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You know what really grinds my gears? (Destiny)

by CruelLEGACEY @, Toronto, Sunday, January 31, 2016, 17:14 (3450 days ago)
edited by CruelLEGACEY, Sunday, January 31, 2016, 17:34

So Iron Banner has always favoured those who play as a group over those who go in solo. Knowing this, and knowing that you need to win in order to rank up, Bungie added bounties that allow players to make progress towards their IB rank even if they aren't winning games. Makes perfect sense, right?

So then why the f$@king f$&@ do they go and add so many daily bounties that REQUIER WINNING?! Seriously, who thought that was a good idea?! I've been playing with randos for over an hour and I can't get a single damn win because I keep getting matched against full teams.

GAH!

*Flips Table*
/rant


*edit*

Seriously though, these are exactly the kinds of silly, poorly thought-out little things I was talking about in my earlier post. Bungie creates this fun monthly event, features this great team-based game mode, gives us a bunch of sweet gear to buy, then goes and tarnished the whole experience with these little problems that compound each other. I just got thrown in to 4 JIP matches in a row, on to the losing (and still short handed) team each time, against full 6-man-party enemy teams. And I can't make any progress because the 2 bounties I'm still holding require a win.

"Don't play if it's not fun". I know, that's the golden rule. But I HAVE to play if I want to buy that fusion rifle, and I won't have time later, and I won't have time to play again before the event ends.

You all know how much I freaking love this game, but stuff like this drives me nuts. Its 2 steps forward, 2 steps back with Destiny.

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Ayuuup.

by Funkmon @, Sunday, January 31, 2016, 17:22 (3450 days ago) @ CruelLEGACEY

- No text -

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+1

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Sunday, January 31, 2016, 17:39 (3450 days ago) @ CruelLEGACEY

- No text -

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You know what really grinds my gears?

by Cody Miller @, Music of the Spheres - Never Forgot, Sunday, January 31, 2016, 17:51 (3450 days ago) @ CruelLEGACEY

I told myself that I would try Iron Banner this time. You can get 310+ drop, and it's been a while.

But man. I just can't. Every time I think about doing it, I decide to do something else. Maybe I have to much else to do, but I have zero motivation. I have not played an Iron Banner since Taken King dropped.

Literally all I have motivation for is a flawless raider.

Why don't you help me disarm all the extreme and exotic bombs in Keep Talking and Nobody Explodes? :-p

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You know what really grinds my gears?

by CruelLEGACEY @, Toronto, Sunday, January 31, 2016, 18:03 (3450 days ago) @ Cody Miller

I told myself that I would try Iron Banner this time. You can get 310+ drop, and it's been a while.

But man. I just can't. Every time I think about doing it, I decide to do something else. Maybe I have to much else to do, but I have zero motivation. I have not played an Iron Banner since Taken King dropped.

The thing is, I've been having loads of fun with Iron Banner all week, because I've been playing with friends every night. Rift is a blast! I knew going in solo wouldn't be as much fun, but I wanted to wrap up my bounties and hit rank 5. But Bungie really stacked all the cards against solo players this time around, in ways that really don't make sense.

Literally all I have motivation for is a flawless raider.

Why don't you help me disarm all the extreme and exotic bombs in Keep Talking and Nobody Explodes? :-p

As someone who usually can't use my mic, I'm not sure how much I'll be able to bring to the game ;)

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A fair point

by Durandal, Sunday, January 31, 2016, 19:48 (3450 days ago) @ CruelLEGACEY

Given how IB still has an issue with people leaving if they are down in the first few minutes, I think there needs to be more incentive to stick around. The IB medallions just are not cutting it.

Bounties is one place to start, but there also needs to be something for people who stick with it and keep trying even though they are getting hammered by the other team. It's really hard to identify this though, just finishing the match won't be enough, I had people go hide in a corner several times in this IB when we were losing.

You would probably have to create some "Dual Use" bounties, that fill if you satisfy one of two conditions, instead of the current type which require all the conditions to be met.

Something like "Get Kills while in the lead/Kill the opposing team's top 3 players while losing".

I would also like to see something along the lines of "Kill opposing players within 10 seconds of them getting heavy ammo/Kill x spark runners" to encourage even losing teams to keep trying instead of leaving.

This latest IB had too many bounties that required top scores on winning teams, causing people to hog the spark and run without coordination, which ranges from problematic to downright annoying depending on how big a group you are in, as well as tempting them to depart as soon as they felt they couldn't win, since the other bounties were pretty easy.

Some option to progress towards rank 5, even on a loss, would encourage people to stick around.

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All good suggestions.

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 02:10 (3450 days ago) @ Durandal

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You know what really grinds my gears?

by narcogen ⌂ @, Andover, Massachusetts, Sunday, January 31, 2016, 23:39 (3450 days ago) @ CruelLEGACEY

So Iron Banner has always favoured those who play as a group over those who go in solo. Knowing this, and knowing that you need to win in order to rank up, Bungie added bounties that allow players to make progress towards their IB rank even if they aren't winning games. Makes perfect sense, right?

So then why the f$@king f$&@ do they go and add so many daily bounties that REQUIER WINNING?! Seriously, who thought that was a good idea?! I've been playing with randos for over an hour and I can't get a single damn win because I keep getting matched against full teams.

[snip]

Seriously though, these are exactly the kinds of silly, poorly thought-out little things I was talking about in my earlier post. Bungie creates this fun monthly event, features this great team-based game mode, gives us a bunch of sweet gear to buy, then goes and tarnished the whole experience with these little problems that compound each other.

They go and tarnish the "great team-based mode" by not making it easy enough to win playing solo? Gee, I can't imagine.

I just got thrown in to 4 JIP matches in a row, on to the losing (and still short handed) team each time, against full 6-man-party enemy teams. And I can't make any progress because the 2 bounties I'm still holding require a win.


"Don't play if it's not fun". I know, that's the golden rule. But I HAVE to play if I want to buy that fusion rifle, and I won't have time later, and I won't have time to play again before the event ends.

You don't HAVE to want that fusion rifle. This is why I don't play IB. I had to play crucible to get some of the weapons I wanted and I may have complained while doing it, but there's a difference between complaining about something you don't like or enjoy and asserting that it constitutes a design flaw by the developer.


You all know how much I freaking love this game, but stuff like this drives me nuts. Its 2 steps forward, 2 steps back with Destiny.

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I think you missed my point

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 00:04 (3450 days ago) @ narcogen
edited by CruelLEGACEY, Monday, February 01, 2016, 00:21

So Iron Banner has always favoured those who play as a group over those who go in solo. Knowing this, and knowing that you need to win in order to rank up, Bungie added bounties that allow players to make progress towards their IB rank even if they aren't winning games. Makes perfect sense, right?

So then why the f$@king f$&@ do they go and add so many daily bounties that REQUIER WINNING?! Seriously, who thought that was a good idea?! I've been playing with randos for over an hour and I can't get a single damn win because I keep getting matched against full teams.

[snip]

Seriously though, these are exactly the kinds of silly, poorly thought-out little things I was talking about in my earlier post. Bungie creates this fun monthly event, features this great team-based game mode, gives us a bunch of sweet gear to buy, then goes and tarnished the whole experience with these little problems that compound each other.


They go and tarnish the "great team-based mode" by not making it easy enough to win playing solo? Gee, I can't imagine.

That's not actually what I said at all. My complaint is not "it is too tough for solo players to win". My complaint is that they add a secondary method for players to rank up that isn't dependant on winning (bounties), then twist that method so that it too requires winning.

I just got thrown in to 4 JIP matches in a row, on to the losing (and still short handed) team each time, against full 6-man-party enemy teams. And I can't make any progress because the 2 bounties I'm still holding require a win.


"Don't play if it's not fun". I know, that's the golden rule. But I HAVE to play if I want to buy that fusion rifle, and I won't have time later, and I won't have time to play again before the event ends.


You don't HAVE to want that fusion rifle. This is why I don't play IB. I had to play crucible to get some of the weapons I wanted and I may have complained while doing it, but there's a difference between complaining about something you don't like or enjoy and asserting that it constitutes a design flaw by the developer.

Obviously I don't "have to want it". I'm not a psychopath. But I looked at it and said "hey that's cool, I'd like to play Iron Banner anyway and that looks like a great piece of gear to work towards". I played Iron Banner all week with friends, having a blast, but on my last day I needed to go solo. That's when I found myself stuck in a situation where I simply could not progress because of the nature of the activity combined with the specific bounties available. All I needed to hit rank 5 was 1 win OR 1 bounty... But the only 2 bounties left required a win. Thanks to matchmaking, that took me almost 2 hours to get. That absolutely is a design flaw.


You all know how much I freaking love this game, but stuff like this drives me nuts. Its 2 steps forward, 2 steps back with Destiny.

