Materials, Currency, and Reputation Need a Redesign (Destiny)

by digital_ronin, Friday, October 24, 2014, 10:37 (3471 days ago)

Long time lurker and first time poster. Forgive me for the long post, but I couldn't come up with a more concise way to point out the problems with how materials, currency, and reputation work and offer a solution. I'm hoping to hear some intellectual discussion and debate regarding how these resources work and figured DBO would be a good place.

Overview

The current iteration of how resources--materials, currencies, and reputation--are gained, used, and tracked in Destiny is flawed. The system lacks focus, symmetry, or any set of transparent values. At worst, it forces certain experiences that the player may find not fun. This redesign seeks to address those problems.

Problem

Destiny uses a number of resources consisting of materials, currencies, and reputation to gate the acquisition and advancement of gear. However, the system uses some resources that are only found in PVE (Spinmetal, Helium Filaments, Spirit Bloom, and Relic Iron), some resources that are shared across all characters (glimmer), some resources that are class dependent (plasteel plating, sapphire wire, hadronic essence) and some resources that are not class specific (weapon parts, ascendant energy, ascendant shards). In additions, there multiple resources that are that are used in unique ways that may be shared by characters (strange coins, motes of light) and other than cannot (vanguard marks, crucible marks). Some resource are stored in the vault or inventory and others are not. Some resources encourage playing the same character class three times, while other's allow for the same benefit with different character classes. This creates for a confusing system that forces the player have to constantly view details on gear to know what material is needed for upgrades and forces specific play styles, like running circuits to material farm.

Solution

Create a streamlined system for the gaining, sharing, and usage of resources that opens up a wider variety of play styles while forcing more meaningful decisions, based on the following values:

  • Resources are tracked as a number, similar to glimmer is.
  • Materials and currencies are shared between characters.
  • Materials and currencies are used by all characters.
  • Materials and currencies are gained in both PVE and PVP.
  • Materials and currencies follow the standard white, green, blue, purple, yellow progression.
  • Materials are used to upgrade items.
  • Currencies are used to purchase items.
  • Reputation unlocks items for purchase.
  • Reputation is tracked per faction per character.

To keep balance and generate more interesting decisions for the player, the resources will need to change. Some resource will be consolidated, others expanded.

Materials

Glimmer

Glimmer is the white (common) material. It is found in pretty much everything from enemies, to chests, to dismantling items. It is found in both PVP and PVE. Glimmer doesn't change from how it is currently implemented. It will be used as the basis of upgrading all armor and weapons as it is now.

Armor Parts

Armor parts are a green (uncommon) material. They really only show up when dismantling armor, which makes them uncommon. Armor parts will no longer break down based on class, but instead provide a general armor part. This bring armor parts in-line with weapon parts and creates a parallel with ascendant materials. No longer is it in the player's best interest to play three of the same class for the purpose of having enough armor parts, instead the player may choose to create multiple classes of the same or different classes without a benefit or penalty. Further more since armor is earned in both PVP and PVE this material is found no matter where the player chooses to play.

Weapon Parts

Weapon parts are a green (uncommon) material. They really only show up when dismantling weapons, which makes them uncommon. Weapon parts will remain as implemented. Further more since weapons are earned in both PVP and PVE this material is found no matter where the player chooses to play.

Planet Materials

Planet materials are a blue (rare) material. They need to be harvested from the environment, found in chests, or as a special reward. While armor and weapon parts were expanded, planet materials are consolidated into rare weapon material and rare armor material, let's call them Divergent Energy and Hardened Shards. This brings them in alignment with ascendant materials and the proposed armor and weapon parts. It also makes them universal. A wonderful side effect is that it prevents more resource needing to be added to the game if new planets or locations are added. Spinmetal leaves, helium coils, spirit blooms, relic iron deposits, and any future harvest-able items all extract randomly into a Divergent Energy or Hardened Shards. Like ascendant materials energy is used to upgrade weapons and shards are used for armor. This prevent the player from having to constantly check which material type is needed to upgrade which piece of gear. Instead they just need to know if they have the appropriate weapon or armor material. Planet material will need to be added to the PVP loot tables as a reward. Since planetary material is a blue level item it would show up with the frequency of other blue level items at the end game reward screen.

