Lateral Thinking (Destiny)

by electricpirate @, Tuesday, June 02, 2015, 00:19 (3461 days ago) @ CruelLEGACEY

I think the issue is less about over-reliance on matchmaking and more on the lack of end game activities that can get by without it. Part of that is fundamental to the design of destiny; it's best mechanics and encounters are designed around multiple players. That's why I've kind of petered out for the end of the story, but I've been enjoying strikes/Crucible. Part of it is about the tunnel vision to focus the end game around those mechanics.

I think there are steps in the right direction, for example level 28 POE seems like a positive move, and the wolf packs do a good job of generating teamwork even with strangers.

My design sense tells me that it needs activities that aren't so binary in their success/ failure. Maybe tiered/scored strikes? That way you can have activities that req mastery but aren't so frustrating to fail at. Public events kind of do this, but they aren't endgame activities.


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