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Destiny 2

Discuss all things Destiny 2.
Edited by RevShadow_508: 5/15/2024 7:15:13 AM
40

Do you like activities with timelimits and extinguished?

I enjoy Extinguishe with a time limit

67

i dislike Extinguishe with a time limit

254

With all the Zero Hour drama I feel it might be good to take a census of how the community feels about the combo of extinguisher with a time limit. Please include your reasons, personal experience, thoughts and other information so we can talk about these modifiers and hopefully steer bungie in the right direction. Starting here I am going to be including my personal thoughts and perspectives if anyone cares to read my thoughts and opinion. I am going to make as spoiler for those who simply want to share rather then discuss. [spoiler] Between The Whisper and Zero Hour I honestly question the purpose of the timer. I don't believe the goal in any game should ever to be to impose what seem to be arbitrary barriers which make attempting content and learning more difficult. The fact is The Whispers time limit is fairly generous given how short the mission is and simply serves to discourage newer or less skilled players from jumping in to content and learning there own way at there own pace. I would be willing to bet a large number of people are doing these missions for the first time so the time limit simply serves as barrier that will waste your time. If some one is struggling with the last boss fight it isn't really good to have them repeat the mission over until they find out they actually just need a better build or to use a different loadout. I find it very dis respectful to players time when the higher difficulty had different paths or shortcuts locked off which cause players who spend a run or two familiarizing themselves with the mission. Players find themselves ambushed and unable to unable to do what they thought they needed to while a strict timer is imposed. This was the case with Zero Hour and it lead to a very frustrating experience which left me in a fairly bad mood for the next few hours. I personally don't think these timers serve any benefit. They simply tip the failure to success ratio and make the activities difficulty harder to balance. In a phrase commonly used, they add a degree of gatekeeping. Some activities becomes less accessible to some players and it becomes harder to find people to play with as a result. If Bungie wants you to play every day then they should respect your time and investment on a day to day basis. [/spoiler] That is it for my opinion I look forward to reading other people's thoughts. Have a good one all!

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  • Edited by Tis-but-a-scratch: 5/17/2024 1:03:49 PM
    I’ve done it before and could again. But no, I do not like timed missions. By nature, I am a cautious player. Not aggressive at all. I like to clear areas and move forward and take my time. Putting a time limit on something seriously hampers my play-style. So I adjust. Just makes it not fun. Made it solo to Trevor last night just to see how far I could get verses time left. Was there with about 14 minutes. With a team, I’m sure this is easily doable on normal. Legendary is probably a whole other beast.

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  • Never liked time limits in any game I never played majoras mask because it’s time based game or pikmin. Time limits give me anxiety

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    • Zero Hour is a hiest of the Outbreak Prime by Eramis Loyalists So it makes sense you don't have all day to catch them , that's like bank robbers waiting for the cops

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      • I ran the OG Zero Hour and it took me forever to complete (bloody robot). Since then, I have never been fond of any jumping, time gated and extinguish missions. I play to enjoy the game, not have anxiety and stress trying to complete something that has little meaning in life. Being employed has enough frustrations, deadlines and performance based stressors to sink a ship. I don't need them in a video game as well. There's my opinion.

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      • I'm cool with extinguish. Time limits are obnoxious.

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      • Time limits are a test of mobility and coordination. They’re a good thing to have in hard content.

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        • Extinguished is one thing, but timers suck without a way to increase them through game play.

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        • Edited by whyimnot: 5/16/2024 4:30:13 AM
          On Legend mode, sure keep time limits, make them even shorter maybe and keep extinguish. On Normal, it's pointless. For new players, all the timer does is make learning stressful and less practical. But once you [i]do [/i]learn it, the timer's inconsequential. There's no middle ground when it's impactful at all. When people want to learn and explore some of the best designed environments in D2 at their own pace, Normal's the mode people select. I'd say remove the time limit from it and keep it on Legend.

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        • Not everyone has lots of free time and the issue with timed instances is, you can only fail the timer at the end of the time limit!....you have to be there beyond the maximum time. If this happens over and over.... three fails is more than hour of your time and that's an easy series of fails especially in legend lfg. So you waste the maximum amount of time, every time. It's a bummer. I suppose a group of friends who are online and in-game for the evening can sort of suss halfway through a run if they're going to struggle and agree to restart, but in LFG the chances are someone bails, wasting more time.

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          • No, I don't like it.

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          • Time limits are a lazy mechanic, in my opinion. If the game mode is challenging enough and the mechanics are challenging and fun the there should be no need for a time limit. Time limits should be kept for mechanics of escapes or nukes or speed runs, not normal content. The time limit really serves no purpose in this mission anymore other than to make you be under more pressure, which is more annoying and frustrating than it is fun.

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            • Dislike game play or game modes with time limits. I don’t react quickly and feel like I am on the lower skill bracket for most things. A timer only increases those feelings and makes me not want to play / try them. Especially if j have to matchup with others, I don’t want to be the reason we don’t complete something.

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            • Zero hour is mid as hell IMO. I don’t understand the hype.

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              • Zero Hour shouldnt be timed. Its literally a throwback to the old tower. Something everyone has wanted since we got stuck with the wall. You cant just explore.

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              • Is there a function or something that keeps track how many people actually voted in the poll? You would think that would be important for Bungie to see how many players are using them, maybe use these polls as a tool? I love doing them, but be interesting to see the results...🧐

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              • These forums are hardly an exhaustive "census" and are likely not representative of the community at large.

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              • As long as it’s not like Arms Dealer for Acrius then it’s fine

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              • Timers force you to actually rush. 40 minutes is generous, I did Whisper solo for the first time with 5 mins to spare. (This includes the parkour and the green room for the first time.) 20 Minutes is reasonable for experienced players who know where the path is. Time constraints are a good way to keep content difficult.

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              • Zero Hour is the greatest mission in the franchise's history. The fact that it still holds up, is a testament to how well designed the mission is.

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                • I don’t mind Extinguish as a separate modifier, it makes the player focus more on not dying or not dying as much than just completing the mission they’re in. Comboing it with a countdown, not a fan. I know GMs got a modifier that gets rid of your Revives if you’re in it for too long but that mostly affect squad play than Solo so it’s fair enough.

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                • Time limits just drag out how long it takes for me to learn the activity.

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                • I just wish the timer would always stop as soon as the boss dies. I don't know why on some activities the timer doesn't stop until the dialogue finishes?

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                • I’ve never liked time limits at all.

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                • I dislike time limits. Always have.

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                • for 10 years I have refused to do anything to do with Time limits and locked load outs.

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                • I have no problems with timed missions when they are well done and the timer makes sense and is not simply "game logic". The problem with this game is that it is done with completely outdated game logic, from 20-30 years ago. And Zero Hour shows it perfectly. An example? The stupid drone in the corridor. Why the hell do I need to believe my character, who has beaten god-like creatures, and entire armies on his own, can't deal with that other than running away like a little girl, looking for buttons as if it was some helpless human in a terror movie? The idea there is pretty obvious but it goes against everything your character is destroying any immersion. Lazy design 101.

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