Ascendant Materials

Ascendant materials are a purple (rare) material. They would operate the same as they do now, since they follow the values of being used by all characters, shared by all characters, and can be gained in PVE and PVP.

Mote of Light

Motes of light are a yellow (exotic) material. This is perhaps the most radical departure and would also remove motes of light from the currency list and making it only a material. Since high level armor already has a light level, motes of light would be used to advance this light level. After fully upgrading a piece of level 20 armor, it could be infused with motes of light. Each mote would increase the light level to a (current) cap of 30 while also increasing the armor value. This has the benefit of opening up more ways to reach level 30 and introduces more armor variance at a high level. It also future proofs armor against higher light level caps, by allowing exotics and raid armor to go beyond +30 light through the infusion of motes of light. Motes of light would still be gained through experience after level 20, but by making it a yellow, it would be a much more rare find in loot tables, meaning the ordinary way of gain them is through plenty of play and spending them is a big deal.

Currency

Glimmer

Glimmer is the white (common) currency. It is one resource that spans both currency and material and it's lore supports that (read the grimoire card). Once again glimmer is kept as is and used to buy a number of items at different vendors.

Curious Trinkets

There is no green (uncommon) currency, so I'm making one called Curious Trinkets. There may be an interesting possibility for one in the future, but the current economy doesn't really support having one. However, if cosmetic controls, like transmorgrification or being able to reenter the character customization screen, are added to the game this might be a good place for a green (uncommon) currency to be used. If could also be argued that the Speaker should accept this level of currency instead of the current setup of using motes of light.

Guardian Marks

Marks are the blue (rare) currency. Marks are used to purchase special legendary gear as is implemented today. The main difference is that marks are now shared between all characters. Gone is the distinction between crucible and vanguards marks. This allows for the gaining of marks in both PVP and PVE. Marks can be spent at any faction merchant provided the character has the appropriate reputation level. The weekly mark cap would be raised to 200 and the over all cap would be 500.

[Note: This is probably the hardest change to implement due to the trophies/achievements regarding maxing out marks. In that case, I would suggest a third mark: Faction marks that are gain instead of Vanguard or Crucible marks when wearing faction gear. This would keep the same 100 weekly cap and 200 over all cap.]

Strange Coins

Strange coins are the purple (legendary) currency. This change, from blue to purple, better shows to the player the value that strange coins really are. Strange coins would continue to be used at Xur and the Speaker would also accept them. They would also be used to buy tickets to the Trials of Osiris. The gaining of strange coins would continue as it is currently implemented, especially through weekly strikes, but moving them to the purple level loot tables might make them a bit more rare as a reward when decrypting items. This shrinking of the pool of coins would make Xur purchases more meaningful (especially combined with the move to Mote of Light being only a material, so no more spending Motes for an engram) and may result in players waiting to see what Xur has next week.

Dark Ether

Dark Ether is the yellow (exotic) currency. This is a new addition to the game and is gained only through the most challenging activities: raids, Osiris, and special events and is a bit like the opposite of a mote of light thematically. It is used to purchase special high level gear, provided you have the reputation to do so. See the reputation section for more information.

Reputation

Faction Reputation

The reputation system stays the same as it is now, but with a more gradual curve. The smaller curve allows easier entry into the faction and a place to spend marks early on making the transition from blue to purple gear smoother. By putting the chest piece first, this allows the player to proudly wear the colors of the faction and hopefully add more variety to high level armor worn. From the table below the same amount of total experience is needed to purchase weapons and get random packages in the mail, while to get a helmet there is a slight increase.


