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originally posted in: This Week at Bungie - 4/2/2020
4/4/2020 4:06:52 AM
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Final note. I hate being a supremely negative person, so I will say this. The cinematics with Zavala and Ana were cool, but very reminiscent of year one, and kind of had a corny feel to them because of that. The lore addition of Rasputin coming to humanities aid is a bit weird considering the Siva/Iron Lord history. I know, more negative. Not exactly. Other than those couple of things, I have been really impressed with the landscape of PvE activities. There is a lot to do most of the time if you love grinding for loot, which I do. Most of the game is pretty streamlined in terms of difficulty escalation, and reward structure for said difficulty escalation. The public events are challenging as all heck if you are lower light, yet still extremely fun and repeatable if you dont get too frustrated with the challenge. I try to help anyone I see trying to get them done because I know that the loot rewards from the bunkers are worth it. They are fun to use, and the warming cell/seasonal mod mechanics are very fun, and very rewarding. They dont unbalance the game, but they allow for better ad control without the constant use of heavy ammo or supers. It is a nice touch to game balance that fits well with the storyline of the game right now. The weapons for the most part feel good. I am a little wary of the sidearm because the latent range is so low, but it is snappy and fun to use. The PvE, though pretty limited this season, was of good quality. And we haven't even seen all of it yet, from what we know. But seriously guys, the PvP structure of the game needs to be fixed, with much lower stakes. I refuse to be carried by anyone. I hate that idea. That is ludicrous that people should ever have to rely on that to obtain an item from the game. Raids, once you learn them, are doable. Crucible, even if you learn it, can still be impossible to make progress in competitive modes without feeling like you HAVE to have a team. I get that the point of trials is teamwork. Trials is a good activity, and from what I have seen from the trials weapons, I have one so far, the scout, it is meh, but that is good. We shouldn't have God weapons locked behind a barricade like that ever. On that same note, we shouldn't have things happen where we have god weapons! I am speaking directly about the Hardlight. It is really annoying to be automatically outgunned by a cheesey exotic weapon when trying to use what I would argue, while isnt perfect, but is a very solid roll on the new auto rifle from the vaults. I mean, why do you guys allow things like that to happen if it is supposed to be about skill. I like to try to use a variety of weapons, and with iron banner, and other modes of crucible, this is sometimes possible. It does get annoying to run into a 6 stack of Hardlights, they tend to just try to group spam with Hardlight, which just really takes the fun out of the game for everyone. The worse problem is, again, competitive crucible where you end up almost HAVING to use the Hardlight if you want to have a chance of winning consistently. The stats dont lie, the Hardlight is dominant in the same way that has had other weapons nerfed or shut off temporarily. Why make new content with new weapons if they cannot compete with one of the oldest weapons in the game in an equal skill situation? I get that you guys want all content to be relevant, but most right now isnt because of the Hardlight. What if I want to try to use the Distant Starlight, or the Seraph Carbine, or the Origin or Horror Story? Maybe the Braytech Werewolf? Unless the Hardlight is in the hands of a particularly unskilled person, they will win against all these weapons. Even the other exotic autorifles, save the Suros, are seeing no use. The Hardlight is just too powerful to allow a good variety to the meta. The Hardlight is the meta. If you deal with Hardlight, it will make the game play more fun. Now let me suggest you look at something in the matchmaking. First, I am not clear as to what stats matchmaking uses. I think there may be a problem that has always existed inside it. I think that your matchmaking system relies either intentionally, or inadvertently on peoples win loss ratio, which should never be a stat that you matchmake with. It causes unintentional clumping of people that win more games, and lose more games. How successful do you think anyone can be where it clumps teams together like that, when they are supposed to be randomly balanced for things like that? You need to stop using win/loss ratio in the matchmaking because it seems like it is using it for team assignments in an improper way, or change team balancing to no longer use it. It does no good to have the game auto pairing people into teams that have similar win/loss ratios, if they encounter a group that has win/loss ratios different enough from theirs, the team assignment system will segregate rather than balance. Just really seems like that is what happens, and always has, to generate terrible matchmaking streaks. I mean, a game or two is one thing, but myself, and others I know of, end up on 5 plus game losing streaks, trying to carry the team because the team assignments are so unbalanced. You have to pay attention to things like this and fix them quickly, we all know it doesnt take that long to implement a fix to change a weapon, or a single aspect of matchmaking. Otherwise it looks like you want it that way, and it upsets a lot of otherwise very loyal fans. Just please fix it already.
