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How Letting you stay down there forever is bad design... (Destiny)

by Korny @, Dalton, Ga. US. Earth, Sol System, Monday, October 10, 2016, 20:24 (3053 days ago) @ Cody Miller
edited by Korny, Monday, October 10, 2016, 20:27

Teams beating a raid for the first time would be confused as to whether or not that was the final encounter. Not being taken to orbit after a long while would imply that there is something more that they are missing.


A big banner that pops up saying mission complete leaves no room for confusion.

And how many times does that pop up without the game automatically taking you to orbit?

Again, the issue is with the lack of visible timer. If players don't see that, they're going to assume that there is something more to do, when there isn't. However, three raids in a row should have taught players that after a period of time, they're sent to orbit. Any group that has wanted to "explore" should have learned that by now. Any group that hasn't learned that likely never stays longer than a minute or two after completion, so it's irrelevant for them.

I do think that opening the last door should delay the timer by a minute, at least, because the end of the raid is slightly different this time around (the Outbreak Prime quest is really something that happens in tangent with the raid, but is not 100% part of the raid itself, so it should have been given a bit of leeway as far as end-of-mission behavior is concerned). But the behavior of Pete's group was something abnormal as well, and not something that Bungie should be inclined to cater to...


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