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I think you missed my point

by narcogen ⌂ @, Andover, Massachusetts, Monday, February 01, 2016, 00:45 (3450 days ago) @ CruelLEGACEY


They go and tarnish the "great team-based mode" by not making it easy enough to win playing solo? Gee, I can't imagine.

That's not actually what I said at all. My complaint is not "it is too tough for solo players to win". My complaint is that they add a secondary method for players to rank up that isn't dependant on winning (bounties), then twist that method so that it too requires winning.

If the bounties require winning they are not a secondary method that is not dependent on winning. You want them to be that, because they could be that, and perhaps in the past, they were that, but currently they are not.

So the question then once again becomes-- why would they introduce a team mode and provide every inducement, both carrot and stick, to get people to play in a team instead of solo?

Gee, I can't imagine.

I just got thrown in to 4 JIP matches in a row, on to the losing (and still short handed) team each time, against full 6-man-party enemy teams. And I can't make any progress because the 2 bounties I'm still holding require a win.


"Don't play if it's not fun". I know, that's the golden rule. But I HAVE to play if I want to buy that fusion rifle, and I won't have time later, and I won't have time to play again before the event ends.


You don't HAVE to want that fusion rifle. This is why I don't play IB. I had to play crucible to get some of the weapons I wanted and I may have complained while doing it, but there's a difference between complaining about something you don't like or enjoy and asserting that it constitutes a design flaw by the developer.


Obviously I don't "have to want it". I'm not a psychopath. But I looked at it and said "hey that's cool, I'd like to play Iron Banner >anyway and that looks like a great piece of gear to work towards". I played Iron Banner all week with friends, having a blast, but on my >last day I needed to go solo. That's when I found myself stuck in a situation where I simply could not progress because of the nature of >the activity combined with the specific bounties available. All I needed to hit rank 5 was 1 win OR 1 bounty... But the only 2 bounties left >required a win. Thanks to matchmaking, that took me almost 2 hours to get. That absolutely is a design flaw.

...

I have no words. Literally.

It is a design flaw because the system was not designed to cope with the fact that in order for you to get your fusion rifle on a day where you couldn't play with friends, you couldn't win any games and couldn't complete any bounties (because they required winning games). In a team mode where you were playing solo?

I think people keep wanting or expecting some kind of very smooth progression curve from Destiny, and I just don't get where the expectation comes from. Maybe because I never seriously played any other MMOs. I get that winning is more fun than losing, and that progressing is more fun than not progressing, and I get why grind is not fun-- if one structures one's gameplay in the way that creates grind, as in, "I am now only doing things that progress this quest that requires 50 things, so I will play and collect those things until I have all 50 of those things".

Good things that happen in the game are only good in opposition to things that aren't. Winning is sweet because losing is bitter. Getting loot is great because going home empty-handed sucks. Killing things is awesome because dying is a drag.

Why isn't this a cool story about that one time you almost ran the table during an IB week but lost out at the last minute because you couldn't get a win, and how much does that suck? Can't good stories about things that happen in Destiny be about bad things that happen?

Heck, I guess you're right, it isn't even that interesting a story because your complaint isn't that you didn't get what you want but it took two hours to do. I give up.

It's not a design flaw just because it sucked. It's not a design flaw just because you thought there ought to be two ways to your objective, and there COULD HAVE BEEN, but there weren't. Maybe because it was designed that way, to be the opposite of what you expected, or maybe because of bad luck (if bounties are random, for instance).

If bounties alone were enough to rank up in IB and get good loot, then you could just play without caring about winning or losing, just about the bounty-- which was probably what, kills? Great, more players going for individual stats instead of a team objective. Marvelous.

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I think you missed my point

by cheapLEY @, Monday, February 01, 2016, 01:01 (3450 days ago) @ narcogen
edited by cheapLEY, Monday, February 01, 2016, 01:16

What crawled up your ass?

Offering rewards for a game type and then making it basically impossible to obtain those rewards is a design flaw. I can't find when they talked about it, but I'm almost positve Cruel is right and that Bungie stated they were adding bounties to IB so that winning wasn't always necessary.

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I think you missed my point

by Funkmon @, Monday, February 01, 2016, 02:48 (3450 days ago) @ cheapLEY

basically impossible

took 2 hours

Yeah, for sure.

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I think you missed my point

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 02:51 (3450 days ago) @ Funkmon

basically impossible

took 2 hours


Yeah, for sure.

What he's saying is that I do the impossible in 2 hours ;)

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I think you missed my point

by cheapLEY @, Monday, February 01, 2016, 03:20 (3450 days ago) @ CruelLEGACEY

What he's saying is that I do the impossible in 2 hours ;)

If that was true, I'd get new RUL podcasts much more frequently. (:

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I think you missed my point

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 03:22 (3450 days ago) @ cheapLEY

What he's saying is that I do the impossible in 2 hours ;)


If that was true, I'd get new RUL podcasts much more frequently. (:

BUUUUURN!!! lol.


You're totally right though ;p

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I think you missed my point

by cheapLEY @, Monday, February 01, 2016, 03:19 (3450 days ago) @ Funkmon

Everyone else around writes like hyperbole was their first language; I'm just trying to fit in!

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I think you missed my point

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, February 01, 2016, 01:38 (3450 days ago) @ narcogen

I think people keep wanting or expecting some kind of very smooth progression curve from Destiny, and I just don't get where the expectation comes from.

Maybe because people don't want to be wasting their fucking time dude.

Good things that happen in the game are only good in opposition to things that aren't. Winning is sweet because losing is bitter. Getting loot is great because going home empty-handed sucks. Killing things is awesome because dying is a drag.

There is a difference between losing and not progressing because YOU are inadequate, versus when there are design flaws in the game.

If bounties alone were enough to rank up in IB and get good loot, then you could just play without caring about winning or losing, just about the bounty-- which was probably what, kills? Great, more players going for individual stats instead of a team objective. Marvelous.

You are right about this. Bounties have absolutely zero place in competitive multiplayer.

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I think you missed my point

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 02:14 (3450 days ago) @ Cody Miller

If bounties alone were enough to rank up in IB and get good loot, then you could just play without caring about winning or losing, just about the bounty-- which was probably what, kills? Great, more players going for individual stats instead of a team objective. Marvelous.


You are right about this. Bounties have absolutely zero place in competitive multiplayer.

There was a time when I would have agreed with you, but I feel Bungie has gotten a lot better about designing bounties that don't interfere with the natural course of play (today's frustrations being an obvious exception). Most IB bounties are now things like "get 10 precision kills" or "score a rift"... things that players are already trying to do. They're usually not as invasive as they used to be.

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I think you missed my point

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, February 01, 2016, 02:20 (3450 days ago) @ CruelLEGACEY

If bounties alone were enough to rank up in IB and get good loot, then you could just play without caring about winning or losing, just about the bounty-- which was probably what, kills? Great, more players going for individual stats instead of a team objective. Marvelous.


You are right about this. Bounties have absolutely zero place in competitive multiplayer.


There was a time when I would have agreed with you, but I feel Bungie has gotten a lot better about designing bounties that don't interfere with the natural course of play (today's frustrations being an obvious exception). Most IB bounties are now things like "get 10 precision kills" or "score a rift"... things that players are already trying to do. They're usually not as invasive as they used to be.

If you are already going to do it, what's the point of the bounty?

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I think you missed my point

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 02:24 (3450 days ago) @ Cody Miller

If bounties alone were enough to rank up in IB and get good loot, then you could just play without caring about winning or losing, just about the bounty-- which was probably what, kills? Great, more players going for individual stats instead of a team objective. Marvelous.


You are right about this. Bounties have absolutely zero place in competitive multiplayer.


There was a time when I would have agreed with you, but I feel Bungie has gotten a lot better about designing bounties that don't interfere with the natural course of play (today's frustrations being an obvious exception). Most IB bounties are now things like "get 10 precision kills" or "score a rift"... things that players are already trying to do. They're usually not as invasive as they used to be.


If you are already going to do it, what's the point of the bounty?

To give Iron Banner players a way to progress based on personal skill, rather than wins. Ideally you want to win and complete bounties, but if you don't have friends online and matchmaking keeps throwing you in with lousy teammates, you can still progress a little.

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I think you missed my point

by narcogen ⌂ @, Andover, Massachusetts, Monday, February 01, 2016, 11:50 (3449 days ago) @ Cody Miller

I think people keep wanting or expecting some kind of very smooth progression curve from Destiny, and I just don't get where the expectation comes from.


Maybe because people don't want to be wasting their fucking time dude.

Good things that happen in the game are only good in opposition to things that aren't. Winning is sweet because losing is bitter. Getting loot is great because going home empty-handed sucks. Killing things is awesome because dying is a drag.


There is a difference between losing and not progressing because YOU are inadequate, versus when there are design flaws in the game.

