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#gameplay

2/18/2015 5:04:13 PM
0

RNG the Gameplay, not the entire reward system

It's very simple... keep the game as fresh as possible for those of us that have been active members of this community. So, with a limited number of settings/locations (that may grow with dlc over time), how can you do this? Those of us that spend time on patrols understand that each planet contains a map that allows you to travel to any location on that planet from any other point on that map. Why do missions and strikes always start from the exact same spawn point, meeting the exact same enemies, on the exact same route to the end task? Why are the rewards you gain along the way and at completion of the tasks a complete lotto? Here's my proposal for keeping the gameplay more unpredicatble and fresh, and the reward system less of a turn-off after having no luck for extended periods of repeated plays. 1. Make starting spawn points a random location on the map. Every time you start a mission or strike, you will not know for sure where your ship will be able to drop you (maybe weather/atmosphere, or local resistance prevents you from spawning at the "typical" location). This will require a player to prepare for multiple scenarios, routes, and engagements no matter how many times they've played a specific mission or strike. 2. Make enemy spawns random. You know that spot you're so used to seeing baddies jump out of? It's eerily quite. "Where'd that drop ship come from? I've never seen a drop ship spawn there!" The players would have to think on the fly and find cover and vantage points from parts of the landscape that they haven't had to before. 3. Keep RNG for chests and loot drops in-game. Reduce RNG for task completion and setup specific rewards for completion of missions and strikes. Every mission should have a guaranteed reward. Whether it be a combination of xp and glimmer, or something more substantial, it should always be something that is relevant to the player's current level or used to obtain rank or items from the tower. A lvl 20+ guardian doesn't need another set of lvl 12 rare boots. You're better off giving us a specific amount of glimmer and xp for that. If we need to breakdown lessor armor for upgrade materials, then we can use glimmer to buy them from the Cryptarch and dismantle them (which helps earn rank at the Cryptarch as well). This doesn't have to be a major change to the entirety of PvE. Create a new Strike Playlist and give random spawns a shot. The adjustments to the RNG reward system might not be a huge deal. We've all been desensitized to it by now. But keeping gameplay feeling fresh is a becoming a bigger and bigger issue for the community. Why not put RNG to use there as well and give players a new experience every time they play, even if it's at a location they've seen and played through thousands of times before?

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