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#feedback

Edytowany przez użytkownika Psychoticrow: 1/22/2015 9:12:19 PM
189

Why the first mission is the best.

Think back to that first mission. Think about some of the things you saw during that mission and never saw again... Can't recall? I'll remind you. Trip mines. Vast areas were enemies were literally crawling the walls. Enemies interacting with the environment all over. Additionally like so many have commented the mission is very unique compared to all the release ghost and protect from horde mission that follow. Edit 2: I can see a ton of people agree with this post so I'm adding a few hash tags to try and draw attention from bungie maybe they can see that there is something people genuinely would like to see more of! Why was this the only mission with features like this. Edit. I'd like to say thanks to everyone for their comments!

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  • 1. The mission was more linear. Linear is not necessarily bad, it gives the developer more control over the experience. They knew what hallway we'd be in and where and what tools we'd have available to us thus letting them craft a well designed level. After this we end up just running from landmark to landmark in an open world. They don't know exactly where we'll go, what weapons or powers well have and they have to use assets that will work in other missions. This leads to a more generic experience. To fix this they need to put us back in the tighter hallways of buildings and caves and spend time using the enemies for environmental effect instead of just spawning clusters of enemies to fight. 2. We need less defense oriented sequences. Unfortunately this is a side effect of the first point. With large open maps and relatively small connecting paths in between they have less linear paths to work with. Even when they send us into a building, it's not usually big enough to make an interesting mission unless they force us to hang out in a room and fight for a bit. Essentially I think back to halo, and levels like truth and reconciliation. Give us a sniper rifle, drop us off at point A and tell us to get to point B and put enemies in our way. Have npcs add to the experience by speaking and reacting to the encounters. A level like that was FAR better than anything destint has offered us, but bungie has trapped themselves with a not quite big enough open world and a player base that has enough customization options that they can't rely on us to throw a grenade into a hole because we might not have the right kind, but not enough customization to truly satisfy us. I think they may have had bigger plans but Activision slapped them with restrictions late in the process and we're stuck with the aftermath. I hope with Destiny 2 they know now what Activision demands and can craft us a beautiful game around that.

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