He was playing a team game with randoms and losing. For a little while. That's not a design flaw. That's working as intended. If you absolutely god damn gotta have whatever this fusion rifle was, then yeah, that's what you've got to do to do it, I guess. Or else you start earlier, or else you don't bother with it at all, or else you let it go that you tried and came up a bit short-- so what?

This seems to come down to the idea that because he wanted the thing, there HAD to be a way for him to get the thing-- his way, on his schedule, and when that turned out to be more time consuming than he thought, or that he wanted it to be, it got labeled a design flaw.

It's ridiculous. There are a bunch of serious criticisms of Destiny that have and still can be made, but everywhere it's just the same stuff, most of which revolves around the game failing to cater to someone's particular needs. It's really, really weird.

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I think you missed my point

by Funkmon @, Monday, February 01, 2016, 11:58 (3449 days ago) @ narcogen

It's ridiculous. There are a bunch of serious criticisms of Destiny that have and still can be made, but everywhere it's just the same stuff, most of which revolves around the game failing to cater to someone's particular needs. It's really, really weird.

What's amazing to me is this attitude is pervasive in online Destiny communities, and they don't realize it.

For example, once I was absolutely skewered for saying that I didn't like the "collection" aspect of new exotics because people thought I thought rewards like Chaperone were unfair and shouldn't be in the game, which I didn't, and didn't imply. We all agree that it's all right that some guns just don't get got. Unless it's a gun we can't get. Then it's totally unfair and a result of bad design decisions.

It's much worse on other forums, too. :(

EDIT: When I agreed with the initial post, it sounded like harmless bitching, which I'm all for. The edit kinda killed it.

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I think you missed my point

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 12:24 (3449 days ago) @ narcogen

I think people keep wanting or expecting some kind of very smooth progression curve from Destiny, and I just don't get where the expectation comes from.


Maybe because people don't want to be wasting their fucking time dude.

Good things that happen in the game are only good in opposition to things that aren't. Winning is sweet because losing is bitter. Getting loot is great because going home empty-handed sucks. Killing things is awesome because dying is a drag.


There is a difference between losing and not progressing because YOU are inadequate, versus when there are design flaws in the game.


He was playing a team game with randoms and losing. For a little while. That's not a design flaw. That's working as intended. If you absolutely god damn gotta have whatever this fusion rifle was, then yeah, that's what you've got to do to do it, I guess. Or else you start earlier, or else you don't bother with it at all, or else you let it go that you tried and came up a bit short-- so what?

This seems to come down to the idea that because he wanted the thing, there HAD to be a way for him to get the thing-- his way, on his schedule, and when that turned out to be more time consuming than he thought, or that he wanted it to be, it got labeled a design flaw.

It's ridiculous. There are a bunch of serious criticisms of Destiny that have and still can be made, but everywhere it's just the same stuff, most of which revolves around the game failing to cater to someone's particular needs. It's really, really weird.

You keep twisting my meaning into something way more self-righteous than what I'm saying. I'm pointing out that a game mode, which has been designed to favor groups but still allow solo players to make some progress, has suddenly introduced elements that get in the way of the solo player.

Do you think dropping solo played into game after game after game of JIP matches is fun?

Is it ok that teams of solo players are constantly matched against full groups?

Or should I ask: how would my suggestion harm the game in any way? What about the situation I ran into is fun or beneficial to the game?

Bungie themselves have stated many times that their matchmaking aims to give all players a 50/50 win/loss ratio*. Obviously that will ebb and flow as teams or players go on runs. If I, a far better than average player, can go 2 hours without a win than SOMETHING is going wrong with matchmaking.

* There are of course exceptions to my statement above, such as Trials of Osiris. Trials is all about winning. The matchmaking isn't trying to even things out, nor should it. Iron Banner, like most of the crucible, favours group players but still allows solo players to make progress... Just at a slower pace.

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I think you missed my point

by unoudid @, Somewhere over the rainbow, Monday, February 01, 2016, 12:40 (3449 days ago) @ CruelLEGACEY

Obviously you need to stop winning so much in non IB times so that game will stop trying to screw you :)

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I think you missed my point

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 12:59 (3449 days ago) @ unoudid

Obviously you need to stop winning so much in non IB times so that game will stop trying to screw you :)

Lol... I wish my win/loss was that impressive ;)

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I miss mig.

by ProbablyLast, Monday, February 01, 2016, 12:48 (3449 days ago) @ CruelLEGACEY

- No text -

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Just to clear things up a bit

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 12:56 (3449 days ago) @ CruelLEGACEY

Narcogen, I just wanted to ask a couple questions. You keep mentioning the fact that I'm playing a team game solo, and seem to feel that losing every game for 2 hours is acceptable because of that.

Do you play much crucible? Do you play many other competitive FPS or team-based games?

I do. I play a ton of them. Halo, Gears, Titanfall, Battlefield... you name it. All of these games feature solo players playing team-based activities, along side groups.

You know what doesn't happen in any of these games? Losing for 2 hours straight. It never happens (to me... small sample pool, but thousands of hours of experience over the past 15 years). These games all feature matchmaking for the explicit purpose of bringing people who don't have full groups together. Matchmaking has a lot to juggle, and I know it will never be perfect, all these games take measures to ensure that solo players can participate and have fun and make progress within their game's economy (if it has one). This is why Bungie introduced challenges in Halo Reach, or why so many games use XP systems for earning gear or upgrades. They WANT solo players to be able to unlock stuff, even though they'll have a tougher time winning than groups.

So I'm not coming in like a lunatic screaming "GIVE ME MAH FUSION RIFLE". I'm pointing out a roadblock caused by a combination of Bungie's bounty design and their matchmaking's failure to find/create even matches.

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Just to clear things up a bit

by narcogen ⌂ @, Andover, Massachusetts, Tuesday, February 02, 2016, 01:19 (3449 days ago) @ CruelLEGACEY

Narcogen, I just wanted to ask a couple questions. You keep mentioning the fact that I'm playing a team game solo, and seem to feel that losing every game for 2 hours is acceptable because of that.

Do you play much crucible? Do you play many other competitive FPS or team-based games?

I am on the opposite side of the world, where I've been for 17 years, more than half of them without anything you'd call broadband, and even now, a 250ms ping is the best I can hope for.

So, no. Because it is not fun under those circumstances. I played enough to get a few of the weapons that required some multiplayer games (exotic sword, first curse) but other than that, I might play a daily match for marks here and there, but that's it.


Losing straight for 2 hours once over a course of a decade of play I still think hardly constitutes a design flaw, and the complaint contributes to the continued pollution of the term. The idea that all win-state multiplayer bounties should be removed in order to cater to this one instance is, I think, an overreaction. The idea that their presence constitutes a design flaw I think is a bit silly. Basically you're asking for a change to be made in the game that would affect all players a little bit in order to prevent it from affecting you, badly, once.

If anything, assuming everything you say is true and applicable, the problem is that matchmaking didn't give you a chance for a win in two hours, not that the bounties also required it. After all, you said yourself, this has never happened before in decades of playing and thousands of hours-- even in other games that also feature Bungie's own matchmaking algorithm that was also prioritizing the same factors-- skill, connection quality-- over matching only teams of equal size and similar composition.

Two hours without a win for a single player across millions of player-hours is simply not statistically significant. Bungie should not be making changes based on data of that kind. Nor, as far as I can tell, do they.

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Just to clear things up a bit

by CruelLEGACEY @, Toronto, Tuesday, February 02, 2016, 02:32 (3449 days ago) @ narcogen

First of all, thanks for taking the time to respond. We've got a few mini-threads going at this point, so I'm just going to respond to this one so we don't make a total mess of the forum :)

Narcogen, I just wanted to ask a couple questions. You keep mentioning the fact that I'm playing a team game solo, and seem to feel that losing every game for 2 hours is acceptable because of that.

Do you play much crucible? Do you play many other competitive FPS or team-based games?


I am on the opposite side of the world, where I've been for 17 years, more than half of them without anything you'd call broadband, and even now, a 250ms ping is the best I can hope for.

So, no. Because it is not fun under those circumstances. I played enough to get a few of the weapons that required some multiplayer games (exotic sword, first curse) but other than that, I might play a daily match for marks here and there, but that's it.

Ok... so let me say, with all due respect, that perhaps you don't know enough about multiplayer gaming to repeatedly attack me on this matter? Everything I am saying comes from a place of logical understanding of current multiplayer game design. I don't just bitch about videogames. I talk to designers and reviewers, I read about this stuff, I write about it, I study it as I play it and I talk about it with others who the same. You don't even play these game modes. It's fine to disagree about me, but you are slipping into attacking me directly, while I am talking about game design. Sure, "armchair game design". Is that so bad?

Losing straight for 2 hours once over a course of a decade of play I still think hardly constitutes a design flaw, and the complaint contributes to the continued pollution of the term.

