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8/23/2015 3:41:26 AM
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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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