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Edited by Clayton o tron: 8/22/2015 10:26:02 PM
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While i'm sure Bungie appreciates all criticism and suggestions, I believe this update is being over slandered. 1st, they are trying to break new ground by making an evolving game as opposed to making a new one every year. This allows continuous momentum with teams and friends without having to worry about everyone changing games. It's even possible to run missions with distant friends that don't have the new content. 2nd, and true for 99% of game gripes: if you pay $60-100 for something and use it for 200 hours +, that's less that .50c per hour of play. That's cheaper that reading, which isn't fun (jk). Your complaints smell of pretentious greed. 3rd, same doesn't equal new and fresh, new equals new and fresh. For Bungie to make this game last 10 years, you can bet this won't be the last of it. New guns and levels are not enough to keep people interested. There is a lot to be said for making people start semi-over, it levels the playing field and allows skilled players to rise to the top again. It's also allows Bungie to redesign on a core level as opposed to a superficial one. I hate and love this game as much as anyone, but it bugs me to see a group like Bungie that actually cares about its players and listens. They should not be slammed for it, but praised. Nothing like working your but off to be over analyzed and unappreciative...
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  • Hours played do not equal hours enjoyed. If the majority of your time is derived from grinding for Year 1 Weapons and Armor, and then to have those weapons rendered obsolete going forward, then the time you spent was ultimately wasted. This is an absolute fact that cannot be disputed. Step By Step Process 1: Jim Rayner spends hours upon hours doing the same activity over and over again to get one item in particular. 2: That item then loses its value and a "new version" with a higher damage is then presented. 3: Jim Rayner then realizes that he has been wasting his time chasing an elusive goal that will never be accomplished. You can't gauge the hours itself, you need to gauge the "reason" for why those hours were spent playing in the first place. If everyone had immediate, instant access to all Legendary and Exotic Weapons and Armor at the start, no one would have invested as much time as they did. Period. Also, Destiny isn't "breaking new ground" its been done before. The only defining feature about it that is conceivably different by comparison to others is that it uses Halo combat mechanics with aspects taken from Dead Island. However, as of right now it is still lacking the qualities of both which made those franchises good in the first place.

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  • So anyone who doesn't like Bungie's game or methods, should quit before wasting anymore time or money. The choice is up to us to buy and play, as it is theirs to make it how they see fit. Right?

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  • Correct. That is generally what people are saying.

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  • Key concept missing: Hours of playing also equals being better at the game. While it is easy and understandable to be angry about losing hard earned valuables, that's exactly how real life works. The people who work harder, get better. So if everyone is returned to zero, who will rise the fastest?

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  • The person who rises the fastest is the one who puts the most time in, as we have seen from Destiny Year 1. When you have an RNG Loot System in place, personal skill means nothing in regards to how players progress, only time. And that is of course the problem because said time invested in the game was ultimately disrespected by the fact that what people acquired is being made useless going forward. And following this logic, each and every year will see the exact same kind of reset. What I said still stands as true, there was no key concept missing.

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  • I don’t mmo but that sort of seems like what happens with loot systems? I put a lot of time into getting something but eventually there will be something new that I need to put a lot of time into getting - repeat untill game ends or you give up - It's fun to do but the end is unrewarding (without the carrot of the new thing to chase) I would almost feel better if everything year one just stopped. And we went with year 2 (many of which are really just year one reskins) Instead I feel like - you can keep the stuff you don’t use, but you have to leave the stuff you like.