It is an example of matchmaking failing to work as designed... which I've already said is understandable. Matchmaking is tough, and sometimes it doesn't work properly. However, in my personal experience (which is considerable), Destiny's matchmaking is particularly problematic for solo players when compared to other online games. All I'm saying is that many other games (including Bungie's past games) were able to provide a more balanced and fun experience through matchmaking than Destiny often does. Others may have different experiences, and I'll totally accept that, but you've said yourself that you don't play these games at all so it strikes me that you're arguing with me simply out of a belief that "I'm wrong" with nothing to back it up.

The idea that all win-state multiplayer bounties should be removed in order to cater to this one instance is, I think, an overreaction. The idea that their presence constitutes a design flaw I think is a bit silly. Basically you're asking for a change to be made in the game that would affect all players a little bit in order to prevent it from affecting you, badly, once.

You are assuming that I am the only player that has been affected by this. You are also assuming that I want all such bounties removed... which I don't necessarily think is the answer. I have no problem with win-state bounties in general crucible, because there is not time constraint. When it comes to IB, there are other ways to solve this admittedly niche problem. Perhaps give players more than 3 IB bounties per day? Or perhaps they could still limit players to 3 IB bounties per day, but give us a larger list to choose from so we can decide which goals we want to work towards?


If anything, assuming everything you say is true and applicable, the problem is that matchmaking didn't give you a chance for a win in two hours, not that the bounties also required it. After all, you said yourself, this has never happened before in decades of playing and thousands of hours-- even in other games that also feature Bungie's own matchmaking algorithm that was also prioritizing the same factors-- skill, connection quality-- over matching only teams of equal size and similar composition.

Yes, the matchmaking is problematic. As I've stated many times, bounties are in place to at least partially mitigate those kinds of scenarios. I'm not pulling this out of my ass. Bungie has been talking about this stuff since the Halo Reach days when they added challenges. Besides that, it makes perfect sense. It's the formula that virtually all multiplayer online games follow these days: offer rewards/progress for winning, and also offer rewards/progress for personal skill and performance.


Two hours without a win for a single player across millions of player-hours is simply not statistically significant. Bungie should not be making changes based on data of that kind. Nor, as far as I can tell, do they.

Again, you're assuming this is just me? I listen to Destiny podcasts, follow streamers and players on facebook and twitter... every comment I see on the matter is that this week's IB is particularly brutal against solo players. Players are quitting more often than usual, leading to more lopsided games, mercy rule matches, and JIP instances. Forget all talk about progressing for a moment; these problems sap the fun out of the game. "So don't play it", you say. Fair enough. But when bring up my thoughts on how a minor change might help alleviate the frustration that some players run into from time to time, I'm "entitled".


I already wrote this in another thread, but in case you didn't see it, my thoughts basically boil down to this:

If I was having a beer with Luke Smith and I said "Dude, I played Iron Banner for over 2 hours today and didn't make a single point of progress towards my rep or bounties", I'm don't think his reaction would be "that's fine". I think the men and women at Bungie want to know about these little issues, rare as they are, so they do as much as possible to smooth out all the little rough edges in the game. I'm not ranting about "my own annoying experience". I'm pointing it out because it would suck for other players to run into the same problem.

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Just to clear things up a bit

by narcogen ⌂ @, Andover, Massachusetts, Wednesday, February 03, 2016, 04:32 (3447 days ago) @ CruelLEGACEY
edited by narcogen, Wednesday, February 03, 2016, 04:39


Ok... so let me say, with all due respect,

To quote Ashley Williams, "why is it that when people say 'with all due respect' what they really mean is, 'kiss my ass'"?

that perhaps you don't know enough about multiplayer gaming to repeatedly attack me on this matter? Everything I am saying comes from a place of logical understanding of current multiplayer game design.

Except that no part of the discussion is actually about the multiplayer game design. It's not about the mechanics of shooting, it's not about the experience of playing the game a lot or a little, or being bad at it or being good at it. It's about the progression system and how it works across both the PVE and PVP portions of the game.

Absolutely central to your complaint was that you had a progression-based goal and failed to meet it because circumstances for you personally at that moment were less than ideal, and you wanted them changed to something closer to the ideal.

However the context of your complaint as described by you somewhat undermines the justification for making that change.

For instance: You pointed out that 2 hours without a win for a player of your esteemed calibre was totally without precedent. Which means that if this situation is so rare that it NEVER happened to you until now in 15 years, what possible reason would Bungie have to alter the way the progression system works to compensate for a situation that affected you once in all those thousands of hours, knowing that making that change would affect millions of others in slight ways?

I don't just bitch about videogames. I talk to designers and reviewers, I read about this stuff, I write about it, I study it as I play it and I talk about it with others who the same. You don't even play these game modes. It's fine to disagree about me, but you are slipping into attacking me directly, while I am talking about game design. Sure, "armchair game design". Is that so bad?

I find it interesting that you felt insulted by the latter portion rather than the former, especially given that armchair design is pretty much the most any of us do here, with a few notable exceptions.

The progression system works pretty much the same across game modes, and there is nothing about your complaint that was specific to the multiplayer game mode-- what you wanted changed was the way the bounties were distributed. You described it as a "design flaw"-- in other words, something done wrong in a way that either demonstrates ignorance or incompetence. I am trying, desperately, to suggest that these things were done knowingly and intentionally for certain reasons, and to point out potentially what those reasons were, and why making the change you suggested, while it might have benefited you personally at that precise moment, was not worth making that change because they chose the design to be that way for a reason, and altering it for all the other gamers in that mode does not make sense.

By putting in bounties that required victories into Iron Banner 15 months ago, Bungie knew full well that there would be some times, for some players, that advancement in terms of faction rank would be blocked for players unable to get a win. If they were unwilling to accept that circumstance they would not have created those bounties. In fact, since then, they have gone from one such bounty to two. That didn't happen by accident.

They also know that when matchmaking shoots for a 50/50 win/loss ratio when doing skill-based matchmaking, that this does not mean this average will be hit for everyone, nor will it be hit within a playing window as short as 2 hours for a single player. It's a long term thing. The idea that the bounty should be changed because of what happened to you just sounds so utterly ridiculous that I'm not only having trouble wrapping my head around the fact that you suggested it, but that you are continuing to argue for it.

Explain to me, please, what you think has happened at Bungie that led to this travesty of game design. Are they simply unaware of your plight? Did they put those bounties in there not knowing how they worked? Did they prioritize skill, connection quality, and other factors into matchmaking without realizing it might mean it would take you slightly longer than you wanted to get your fusion rifle? Does the system throw randoms into JIP games just because Bungie figured, "f*** it, we don't care about those people"? Or is it because with all the factors that need to be considered, as well as making matches in minimum time, it's simply going to happen in rare cases that people have a streak of bad luck, bad matches, bad teammates, etc?

Losing straight for 2 hours once over a course of a decade of play I still think hardly constitutes a design flaw, and the complaint contributes to the continued pollution of the term.


It is an example of matchmaking failing to work as designed... which I've already said is understandable. Matchmaking is tough, and sometimes it doesn't work properly. However, in my personal experience (which is considerable), Destiny's matchmaking is particularly problematic for solo players when compared to other online games.

Because as a game it is completely designed around the concept of a fireteam, more so than other games-- so much so that it extends deep into the PVE portion as well as the PVP portion, which is not typical for online console FPS games. Bungie has consistently (at least up until recently) resisted the urge to cater to solo players, not just in PVP content but in PVE content as well (until they gave in to requests to add matchmaking to damn near everything-- a decision I personally do not like, but that I do not term as a 'design flaw' because the reasons for doing so are clear, comprehensible and logical).

All I'm saying is that many other games (including Bungie's past games) were able to provide a more balanced and fun experience through matchmaking than Destiny often does. Others may have different experiences, and I'll totally accept that, but you've said yourself that you don't play these games at all so it strikes me that you're arguing with me simply out of a belief that "I'm wrong" with nothing to back it up.

Nothing to back it up? I'm backing up my interpretations about what Bungie's design goals are, for the purpose of judging how well their implementation of those goals are achieved by the game, by looking at the clear choices they've made-- by looking at what bounties they put into the pool. You're comparing what Bungie's design decisions have been compared to what you think they should be, not what they are.

What you mean by "nothing to back it up" with is "with fewer PVP hours than me".

Your complaint is about how progression and bounties work, and these are consistent across the game. There is absolutely nothing specific about the experience of spending thousands of hours shooting other dudes in multiplayer that applies to this evaluation. If you were talking about any of the other things about multiplayer, I wouldn't even be commenting-- weapon balance, how powerful supers are, how the scoring system works, any of dozens of other things, I might have chimed in once but I would have dropped the discussion long ago and deferred to those who play that mode more and experience those things directly more often.

