Imagine a Destiny where;
You can upgrade your sparrow with weapons.
Your choice of race gives you stat bonuses
Class items are not just for show.
Each class plays distinctly different.
Bungie had a grand vision, take the pageantry and heraldry of the Knights of yore and incorporate that into a scifi space shooter. They came up with the idea of three classes that would fill your classic RPG roles of tank, healer and DPS. But ask yourself, in all honesty, did the final product really give you distinct classes? Do you really play your Titan any different than your Hunter or Warlock?
I can only assume that the lack of the aforementioned features boils down to trying to balance PVP.
But what if they didn't? Imagine your Titan decked out in hulking armaments comparable to the Cabal, carrying mini guns with 1000's of rounds with a secondary sidearm or a shoulder mounted rocket launcher.
Imagine your Warlock able to pull the life out of your enemies and funnel it back to you and your fire team.
Imagine your Hunter able to cloak, not for a few seconds but until an offensive action is taken.
Then you truly would have a reason to play through the story multiple times other than to get 3 trophies/ achievements.
Imagine if Patrol only opened up upon completing the planet's story missions and where you started was a Vanguard Outpost where you could purchase resources for Glimmer.
Now Imagine you get an alert on your companion app or when you log in to Destiny that the Vanguard outpost on said planet was facing an imminent attack. Take the concept of Public Events to the next level. Classes would report to their respective Vanguards to select from different objectives. Titans could choose to hold the outpost of push the advance. Hunters could flank the enemy advance or disrupt their supply lines. You and a 100 or so of your fellow guardians working to repel the attack. No re spawns, only revives from your fellow guardians. If the outpost falls. It is lost for the week. No patrol missions, no resource farming until the Vanguard can mount a counter attack and retake the Outpost.
Now let's talk PVP and how it could compliment this vision and not hinder it.
I'm assuming Bungie doesn't want to be everyone on their massively armored Titans and mini guns dominating the severs. So imagine a PVP map that is a Vex Labyrinth (and let's also imagine that the paths to the center are procedurally generated so each match would be unique) with an item the Cryptarchs desire at its center. On one side of the PVP match you have players playing their guardians with the goal to retrieve and extract the object. On the other side, you have group of player playing as Vex Minotaurs.
There would be no need to nerf classes or player weapons to balance things out. If matches start going one sided the developers need only adjust the damage output or resistance of the Minotaurs,
I think everybody can agree on one thing;
max level gear should be able to be obtained through either complete dedication to PVE or a complete dedication to PVP it is unfair to the gamer to force an aspect of the game on them that they enjoy less than others. A PVP player shouldn't have to run 25 strikes or complete a raid. Conversely, a PVE player shouldn't have to spend time in the crucible.
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This is the Destiny I think all of the PvE community was looking for. I was hoping for a "skyrim" landscape on each world with towns and cities who had vendors that had different equipment, side quests to give out that would take time to complete, not 1 minute long patrol beacons. An open world to travel randomly populated with NPC's and mobs to fight. Dungeons to explore and a grand quest to complete. Faction story lines and quests to finish. I wanted Diablo style gear with dozens of different stats possible on each of the 8-12 different equipment slots. Instead I got 4 armour slots that hold a total max of 8 stat buffs, 3 of which give me additional ammo. I wanted crafting using materials found in the expansive open world and from gear broken down because it's no longer useful. Not 4 different mats and one material per class. I want to customise my items individually, not shade my whole character. I wanted a story that would grab me and make me want to do the campaign, not 4 cutscenes and a grimoire that's on a separate companion app and NPC's that tell me they don't have time to explain or that they could tell me about wars and history but they don't. I wanted a lot of things from Destiny. What I got was some amazingly fun gameplay in a very limited and too structured setting. I very much enjoyed what I played and I continue to play. But it could have and should have been so much more than what it is. It's really a shame.
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Damn this would be nice
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Bungie, are you listening? This is the greatest idea ever.
