Lateral Thinking (Destiny)

by electricpirate @, Tuesday, June 02, 2015, 00:19 (2147 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.

Complete thread:

 RSS Feed of thread