But your complaint is about the need to complete a bounty, and wanting that bounty condition to be different. That is not about the multiplayer game, it's about the meta game of progression that works pretty much the same way across all of Destiny's modes, is pretty well documented and understood by the community as a whole, and although I don't play Iron Banner much, at least not recently, plenty of people still write about it and what's going on there, and I read it, and there are lots of videos to watch.

Your appeal to personal experience is meaningless unless you can explain to me how more time spent or more skill demonstrated at shooting dudes means you are more qualified to comment on the nature of how a bounty works-- otherwise what it really sounds to me like you are saying that is that I don't understand how you were feeling at that moment, unable to get a win for two hours, because I don't play the same mode.

The idea that all win-state multiplayer bounties should be removed in order to cater to this one instance is, I think, an overreaction. The idea that their presence constitutes a design flaw I think is a bit silly. Basically you're asking for a change to be made in the game that would affect all players a little bit in order to prevent it from affecting you, badly, once.


You are assuming that I am the only player that has been affected by this.

So it affected you once in 15 years, but is happening to others regularly? Are you just that much better than them? Does it affect more players than it does NOT affect, such that the change you suggest would be a net positive? Do you believe Bungie had no design goal behind including these bounties, such that they'd consider deleting them worthwhile to address your complaint? Or do you think the fact that they added one such bounty, rather than deleting the one they had, to be an indicating that they considered the design goal behind the victory bounty to be worth pursuing, despite the negative consequences for some players in certain particular situations?

You are also assuming that I want all such bounties removed...

...from Iron Banner. All two of them out of nine. Because that was both your complaint and your suggestion. The other half of your complaint was about how matchmaking works, but I think you know that's barking up the wrong tree because matchmaking is trying to do so many things that it's difficult to suggest that Bungie is just dumb and everything would be perfect if they just tweaked one thing. They are constantly changing things in a way that they think will improve things, and they have access to all the necessary data to judge how well it is performing, and the player base is so large that almost ANY change will meet with vocal complaints from one quarter or another. It is extremely difficult to judge how well the

Crucible also has such bounties, but I was only citing those in Iron Banner.

which I don't necessarily think is the answer. I have no problem with win-state bounties in general crucible, because there is not time constraint. When it comes to IB, there are other ways to solve this admittedly niche problem. Perhaps give players more than 3 IB bounties per day? Or perhaps they could still limit players to 3 IB bounties per day, but give us a larger list to choose from so we can decide which goals we want to work towards?

Let's say they had given you four, but that your IB ranking was a bit lower than it actually was. The situation could have been identical-- you would have needed one more bounty to rank up, and that bounty required a win.

Is it still a design flaw? Is it a design flaw if you needed only one more bounty, or if you needed two? What about more? What if they gave you five bounties, none that required winning, but you needed six bounties worth to rank up?


Two hours without a win for a single player across millions of player-hours is simply not statistically significant. Bungie should not be making changes based on data of that kind. Nor, as far as I can tell, do they.


Again, you're assuming this is just me? I listen to Destiny podcasts, follow streamers and players on facebook and twitter... every comment I see on the matter is that this week's IB is particularly brutal against solo players.

I'm speaking with you about your particular situation.

Players are quitting more often than usual,

Which means players are causing most of the problem by quitting. My immediate response to that would be to punish quitting more harshly, but we know that is also difficult because people will complain about that as well. Perhaps the mercy rule needs early invocation but I've also heard this week about some pretty dramatic come-from-behind wins, so that may not be warranted either.

leading to more lopsided games, mercy rule matches, and JIP instances. Forget all talk about progressing for a moment;

The entirety of your initial "design flaw" allegation related almost solely to progression, and that's the statement I started off by addressing, so, no, I'm not going to forget it.

Beyond that the only subject was in general the idea that IB should cater more to solo players simply because it allows them rather than prohibiting them, and I reject the assumption that any additional hardships solo players experience should be ameliorated simply because they are not barred from the activity completely.

these problems sap the fun out of the game. "So don't play it", you say. Fair enough. But when bring up my thoughts on how a minor change might help alleviate the frustration that some players run into from time to time, I'm "entitled".

I don't believe I've used that word even once in this thread. You have, though, at least twice.

The crux of my objection is that your minor change, multiplied by all the players it would affect in some other way, is not justified by the need to address whatever group of players you represent and the situation they faced trying to rank up on the last day while being one bounty short, because that is extremely specific. In addition I think you presumed a design goal not in evidence-- namely that the role of IB bounties was to exclusively guarantee daily solo progress.

I've made those points over and over, showing how what Bungie has actually done in setting up the mode and the bounties it offers seems to indicate their design goals are different than you suggest, but you keep repeating the same things over and over, as if Bungie's design goals ought to be what you think they are, or what you wish they were.

I already wrote this in another thread, but in case you didn't see it, my thoughts basically boil down to this:

If I was having a beer with Luke Smith and I said "Dude, I played Iron Banner for over 2 hours today and didn't make a single point of progress towards my rep or bounties", I'm don't think his reaction would be "that's fine". I think the men and women at Bungie want to know about these little issues, rare as they are, so they do as much as possible to smooth out all the little rough edges in the game. I'm not ranting about "my own annoying experience". I'm pointing it out because it would suck for other players to run into the same problem.

He probably wouldn't say that because I think enough people already have called him and others in the development community (I'm thinking Adam Orth here) for flippant replies that seem to indicate that people should "get over it" when they have a bad time.

On the other hand, I'd be willing to wager something fairly significant that Bungie has all the data it needs to track players, how quickly they do or do not progress, and has had that information flowing in over the last year plus the game has been out, and the several instances of the Iron Banner activity already held.

I think one of two things are the case:

1) Either this situation is as rare for other players as it was for you, meaning it is not experienced by enough players to warrant making such a change;

2) This situation is MORE common than you think, but it is not outside the range of Bungie's expectations for solo players in the activity.

That Bungie has added, rather than remove, the particular class of bounty you objected to, indicates they are moving the activity in the opposite direction than the goals you believe they have. So either Bungie really has no idea what they are doing at all, or you've made an incorrect assumption about what the design goals for solo players in Iron Banner are.

That said, I think we've both asserted our respective positions about as well as we can without being able to convince each other, and we're probably just yelling in the wind at this point. Sorry about that.

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I think you missed my point

by narcogen ⌂ @, Andover, Massachusetts, Tuesday, February 02, 2016, 01:00 (3449 days ago) @ CruelLEGACEY
edited by narcogen, Tuesday, February 02, 2016, 01:06

You keep twisting my meaning into something way more self-righteous than what I'm saying.

If I admit that it's possible that I'm projecting more self-righteousness onto you than your post deserved, would you also admit that it's possible that you're actually being more self-righteous than you think? It seems to me to be the very base and foundation of your complaint.

I'm pointing out that a game mode, which has been designed to favor groups but still allow solo players to make some progress,

Citation needed. I think you are inferring intent that does not exist. Some IB and crucible bounties require winning, others don't. The appearance of each on a daily basis appears to be random, and this randomness is intentional. I would say there is no intent to design a system to allow for solo players to progress-- at least not on a guaranteed daily basis. Sometimes that will be the case. Sometimes it won't, as evidenced by the day you experienced where ranking up required winning or bounties and the bounties required winning.

has suddenly introduced elements that get in the way of the solo player.


Suddenly nothing. Those bounties come out of a table, and those that required winning (whether in IB or crucible) have been in the game, in some form or other, since the start.


Do you think dropping solo played into game after game after game of JIP matches is fun?

Then don't do it.


Is it ok that teams of solo players are constantly matched against full groups?

As compared to what? You're assuming that matchmaking could somehow be much better but simply doesn't care to because it can't empathize with you or something. I've no idea if matchmaking prioritizes team vs team and randoms vs randoms, but I'm guessing since people hate lag and waiting these priorities both come first. So the system has to match skill, and connection quality, and team size, and disallow joining in progress? I'm sure Bungie could do all of these things, and they also know how long it would take for the algorithm to match people under those conditions, and that's why it doesn't do it.


Or should I ask: how would my suggestion harm the game in any way? What about the situation I ran into is fun or beneficial to the game?

Disallowing any bounties in crucible or other MP modes that require wins would reduce the pool of potential bounty activities and increases the general monotony of those activities-- the sense that the same stuff is repeating, which is also something people complain a lot about. This is true no matter how large the bounty pool is, because it could always be made larger by adding bounties that require wins. So your suggestion incrementally increases the amount of repetition in a game where one of the primary complaints is the monotony of repetition.


Bungie themselves have stated many times that their matchmaking aims to give all players a 50/50 win/loss ratio*. Obviously that will ebb and flow as teams or players go on runs. If I, a far better than average player, can go 2 hours without a win than SOMETHING is going wrong with matchmaking.

The plural of anecdote is not data. Although in this case, there's really no plural, it's just one person's experience of a two hour window of play.

