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10/17/2017 9:07:28 PM
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How does this translate to a power progression system tied into endgame activities? How does participation in an endgame activity translate to that user being able to make a low-quality (Uncommon/Rare) item equal to a high-level item (Raid gear)?
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  • Great question

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  • endgame activities would boost the chance of getting legendary/exotic gear, like how all raid rewards are already legendary, and you get a "free exotic" if you expend your keys i don't really like the "exotic engram" concept, i think if i had my way, exotics would be random loot, scaled to your level x1.10 or higher for your second question, i would have a transfusion system for materials, rough example : 2 whites for 1 green 2 greens for 1 blue 2 blues for 1 legendary 2 legend for 1 exotic (mats) this wouldn't give you more rare gear, but it would allow you to expend "worthless" mats (when the time comes that you have everything) to further customize end game gear example : you want to have 3 scouts of "x caliber rolls" with 3 different playstyle rolls you could dump 100 transfused "crap gear" into making legendary/exotic materials to fuel resetting perks on duplicates, or entirely new weapons that you don't have mats for also, remember that white guns aren't necessarily trash by default, the only thing that would separate a white from a legendary are 3 perk options, base stats would remain the same

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  • Why with this system will be players be allowed to progress to high-level content, or even exceeding said high-level content purely by mass collecting low level items?

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  • the question you really need to ask yourself is "how do players progress now?" they basically do the same activities over and over again, and every once in a while, they get scaled loot after that, a few of those SAME ACTIVITIES offer massively scaled loot (power engrams) for instance, EVERY SINGLE PLAYER in Destiny 2 unlocked Raid Requirements by farming Heroic Events and completing limited Milestones each week, none of which had ANY DIFFICULTY REQUIREMENTS, in regards to the raid one could argue that those who had the highest light level when the raid started were the ones who farmed Heroic Public Events the most, and got lucky enough for the most exotic engrams, no skill required, just time we have also always had hard-caps, like right now, 300/5; even though the final cap is 350, so regardless of method, players reach the cap limit either way - - there are plenty of 305 players who have never even done the raid at all, even in this system [i][u][b]TL;DR[/b][/u][/i] 1.)players have always been able to access high level and end-game content through regular grinding using no skill whatsoever in every expansion of destiny 2.)no one has ever exceeded end-game level, because there have always been hard-caps 3.)people already use common/mass items to advance their level, my system switches it from luck to skill base and personal investment

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  • You are correct that players level up their gear stats to be endgame ready by repeating the same content. This is the same for any game that has levels and repeatable conent. Players will repeat whatever is most effective. That wouldn't change with your system. The issue I see here is that players could, disregarding time investment, acquire items of an equal power level as though rewarded through endgame activities. It would dissuade much incentive to go through endgame content in order to level up ones character, because now any activity that drops rare/legendary items can now progress a player to max rank. There are two main reasons in Destiny to go through the endgame content (Raid, Nightfall, IronB. , Trials, Prison). The unique rewards associated with the activity and level increase. By essentially removing one of those from the equation -the level increase- by spreading that across all activities, the urge to do the difficult activities is now solely reliant on the rewards tied to them. [spoiler]Yes there are outlier situations where players such as myself enjoy the endgame content even when no rewards come from them.[/spoiler] Now the rewards need to be doubly powerful to provide that incentive, or else there will be no reason to do the activity. What does this do for rewards outside the endgame? They are now much less inviting to grind for, because a much better alternative may be available through these multiple endgame activities. Maybe this solves problems associated with endgame being unrewarding, but it could potentially screw with the incentive to go for any other items outside that endgame. Take a quick look at vanilla Destiny. The Vault of Glass, after hard mode released, presented the avenue for the best items in the game. There was a fairly strong voice on these forums that the raid gear was the best gear in the game, overshadowing anything else. Why bother trying to get anything else and invest time in any other gear when the best options are from a singular activity? That's the problem I see with this. I simply think that just making it so that only items gathered from the raid (Think Ascendent Energy or Radiant Shards from Vault and Crota respectively.) can be used to increase the power level of gear. This solves the above presented problem I brought up and maintains the design choice of letting players upgrade any item.

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