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On Scoring (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, April 14, 2016, 22:38 (3239 days ago) @ Ragashingo

I dislike the idea of changing up the familiar play of the game to simulate a scoring system because you very quickly start drastically changing the way Destiny plays and start eliminating what used to be valid gameplay strategies. What if I like Fusion Rifles and rocket launchers and grenades? In your mode with buffed enemy health and enhanced headshot damage they are non-viable. And that's just a simple example. As you start altering more of base Destiny to simulate every complex things that a scoring system can more easily highlight, you likely start encountering more problems that force players into playing a certain way or, for people like me who enjoy the way base Destiny plays and dislike when things feel off, make the game not as fun for some.

But the scoring system initiates the complexity. It's much better for that complexity to manifest itself naturally.

Remember the Maw run from Halo? You had a timer you had to beat. 6 or 5 minutes depending on the difficulty. You could functionally accomplish the same thing, with a cascading explosion that progresses down the Maw run, reaching the end in 5 or 6 minutes. See the difference? Wouldn't it be more fun to outrun an explosion than to race a silly timer?

The same thing applies to score. If you like Fusion Rifles and Rocket launchers, you are already less effective when small arms and headshot bonuses are on. I'm not sure I understand your concern, because your score will suck. It's already non viable currently.


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