There's also absolutely no connection whatsoever between Bungie's target for skill-based matchmaking, which says that if the system is working correctly, it will match you up against players of equal skill, against whom you would expect to win as often as lose, and your arbitrary 2 hour time window. Having a .500 winning percentage does not mean alternating wins and losses, it means that this averages out over time. Given that people have hundreds or even thousands of hours in the game, and that there is a large population playing at any one time, I bet that players at your level or higher go two hours without a win on a daily basis. To say nothing of players that are worse!

I'd also be willing to bet that Bungie does not achieve this win percentage across all players, but rather achieves a bell curve where the largest portion of the playerbase has a .500 record, but there are outliers. The outliers, of course, are still customers like everyone else.

Your claim is akin to saying that since a flipped coin has come up heads ten times in a row, the chances of it coming up tails next time around should be higher than 50% so things can average out. That's not how that works, though.

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I think you missed my point *Link added*

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 01:53 (3450 days ago) @ narcogen
edited by CruelLEGACEY, Monday, February 01, 2016, 02:16


They go and tarnish the "great team-based mode" by not making it easy enough to win playing solo? Gee, I can't imagine.

That's not actually what I said at all. My complaint is not "it is too tough for solo players to win". My complaint is that they add a secondary method for players to rank up that isn't dependant on winning (bounties), then twist that method so that it too requires winning.


If the bounties require winning they are not a secondary method that is not dependent on winning. You want them to be that, because they could be that, and perhaps in the past, they were that, but currently they are not.

So the question then once again becomes-- why would they introduce a team mode and provide every inducement, both carrot and stick, to get people to play in a team instead of solo?

Gee, I can't imagine.

If Bungie was that set on making IB a "teams only" activity, they wouldn't let you join solo (like they do with Trials). Iron banner is a team game mode that allows solo players to be matched up together. Of course going in as a full team is ideal, but Bungie made the decision to allow solo players to join.

As far as progression goes, they give us 2 paths to rank up: winning games and completing bounties. Winning games requires teamwork more often than not. People playing with their friends stand a much better chance of winning regularly. I have absolutely no problem with that.

But Bungie doesn't want solo players to be screwed, so they added bounties that were largely skill based and can be completed through personal performance. Even if my team doesn't win, I can complete a few bounties per day and make some progress.

The best way to progress is to do both (win and complete skill-based bounties). So players are insentivised to play as a group AND play well individually. But if you can only do 1 or the other, you can still progress at a slightly slower pace. It's a great system that works for everybody.

This time around, things are a bit different. Rift is even more dependant on teamwork than clash or control, so winning without a full group is tougher than usual. Cool. But to then take the bounties and make several of them dependant on winning is a very punishing shift against solo players. So that's 2 changes that harm solo players.

Even so, I could live with that if matchmaking did a better job of keeping things fair. I like a challenge, and as someone who averages 20-30 kills per game, I don't mind trying to tough it out. But even matchmaking is working against solo players. As a solo player, you are far more likely to enter JIP games, and get thrown on the losing team. You are also more likely to get thrown in with a group of other solo players, while being matched against full teams. In these situations, your team ends up being short-handed for half the game as other solos quit and are replaced.

What was a system that worked out well for solo players as much as full teams no longer does.

I just got thrown in to 4 JIP matches in a row, on to the losing (and still short handed) team each time, against full 6-man-party enemy teams. And I can't make any progress because the 2 bounties I'm still holding require a win.


"Don't play if it's not fun". I know, that's the golden rule. But I HAVE to play if I want to buy that fusion rifle, and I won't have time later, and I won't have time to play again before the event ends.


You don't HAVE to want that fusion rifle. This is why I don't play IB. I had to play crucible to get some of the weapons I wanted and I may have complained while doing it, but there's a difference between complaining about something you don't like or enjoy and asserting that it constitutes a design flaw by the developer.


Obviously I don't "have to want it". I'm not a psychopath. But I looked at it and said "hey that's cool, I'd like to play Iron Banner >anyway and that looks like a great piece of gear to work towards". I played Iron Banner all week with friends, having a blast, but on my >last day I needed to go solo. That's when I found myself stuck in a situation where I simply could not progress because of the nature of >the activity combined with the specific bounties available. All I needed to hit rank 5 was 1 win OR 1 bounty... But the only 2 bounties left >required a win. Thanks to matchmaking, that took me almost 2 hours to get. That absolutely is a design flaw.


...

I have no words. Literally.

Your following wall of text says otherwise ;)


It is a design flaw because the system was not designed to cope with the fact that in order for you to get your fusion rifle on a day where you couldn't play with friends, you couldn't win any games and couldn't complete any bounties (because they required winning games). In a team mode where you were playing solo?

Yes it is. I'm fine with not winning. As I explained above, Iron Banner has been designed to allow players to make some progress without winning. Until the right (or should I say wrong?) combo of bounties makes that suddenly impossible. The inclusion of those bounties creates a situation that is frustrating, with no benefits to the game. I consider that a flaw.


I think people keep wanting or expecting some kind of very smooth progression curve from Destiny, and I just don't get where the expectation comes from. Maybe because I never seriously played any other MMOs. I get that winning is more fun than losing, and that progressing is more fun than not progressing, and I get why grind is not fun-- if one structures one's gameplay in the way that creates grind, as in, "I am now only doing things that progress this quest that requires 50 things, so I will play and collect those things until I have all 50 of those things".

I'll just step in here and say I've never played an MMO ever, so I don't carry any expectations from that direction.

Good things that happen in the game are only good in opposition to things that aren't. Winning is sweet because losing is bitter. Getting loot is great because going home empty-handed sucks. Killing things is awesome because dying is a drag.

Why isn't this a cool story about that one time you almost ran the table during an IB week but lost out at the last minute because you couldn't get a win, and how much does that suck? Can't good stories about things that happen in Destiny be about bad things that happen?

Heck, I guess you're right, it isn't even that interesting a story because your complaint isn't that you didn't get what you want but it took two hours to do. I give up.

A couple months ago, I made a post about this very topic. I LIKE times of struggle or failure in a game... IF I feel like the situation was fair. You're talking to a guy who's favorite thing in the game is Trials of Osiris. But what we're talking about here with IB is not the same thing. With Trials, you know what you're getting in to right from the start. It's all up to you're team and your ability to win. The Black Spindel mission is another great example of that. I spent hours trying to get it that first night, and failed. And I LOVE having that experience.

Players go in to Iron Banner knowing that playing with friends is ideal, but you can still make progress solo. To have the game suddenly change the rules on you when you're 1 win away from your goal is not a failure of the player's making. It doesn't become one of those "remember the time I almost pulled it off!" stories.

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Here are the actual damn bounties.

by narcogen ⌂ @, Andover, Massachusetts, Tuesday, February 02, 2016, 01:40 (3449 days ago) @ CruelLEGACEY


If Bungie was that set on making IB a "teams only" activity, they wouldn't let you join solo (like they do with Trials). Iron banner is a team game mode that allows solo players to be matched up together. Of course going in as a full team is ideal, but Bungie made the decision to allow solo players to join.

There's a difference between making an activity explicitly "teams only" (like the Raid and Trials) and making design decisions within those modes to account or compensate for solo players. I would not consider it a design flaw for IB to allow solo players without catering to them in any way, or compensating for presumed deficiencies while playing in that mode.

Further, it is entirely likely that Bungie might want to make such a restriction, except that vocal portions of the playerbase consistently decry them and petition for their removal, including the addition of matchmaking to certain activities that initially lacked them. This provided an improved experience for solo players who can now do strikes like the weekly and nightfalls without going solo, but arguably degrades the experience for groups of two that would prefer not to deal with randoms, for instance.


As far as progression goes, they give us 2 paths to rank up: winning games and completing bounties. Winning games requires teamwork more often than not. People playing with their friends stand a much better chance of winning regularly. I have absolutely no problem with that.

But Bungie doesn't want solo players to be screwed, so they added bounties that were largely skill based and can be completed through personal performance. Even if my team doesn't win, I can complete a few bounties per day and make some progress.

I mentioned it earlier but I think you are presuming facts not in evidence. You are presuming that all bounties were added for this purpose, but if that were true then your complaint would not exist. SOME bounties do not require winning. SOME do, and those that do have been in the game, in some form, since it was launched. Which bounties are active, whether in PVP or PVE, is random.

The fact that some bounties require winning but some don't, and that the selections are made randomly, means that Bungie has made no explicit attempt to guarantee a solo crucible/IB player the opportunity to progress each and every day without winning. Some days it will be possible. Some days it will not be possible, and there is no indication that there is any attempt being made to control this. Doing so would probably be trivial, and who knows-- maybe they'll actually do it and you'll be happy!

You're conflating a design choice by Bungie that has negatively affected you in a way that seems to you unfair because of a baseless assumption of Bungie's intent with a design flaw. They are not the same.