Rank    Rank XP    Total XP    Old Total XP    Available to Purchase
0       0          0           0               Class Item
1       1000       1000        3500            Chest
2       1000       2000        3500            Boots
3       1000       3000        3500            Gloves
4       1000       4000        3500            Helmet
5       2000       6000        6000            Weapons
6       2500       8500        8500            Random Package

Raid Reputation

Like how each special event (Queen's Bounties, Iron Banner) and faction tracks reputation, each raid tracks reputation. For players who have bad luck with random loot rolls in the raid they can still gain reputation through reaching raid checkpoints and in conjunction with Dark Ether currency purchase raid armor. Raids will still reward raid gear, but reputation provides a reliable method of seeing achievement. Each raid, when the game eventually has more than one, will track reputation separately. This can open up the game for some fun raid factions. Maybe an order of Titans who want to follow Kabr footsteps for the Vault of Glass who fashion things found in the vault into things to smash the vault, like their father Kabr did with the relic. Maybe Crota's End has an order of Warlocks who have found that the only way to destroy Crota is with weapons of his own making.

Exchanges

An underutilized part of the game is the exchanges; with the current 50 material for a handful of marks and a reputation bump. These would be revised using the following theme: "stuff gets you money, money gets you power." A new exchange vendor would be added to the game. This vendor would give you the currency for the equivalent level of material provided. For example, Ascendant materials (purple) gives you strange coins (purple). Each faction vendor would also have an exchange where turning in currency gets you reputation (you can buy your way to the top!) The more rare the currency the bigger the reputation gain. However, some factions can't be bought off. This may not work for certain special events (Lord Saladin will have nothing to do with this, but Lord Shaxx will take your Strange Coins. This is where the real schism between the two happened.) and for raids where the real reputation is built from completing it.

It would take some playtesting and data analysis to determine the exact ratios for both exchanges. To keep the exchanges from being abused, the exchanges only work with blue or better items so there is a trade-off between upgrading gear, getting new gear, or getting reputation. Also the theme doesn't directly include "power gets you stuff," so you can't trade reputation for material. However, it is there indirectly in that every rank after 5 gets you a package in the mail which you can turn in to material. But since there isn't a closed loop exchange, it prevents someone from finding or the game randomly providing the ultimate trading scenario were they can break the economy with 10 ascendant shards.

Inventory Screen

The inventory screen will have to be revamped to account for these changes. But this opens up an option for a streamlined inventory screen with all the information necessary to make good decisions regarding materials, currency, and reputation. This is a mockup of the proposed screen. It follows the three section motif seen in other places in the game.

http://imgur.com/gLXoo0b

Conclusion

The current resource tracking in Destiny--materials, currency, and reputation--is confusing and leads to funneling players into experiences they may not like. A streamlined system following a set of core values can make the gaining, usage, and tracking of resources more transparent and allow players a wider variety of options.

Avatar

Planet Materials

by Blackt1g3r @, Login is from an untrusted domain in MN, Friday, October 24, 2014, 10:51 (3471 days ago) @ digital_ronin

I think the primary reason for the different planet materials is to give players a reason to keep revisiting all of the planets. This helps keep the game world populated with other players instead of certain planets becoming almost devoid of players after a certain time.

Planet Materials

by digital_ronin, Friday, October 24, 2014, 11:02 (3471 days ago) @ Blackt1g3r

I thought about that and I wouldn't doubt that decision led into the current design. My thought process ended up at the place that running circuits to collect planet materials is relatively uninteresting.

I would suggest a different change to encourage visiting different planets. However, there currently exist a few other ways of getting people to planets through bounties and the daily heroic mission.

Avatar

Planet Materials

by Blackt1g3r @, Login is from an untrusted domain in MN, Friday, October 24, 2014, 11:26 (3471 days ago) @ digital_ronin

True, but I think they would need to have more of the planet-specific bounties and more daily/weekly missions to encourage players to go to the various planets.

Avatar

Planet Materials

by Cody Miller @, Music of the Spheres - Never Forgot, Friday, October 24, 2014, 12:07 (3471 days ago) @ Blackt1g3r

I think the primary reason for the different planet materials is to give players a reason to keep revisiting all of the planets. This helps keep the game world populated with other players instead of certain planets becoming almost devoid of players after a certain time.

Right, because when you visit a planet to farm materials, you want to interact with random players. Not. In fact, it's the opposite. Other players in the area gathering resources and chests means you have a harder time.