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  • [quote]Final note. I hate being a supremely negative person, so I will say this. The cinematics with Zavala and Ana were cool, but very reminiscent of year one, and kind of had a corny feel to them because of that. The lore addition of Rasputin coming to humanities aid is a bit weird considering the Siva/Iron Lord history. I know, more negative. Not exactly. Other than those couple of things, I have been really impressed with the landscape of PvE activities. There is a lot to do most of the time if you love grinding for loot, which I do. Most of the game is pretty streamlined in terms of difficulty escalation, and reward structure for said difficulty escalation. The public events are challenging as all heck if you are lower light, yet still extremely fun and repeatable if you dont get too frustrated with the challenge. I try to help anyone I see trying to get them done because I know that the loot rewards from the bunkers are worth it. They are fun to use, and the warming cell/seasonal mod mechanics are very fun, and very rewarding. They dont unbalance the game, but they allow for better ad control without the constant use of heavy ammo or supers. It is a nice touch to game balance that fits well with the storyline of the game right now. The weapons for the most part feel good. I am a little wary of the sidearm because the latent range is so low, but it is snappy and fun to use. The PvE, though pretty limited this season, was of good quality. And we haven't even seen all of it yet, from what we know. But seriously guys, the PvP structure of the game needs to be fixed, with much lower stakes. I refuse to be carried by anyone. I hate that idea. That is ludicrous that people should ever have to rely on that to obtain an item from the game. Raids, once you learn them, are doable. Crucible, even if you learn it, can still be impossible to make progress in competitive modes without feeling like you HAVE to have a team. I get that the point of trials is teamwork. Trials is a good activity, and from what I have seen from the trials weapons, I have one so far, the scout, it is meh, but that is good. We shouldn't have God weapons locked behind a barricade like that ever. On that same note, we shouldn't have things happen where we have god weapons! I am speaking directly about the Hardlight. It is really annoying to be automatically outgunned by a cheesey exotic weapon when trying to use what I would argue, while isnt perfect, but is a very solid roll on the new auto rifle from the vaults. I mean, why do you guys allow things like that to happen if it is supposed to be about skill. I like to try to use a variety of weapons, and with iron banner, and other modes of crucible, this is sometimes possible. It does get annoying to run into a 6 stack of Hardlights, they tend to just try to group spam with Hardlight, which just really takes the fun out of the game for everyone. The worse problem is, again, competitive crucible where you end up almost HAVING to use the Hardlight if you want to have a chance of winning consistently. The stats dont lie, the Hardlight is dominant in the same way that has had other weapons nerfed or shut off temporarily. Why make new content with new weapons if they cannot compete with one of the oldest weapons in the game in an equal skill situation? I get that you guys want all content to be relevant, but most right now isnt because of the Hardlight. What if I want to try to use the Distant Starlight, or the Seraph Carbine, or the Origin or Horror Story? Maybe the Braytech Werewolf? Unless the Hardlight is in the hands of a particularly unskilled person, they will win against all these weapons. Even the other exotic autorifles, save the Suros, are seeing no use. The Hardlight is just too powerful to allow a good variety to the meta. The Hardlight is the meta. If you deal with Hardlight, it will make the game play more fun. Now let me suggest you look at something in the matchmaking. First, I am not clear as to what stats matchmaking uses. I think there may be a problem that has always existed inside it. I think that your matchmaking system relies either intentionally, or inadvertently on peoples win loss ratio, which should never be a stat that you matchmake with. It causes unintentional clumping of people that win more games, and lose more games. How successful do you think anyone can be where it clumps teams together like that, when they are supposed to be randomly balanced for things like that? You need to stop using win/loss ratio in the matchmaking because it seems like it is using it for team assignments in an improper way, or change team balancing to no longer use it. It does no good to have the game auto pairing people into teams that have similar win/loss ratios, if they encounter a group that has win/loss ratios different enough from theirs, the team assignment system will segregate rather than balance. Just really seems like that is what happens, and always has, to generate terrible matchmaking streaks. I mean, a game or two is one thing, but myself, and others I know of, end up on 5 plus game losing streaks, trying to carry the team because the team assignments are so unbalanced. You have to pay attention to things like this and fix them quickly, we all know it doesnt take that long to implement a fix to change a weapon, or a single aspect of matchmaking. Otherwise it looks like you want it that way, and it upsets a lot of otherwise very loyal fans. Just please fix it already.[/quote] Didn't you just say you throw games? You're a baby, poor matchmaking doesn't mean you should take it out on your teammates and quit. In my experience people who throw around the word "carry" are the ones who get carried.