[snip]


Players go in to Iron Banner knowing that playing with friends is ideal, but you can still make progress solo. To have the game suddenly change the rules on you when you're 1 win away from your goal is not a failure of the player's making. It doesn't become one of those "remember the time I almost pulled it off!" stories.

You keep mentioning this "change the rules" stuff.

Here are the IB bounties from the reddit reset thread:

https://www.reddit.com/r/DestinyTheGame/comments/3t5als/the_full_iron_banner_guide_to_ranking_up_fast_now/

DAILY Bounties - 125 REP Each - 3 out of 9 will be available each day
- Iron Domination - Win an Iron Banner match with a score of at least 2500
- Iron Hued - Win an Iron Banner match with any Iron Banner emblem or shader equipped
- Iron Journeyman - Complete an Iron Banner match while finishing in the top 3 on your team
- Iron Workhouse - Defeat 20 opposing Guardians in the Iron Banner
- Iron Precision - Defeat 10 Guardians with precision headshots
- Iron Light - Defeat 15 opposing Guardians using any ability (melee, grenade, super)
- Heavy Iron - Defeat 3 opposing Guardians with a Heavy Weapon
- Familiar Iron - Get 13 Primary Kills
- Polishing Iron - Reach Iron Banner Rank 2

So out of nine bounties, only TWO require winning a match, and they only require one win. The worst possible configuration you could get would be those two out of three, and you want them both apparently removed from the table because some player like you might, at some time, be on the last day of an event and need to rank up to get a weapon and might also be under time pressure and not be able to play later and have no teammates online and damn these randoms suck and nobody will help me win... ?

Just for comparison, here's an IGN article about IB bounties from 15 months ago:

Anvil of Light - Defeat 50 Guardians while competing in the Iron Banner, with the Iron Banner Class, Emblem and Shader items equipped.
Exacting Measures - Earn 15 Headshot Sprees while competing in the Iron Banner tournament.
Focused Aggression - Defeat 50 Guardians with Auto Rifle headshots while competing in the Iron Banner tournament.
Hard Forged - Earn 10000 XP while competing in the Iron Banner tournament.
Heavy Metal - Earn 15 Machine Gun Sprees while competing in the Iron Banner tournament.
Iron Embrace - Defeat 20 Guardians with a close quarters melee attack while competing in the Iron Banner tournament.
Iron Wrath - Defeat 10 Guardians without dying while competing in the Iron Banner tournament.
Of Iron Made - Win 3 Iron Banner matches with the Iron Banner Class, Emblem and Shader items equipped.
Rise Above - Complete an Iron Banner match with the highest score.
The Chaos and The Calm - Defeat 30 Guardians with machine gun headshots while competing in the Iron Banner tournament.


That list contains one of nine bounties that requires 3 wins, instead of two bounties that require one win each.

So your complaint about things suddenly changing is essentially one bounty out of nine.

Your complaint is a shrill whine wearing the bloody skin of an armchair designer.

IB allows for solo play. IB bounty design does NOT provide for any particular amount of guaranteed, daily, non-win advancement-- at least, not more than one or two bounties worth, since there's apparently not been more than two bounties that require wins, so you ARE always guaranteed at least one, possibly two or three, such bounties on any given day.

So again-- you got an unlucky combination of factors. Bungie's failure to anticipate and compensate for that particular outlying combination of factors is in no reasonable way a design flaw. IB bounties that require wins are not new. They are there for a reason, and their existence refutes your assumption that it is Bungie's intention to allow for guaranteed non-winning progression for solo IB players each and every day.

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Hidden hand of commerce

by Vortech @, A Fourth Wheel, Monday, February 01, 2016, 01:54 (3450 days ago) @ CruelLEGACEY

Speaking of wanting the fusion rifle, do I also want the scout rifle?

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Hidden hand of commerce

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 02:09 (3450 days ago) @ Vortech

Speaking of wanting the fusion rifle, do I also want the scout rifle?

I've only done 1 strike with it so far, and I don't have any of the perks unlocked yet, but my first impression is that it is pretty cool. After using Hung Jury and Mida so much lately, it is nice to have a Scout Rifle that hits a little harder. Not quite Ghallion's Demise territory, but similar ballpark.

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Identical ballpark, more like.

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Monday, February 01, 2016, 03:44 (3450 days ago) @ CruelLEGACEY

[image]

(Postmaster Vault FTW)

Played Solo, got all bounties, not that good.

by Earendil, Monday, February 01, 2016, 03:11 (3450 days ago) @ CruelLEGACEY

I played entirely solo this iron banner. 23 games total in order to hit rank five. 4 games Friday, 15 Saturday, and 4 games Today. I Won 10, lost 13. I Completely all the daily bounties on Friday, Saturday, and Sunday. Also, I'm really not a good player at all.

Perhaps if was a different day of the week that was causing trouble?

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Played Solo, got all bounties, not that good.

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 03:20 (3450 days ago) @ Earendil

I played entirely solo this iron banner. 23 games total in order to hit rank five. 4 games Friday, 15 Saturday, and 4 games Today. I Won 10, lost 13. I Completely all the daily bounties on Friday, Saturday, and Sunday. Also, I'm really not a good player at all.

Perhaps if was a different day of the week that was causing trouble?

Yeah most days the bounties were fine. I just got caught in a "perfect storm" today where matchmaking and the bounties conspired against me. The thing I take issue with is that the bounties are usually designed in a way that avoids such situations, but a few problematic ones have snuck in.

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Played Solo, got all bounties, not that good.

by MacAddictXIV @, Seattle WA, Monday, February 01, 2016, 18:46 (3449 days ago) @ CruelLEGACEY

I played entirely solo this iron banner. 23 games total in order to hit rank five. 4 games Friday, 15 Saturday, and 4 games Today. I Won 10, lost 13. I Completely all the daily bounties on Friday, Saturday, and Sunday. Also, I'm really not a good player at all.

Perhaps if was a different day of the week that was causing trouble?


Yeah most days the bounties were fine. I just got caught in a "perfect storm" today where matchmaking and the bounties conspired against me. The thing I take issue with is that the bounties are usually designed in a way that avoids such situations, but a few problematic ones have snuck in.

It sounds like to me that it wasn't the bounties fault, it was match making. I guess I just don't understand how the bounties can be at fault... I mean other than the fact that you have to win games to complete the bounties. But I mean, that is just a requirement to finishing the bounty. I could say that the bounties are at fault because I have to play PvP to finish them. Yes, I know that should never happen, but what I'm getting at is that I'm glad that everything you need rank up in IB doesn't involve just playing.

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Played Solo, got all bounties, not that good.

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 19:05 (3449 days ago) @ MacAddictXIV

I played entirely solo this iron banner. 23 games total in order to hit rank five. 4 games Friday, 15 Saturday, and 4 games Today. I Won 10, lost 13. I Completely all the daily bounties on Friday, Saturday, and Sunday. Also, I'm really not a good player at all.

Perhaps if was a different day of the week that was causing trouble?


Yeah most days the bounties were fine. I just got caught in a "perfect storm" today where matchmaking and the bounties conspired against me. The thing I take issue with is that the bounties are usually designed in a way that avoids such situations, but a few problematic ones have snuck in.


It sounds like to me that it wasn't the bounties fault, it was match making. I guess I just don't understand how the bounties can be at fault... I mean other than the fact that you have to win games to complete the bounties. But I mean, that is just a requirement to finishing the bounty. I could say that the bounties are at fault because I have to play PvP to finish them. Yes, I know that should never happen, but what I'm getting at is that I'm glad that everything you need rank up in IB doesn't involve just playing.

I'm glad there's more to it than "just playing" as well. I guess I spread the blame between the matchmaking and the bounties. Ideally, matchmaking would do a better job of setting up fair matches on a regular basis. But matchmaking is never perfect, even on the best of days. When we look at Iron Banner bounties, they are generally tied to personal performance, so players who are having bad luck with matchmaking can still rank up a bit each day. The whole nature of bounties (or challenges in Reach) is to reward players for their personal performance, separate from the other in-game goals (such as "win the match" or "kill this boss"). That's certainly not an air-tight rule. Bungie plays with different types of bounty goals on a regular basis. I just find it problematic in Iron Banner because it is a limited time event, and the rewards rotate in and out every month.

The situation I ran into certainly won't happen to everyone. It was partially a result of bad luck and timing. But it frustrates me because it is a completely foreseeable situation that is needlessly frustrating. Bungie has gone out of their way to make IB approachable for teams and solo players, and I think they've done a really good job of it overall. I also think that if I sat down with Luke Smith or Lars Bakken and said "dude, I played 2 hours of Iron Banner and didn't make an inch of progress towards my rep or bounties", they would say "woah, that's not supposed to happen. What caused it?".

