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originally posted in: Stop. Timegating. Exotics.
10/21/2015 9:48:14 AM
2
I agree with the whole time gating quests being a cop out for longevity. While there is some excitement to see what daily missions have secret areas. Having to wait a week to complete a quest ruins the excitement. To those who say it "enriches the destiny lore," I'm sorry but I have to disagree. Waiting for arms day to see if you're worthy for the chaperone doesn't enrich the lore if there's no story. Bungie really had a chance to open many new chapters with the exotics. An entire story involving Kayde-6 and the Warmind(s) could have been built around the Sleeper Simulant Quest. Not just "Oh the code was the order the knights appeared in." Then "Wait for tomorrow and we will open the next part of the Quest." The "No Time to Explain," could have brought back the Stranger and told more of her story, since we haven't heard or seen her since the original "campaign." Same as the Chaperone. We could have learnt more about Amanda Holliday, her past and how she is linked. Turning in the Ghost to FWC could have had its own story. I enjoy Destiny and I do enjoy knowing that after completing a quest I will have said weapon. Instead of leaving my fate to RNG. But running missions backwards, revisiting old missions (without an explanation other than its part of the quest) just seems a bit lacklustre. And for those who are about to point me toward the Grimoire Cards, I'd much prefer those story elements in the game.
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  • You mean they should have been creative? Instead of this time gated bullshit design which is the easy way out? Makes you wonder, if me you and other non game devs can come up with little awesome steps like that...why the hell cant they.

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  • Yes. Remember before TTK dropped. Everyone was excited about "Bungie's new way of story telling. Players would unlock Quests and solve puzzles. Some puzzles would have to be solved with a group of guardians as they couldn't be solved on your own." It was pretty cool to read the latest theories on the SS, even if some people were off on some weird space trip. And then the buzz when the quest finally turned up. Only to be kind of disappointed it wasn't anything we did that unlocked the mission. We randomly collect Dvalins and handed them in and then one day Bungie flicked the switch. No great mystery. No real storyline. I was waiting for some great storyline involving Bashee and Kayde-6. Two exo's that fought during the time of the collapse. A story that took us more into the history of the Warmind(s), Doctor Shim, the Archive. The Sleeper Quest could have been more like Kayde had Banshee make the weapon back in the day during the collapse. But deeming it too powerful they decided to split it up. Leaving the plans inside 3 ghosts. So we all have Dead Orbits ghost. We all knew where the FWC ghost was. The last one to find would have been the New Monarchy ghost. Once found venture back into the war bunker. Face a bullet sponge. Have 3 Guardians each with one of the factions ghosts scan a different terminal in a set order and there your quest for the Sleeper begins when Rasputin gives you the transmitter. From there the fire team goes to orbit and each member looks at his/her planetary map to see if there are any new missions. Being 3 Factions and 3 different ghost each person would see a new mission linked to that ghost and our journey for solving the SS quest really begins. Well thats how I would have written it.

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