Planet Materials

by digital_ronin, Friday, October 24, 2014, 12:19 (3471 days ago) @ Cody Miller

Other players in the area gathering resources and chests means you have a harder time.

This is one of the problems I have with planet-specific resources. If you need something you want to be all alone and move quickly as possible. You actually don't care about anything on the planet, you just want to resource. So why not make it more generic and allow you to collect material during normal play.

I'd rather divert myself a little bit on every planet while doing patrols or running the daily mission to collect some resources, than to spend an hour running circles on Venus to collect 16 spirit bloom so that I can unlock the next armor level.

Planet Materials

by Claude Errera @, Friday, October 24, 2014, 12:49 (3471 days ago) @ digital_ronin

Other players in the area gathering resources and chests means you have a harder time.


This is one of the problems I have with planet-specific resources. If you need something you want to be all alone and move quickly as possible. You actually don't care about anything on the planet, you just want to resource. So why not make it more generic and allow you to collect material during normal play.

As a matter of fact, that's EXACTLY how I collect material; I patrol on the planet of choice, fulfilling missions and stocking my coffers with whatever the planet-specific resource is. Sometimes I even add in exploration for dead ghosts.

I jump in when folks are fighting, I occasionally race randoms on Sparrows.

The LAST thing I want is to be alone and move as quickly as possible.

Avatar

Planet Materials

by Cody Miller @, Music of the Spheres - Never Forgot, Friday, October 24, 2014, 13:39 (3471 days ago) @ Claude Errera

The LAST thing I want is to be alone and move as quickly as possible.

I can understand this, but a lot of us feel the opposite: the resource collection and patrol missions are not fun, and are just a chore to get over with to get to where we want to be. That's why we rush through them and try to find the most efficient way.

Avatar

Planet Materials

by CruelLEGACEY @, Toronto, Friday, October 24, 2014, 14:30 (3471 days ago) @ Cody Miller

Back in the early days of Destiny (feels like a long time ago, doesn't it?) I used to gather materials exactly as Claude described: I'd be exploring, helping other players, doing public events, grabbing ghosts/materials as I find them. But that all ended at level 20.

These days it's more like "It's 4am and I finally unlocked the next defense upgrade on this stupid helmet but I need 14 fucking spirit blooms first and I can't sleep until I find them OH GOD".

... maybe I'm the one with the problem ;)

Planet Materials

by Claude Errera @, Friday, October 24, 2014, 16:03 (3471 days ago) @ CruelLEGACEY

Back in the early days of Destiny (feels like a long time ago, doesn't it?) I used to gather materials exactly as Claude described: I'd be exploring, helping other players, doing public events, grabbing ghosts/materials as I find them. But that all ended at level 20.

These days it's more like "It's 4am and I finally unlocked the next defense upgrade on this stupid helmet but I need 14 fucking spirit blooms first and I can't sleep until I find them OH GOD".

... maybe I'm the one with the problem ;)

lol - no judgement here. ;)

I'm not saying this isn't a reasonable viewpoint. I'm simply trying to provide a counterpoint; I'd be unhappy if Bungie decided that the ONLY way you could do resource gathering was of the style being promoted in this thread.

Avatar

Planet Materials

by Anton P. Nym (aka Steve) ⌂ @, London, Ontario, Canada, Friday, October 24, 2014, 12:26 (3471 days ago) @ Cody Miller

Right, because when you visit a planet to farm materials, you want to interact with random players. Not. In fact, it's the opposite. Other players in the area gathering resources and chests means you have a harder time.

Not currently; materials and loot are generated individually to limit how rivalrous play gets in public areas. There can be some competition for kills if you're doing bounties, but you don't end up with areas farmed out of upgrade materials.

-- Steve rather likes that aspect of Destiny's design.

Planet Materials

by digital_ronin, Friday, October 24, 2014, 12:41 (3471 days ago) @ Anton P. Nym (aka Steve)
edited by digital_ronin, Friday, October 24, 2014, 12:45

But not chests. If a player beats you to a chest spawn they can loot it and it can disappear before you've had a chance to loot it.