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Played Solo, got all bounties, not that good.

by MacAddictXIV @, Seattle WA, Monday, February 01, 2016, 19:10 (3449 days ago) @ CruelLEGACEY

The situation I ran into certainly won't happen to everyone. It was partially a result of bad luck and timing. But it frustrates me because it is a completely foreseeable situation that is needlessly frustrating. Bungie has gone out of their way to make IB approachable for teams and solo players, and I think they've done a really good job of it overall. I also think that if I sat down with Luke Smith or Lars Bakken and said "dude, I played 2 hours of Iron Banner and didn't make an inch of progress towards my rep or bounties", they would say "woah, that's not supposed to happen. What caused it?".

I agree with you here. But I still don't think it's the bounties fault, I think of bounties as an above and beyond way of getting rep and other good things. What needs to be changed in your case is how IB gives rep. You should get something if you lose 10+ times in a row, even if it's pity rep.

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Played Solo, got all bounties, not that good.

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 19:21 (3449 days ago) @ MacAddictXIV

The situation I ran into certainly won't happen to everyone. It was partially a result of bad luck and timing. But it frustrates me because it is a completely foreseeable situation that is needlessly frustrating. Bungie has gone out of their way to make IB approachable for teams and solo players, and I think they've done a really good job of it overall. I also think that if I sat down with Luke Smith or Lars Bakken and said "dude, I played 2 hours of Iron Banner and didn't make an inch of progress towards my rep or bounties", they would say "woah, that's not supposed to happen. What caused it?".


I agree with you here. But I still don't think it's the bounties fault, I think of bounties as an above and beyond way of getting rep and other good things. What needs to be changed in your case is how IB gives rep. You should get something if you lose 10+ times in a row, even if it's pity rep.

I think the problem you run into there is that AFKers can put the controller down, screw their team, and still gain rep. I bet that is at least part of the reason Bungie didn't go with that kind of system.

AFKers really are the worst, aren't they :)

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Played Solo, got all bounties, not that good.

by MacAddictXIV @, Seattle WA, Monday, February 01, 2016, 19:26 (3449 days ago) @ CruelLEGACEY

The situation I ran into certainly won't happen to everyone. It was partially a result of bad luck and timing. But it frustrates me because it is a completely foreseeable situation that is needlessly frustrating. Bungie has gone out of their way to make IB approachable for teams and solo players, and I think they've done a really good job of it overall. I also think that if I sat down with Luke Smith or Lars Bakken and said "dude, I played 2 hours of Iron Banner and didn't make an inch of progress towards my rep or bounties", they would say "woah, that's not supposed to happen. What caused it?".


I agree with you here. But I still don't think it's the bounties fault, I think of bounties as an above and beyond way of getting rep and other good things. What needs to be changed in your case is how IB gives rep. You should get something if you lose 10+ times in a row, even if it's pity rep.


I think the problem you run into there is that AFKers can put the controller down, screw their team, and still gain rep. I bet that is at least part of the reason Bungie didn't go with that kind of system.

AFKers really are the worst, aren't they :)

Yeah. They should make it so if there isn't any input after a while that they get booted from the game and LOSE rep :)

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Maybe more bounties need "this or that" conditions?

by Ragashingo ⌂, Official DBO Cryptarch, Monday, February 01, 2016, 04:33 (3449 days ago) @ CruelLEGACEY

There's a few already in the Crucible Playlist string. Get some many wins or play a somewhat higher number of total games...

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You know what really grinds my gears?

by ProbablyLast, Monday, February 01, 2016, 05:48 (3449 days ago) @ CruelLEGACEY

I agree. Also, I should get Trials loot/lighthouse access for completing nine matches.

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You know what really grinds my gears?

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 13:03 (3449 days ago) @ ProbablyLast

I agree. Also, I should get Trials loot/lighthouse access for completing nine matches.

Oh c'mon, that's totally different and you know it :)

Trials is all about winning with your team. It doesn't support matchmaking. Everyone knows it going in. And even then, there are bounties that let you get some gear along the way, win or lose.

Iron Banner has matchmaking so solo players can still play, and it has bounties so players can make some progress based on personal skill (even if their team is losing). When matchmaking fails to create balanced matches, game after game after game, AND the bounties suddenly switch from skill-based to win-based, I'd say that creates a bit of a problem.

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No such switch.

by narcogen ⌂ @, Andover, Massachusetts, Tuesday, February 02, 2016, 01:43 (3449 days ago) @ CruelLEGACEY


Iron Banner has matchmaking so solo players can still play, and it has bounties so players can make some progress based on personal skill (even if their team is losing). When matchmaking fails to create balanced matches, game after game after game, AND the bounties suddenly switch from skill-based to win-based, I'd say that creates a bit of a problem.

IB bounties went from having one three-win bounty to having two one-win bounties, both out of a pool of nine.

Now:
https://www.reddit.com/r/DestinyTheGame/comments/3t5als/the_full_iron_banner_guide_to_ranking_up_fast_now/


Last year:
http://www.ign.com/wikis/destiny/Iron_Banner_Bounties


So the "sudden switch" is one more bounty (but one less required win) out of the three chosen randomly from a pool of nine each day over a multi-day event.

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No such switch.

by CruelLEGACEY @, Toronto, Tuesday, February 02, 2016, 02:41 (3449 days ago) @ narcogen


Iron Banner has matchmaking so solo players can still play, and it has bounties so players can make some progress based on personal skill (even if their team is losing). When matchmaking fails to create balanced matches, game after game after game, AND the bounties suddenly switch from skill-based to win-based, I'd say that creates a bit of a problem.


IB bounties went from having one three-win bounty to having two one-win bounties, both out of a pool of nine.

Now:
https://www.reddit.com/r/DestinyTheGame/comments/3t5als/the_full_iron_banner_guide_to_ranking_up_fast_now/


Last year:
http://www.ign.com/wikis/destiny/Iron_Banner_Bounties


So the "sudden switch" is one more bounty (but one less required win) out of the three chosen randomly from a pool of nine each day over a multi-day event.

You're not accounting for the fact that in year 1, players could pick up 5 fresh daily IB bounties per day. Now we only get 3. So if a day rolls along where 2 of the 3 bounties are"win" bounties, that can be a hit against solo players. Back in year 1, even if one of the bounties required wins, you still had 4 other bounties that day to work towards. In practice it makes a bigger difference than you might think.

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Just get gud dude.

by Cody Miller @, Music of the Spheres - Never Forgot, Tuesday, February 02, 2016, 03:48 (3449 days ago) @ CruelLEGACEY

- No text -

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No such switch.

by narcogen ⌂ @, Andover, Massachusetts, Tuesday, February 02, 2016, 23:52 (3448 days ago) @ CruelLEGACEY


Iron Banner has matchmaking so solo players can still play, and it has bounties so players can make some progress based on personal skill (even if their team is losing). When matchmaking fails to create balanced matches, game after game after game, AND the bounties suddenly switch from skill-based to win-based, I'd say that creates a bit of a problem.


IB bounties went from having one three-win bounty to having two one-win bounties, both out of a pool of nine.

Now:
https://www.reddit.com/r/DestinyTheGame/comments/3t5als/the_full_iron_banner_guide_to_ranking_up_fast_now/


Last year:
http://www.ign.com/wikis/destiny/Iron_Banner_Bounties


So the "sudden switch" is one more bounty (but one less required win) out of the three chosen randomly from a pool of nine each day over a multi-day event.


You're not accounting for the fact that in year 1, players could pick up 5 fresh daily IB bounties per day. Now we only get 3. So if a day rolls along where 2 of the 3 bounties are"win" bounties, that can be a hit against solo players. Back in year 1, even if one of the bounties required wins, you still had 4 other bounties that day to work towards. In practice it makes a bigger difference than you might think.

All that does is lower slightly the limit on your advancement, and further cements the idea that this is not a complaint about the design of the game, but a complaint about your particular circumstances on a particular day. You needed or wanted to reach a certain goal at a certain time, and the conditions were not ideal for that.

Even taking 5 out of 9 bounties, one of them required winning. If you had been in the situation where you completed four of them, but the fifth required winning, and you needed the fifth to achieve the goal, your complaint would be the same.

So rectifying your "design flaw"-- completely eliminating the possibility of your situation ever being replicated by anyone-- requires the outright removal of all victory-requiring bounties from IB, bounties that were in the game from the start.

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And now it's time for the complete opposite.

by unoudid @, Somewhere over the rainbow, Monday, February 01, 2016, 16:01 (3449 days ago) @ CruelLEGACEY

Apparently good things can happen when running in a team. Sorry for the crap that is called running IB solo.

13k points, 5 scores, 2.8 kd, and a 296 Colovance's Duty with Outlaw and Eye of the Storm

This happened a bunch. (5 scores)

Game Summary

Drops
[image]

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Nicely done!

by CruelLEGACEY @, Toronto, Monday, February 01, 2016, 16:11 (3449 days ago) @ unoudid

- No text -

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