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originally posted in: Destiny DLC: A Disappointment
Edited by PacMonster1: 12/12/2014 11:00:33 AM
23
I've frankly given up. I'll log on a few more times to re-upgrade my icebreaker and suros that I had put a lot of time into maxing out (because I enjoyed using those weapons a lot) but once that's it I'm done. And when I say done, I mean no longer going to pay for any Bungie product moving forward. Not unless it is free or extremely cheap. I've just done hoping Deej's broken record cries of "we're listening" lead somewhere actually worthwhile. I'm done listening to people say "just wait until the DLC, things will get better". I mean hell Bungie, $20 is a lot for a DLC. $15 was expensive for 90% of DLC on the market and those pieces of content were far more substantial. I've bought every single halo DLC (and Marathon DLC) Bungie has ever made since it was always quality content but this time I just can't. No design decision in this game has been made with the players in mind, they have all been business oriented and every one of them calculated to increase the amount of money being made and it sickens me. This is the company that at one point gave away DLC for free (cold storage map on Bungie Day) and also made map packs free like a month later (this was during Halo 2). Map packs, mind you, that were about $12. Want a better story that challenges your intellect and feels like an immersive cohesive universe? Nope, the 8-14 demographic won't understand most of it so we have to dumb it down to "go here, shoot that until it dies, congrats you saved the universe and now have all the hot babes". Sure a large vocal part of your community that would be members of this forum and other websites will tear the game apart, but they're still playing it and the game's accessibility means more sales. Lack of content and low initial level cap? How about caps forcing players to spend far longer in the game to accomplish simple things than they would otherwise spend. We'll let players have just enough glimmer as to have just enough to make a few large purchases. We'll have a "reputation" system which takes thousands of points to increase a level even though any activity the person can do will only increment the reputation like 1/100 of the way there. Also there will be marks that also have a cap insuring it takes 2 weeks to actually buy a piece of armor [b]or[/b] weapon since you can't have enough for both. We will RNG every single thing making it impossible for players to set goals in certain timetables forcing them to keep pulling that slot machine lever because Casino logic never fails to pay the bills. Multiple paths to reach level cap allowing players to "complete" the game? Nah, F 'em. Limit it to a single path which requires 1 aspect of the game be played a potentially infinite amount of times because everybody loves RNG rewards that could easily be programmed to remember what you got last time reducing the likelihood of being given the same reward again the next week but then players would "complete" their playthroughs quicker which reduces the numbers of people playing the game which doesn't look good when we do our marketing pitches to journalists. Worried your playerbase will go through the DLC too quick and stop playing the game? Take the exotic weapons you kept promising people you'd make better and instead of adding unique, interesting buffs to them or simply upping their attack power, let's make players have to trade in their old now obsolete exotics for the exact same version that just features a higher attack value but also let's reset their weapon progress. This has the added benefit of further padding out gameplay by making people grind out those traded in weapons again, plus padding out the amount of time it takes people to even trade in everything they want since the system is tied to Xur who is only available for essentially 2 days. Thus locking in players who have many exotics into another RNG system which could take months to replace everything a person wants to change. These tactics are so transparently obvious I'm having a hard time wondering if Bungie actually developed the DLC or if Activision just straight up developed the DLC from their marketing department. What if players won't buy the DLC? Shove it in their face by making the DLC content a honking green "alert" like UI icon and then make the weekly content locked behind the paywall as well killing off an essential source of strange coins and upgrade material for people who didn't buy the DLC but want to move past level 29/30. Could they have created a separate "weekly" content specific to people who bought the DLC? Yeah, just like there will be DLC specific PvP playlists. But then you sell less DLC by not pissing people off by locking away content they need. Even something as minor as the new tumbler sparrow shows how every decision is business oriented. A sizeable portion of your community sad that sparrow racing isn't a thing? Create a special trick sparrow and then dangle in front of people's faces like a carrot on a stick and put it behind the paywall as well. Something that easily would have been a free gift in pass incarnations of Bungie. I can't trust anything DeeJ says since every "we're listening" ends up with a compromise of sort of involving something the community asked for while still mostly being about padding out game length (which in a game with so little content is more torture than helpful) and increasing sales potential. I'm done.
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