Good farming routes rely on both chest and material spawns to be effective. If chests are taken out of the equation through competition, gaining 16 materials to level up becomes quite time consuming. There are maybe 3-5 material spawns in a location. To then gain those 16 you need to explore 1/2 to 2/3 of a planet.

Besides, it doesn't seem like Bungie wants us farming. They have been removing any "loot caves" people find because they want us out there doing guardian things. Wouldn't it be better to be accumulating planet material as you play and only going out of your way when you spend it at a fast rate?

Avatar

Planet Materials

by Anton P. Nym (aka Steve) ⌂ @, London, Ontario, Canada, Friday, October 24, 2014, 12:56 (3471 days ago) @ digital_ronin

Besides, it doesn't seem like Bungie wants us farming. They have been removing any "loot caves" people find because they want us out there doing guardian things. Wouldn't it be better to be accumulating planet material as you play and only going out of your way when you spend it at a fast rate?

Curiously, that's exactly how I play.

[image]

Seems to work out alright for me as-is.

-- Steve may pick which planet to patrol according to the material he's running low-ish on, but materials don't dominate his game play.

Planet Materials

by digital_ronin, Friday, October 24, 2014, 13:20 (3471 days ago) @ Anton P. Nym (aka Steve)

Out of curiosity how many characters do you have and what levels are they? I want to understand how you arrived at those totals and what sort of equipment upgrade scheme you are following.

Avatar

Planet Materials

by Anton P. Nym (aka Steve) ⌂ @, London, Ontario, Canada, Friday, October 24, 2014, 13:32 (3471 days ago) @ digital_ronin

Out of curiosity how many characters do you have and what levels are they? I want to understand how you arrived at those totals and what sort of equipment upgrade scheme you are following.

Total of 3 characters; my primary is a Hunter (29), my first alt is a Warlock (24, most of the post-20 levelling from hand-me-down gear), my second alt is a Titan (9) that I haven't played much.

My usual play routine is about 2hrs a night with my primary; do the daily story at max (2 Ascendant), then a patrol somewhere for materials and to get into a public event (1 Ascendant if we can Gold star it), then whatever time's left doing strikes in the Vanguard Tiger list.

On weekends I try to partner up with DBOers to do the Nightfall strike with my primary. If I feel like playing much beyond that, I run an alt.

Not a lot of cross-character transfer of material; only now that I've maxxed the Hunter's armour am I regularly transferring out Shards which I'm using to upgrade the Warlock's armour, and right now the advancement choke point for my Warlock is earning XP to unlock the upgrades.

-- Steve's not grinding, if by "grinding" one means playing un-fun bits of a game repeatedly to advance within it.

Planet Materials

by digital_ronin, Friday, October 24, 2014, 13:46 (3471 days ago) @ Anton P. Nym (aka Steve)

Interesting, no crucible play? My situation is similar. Titan near maxed gear, Warlock at 27 and still needing material, Hunter sitting at 10 waiting to be played when I have extra time. I also do the daily and run some patrols picking up material while knocking out bounties. But I also like to play crucible.

It looks like the difference is that I gain experience and level up gear through crucible play and that leaves me short on materials.

Avatar

Planet Materials

by Cody Miller @, Music of the Spheres - Never Forgot, Friday, October 24, 2014, 13:41 (3471 days ago) @ Anton P. Nym (aka Steve)

[image]

Seems to work out alright for me as-is.

-- Steve may pick which planet to patrol according to the material he's running low-ish on, but materials don't dominate his game play.

You have 44 Spirit bloom. That won't even fully upgrade a legendary or exotic weapon. In fact that's a little over halfway. Your 61 helium is 3 shy of a fully upgrade for one gun. It's going to take you a long time. If you are okay with that, you are a better man than I.

Avatar

Planet Materials

by Anton P. Nym (aka Steve) ⌂ @, London, Ontario, Canada, Friday, October 24, 2014, 13:54 (3471 days ago) @ Cody Miller
edited by Anton P. Nym (aka Steve), Friday, October 24, 2014, 13:58

You have 44 Spirit bloom. That won't even fully upgrade a legendary or exotic weapon. In fact that's a little over halfway.