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  • Paragraph breaks need to come just a lil bit earlier OP.... I got lost reading this somewhere back in Albuquerque.......eyes went crossed and I ran off the page!

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  • [quote]Final note. I hate being a supremely negative person, so I will say this. The cinematics with Zavala and Ana were cool, but very reminiscent of year one, and kind of had a corny feel to them because of that. The lore addition of Rasputin coming to humanities aid is a bit weird considering the Siva/Iron Lord history. I know, more negative. Not exactly. Other than those couple of things, I have been really impressed with the landscape of PvE activities. There is a lot to do most of the time if you love grinding for loot, which I do. Most of the game is pretty streamlined in terms of difficulty escalation, and reward structure for said difficulty escalation. The public events are challenging as all heck if you are lower light, yet still extremely fun and repeatable if you dont get too frustrated with the challenge. I try to help anyone I see trying to get them done because I know that the loot rewards from the bunkers are worth it. They are fun to use, and the warming cell/seasonal mod mechanics are very fun, and very rewarding. They dont unbalance the game, but they allow for better ad control without the constant use of heavy ammo or supers. It is a nice touch to game balance that fits well with the storyline of the game right now. The weapons for the most part feel good. I am a little wary of the sidearm because the latent range is so low, but it is snappy and fun to use. The PvE, though pretty limited this season, was of good quality. And we haven't even seen all of it yet, from what we know. But seriously guys, the PvP structure of the game needs to be fixed, with much lower stakes. I refuse to be carried by anyone. I hate that idea. That is ludicrous that people should ever have to rely on that to obtain an item from the game. Raids, once you learn them, are doable. Crucible, even if you learn it, can still be impossible to make progress in competitive modes without feeling like you HAVE to have a team. I get that the point of trials is teamwork. Trials is a good activity, and from what I have seen from the trials weapons, I have one so far, the scout, it is meh, but that is good. We shouldn't have God weapons locked behind a barricade like that ever. On that same note, we shouldn't have things happen where we have god weapons! I am speaking directly about the Hardlight. It is really annoying to be automatically outgunned by a cheesey exotic weapon when trying to use what I would argue, while isnt perfect, but is a very solid roll on the new auto rifle from the vaults. I mean, why do you guys allow things like that to happen if it is supposed to be about skill. I like to try to use a variety of weapons, and with iron banner, and other modes of crucible, this is sometimes possible. It does get annoying to run into a 6 stack of Hardlights, they tend to just try to group spam with Hardlight, which just really takes the fun out of the game for everyone. The worse problem is, again, competitive crucible where you end up almost HAVING to use the Hardlight if you want to have a chance of winning consistently. The stats dont lie, the Hardlight is dominant in the same way that has had other weapons nerfed or shut off temporarily. Why make new content with new weapons if they cannot compete with one of the oldest weapons in the game in an equal skill situation? I get that you guys want all content to be relevant, but most right now isnt because of the Hardlight. What if I want to try to use the Distant Starlight, or the Seraph Carbine, or the Origin or Horror Story? Maybe the Braytech Werewolf? Unless the Hardlight is in the hands of a particularly unskilled person, they will win against all these weapons. Even the other exotic autorifles, save the Suros, are seeing no use. The Hardlight is just too powerful to allow a good variety to the meta. The Hardlight is the meta. If you deal with Hardlight, it will make the game play more fun. Now let me suggest you look at something in the matchmaking. First, I am not clear as to what stats matchmaking uses. I think there may be a problem that has always existed inside it. I think that your matchmaking system relies either intentionally, or inadvertently on peoples win loss ratio, which should never be a stat that you matchmake with. It causes unintentional clumping of people that win more games, and lose more games. How successful do you think anyone can be where it clumps teams together like that, when they are supposed to be randomly balanced for things like that? You need to stop using win/loss ratio in the matchmaking because it seems like it is using it for team assignments in an improper way, or change team balancing to no longer use it. It does no good to have the game auto pairing people into teams that have similar win/loss ratios, if they encounter a group that has win/loss ratios different enough from theirs, the team assignment system will segregate rather than balance. Just really seems like that is what happens, and always has, to generate terrible matchmaking streaks. I mean, a game or two is one thing, but myself, and others I know of, end up on 5 plus game losing streaks, trying to carry the team because the team assignments are so unbalanced. You have to pay attention to things like this and fix them quickly, we all know it doesnt take that long to implement a fix to change a weapon, or a single aspect of matchmaking. Otherwise it looks like you want it that way, and it upsets a lot of otherwise very loyal fans. Just please fix it already.[/quote] Please shut up

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