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#feedback

Edited by Fableguardian: 10/31/2017 2:20:26 PM
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Feedback for Christopher Barrett about the short list of updates

List was short and sweet, but probably too short to not raise alarming questions. Here's some of my observations to fill in the important parts of the list: My two cents from the bottom item to top: A ) Emote D-pads are the interface so we don't need another one. However, every one of those pads could be coded to occupy emotes, not just one. Apply exotic restriction here so that we cannot equip all those exotic emotes at the same time. Otherwise we would all be as boring as the other with the same emotes and diversity would be ruined; smart scarcity is a great motivator which is unique to this game and I was a bit dismayed that it isn't applied in the subscreen as well. Use it or lose it. B ) No, you are jumping ahead of yourselves. Do not create something more into the game because there is too much of something specific in the game already before you deal with it properly. This is an unstable connection between variables. Tweak the code so that we don't get surplus and then we can talk about what to add to the game. Remember that when an issue is about the quantity of currency, level the playfield first. You can always raise the generation pace of the currencies after something new is introduced and be thanked for it, but you will be lashed if you lower the currency generation after you introduce something new that needs the currency. Don't add anything to the game that introduces a system that allows you to buy stuff until you first fix the behaviour and generation pace of money itself. Bright dust is a perfect example of a perfect pace. Pace of progress is a serious matter. Also do remember that some individuals hoard. Then there are those who hoard and complain they have too much even though it's on them. C ) Yes! Exotics need more love. However, do not touch the generation nor duplicate variables yet. I am perfectly attuned to find duplicates to upgrade my equipment, thank you. On top of that, I want to be surprised when I finally get the exotic piece I like to have. Don't make Xūr unemployed. Instead focus on the ornaments. Make them change the shape of the gun as well as the theme. Don't touch their sound though. That is how I recognise them in the battlefield. Too much difference and it gets too difficult to counter them in time which means too short time frame to react. Imbalance is not a fun variable. D ) Yes, again a worthy task for the diversity. Just remember that the equipment has two mod types: swappable and replaceable mods. Don't make them overlap too much to reserve balance and keep them interesting because the duality works here just fine. Oh, and the 5 points that come from the legendary mods are considered as a specialisation particle amongst the tree of character development similar to education system specialisation. The first 100 points are mandatory, next 200 points are basics while the last 5 points make you a specialist in those areas, or in this case equipment pieces, you have your focus on. When I witnessed the warlock Optimacy robe, it was a must have, but sadly it forces me to change the build due its mobility affiliation. It would be great to look good and still have the affiliation that suits you. Then again the same issue of differentiation in the battlefield would surface. Maybe just widen the clothing line. Give us, for example, miniskirts. Due a bug of some sort, my warlock tends to loose the flowing lower part of the Optimacy robe and the result is quite a lot more to my liking. Also keep in mind that some shaders don't produce all the colours seen in the icon at all. It would be great to at least see each colour at some spot on your clothes. Raid shaders, for example, dont show that violet colour at all when you dye certain armour pieces. This is a disappointment. E ) Remember to not touch the monotonistic nature of the Iron Banner. If I want to play random maps, I go with the other choices. That and the story-driven reasons Saladin mentioned made it perfect; Tower fell due lack of control and he came back to teach us just that. Thus let the next major event decide the next Iron Banner theme. Crucial note: I hated Crucible in the first installment and Control was the worst. When Saladin came, I was negatively surprised to see a list filled with only Control maps; due my past experience. However, due the repetition pace I quickly became good at it and now I love Crucible and especially Control maps. This would have either never happened at Quickplay or it would have been super significantly more time consuming and alienating. Thank you so much for the Iron Banner. Faction Rally was fun too, but I could not pick just one faction to support so I supported them all. Too many good rewards on each faction so the support got tangled. Maybe the rally needs to account the personal effort too. If I only liked shaders of the New Monarchy, but really wanted the gun from Future War