first-person shooter on a tactical level; so by the time you reached the first Strike, a big appreciation for the Light as well as a strong tutorial from the likes of Hawthorne and Devrim would've influenced skill over power even further. That is what makes a true Guardian: the choice to fight and protect. With or without the Light. * * * On another related note, it seemed only our Guardian was able to receive the power from the Traveler again. It would have been great to have our Vanguard mentor's flashback moments as not only monologues but playable missions on what it takes to be the particular class you chose. Each playthrough of story depending on the class chosen determined the respective alternate path. Ikora for Warlock, giving meditation lessons and flashback missions to not only learn about her journey but [i]why[/i] she is part of the Vanguard and so on. Storytelling is such a vital thing. It's how we learn things and carry on information. [i]How[/i] it's told is also important, as it can captivate or straight bore someone! (I think that's my cue to stop lol)
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1 ReplyWith all of the promotional material saying stuff like "welcome to a world without light," it really gave me the impression that we would have had more than one mission where we had no light.
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That was the one thing that felt off during the MSQ. Why did we lose our light for 1 mission? It could have been interesting with us collecting fragments of the traveler together as we slowly unlock our subclass then finally once we finish the whole shard we get the full subclass unlocked.
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24 RepliesI generally do not like this plot device/mechanic in games. The "you lost all your stuff periodically" deal just feels more like an annoyance than an actual time of struggle. But in this case I agree. I can't be certain, but uh, I am fairly sure that most of us were thinking something along the same lines when we got our powers back at the shard. "What, already? I think that kinda stems from the problem they have with the RPG vs FPS elements. Bungie's always been a FPS crew, and I think are still figuring out open world, storyline, and stuff like that. That sounds irrelevant but it really is not. In an FPS, this is how the campaign would typically play out. You'd lose your stuff, but only for like a split second, or maybe a couple of missions. The [i]pacing[/i] is different in an RPG. In open world RPGs especially, because devs usually use the open world and the NPCs within them to tell the story. So it's a story that's sort of drawn out over a long period of exploration. Which is better, and the way I'd have preferred it. I mean, the fall from grace should have been this epic memory. They had the EDZ to work with, the farm, characters like Hawthorne and Devrim Kay, the survivors and clans that Hawthorne had gathered. As it stands, you limp out of the city. You see time stamps. You shoot some dogs. You see a hawk. Hawthorne finds you when you fall, you go to the farm, you find the shard, bam. Powers. That fast. Doesn't even feel like we lost anything. (Especially since the tower NPCs ALL survived, including that bastard Rahool.) It could have been a time where we are lost and struggling for a long time in the EDZ. Finding weapons, blues that actually matter so much now. Armor that actually matters for its protection value. Working with Hawthorne's people to go on missions to help survivors, lightness guardians that give info on the City, the shard, etc. Side missions that tell about the history of the EDZ. Such as High Value Target sniper missions from Devrim Kay that have you scouting Cabal and Fallen forces to fight back little at a time, while learning about their commanders and tactics. And it wouldn't even just have to be completely without Light. Those "shard stories"? Well, that could have been turned into long Shard of the Traveler quests. Challenging "training" type missions that basically taught you to be each subclass. Wanna be a Striker again? Here's a mission called "Fists of the Frontline". After uncovering a lost audio diary from a legendary Striker (Saladin) it starts a mission with dialogue something like: [i]Queue deep raspy voice[/i] "As a titan... I learned long ago that idly defending against an onslaught can never... ever be the only way. There are times when we have to take the fight to the enemy, when they need to [i]feel[/i] the shock and awe and utter havoc. And that can't always be done with simply a firearm. I never thought I would charge at a wall of invaders with nothing but a pair of fists... until I did, and sent them scattering like shrapnel. Sometimes, the fists are the better way to send a message from the Traveler... that we will bring them the fight." Then you have to basically go on a mission in the EDZ where you're constantly being swarmed with enemies, and progression to the next section might only happen if you've killed enough enemies with melee attacks, or if you've broken X amount of Arc Shields on captains using Melee. You'd not be empowered by light yet, but you'd essentially be [i]learning[/i] to be the subclass the mission is themed around. Learning about epic Strikers or Voidwalkers, learning about the history of the art, the tactics, the idea. Then finally, through investigation and exploration in the open world, you'd find a small shard of the Traveler. After many, many, [i]many[/i] hours of play. [i]That[/i] would have been memorable. It would have felt like having to build yourself from the ground up, and when you finally found the shard, it would feel like you'd been through so much to get there. It would have helped PvE in general, the campaign, the story, the lore, and the fun factor of playing beyond the opening hour of the game. [i]Sigh[/i]. But nah. We have a FPS story just kind of tossed into an open world, and power levels that mean shit, and skill trees that are too easily obtained. C'mon Bungie. RPG this shit already.
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2 RepliesSorry, but that's just stupid. D2 was nerfed to death already, but you think people would have liked running around at half speed, stuck on the ground, and weak for a longer time? That mission without the light was just garbage we had to get through before we could play Destiny. Here's an idea...if you want to play a game without power fantasy, try COD, BF1, or any of the other numerous garbage war games. Destiny is SUPPOSED to be different from that trash, and the reason D2 sucks as bad as it does is because of the influence of people like you who just want the same old trash COD has been putting out for years.
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2 RepliesOr or have the 2nd mission be longer and better. But a SUPER missed potential. Why not have us walk around the last city and learn about it? Wow what fkn luck did we have that our ghost was a few yards away? Why not let us search for the ghost and hide from the cabal or something? But no we leave the city after 5 mins. Man I would like to explore out side of the city walls beacuse I want to see how big it is. But no Luke Smith happend
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The games plotpoints are pretty well all undermined and lose their weight when you actually play the game. It's pretty sad honestly because a lot of the stuff they were trying for was actually interesting. The story in essence seemed to revolve around the idea that all of humanity not just guardians are brave despite what Ghaul says in the beginning. Another part that seemed to not get to where they wanted was Ghaul seeming to learn this and switch sides. Having the Consul then be the main villain.
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They should have not left the city to early and instead we could have maybe hid there with a couple of survivors and we could as cutscenes where the ghost is searching for us. And we find the light and we get out of the city. That house could have maybe been a small vendor place so you could get missions and etc. then you leave the city and find the light. Or something
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4 RepliesWe want to feel "powerful!" or We want less "power!" Make up your mind!
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They did rush it. Didn't feel meaningful. The campaign should have been much longer prior to meeting up with Zavala.
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Oh yea, that would be a better idea. I would rather have this then the power level and light level stuff. Why can we not just have armor that actually does something and guns that are different and have different abilities.