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originally posted in: This Week at Bungie - 01/25/2018
1/26/2018 12:56:15 AM
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Why are you playing a Destiny game? This game is basically a slot machine. I love the game, but that's what it is. That's what it has always been.
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  • Because I hadn't played a Destiny game before and it looked fun? And it largely is, except for some poorly executed bits that could easily be made better without sacrificing the RNG elements. Like, for instance, tying end game engrams to actual end game activities that you can do whenever you want, instead of artificially limiting it to a handful a week for the sole purpose of making you login more often than you might otherwise? Like, for instance, narrowing loot pools to specific subsets based on difficulty and type of content, so that we can actually try to get a specific thing instead of everything being a 1 in 8000 chance and it inevitably being garbage or dupes every time? Like, for instance, making the materials necessary to build your character the way you want available in a consistent way so that bad RNG doesn't make grinding for a single extra bullet take 2 months? RNG doesn't have to mean "just login and you'll get stuff." And it sure as hell doesn't have to mean "you only get five things that actually matter a week but you have no control over those five things so they'll just be the same thing every time because -blam!- you." It can still mean actually having to, you know, play a game and get better at it to earn better things. It's great that you and others love it, it really is, but there are ways to make it better for others without sacrificing what you love about it. I know its super "casual" of me to suggest a game as big as Destiny be more engaging than just picking random digital trinkets out of a hat for doing little more than logging in, but that's where I stand.

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  • I understand where you're coming from.

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  • They did that in D1 - people bitched because they didn't think it was fair to have to run the raid for "x" gear, or have to PVP trials for "x" gear... People wanted to play what they liked and get the same gear as others playing what they like etc. Everyone equal, everything "fair" - participation trophy clan engrams, etc... I'm not disagreeing with you, I'm letting you know why D2 does not work that way now - for better or worse depending on individual opinion(s). ~ Cheers

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  • Fair enough. Perhaps they just took it a bit too far? I wasn't around for D1, so I don't have that context. But, I can envision a system that doesn't shoehorn a player into specific play styles while still providing a closer connection between gameplay and reward. Just a few off the top of my head: - Loot is still in smaller pools, but all of it can be found in both PVP and PVE. For PVP this could just mean turning in tokens to different vendors. For PVE this could be planetary or Public Event specific or open world bosses or any number of things. The point is just that all the loot would be attainable through various ways, just a little more narrowly defined so you could actually work for it rather than forever waiting for that perfect 1 in 8000 dice roll. - Give weapons/armor slots for appearance, perks, attributes, etc. Combined with something like the above, anyone could still build out exactly what they want, but it wouldn't necessarily be tied to a PVP loot pool or difficulty level. Higher end content could drop higher end perks/attributes, but appearance slot things could still be attainable by all. - Make things more in-game currency driven, where you can buy literally everything with tokens and high-end stuff costs a fortune, but high-end content rewards a comparative fortune. A player that just wants to kill random mobs in the wild can still earn the high-end content eventually, it just takes a lot longer. But it makes it take longer in such a way that it doesn't negate the actions of the player who actually beat the hard content. It gives them a way to get the thing they want FASTER. Everyone can still get everything, but player action actually has an impact. - You could still keep the RNG elements there too, maybe instead of buying things with preset stats/level, it's a random roll with the odds being determined by how many tokens you spend. i.e. A weapon for 1 token might have a 1 in 100 chance of Best Stat, but the same weapon for 25 tokens would have a 1 in 2 chance. Most importantly though, make ALL those stats upgradeable so the bad roll weapon isn't just instant garbage! Add "upgrade trinket" to the loot pool and make higher-end content more likely to drop it and more likely to drop higher value upgrades. Again, the content-adverse player could still just farm these things by killing mobs from the church tower in EDZ. It's just going to take a lot longer. Risk vs reward. No one is gated, no one is blocked out, everything is attainable by everyone, yet it would maintain a sense of being appropriately rewarded for level of challenge. [Caveat being that Bright Dust would need to stay FAR FAR FAR away from any system that relied more on currency.] Though I fundamentally disagree with the idea of an end-game multi-hour difficult Raid providing the exact same rewards as standing in a field doing nothing while a Public Event happens around you, there are clearly ways to create a system that allows exactly that outcome while still being fair and providing a sense of achievement and purpose.

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  • Edited by wonkothesane: 1/26/2018 5:49:05 PM
    Oh! Much like the game, I totally neglected XP too. All of the "currency" stuff I mentioned above could also be tied to XP. Maybe each level you get upgrade points for your weapons. Or a random perk mod that can be applied to a weapon/armor. Or maybe you can choose to unlock certain high-end weapons with enough levels. Or maybe every level opens a planet quest that rewards form a small pool of "good stuff" at your light level, creating an additional progression path outside the weekly gated crap. Or... something along those lines? All of this has the same effect of rewarding the player doing the hard stuff quicker, while still allowing anyone to eventually get all the stuff.

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