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11/12/2015 12:47:00 AM
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So you're saying you wouldn't have bought TTK if they only advertised 9 exotic armor pieces?
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  • Honestly no. Especially if I knew they were these 9. Absolutely dismal.

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  • Edited by R merc G: 11/12/2015 12:59:30 AM
    Interesting to see how people value things. It's probably why cheesing is so popular and people want the path of least resistance to rewards: they're actually playing collect-the-loot instead of an FPS

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  • This game has become too grindy for me. I'm not playing collect the loot, I'm enjoying the game, but for me and many others exotics are an important part of the fun. They're supposed to be unique items that alter the gameplay, and the new ones, of which there are nine... Don't really. I've already played the strikes and raids and crucible maps many times over. Gameplay altering loot is another massive aspect (for me) of keeping the game fresh and I find it rather lacking in this expansion compared to year one. The gunplay, teamwork, etc are why I enjoy this game. A lot of the other aspects infuriate me. I'd never have gotten into Destiny of it had traditional boring MMO controls, since in my opinion the storytelling is for the most part lacking, the progression is arbitrarily toned back and in many cases entirely unfair, etc.

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  • And that's all fine, but to me that's not where the value lies. I've quit Destiny for now for many of the same reasons you feel burnt out, but I still got my $40 worth. Most full price games offer less content, fun, or good times with friends than I got in six weeks playing TTK. I don't tie the game's static value into how it keeps me active for a long time like I would if this was a subscription game. In short: - TTK was a good $40 expansion for the amount of new content apart from "time gated" quests and rewards. The new subclasses, strikes and raid are all great. - loot issues and dissatisfaction will cause people to lose interest in staying active, which will negatively affect the community, but doesn't necessarily damage the static value of the game.

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  • Thank you very much for the well thought out and intelligent comment. I agree. I don't like time gating period really, but I hate it especially when it isn't warned of, and then the issue ignored. But otherwise, yes. Although I think content wise compared to other games it's still overpriced, the taken kings content is solid (strikes, missions, the raid, subclasses). I just know I would enjoy this game more if it treated itself like a fun video game and not an addictive drug that always wants more of you.

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  • Few (if any) games can support hardcore players at several hours per day over the course of months [i]without[/i] employing those "addictive" features. It's a design quandary: how do they manage a finite amount of content to satisfy a community with a limitless appetite for relevant gameplay? Before making a purchase like TTK, I need to ask myself "if I only play through each activity one time, is it worth it?" If yes, then a progression system that rewards continued play is added value. If not, it will cause feelings of "grind" or fatigue in repeated activities.

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  • What I don't really understand is WHY they want us hopelessly addicted. Hear me out... This isn't a subscription based game. They make there money through purchases. Wouldn't it be better if every purchase left the player with a [i]good[/i] taste in their mouth? Not them getting burnt out through repetition, unfair rewards and other assorted bullshit? I'm not an expert, I just don't quite get WHY they want us playing for hours each day. It costs money to run servers haha.

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  • In essence, the more people who quit because they "beat the game," the worse the experience for everyone else. Consider Skolas: in House of Wolves, hardcore players were max level and had everything ascended within three weeks. Many people stopped playing PoE 35 because there was no incentive. That meant that skilled players were not in the pool of active players, which made things more difficult for players who were behind. A [i]lot[/i] of players spent far too long trying for Triumphs because the community wasn't cohesive. In essence, "addiction" to some and "incentive" to others is a vehicle to keep an active community interested. I honestly don't see anything malicious because they have little to gain (no subscription or non-cosmetic microtransactions) but a lot to lose the more people burn out. They need to tweak things for sure.

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  • I am honestly shocked at how logical you're being man. On the destiny forum. Short respond because I totally agree, thanks for the comment.

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  • Sorry about that. I'll try to fit in... *ahem* [i]git gud scrub!![/i] Better?

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  • The game would have died a long time ago if the majority weren't "collecting the loot" That's the whole point of the game

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  • Collecting loot and progressing are part of the game, but that's different than very specific loot. Additionally, while players (like myself) are quitting due to an in satisfying progression system, that doesn't mean TTK wasn't worth it's asking price, just that there's not enough to keep us active for a long time.

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