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oh my god. You sir are a genius. Specifically the outpost/daily event idea. Not sure how it'd work because it'd be hard to set something up that would effect everyone when only a certain percent of everyone playing destiny on a certain server at any given time (maybe make it so that each person can only complete that specific event once and then the percent of events won vs the percent of events lost would determine whether the outpost is lost or not) but that idea is amazing. Also concerning you pvp concern, maybe just make it so that stats/classes/play-style's have a larger effect in PvE than they do in PvP?
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This is a all true. PvP needs its own gear. PvE is difficult enough without the weapons being weak against the bullet sponge bosses
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Ok bungie, forget everything that you were making and do this
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This is what Destiny should be. ALL of these ideas are golden.
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I think PvP could be treated as sport/training, where guardians are given standard issue, crucible specific gear that could be leveled up via crucible, if crucible is what you prefer. There could be some things that cross over, maybe ascendant mats, weapon packages, PvE buffs similar to the Nightfall buff, etc., but ultimately would help balance PvP and avoid any detrimental influence to PvE from said balance. The Crucible bounty board could be a separate board with stats and results showing which factions are excelling, and weekly crucible events could have faction winners in which participating members of said faction get a discount or item package. So much promise...so much waste.
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Edited by ChipperPip: 10/21/2014 5:00:07 PMYou have some ideas that I would love bungie to implement, specifically with zones/outposts falling or being taken by players, even with different objectives for various classes. I must respectfully disagree on a few points, though. I don't think PVP is breaking this game; I think it is a tool for fine-tuning it. The crucible is not just a crucible for guardians, but for Destiny's mechanics as well. Their balancing actions in PVP prevent PVE groups from rejecting individuals because "they use weapon x" or "don't have ability y." Nerfs and buffs may hurt, and may require your tactics to change, but it's ultimately aimed at a game where every gun and ability is useful and good. That's a game where the only correct choice is situational! That's fun! To put this a different way, they want your class, armor, and weapon choices to be the crayons with which you color your Destiny experience. Bungie will take a look at our pictures, and they want to see us using more than mythoclast-purple, shotgun-red, and blade-dancer white. They want voidwalker-purple, titan-blue, and people arguing about which color is best with no clear answer. In any case, the ideas you have relating to the vanguard outposts, the destiny app, and live/scheduled events and are great. I would love to see them in Destiny, and I feel like the world would become so much more valuable and immersive if we collectively fought for access to every area.
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Pvp sucks so much. In my opinion. So don't speek for me when you say without is its nothing. I couldn't care less if is wasn't there. Pvp has no challenge at all!!! Just a basic multiplayer
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It astounds me that people rushed out to buy a game published by the same company that brought you Halo and Marathon and somehow believe they were completely sold a bill of goods. Did you honestly think this would be more MMO than Shooter? Did you honestly think that PVP wasn't going to be (or shouldn't be) a major component in a console shooter? The game has some flaws, no doubt but I see far too many people grousing over what they imagined the game was going to be contrary to all available evidence and history instead of the actual flaws. If you want a game that is devoid of PVP you should never even have picked up a Bungie title. So many people throwing around "COD Noobs" as an insult. Did you play Halo? If you have legit concerns such as the glitches and/or Mechanic changes in raids so be it. But all this blame on PVP is ridiculous. Even the nerfs to weapons (which for the record I don't think were necessary) aren't materially preventing anyone from completing content. If all you're looking for is status gear, achievements, and Raid Content just go back to WoW. Even if executed perfectly this was never going to be the game for you.
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I had a similar vision for how the three classes should have been and it only serves to depress me because of what we finally ended up with for release.
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Bump for days.
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This game would have been way better if they had just left out te crucible. The vision you present would be wonderful.
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Edited by Gameslayer: 10/23/2014 11:30:59 PMIts been awhile since you had a bump. So bump.
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Let me spell this for you F is for -blam!- crucible U is for ugly monsters will die N is for no more neeeeerrrrffffsssss In a game not limited by PvP
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PvP is fine on it's own. It's not my cup of tea, but it was fine to include in Destiny. However, I most certainly object to the emphasis and importance that has been placed upon PvP in Destiny as a whole. It should only be an add-on optional part of the game, but Bungie decided to make it a crucial component to advancement even in PvE. That is wacked! That's like requiring a Roman Centurion to [i]have[/i] to go down into the gladitorial arenas just to make rank in the legion. No friggin' way!
