No. (Destiny)

by petetheduck, Saturday, June 20, 2015, 16:11 (3683 days ago) @ Korny

We needs 'em. You know where. You know why. I'm going to bed.... X(


The only way you could avoid exploiting checkpoints is by giving tiered checkpoints (i.e. you can only rejoin at a certain point, or with certain players). That sounds like a lot of work to get right.

But that's the thing, though. People whine that the end game is too PvP focused, or that the PvE end game is too easy... But they still want it easier?

I think it's fine as it is. Would checkpoints save me a lot of time and frustration? Of course! But then I'm not being challenged. It's a perpetual safety net that lets me say "ah well, I'll just whip up a more pro team and finish later".
You want to tackle the toughest PvE challenge? Pick a good group (or in my case today, get woken up, told who I'm playing with, and jump into the middle of the fight... while my thumb's not exactly in prime gaming condition), pick a time when you've got hours to spare, and prepare for a tough challenge (that has seen serious nerfing).

It makes me sad that Bungie will probably cater to the loud crowd crying about how they want rewards and checkpoints simply for loading up the game correctly.

How about a hybrid Trials of Osiris/Raid Loot system:

You still get immediate loot drops after each checkpoint (like Raids do), but the loot table is determined by how many checkpoints you have cleared that week, not which specific checkpoint is cleared.

In other words, if you grabbed an Atheon checkpoint and hadn't done any of the Vault of Glass, your loot drop for Atheon would be the lowest level drop, as if you had just completed the Confluxes. You then start the Raid from scratch, and after finishing the Gatekeepers, you get the highest level drop, because you've now completed the entire Raid--just out of order.

Bungie already tracks how many checkpoints you've cleared in each Raid, so this shouldn't be unreasonable to implement.


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