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#feedback

2/5/2018 6:11:31 PM
11

Why Random Rolls and Fixed Rolls BOTH suck

To clarify, both D1 and D2 perk systems suck in this regard. I'll explain exactly why too. [b]Destiny 1 - Random Rolls[/b] The problem with the D1 system was how much RNG had to be bypassed at once before a player got a perfect gun. Say you wanted a perfect Imago Loop, you had to complete the appropriate strike and then pray that: * You got the Imago Loop - Different weapon (or no weapon at all) and you had to do the strike again. * It had the exact sights you wanted on it - If any of your desired sights weren't on that list you had to do the strike again. * It had the exact perk you waned in the second column - Any other perk and you had to do the strike again. * It had the exact perks you wanted in the third column - If any perk you wanted wasn't in there you had to to the strike again. * It had the exact perk you wanted in the final column - Any other perk and you had to do the strike again. All of this was RNG-based, there was no way for the player to influence it at all. Once you obtained a gun, the perks on it were fixed in place and couldn't be changed. This meant that if a player wanted that perfect Imago Loop, they would have literally no choice but to run the exact same strike over and over again until it dropped. Depending on how lucky they were, they might get it first try, or they might never get it, purely because the game's a dickbag and didn't want them to have it. The fact that every RNG hoop had to be jumped through at the same time made it borderline torturous for players with terrible luck, as they'd invest more time than most others, only to potentially have it all wasted by never getting the thing they were after in the first place. To me, a system that relies this heavily on pure RNG sucks ass, as it's the epitome of the game not respecting the time a player puts in. [b]Destiny 2 - Fixed Rolls[/b] Now, feed me the exact opposite system. Every gun has fixed perks. Perk-wise, every single instance of a gun is exactly the same. If you liked...say...Origin Story, and thought it might be better if it had High Caliber Rounds well...tough, you can't get it...ever. While I think this is acceptable in the case of Exotics (those are specific guns that are, lore-wise, unique, and thus they wouldn't have alternate variants), it sucks ass for everything else because you might like the feel or appearance of one gun, yet the perks on another. The only positive thing to come out of this system is that it's given each gun something of an identity, two examples being Uriel's Gift (being "the one with High-Caliber Rounds") and Better Devils (the one that shoots explosions). The fact that every gun is the same also takes away any incentive to grind for duplicates, as those duplicates hold almost zero value (3 legendary shards, to be exact). Mods seem like they have potential (if utilized correctly), but they suck ass right now, and we have no idea what Mods 2.0 will bring...so I'm going to ignore those here. [b]Destiny's Future - Hybrid System[/b] What was good about the Destiny 2 system was that it gave each gun an identity, which is something I can appreciate. What was good about Destiny 1 system was that it gave duplicates value, and it allowed each individual gun to be unique in some way. My idea is to bring these systems together. In addition to the Intrinsic perk based on a weapon's type, each gun will have another intrinsic perk that significantly establishes its identity. Better Devils will ALWAYS have explosive rounds, but all the other perks will be randomized when it drops. Furthermore, to provide bad luck protection, each player will be able to spend legendary shards to re-roll specific columns of a weapon's perk tree to get different perks. This way, even if a gun drops with terrible perks, it can still be crafted into something brilliant. As for duplicates, if you have a Masterwork weapon, you can increase the Masterwork bonus by infusing other instances of the same gun into your Masterwork. If the gun you use for the infusion also happens to be a Masterwork, it'll go up even further. There'll be a cap on this, obviously, but it'll be pretty high up. Furthermore, if you re-roll your Masterwork bonus, the upgrades you made will carry over to the new bonus. Lastly, because players LOVE something to grind for, when you reach the Masterwork upgrade cap, it upgrades the gun's intrinsic perk to a unique and more powerful variant of that perk.

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  • Overall great post. Rerolls are the one thing I sort of disagree with. We had rerolls at one point in D1. All it did was use up some of your consumables until the top few archetypal weapons had the perk set you wanted and then you were done. For me after about a month of rerolling, no weapon I received was good enough to keep. I can see that at least I had something to use those consumables on for a bit, but it did not really add anything for the bulk of that "season". I think the availability of rerolling is just another artificial bandaid that does not really fix anything. Your main point of no system can be perfect is very true, all devs can do is try variants until the least problematic system is found. Bungie has tried the two extremes so a hybrid is the next step.

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