Correct. I also don't have enough surplus XP to fully upgrade my Truth... yet. I'm not even at the halfway point; indeed I'm a bit further ahead on Spirit Bloom right now than I am on XP. So when I start running down on Bloom I'll start doing more patrols (and public events) on Venus; by that time my XP should have ranked the weapon up enough to actually need the additional materials.

Your 61 helium is 3 shy of a fully upgrade for one gun.

Actually it's 61 in excess of my last full upgrade; none of the weapons or armour I am levelling at the moment require it.

It's going to take you a long time. If you are okay with that, you are a better man than I.

For me the choke point is XP because I don't do Crucible; I just don't find it fun, so I don't play it. Maybe it's more of an issue if you play a lot of multiplayer, but I'm not experiencing pain points from gathering materials.

-- Steve's wondering if, should this be the case, a simpler solution would be to include material drops as rewards in multiplayer.

Avatar

Planet Materials

by Cody Miller @, Music of the Spheres - Never Forgot, Friday, October 24, 2014, 14:41 (3471 days ago) @ Anton P. Nym (aka Steve)

For me the choke point is XP because I don't do Crucible;

Bounties get you crazy exp on your guns. Just do the Vanguard ones.

Planet Materials

by yakaman, Friday, October 24, 2014, 14:04 (3471 days ago) @ Anton P. Nym (aka Steve)

Besides, it doesn't seem like Bungie wants us farming. They have been removing any "loot caves" people find because they want us out there doing guardian things. Wouldn't it be better to be accumulating planet material as you play and only going out of your way when you spend it at a fast rate?


Curiously, that's exactly how I play.

[image]

Seems to work out alright for me as-is.

-- Steve may pick which planet to patrol according to the material he's running low-ish on, but materials don't dominate his game play.

Look at all the Helium...what are you going to do with all that Helium?

Avatar

Planet Materials

by Anton P. Nym (aka Steve) ⌂ @, London, Ontario, Canada, Friday, October 24, 2014, 14:13 (3471 days ago) @ yakaman

Look at all the Helium...what are you going to do with all that Helium?

Read aloud an entire novel in a squeaky voice?

-- Steve'll have to pace himself; don't want to pass out from hypoxia part way through chapter 2.

Avatar

Planet Materials

by RC ⌂, UK, Friday, October 24, 2014, 14:56 (3471 days ago) @ Anton P. Nym (aka Steve)

Not currently; materials and loot are generated individually to limit how rivalrous play gets in public areas.

Not true, dude. I was tag-teaming with another DBOer to find resources in an area. 2 sets of eyes can check caves twice as fast.

Done the same thing with randoms too: find a chest, wave to them, point at the chest, they come running over, pick it up and give me a wave in return.

There can be some competition for kills if you're doing bounties, but you don't end up with areas farmed out of upgrade materials.

That's because they respawn...

EDIT: at least on PS4. I can't imagine why it'd be different on any other platform though.

Avatar

Materials, Currency, and Reputation Need a Redesign

by dogcow @, Hiding from Bob, in the vent core., Friday, October 24, 2014, 11:48 (3471 days ago) @ digital_ronin

Materials

Glimmer is the white (common) material.
Armor parts are a green (uncommon) material.
Weapon parts are a green (uncommon) material.
Planet materials are a blue (rare) material.
Ascendant materials are a purple (rare) material.
Motes of light are a yellow (exotic) material.

Currency

Glimmer is the white (common) currency.
There is no green (uncommon) currency, so I'm making one called Curious Trinkets. (new)
Marks are the blue (rare) currency.
Strange coins are the purple (legendary) currency.
Dark Ether is the yellow (exotic) currency. (new; raid, osiris, special events)

In general I like the ideas here. A few things popped into my head:
1- Planet materials feel like they should really be uncommon. Also, I feel they should still be kept separate, but perhaps allowed to be traded for other planet materials (at a minor loss?).
2- Marks also feel like they shouldn't be at the rare level, but should be an uncommon currency, but I could be persuaded.