cult, could some sort of a Golden Road be viable here? Shohreh Aghdashloo whispered me to join FWC. F ) Penalties do more harm than good. They always do. I've thought about them more than I like and came to the conclusion that some innocent individuals are going to suffer from them too and some would take advantage of them instead. Real issue here is an equal chance for victory and to do the challenges. Personally I am not struggling with 10-90 score with me joining the losing side, but the fact that all I need is a chance to get that one last challenge done and when the score shows there is no such possibility, in certain cases, that disappoints me the most. Thorough these improvements, do give us the insurance that we at least get a shot at our challenges when we join a match that has already began by letting the starter formation define how many players a match needs to continue properly. If none appears in time, the other team suspends enough players to the bench until enough players join the lacking team. Neither team would get points before the issue is solved. G ) A separate statement about one theme map alone? I think there's nothing bad about Supremacy really. Spawn rules need a tweak though. In case a player spawns too close to the opposition, have the spawned player gain an immunity shield until they get to safety. If someone would chase them, shield would stay on until the necessary gap of distance is met; the other side of the map, for example would of course suffice. Same principle applies in a basketball match with one basket. Players have to cross a certain line in order for the possible throw / shot to count. H ) Can someone tell me what's the point in private matches? House rules? In that case they could be fun. Otherwise I don't think I understand the point(s). People would eventually have to apply for a clan to get introduced to a group that does private matches since less and even less would do open ones due advantage over challenges and top ranks. Open matches would die out which means not enough open fireteams and not enough open fireteams mean not enough open players. What did I miss here? Same weakness with Guided Games; no seekers mean no guide gets rewards and no guides mean no seeker gets rewards. This is why we have matchmaking in most destinations. True reward is the new friend we just made, right? How does it help to force us make new friends, if some of us ain't sincere about it? Also we are all competitive. We want to succeed every challenge and we want to win. No player who bought the game wasn't one who didn't want to compete for victory, even if it meant PvE to say the least, so why label us this way? Feels very odd. I ) Don't focus on rewards first. They are like the toppings on the cakes or the spice in the beefs. The cakes and beefs are edible just fine without the topping and spice, but toppings make the cakes look good and the spice makes the beef include a little twist. Some toppings work on multiple cakes while some spices work in multiple dishes. Focus on the replay value instead. Why do we want to do the missions, strikes, adventures, lost sectors, meditations and so on. You know why PvP is so satisfying? Because we can surprise human opponents. We cannot surprise PvE opponents and the way PvE surprises us is short lived. Make the PvE able to repetitively surprise us thorough randomly activated strategy components that affect shapes, sizes, speeds and shades within each activity; i.e. make PvE mimic being surprised. After this, focus on rewards. Oh, and lost sectors aren't really lost anymore when we find them. So to make them truly lost, have them only spawn to fit the proper challenge and make them spawn different lost sector maps in all spawn points to make them feel different. It gets boring to find the same lost and found sectors in the same places with the same enemies and so on. J ) Incentive for Prestige activities? How about a key? Without one, we wouldn't be able to get there to begin with. That and then make the Prestige activities a lot more diverse and deeper. Make them so rare and sought that they need much more time to be completed and thorough an actual checkpoint system instead; a seasonal sidestory arc. The one that is currently used is a waypoint system. With a real checkpoint system we could logout with no worries of losing our post and login back to continue where we left. Focus on the story. Dedicate some raids to complement vehicles. K ) I sense a bad deduction error here. Most engaged players are the ones who do everything. In their book of goals there's no such thing as optional. Additional content yes, but not optional. Keep this in mind. It ain't optional, if that whatever thingy is what it takes to spark the interest again. Title of the most engaged player sounds more like a prison sentence to me. Closest activity that resembles an optional pursuit in this specific sense is like either going for a salsa class or foxtrot. Most engaged player will do them both unless given the option to do only one of them in a season.

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