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Destiny

Discuss all things Destiny.
Edited by MasterBarek: 5/13/2013 2:50:38 AM
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How Should Player Attrubutes Translate Within Destiny?

As I was reading [url=http://www.bungie.net/7_Stealth/en-us/Forum/Post?id=60406471]SecondestClass's post on stealth[/url], I began to wonder exactly how each players' attributes will translate across the different game modes in Destiny? From what has been revealed, I am operating under the assumption that Faction Wars will be Destiny's multiplayer mode. So, if you are a Hunter with lvl 50 attributes, a Supercloak of Invisibility and a particle beam sniper rifle call [i]Piercing Shadow[/i] that can shoot through a wall, will the same attributes, skills, weapons, and armor you have in co-op missions directly translate into Destiny's multiplayer? If so, this will allow players to truly have the freedom to create their own unique approach to PvP combat. However, I know in discussing the topic of unique objects, such as weapons, armor, etc., that some players dislike the idea of disparity this kind of system could potentially create. So, here are my questions: 1) In the interest of uniqueness and creativity, should Bungie allow players attributes, armor, weapons to directly translate from co-op or story mode into multiplayer? 2) Or, in the interest of fairness and balance, should they limit these things in multiplayer? 3) Or perhaps is there the a way to reasonably insure through matchmaking a balanced gameplay without limiting a player's attributes, skills, weapons, armor?

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  • Edited by MasterBarek: 5/13/2013 10:16:20 PM
    Great ideas everyone! Thanks for sharing. After further reflection, here's one idea I think could work. As part of the Destiny's narrative, make Faction Wars a friendly but competitive arena pitting members of the Destiny communinty against each other. For me the narrative is important because it gives justification for limiting certain attributes. Hit points should be uniform, amongst the classes at least. Armor and weapons will have trade offs such agility, recharge rate, damage, rate of fire, etc. But each item will have a budget with specific categories. So you might have two sniper rifles, one is more powerful but has less ammo in the clip or a longer recharge rate, but you'll never be stuck against someone who has a weapon that fires faster, has more ammo, and does more damage. The only problem I see with this is it creating a disparity between what's a good weapon in co-op may not be as effective in multiplayer because it's not a direct translation, but it still allows creativity without being unfair. What do think? Too complicated?

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