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  • The problem being, that even in both cases it doesn't really work that way. 1: MMOs are centered around other aspects which engage the player. New weapons and armor all play into building up your character, but its always to reach an end goal that the game has already long since established from the start. End Game Content for any online game always tends to have a very major point, and usually focuses around PvP with emphasis on Clans. -[i]Stronghold Kingdoms[/i]: "It is a progressive, persistent world experience where you build up armies and forge alliances and play politics to seize control of land and conquer the world map." -[i]TERA Online[/i]: "Competing for the ownership of Guild Castles that your group can own and customize, which is shown up in the skies over the major cities in the game as a testament to your guild's skill and power." -[i]Elder Scrolls Online[/i]: "Join with others in your nation to wage war against your enemies to seize control of central Tamriel and become rulers of the land." Every game has a clear objective, something that players are working towards. Destiny lacks this, however. The context for you is simply to kill shit and don't ask any questions. You grind for the sake of grinding, and nothing more. All it does is keep you in the game that much longer, and as such that means that Destiny is designed to be a Loot Driven game. You will spend the majority of your time looking to acquire more weapons and armor like in Diablo. But the problem there is the genre. In Diablo, you go around fighting progressively harder challenges, and you are rewarded with loot each time you kill something. Its an RNG system as well, but the loot tables are consistent with your level, meaning literally every 10 minutes you are being rewarded with newer and better loot. It is a game in which every dungeon is different, you're never seeing the same place twice because said dungeons are randomized, keeping the adventure fresh. Enemies also scale to you, so you'll never find yourself simply one-hitting anything. Likewise, the loot you are getting serves only one real purpose and that's to make you stronger. Nothing more. Destiny is a shooter, however. Each gun is going to react and handle differently. That is the nature of any shooter. All weapons are unique and there is a limited amount of them in the game. This applies more value, to be sure, but it also means you're using those weapons more often and you're not likely to just so easily switch them up. Reason? Personal preferences. Some people prefer Machines over Rocket Launchers. More so, some prefer Machines Guns that have higher Impact and Stability over large clips and high rate of fire. They'll lean more towards the weapons which offer the kind of traits that they like more. The reason why people weren't taking to the weapons offered in Dark Below and House of Wolves was because they kept comparing the new ones to what they already had. This is perfectly fine, it means you have people with actual preferences who know what they want in a gun, the kind of qualities they are looking for. The problem there was that by comparison, the newer models were just trying to imitate what we already had but with a higher attack value. Example. In vanilla Destiny, there was a Hand Cannon sold by the Vanguard Quartermaster called "The Devil You Know" which was a very well rounded weapon. Nothing too fancy about it, mind you, but it was reliable in a fight. It sported a decent Mag Size, good high Impact to boot. Then in Dark Below, they put out a newer version and called "The Devil You Don't Know" which had a reduced Mag Size and overall shitty attributes compared to the original. Once again, nothing else all that special with regards to the perks, either. It was quite literally just a very shitty replacement and the only thing it had over the original was a higher attack value. Nothing else at all. They did that for many of the other weapons as well. Just cheap imitations, no creative innovations or anything to set the new weapons apart from the old. That is the biggest problem we face, a lack of creativity for newer weapons. Huh... There was going to be a two but sadly I've lost my train of thoughts. Sorry about that, lol

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  • Edited by MandallianGiant: 8/23/2015 10:10:02 AM
    I ascended a Devil You Know. I couldn't destroy it when TDB came out and I was so happy when I was able to get it up to 365 with HoW. I bathed it in more blood in PoE then I probably should have given how good Fatebringer is, but small arms buff and crowd control, 13 rounds, and all that sweet sweet stability was too good to pass up.

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  • Hellz yeah, bro XD

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  • Edited by Decipher: 8/23/2015 9:34:30 PM
    I still have that hand cannon along with my old red hand and shadow price. (I have alot of old stuff: Zombie apocalypes hell yeah!) I was farming for etheric lights with my 3 characters, and i managed to get a few on the iron banner as well, as soon as i heard they weren't carrying old stuff, i just flat out lost interest, i don't even do my missions anymore, really hard to play a game where you need to create your own goal but then that goal is being fvcked over by the creators.

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  • THIS. TRUTH. XD

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  • Vanilla destiny goal: Grind and collect exotics and legendaries after awhile, doing vault of glass! (It was really fun at first figuring out the maze was the best xD) The dark below: Lol i left ( No goal because let's be honest it was a complete failure) House of wolves: Farm for new stuff! And customize my guns and ascend my favs! Taken King : No comment.

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