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That was beautiful man. Tear slowly drips from one eye.
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Are you listening Bungie. Give this man a job!
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Add a ranking system like halo 2
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I think without pvp destiny would be insane and awesome just think. Exotics in every slot and since that would make us so powerful double the enemies to shoot and bring back being able to switch primarys on the fly and damn it some hotkeys for consumibles
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I don't agree with what you think everyone can agree with. Stop trying to speak for everyone, your soapbox isn't as tall as you think it is
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[quote]Imagine a Destiny where; You can upgrade your sparrow with weapons. Your choice of race gives you stat bonuses Class items are not just for show. Each class plays distinctly different. Bungie had a grand vision, take the pageantry and heraldry of the Knights of yore and incorporate that into a scifi space shooter. They came up with the idea of three classes that would fill your classic RPG roles of tank, healer and DPS. But ask yourself, in all honesty, did the final product really give you distinct classes? Do you really play your Titan any different than your Hunter or Warlock? I can only assume that the lack of the aforementioned features boils down to trying to balance PVP. But what if they didn't? Imagine your Titan decked out in hulking armaments comparable to the Cabal, carrying mini guns with 1000's of rounds with a secondary sidearm or a shoulder mounted rocket launcher. Imagine your Warlock able to pull the life out of your enemies and funnel it back to you and your fire team. Imagine your Hunter able to cloak, not for a few seconds but until an offensive action is taken. Then you truly would have a reason to play through the story multiple times other than to get 3 trophies/ achievements. Imagine if Patrol only opened up upon completing the planet's story missions and where you started was a Vanguard Outpost where you could purchase resources for Glimmer. Now Imagine you get an alert on your companion app or when you log in to Destiny that the Vanguard outpost on said planet was facing an imminent attack. Take the concept of Public Events to the next level. Classes would report to their respective Vanguards to select from different objectives. Titans could choose to hold the outpost of push the advance. Hunters could flank the enemy advance or disrupt their supply lines. You and a 100 or so of your fellow guardians working to repel the attack. No re spawns, only revives from your fellow guardians. If the outpost falls. It is lost for the week. No patrol missions, no resource farming until the Vanguard can mount a counter attack and retake the Outpost. Now let's talk PVP and how it could compliment this vision and not hinder it. I'm assuming Bungie doesn't want to be everyone on their massively armored Titans and mini guns dominating the severs. So imagine a PVP map that is a Vex Labyrinth (and let's also imagine that the paths to the center are procedurally generated so each match would be unique) with an item the Cryptarchs desire at its center. On one side of the PVP match you have players playing their guardians with the goal to retrieve and extract the object. On the other side, you have group of player playing as Vex Minotaurs. There would be no need to nerf classes or player weapons to balance things out. If matches start going one sided the developers need only adjust the damage output or resistance of the Minotaurs, I think everybody can agree on one thing; max level gear should be able to be obtained through either complete dedication to PVE or a complete dedication to PVP it is unfair to the gamer to force an aspect of the game on them that they enjoy less than others. A PVP player shouldn't have to run 25 strikes or complete a raid. Conversely, a PVE player shouldn't have to spend time in the crucible.[/quote] no friggrn kidding
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The game would have been significantly more immersive had they not added the PvP to the game and focused on PvE. The PvP feels like I'm playing call of duty or battlefield and doing nothing different other than having a badass grenade or melee attack every few minutes, where as the story actually kind of gets my mind going, it's different and original but severely under developed and I blame the PvP for it. I've put entirely too much time into playing this game, I've played all three races and all three classes and am growing more and more disappointed by the fact the races change nothing, the classes very only slightly and each only really stands apart from the other because of the super they have. The PvP is redundant, insignificant, incredibly frustrating, and unbalanced but what would I expect from something that was [quote]implemented at the last minute[/quote]". Granted the PvE reaches the point of redundancy, is relatively insignificant, and frustratingly under developed as well, but PvP in this game is unnecessary and seems like a shinier version of CoD/Halo and nothing else. The maps are for the most part original, but