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Spinfoil hat time (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Friday, September 30, 2016, 21:20 (3068 days ago)

With each release of Destiny, there is always a stupid time consuming mechanic that makes it really hard to progress. Material farming for gear upgrades, radiant shards, partial credit on infusion, and now the lack of siva offering /skeleton key drops, etc.

These mistakes happen every single time and it seems Bungie learns nothing… but what if it's on purpose? What if Bungie does it full well knowing it will initially slow progress, only to roll it back and get the praise for listening to the fans?

They stretch it out for as long as it will bear, then they look like heroes for fixing it.

It's the only explanation.

0_o

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Spinfoil hat time

by squidnh3, Friday, September 30, 2016, 21:27 (3068 days ago) @ Cody Miller

It's very likely on purpose, but the purpose is to rubber band the community so that everyone has a chance to experience the content mostly together, which has actually worked pretty well.

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Spinfoil hat time

by Ragashingo ⌂, Official DBO Cryptarch, Friday, September 30, 2016, 23:29 (3068 days ago) @ Cody Miller

It's the only explanation.

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Spinfoil hat time

by Avateur @, Saturday, October 01, 2016, 00:35 (3068 days ago) @ Cody Miller

Well, it's all that they can do to keep us playing until "Destiny 2: We Tried This Time" comes out.

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Spinfoil hat time

by Kahzgul, Saturday, October 01, 2016, 15:24 (3067 days ago) @ Cody Miller

With each release of Destiny, there is always a stupid time consuming mechanic that makes it really hard to progress. Material farming for gear upgrades, radiant shards, partial credit on infusion, and now the lack of siva offering /skeleton key drops, etc.

These mistakes happen every single time and it seems Bungie learns nothing… but what if it's on purpose? What if Bungie does it full well knowing it will initially slow progress, only to roll it back and get the praise for listening to the fans?

They stretch it out for as long as it will bear, then they look like heroes for fixing it.

It's the only explanation.

0_o

They absolutely do it on purpose to help hide the fact that the expansion is only about 3 hours of new content. The grind makes it more like 20, and then the bonus grind to get perfect gear makes it more like 40-∞.

Rolling it back serves their purposes only when the hardcore players have finished the grind but the casuals feel stagnated by it. So they roll it back knowing it won't help the hardcores but will keep the casuals engaged.

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Spinfoil hat time

by narcogen ⌂ @, Andover, Massachusetts, Saturday, October 01, 2016, 21:38 (3067 days ago) @ Cody Miller

With each release of Destiny, there is always a stupid time consuming mechanic that makes it really hard to progress. Material farming for gear upgrades, radiant shards, partial credit on infusion, and now the lack of siva offering /skeleton key drops, etc.

These mistakes happen every single time and it seems Bungie learns nothing… but what if it's on purpose? What if Bungie does it full well knowing it will initially slow progress, only to roll it back and get the praise for listening to the fans?

They stretch it out for as long as it will bear, then they look like heroes for fixing it.

Just like that time they introduced New Coke knowing that people would hate it, only to reintroduce Classic Coke and retake the market.

Coca-Cola isn't that smart, and neither is Bungie. Nor is it required to believe they are to understand the situation.

Bungie knows that for a social game to thrive, people need to be able to play together. Large disparities in light level discourage that, especially since some activities are gated.

They also know that players will only be friendly to adjustments in parameters in one direction, so you need to be careful with initial values.

You can start out with low drop rates and increase, but players would resist the opposite. You can start out with engram color indicating the highest possible quality drop, but you can't start out with the current system and then downgrade to the earlier one.

You can start out with items not stacking and then make them stack, but you can't go the other way without resistance.


These mechanics are designed to discourage you from making progress be the goal in and of itself, or by identifying a single aspect of the game, focusing solely on that, and then decrying your lack of progress.

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+5

by MacAddictXIV @, Seattle WA, Monday, October 03, 2016, 13:05 (3065 days ago) @ narcogen

- No text -

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Spinfoil hat time

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, October 03, 2016, 13:37 (3065 days ago) @ narcogen

Bungie knows that for a social game to thrive, people need to be able to play together. Large disparities in light level discourage that, especially since some activities are gated.

Bungie has solved that issue with Public events. You know how in Patrol you do way less damage against lower level enemies so you don't crush them easily? Two people with vastly different levels can easily play public events together. If they simply had 'easy' modes for all activities, including the raid, this would not be a problem at all using the current system they have in place.

They also know that players will only be friendly to adjustments in parameters in one direction, so you need to be careful with initial values.

Bungie has no problem making changes in the other direction which make progressing more difficult. It's happened numerous times over the course of the two years since launch.

You can start out with low drop rates and increase, but players would resist the opposite. You can start out with engram color indicating the highest possible quality drop, but you can't start out with the current system and then downgrade to the earlier one.

Bungie eliminated Omnigal farming, the loot cave, reduced the rate at which you acquire experience for armor, etc. They go the other way all the time.

These mechanics are designed to discourage you from making progress be the goal in and of itself, or by identifying a single aspect of the game, focusing solely on that, and then decrying your lack of progress.

That would be fine if the best parts of the game didn't require progress to do.

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Spinfoil hat time

by Blackt1g3r @, Login is from an untrusted domain in MN, Monday, October 03, 2016, 14:07 (3065 days ago) @ Cody Miller

Bungie knows that for a social game to thrive, people need to be able to play together. Large disparities in light level discourage that, especially since some activities are gated.


Bungie has solved that issue with Public events. You know how in Patrol you do way less damage against lower level enemies so you don't crush them easily? Two people with vastly different levels can easily play public events together. If they simply had 'easy' modes for all activities, including the raid, this would not be a problem at all using the current system they have in place.

Personally, I'd be happy if they just removed the light level system entirely. I don't think Iron Banner/Trials isn't fun because of light level, it just locks some people out. Nor do I think that the raid is fun because of light level. If they want a way to scale difficulty for some things (like the raid), they'd be better off dropping light level and instead applying buffs to enemies. Heck, if they did that the hard raids would still be hard. As for the idea that some players have an advantage over others, I'd say that already happens by some players getting better weapons (in addition to skills of course). That's why you see so many stupid "Party Crasher +1"s and other long range shotguns.

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