My major complaint would have to be with the planet materials. I don't love the suggestion, but I can't put my finger on why. I would also like to explore the idea of Motes of light being used for upgrading light level, but I don't really have time at present to ponder & respond with an intelligent response.

Inventory Screen

The inventory screen will have to be revamped to account for these changes. But this opens up an option for a streamlined inventory screen with all the information necessary to make good decisions regarding materials, currency, and reputation. This is a mockup of the proposed screen. It follows the three section motif seen in other places in the game.

http://imgur.com/gLXoo0b

Nice, I really like like the consolidated screen. My only question is if there's room to make the text large enough to be read on poorer quality TV screens.

Materials, Currency, and Reputation Need a Redesign

by digital_ronin, Friday, October 24, 2014, 12:38 (3471 days ago) @ dogcow

1- Planet materials feel like they should really be uncommon. Also, I feel they should still be kept separate, but perhaps allowed to be traded for other planet materials (at a minor loss?).

I made weapon and armor parts uncommon because they can be found by dismantling any weapon or armor and are needed for upgrading rare gear. Planet material I made rare because you have to seek them out and you need them for upgrading legendary or exotic weapons.

2- Marks also feel like they shouldn't be at the rare level, but should be an uncommon currency, but I could be persuaded.

I went back and forth on this one and landed at rare because they are used to purchase legendary items. Just like strange coins, which I propose to be a legendary currency, purchases exotic items. Basically you get to trade up when spending these things.

My major complaint would have to be with the planet materials. I don't love the suggestion, but I can't put my finger on why.

If you reach any conclusions, I'd love to hear them.

I would also like to explore the idea of Motes of light being used for upgrading light level, but I don't really have time at present to ponder & respond with an intelligent response.

Mote of light are probably the most interesting thing to me. One thought I had, that might be worth exploring, is to make them like glimmer. Motes would be both a currency and a material. So the player would be forced to decide whether they want to buy special gear or infuse light into existing gear.

Nice, I really like like the consolidated screen. My only question is if there's room to make the text large enough to be read on poorer quality TV screens.

Perhaps. The good news is that everything is color coded and categorized, so that part can remain small. You just need to the numbers to be large enough.

Avatar

Materials, Currency, and Reputation Need a Redesign

by CruelLEGACEY @, Toronto, Friday, October 24, 2014, 14:24 (3471 days ago) @ digital_ronin

Avatar

Materials, Currency, and Reputation Need a Redesign

by RC ⌂, UK, Friday, October 24, 2014, 16:24 (3471 days ago) @ digital_ronin

Mote of Light

Motes of light are a yellow (exotic) material. This is perhaps the most radical departure and would also remove motes of light from the currency list and making it only a material. Since high level armor already has a light level, motes of light would be used to advance this light level. After fully upgrading a piece of level 20 armor, it could be infused with motes of light. Each mote would increase the light level to a (current) cap of 30 while also increasing the armor value. This has the benefit of opening up more ways to reach level 30 and introduces more armor variance at a high level. It also future proofs armor against higher light level caps, by allowing exotics and raid armor to go beyond +30 light through the infusion of motes of light. Motes of light would still be gained through experience after level 20, but by making it a yellow, it would be a much more rare find in loot tables, meaning the ordinary way of gain them is through plenty of play and spending them is a big deal.

This feels off. With your proposal, getting to max level is then purely XP. Except it is double-invested in armour pieces: once from earning general XP to get Motes, once from earning XP while wearing the armour piece to unlock the upgrade slots.

It just feels like an unnecessary step at that point.

Materials, Currency, and Reputation Need a Redesign

by digital_ronin, Saturday, October 25, 2014, 07:58 (3470 days ago) @ RC

This feels off. With your proposal, getting to max level is then purely XP.

It looks like Bungie is taking motes of light in a different direction to with reforging. It makes sense then to make motes the material to power reforging.

Back to the forum index
RSS Feed of thread