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9/30/2015 5:48:55 AM
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What's wrong with extending the character level cap with Expansions/DLCs? I'd what it to be a considerable increase each time. e.g 20 levels And not want to see the XP/REP be Dammed up because BUNGIE will think we get to the next level too quickly. Reputation gains shouldn't be nerfed or too heavily restricted because what's wrong with us collecting care packages regularly.
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  • There's many ways to rework the level system. I just think that Light Level is pointless and progressively holding the game's development back, creating more of a restriction on its natural evolution.

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  • Sorry I felt you were covering two points with your observations about light levels. That Light Level to gate content and particularly the year one light barrier. You've explained this very well and I agree that the light level does inhibit the players progress. The other point was that the I assumed the characterlevel cap (which is now seperated from Light) could not be raised through the release of DLCs/Expansions which I don't understand. They should not be reworking the rate of progress with each DLC/Expansion where they cause then we're just fighting DARKNESS MOLASASSES.

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  • Indeed. Personally? I would've had it where everyone, Day 1, could reach a max level of 100. No Light Level of any kind, your Character Level serves as a straight up factor for your Offense/Defense versus other enemies. Subclasses would have a "Mastery Rating" to serve as a second leveling system. Example... Malphisto WARLOCK: LVL 100 -MR 34 Sunsinger -MR 34 Voidwalker -MR 0 Stormcaller (Don't have TTK on the 360) Mastery Rating and Character Level would both progress at different intervals so that players would take longer per character to reach the max possible level. Instead of unlocking perks, players would earn "AP" (Ability Points) each time they ranked up their Subclass which they could then allocate to skills. New expansions for Destiny could then add NEW skills in each Subclass Skill Tree for players to play around and come up with custom builds to suit their play style. You could also include "Weapon Proficiency" which allows players to earn exp as well for the various Weapon Types. Someone just starting out with Hand Cannons (Hand Cannon Proficiency = 0%) would have low rate of fire, greatly reduced stability and accuracy and take longer to reload. Regardless of the weapon itself. All the Hand Cannons would still have their current stats, but because the person's proficiency is non-existent, each of those attribute bars are showing red. Meanwhile, a person with 100% Proficiency with Hand Cannons would be able to use these weapons with their actual stats. There would even be Player Titles associated with it as well that people could have displayed under their names for all to see. 0% = Novice 20% = Apprentice 40% = Journeyman 60% = Expert 80% = Master 100% = Grand Master

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  • Edited by N7Spartan: 10/1/2015 1:56:26 AM
    Yeah a more traditional character progression circa Diablo 2. Does Bungie want to reinvent individual game mechanics or use existing mechanics in new and interesting ways. If they had ghost deployable items such as physical protection- [your cabal tower shield]/Defensive Turret (Autonomous|Manual) would we think theres a re-used Bunige mechanic from Halo 3 or there's deployable items similar to either from halo 3 or Bioshock Infinity dimension ripping mechanic. Within Destiny we've seen Bungie transport the Gate Lords Head already ghost either short range teleports (from your ship) or carrys it itself. If bungie won't let us sell planet mats to the tower maybe ghost could construct them from our inventory Protection (20 spin metal) Manual turret 10 spinmetal/10 helium/10 Relic Iron if it gave use more interesting ways to combat the darkness would Bungie care if it's a mechanic that has existed in the gaming industry previously if we're participating more enthusiastically. Microsoft used the Diablo 2 progress mechanic in Dungeon Siege 2 after all.

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