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Exactly this (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Thursday, November 05, 2015, 17:11 (3401 days ago) @ Kahzgul

The grind is certainly real. It's less frustrating than the RNG grind was for me, but it's also much more of a chore, too.

It's as if they don't trust their own solutions and don't actually believe what they are saying.

Before TTK released, Luke said multiple times that the forever 29 meme was heartbreaking and they wouldn't let that happen again. They said that not being able to progress because you don't get boot drops from the vault was terrible and they'd change that.

Yet here they, despite having fixed the grind in everything up to and including the normal mode raid, have a situation with TTKs end game that is WORSE than what was before. Not only do you need specific drops, but if you get them, they might be worthless because their light level is too low!

The system would have worked like gangbusters if:

1. Being a higher light level than an enemy in PvE conferred you an advantage. Right now it works the same way as it always has, and being overleveled does nothing. Raising my light level does not cause me to do more damage, unless the attack of my weapon goes up.

2. Hard Mode Oryx was the same light level as normal mode, just more challenging, as we were falsely led to believe it would be.

3. 310 was max light.

4. My infusion system were implemented.

Now we have a system where gaining points towards 310 does confer you small advantages, yet is wholly unnecessary. It would just be gravy for the raid and trials. We would have gotten a raid that was more or less a completely new experience forcing us to really change it up, as opposed to now where you just have to level up.

At the end game, you should always be progressing, albeit possibly slowly. You should never play the game and make no progress. If you could infuse motes into weapons and armor to increase your light, you might not get that raid drop, but at east you earned a few motes and are closer to being able to infuse that gun. I don't understand after years and years of analysis on these types of games that the very simple idea of the player always feeling like they've accomplished something wasn't at the heart of the design.


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