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《天命2》

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5/20/2020 5:18:55 AM
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Potential Solution to Sunsetting?

TL;DR. I'm pissed but I want to help provide a solution. I think a crafting system and levelling based on stats would solve most of the problems and controversies. I love the game but the solution they provided basically spits in my face for the time I spent grinding for my favourite weapons and armour pieces. But after reading a lot of comments in the top threads, I really want to try to help find a better solution. You know, help them help us. So maybe we can pitch together for a better solution. I'd hate to complain and not provide a solution. So here are my thoughts and it'd be great if the community helped contribute ideas. ------------- My Thoughts/Suggestions ------------- I think the problem with their sunsetting solution is the time cap (sunsetting after x amount of time) and light level (every weapon/armour piece has a level which determines your character's level). In many other MMO games, your character level isn't usually determined by your weapon and armour level. Typically, you can't use the weapon/armour unless you're at the level of the equipment. And once you reach a higher level, you'd want to use higher level weapons and higher level armour. Your character level is also just regular levelling based on XP or based on character stats you select/increase once you hit certain XP targets. But this isn't D2's model. D2's character level is based on the equipment level. And the equipment level can be "increased" with infusion. The character stats are based on the armour which can also be increased with infusion. Add to that, you can only get higher level equipment once a week. Because if they allowed constant pinnacles, we'd be too high level for all the activities currently available. You also get temporary XP levelling through the seasonal artifact. So they are doing two things: 1) capping the max infusion level for older weapons and 2) expiring equipment every few months. This artificially forces the levelling effect of other MMO's. But it's just mimicking the effect. It's unsustainable long-term imo. The fix could be: let us level based on stats instead of based on equipment light level. We can keep our favourite equipment as it won't affect our light level. But as we level up, we can choose better stats. And as we level up, better equipment will be available for certain levels. And also, they would only need to have higher level activities/challenges every so often. They don't need it every 3 months. They can cap our levels to say, 1050 for now. Once they have more challenging activities, move the level cap higher. And, they would need more maps. I mean, I never really need to go to any of the worlds except at the beginning of the weekly reset where one of the worlds has a "world activity" bounty. Each planet has the potential to be enormous. We've never seen other continents or countries. It's always been the EDZ. New maps with higher level enemies would help solve part of the problem. But there needs to be incentive to go there and kill those higher level enemies: drops. Specifically, crafting drops. In other words, Bungie should really consider building a crafting system into the game. If they do, they wouldn't have to cap legendary and pinnacle drops to once a week because it won't matter to the level. And they wouldn't have to build new raids, dungeons, and other activities every single season because they've capped the max level so everything will still be challenging. Plus, we can craft to our heart's desire. Give you some examples: this season's bunker activities were all on the same maps. Boring. Instead, this season's activities should have been on different maps. New maps. I think they almost got it with the Sundial activity. You couldn't access that activity unless you entered a different part of the Mercury map. It was a new map. Except it was limited in scope. There wasn't anything to really explore in that map. But then they brought in the Corridors of Time. That was exciting! A whole brand new set of maps! Personally, even if there weren't any puzzles in there, I would've loved roaming through those maps as long as the enemies got progressively harder to fight. And if they have the crafting system, harder enemies = better drops = better crafting materials = better equipment. If they do this, they can probably get rid of the rotating strikes system. The strikes could be the "maps" to explore and strikes can get progressively harder. Take the "Exodus Crash" strike. That strike already connects to the Nessus map. Open it up for exploration! Let players "travel" to that part of the map and if they want, to enter the Strike instance. But make that map's enemies harder and different from the enemies in the previous map. As for the old activities (like Vex Offensive and Sundial), just say Osiris and Saguira figured out how to control the Infinite Forest. And they recreated the Black Garden with the Undying Mind and Gate Keeper as well as the Red Legion Psions in the Sundial so that guardians can practice defending Earth. After all, the Vex might've survived and the Red Legion could strike again. It's no good to have out-of-practice guardians! Regarding our favourite weapons, give people who put in the time to earn those weapons the exact same skin to use for future weapons. Let it be sort of a nod to the hard work and time we spent to achieve those crazy long weapon quests. And I think we'll adopt the new weapons because those will be better and won't expire since our levels wouldn't be based on the weapon level. And we'll keep adopting or crafting new ones because we'd want higher level stats as our characters level up. And as a temporary solution to get more people interested in the Grandmaster title, change the reward. If the player achieves the title, allow them to pick one of three unique armour skins for their class. The armour skin cannot drop anywhere else and should not be available in Eververse. But it should be amazing. I mean, I really wanted the Competitive Spirit robes for my warlock (https://imgur.com/AoXCqap). But when Guardian games came out, the skin was locked behind Eververse. Plus, the Eververse skin wasn't what was leaked (it looked ugly compared to the image above). TBH, that was why I didn't really bother with the event. I didn't want to chase another exotic weapon. Lastly, I think they need a separate tab for the lore. When I first played D2, I didn't even know that lore existed until a clanmate told me. Even then, to this day, I can't be bothered to read it because it looks so disorganized. I don't even know where to start. I'm dumb like that. I need to be hand-held with a separate tab with the lore organized in chronological order. Then I'll be able to see where I'm missing lore. Plus, I'll need a suggestion of where I should start looking for the missing pieces. You know, UX design. ;) Those are my thoughts. Maybe others can help contribute.

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