Welcome to Destiny.
The supposed “team” game where you can solo complete or solo queue most things. Except for when it matters.
The “looter shooter” where like half the game’s pursuits at any given time tell you what to use and/or where to use it for the sake of a pursuit.
The loot based game that continually leaves loot behind as it updates and changes.
The game with pursuits that don’t work with the game model because they disincentivize winning or they encourage people to leave early or go AFK.
The game with the impractical PvE/PvP blend with almost no either/or options despite how vastly different those types of games are.
The game with open worlds that barely get used for anything significant in favor of requiring players do the same closed team activities that have absolutely no variance and that rarely ever, if at all, get updated.
Oh what Destiny COULD be. That thought always being in the back of my mind hinders my enjoyment of what is otherwise a really cool universe and story. Despite the fun that there is to be had, it’s also the epitome of wasted potential in the gaming world.
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Sounds like every MMO
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Edited by Ogma: Destroyer of Worlds: 8/10/2019 3:10:09 PMI’m not super familiar with MMOs but if they are generally like that, in that individual player pursuits don’t mesh with the actual game model, then I will continue to avoid them. Makes no sense. Destiny is a pseudo MMO though. It’s much more a looter shooter and I think it would be better to lean on that and to lean on its open worlds. It’s like it’s trying to be something it’s not.
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For perspective I spent an entire month doing daily bounties in the MMO so I could get a weapon that was immediately rendered trash with the launch of the new DLC. Not sure what you mean by player per suit vs design though. They’re made so you can choose what you want to pursue. That’s how I think destiny is designed as well.
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Edited by Ogma: Destroyer of Worlds: 8/11/2019 10:37:29 AMI don’t think Destiny does it well at all. You can choose WHAT, but not HOW. It doesn’t give options. Everything has a specific path and everything is spread out across the entire experience despite how vastly different its activities are. There’s almost no either/or options when it comes to progression. On top of that, so many pursuits tell you what you have to use and where and when you have to use it, and many times it’s in a way that encourages people leaving early, going AFK, or it disincentivizes the notion of winning in team based completion. Individual player pursuits and being on a team to win or complete something are fundamentally opposing things. Especially in PvP. Makes no sense. I wish they’d lean on their open world because the drop in/drop out nature of them would alleviate A LOT of those kinds of issues.
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Edited by Seth, Knower of Things: 8/11/2019 12:03:20 PMAgain I spent a month doing the same bounty every day for a month to get that 1 weapon. That’s not nearly as enjoyable as Bungies system of “play this then play that” quests. It’s way more fun to do 3-4 different activities for an hour each than to do 1 activity for 4 hours. Only 2 exotic quests require a team. Rat king and lumina. Aside from that I don’t think any exotic requires a team. And I don’t think any of them reward AFKing as they require you to do something most times. Get kills, pick up X amount of Y, the only thing I can think of encouraging AFK is tribute hall and the 50 EAZ chests requirement. Maybe I’m just not understanding your complaint, you want quests to be either very broad in the quest steps (ex. Get kills in the game) or quest steps that don’t involve multiple activities (crucible then gambit) or both? I get the fireteam point.
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Edited by Ogma: Destroyer of Worlds: 8/11/2019 9:40:34 PMAnything that requires only completions encourages AFK. On PC people actually have bots that prevent them from being disconnected for inactivity. Any competitive situation where a pursuit dictates your loadout is encouraging the opposite of what competition actually is. Anything that tells you not to use what your best with in PvP is a detriment to it. There are many things that require more than a simple hour or two of an activity. 40 Gambit completions for a pinnacle. Getting hundreds of medals in Gambit. That takes much longer than a mere hour or two of an activity. They have open worlds where they could impose variance and “on the fly” situations to keep it fresh as we pursue things. Instead they just say, “go do this thing in strikes or PvP that will take AT LEAST several hours straight.” Not only is it uninspired, it’s just not fun. Especially since those activities don’t ever change. And on top of that the insane amount of daily bounties dictate player loadouts, often in ways that oppose the longer pursuits. None of it meshes well with the looter shooter model.