the more I play them the more I feel CoD/Halo in them and the more annoyed I get with the sensation of doing the same shit I've been doing for 10 years. The matchmaking in PvP is horrid, I've been matched with players who have been literally warping around the map shooting through walls, around corners, and eating melee hits (even from blade dancer's super) until they kill me in which case they die just after. Over half my deaths have been achieved this way, players who are lagging so badly that they can literally break the game's hit/damage coding, I've even done experiments to assure that this isn't just me experiencing this problem by having friends join matches with me and we'll all end up complaining about the same player and the same problem. Overall the game is nothing more than a mid to late beta and at this rate will forever be known as 'the game that could have been', unfortunately for Bungie, that will be a stigma they will deal with for the rest of their career. PvP is a disease that plagues video games which were intended to have a story that actually means something, it is a disease that plagues the worlds of players who value the creativity of a game over the mindless droning of killing other players constantly. Look at the successful immersive storytelling games that many players have enjoyed, why do they stand out to us? They stand out because the developers focused on being creative, being different, and being meticulous. To give an example of this, 'The Darkness 2' was in incredible single player game, the story was beyond the level of other games coming out at the time, though it was short it drew you in and made you want more. Compare that to a game like CoD black ops, what comes to mind? You had a story that was all over the place, missions that all felt exactly the same only change was the model of the weapon and the landscape you happened to be in, same old enemies using the same spots and tricks that they'd used in the games before them. Why is that? Because PvP became the main focus for the game, story has gone by the wayside in multiplayer games and we've accepted that because for whatever reason we get more thrill out of killing other players and getting killed by them more fun than seeing what our brains do with the feelings we gain from a good story. If you look at franchises that have adopted PvP into their games, you see a steady decline in the quality of story the game developers put into their games. CoD is a great example of this, the original three games were single-player (co-op at best), had hours of gameplay available, and got progressively harder as you progressed through the game giving you a challenge no matter what difficulty you had it on. Then CoD introduced the PvP aspect in Modern Warfare, the story didn't suffer too greatly, it was still half decent and had a good amount of gameplay value, but PvP dominated the majority of playtime on the game. World at war soon came out after that and had the same problem, though the story was a little more disappointing than it's predecessor, but PvP had become better. This cycle repeated with each game, less thought put into the story and more put into the PvP, sure we had zombies, we had survival, and we had the covert ops missions, but it still didn't make up for the lacking story. Lets be honest with ourselves here, would you play a game that was designed for multiplayer PvE as much as you would play a game designed for PvP? Probably not, because you're killing AI instead of people. But what if you were playing a game with an immersive, creative, and powerful story line that was the only way to get to PvP? Probably still wouldn't play it, right? The reason behind this is simple, you want to fight against players who play the same way you do, who use the same tricks and spots you do, who use the same guns you do. You want this because it gives a sensation of for lack of a better term, equality when in all actuality the people you're playing with are doing very little different from the AI you hate so much. It's truly sad that the only way for anyone to enjoy a game is to play it with people who do they same things they do and have to constantly kill each other to feel like they're miserable lives are worth something because they can dominate another person online. Had Bungie released this game without PvP and put it in later, after the story had been finished and fully developed, after all the weapons and armor were added in and prepared, after players had gotten a true taste of the art Bungie is capable of, this game would not be suffering the criticism it has been. I know it upsets people to hear this, but games like destiny would be better off without PvP, this game has so much potential that is being squandered because Bungie is trying to please everyone and is in turn pleasing no one. We all know this, though few of us want to admit it, we all know what Bungie is capable of and this is far from their standard. All that said, keep this in mind I've never been interested in anything I've seen from Bungie, yet I've been backing them with this game and I've admired the creativity and work they've put into their products over the years.
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Take my pvp and we riot
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I give you a bump.