JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
Edited by Emili0: 6/5/2022 10:57:10 AM
1

An idea for reward consistency and variety.

Hello! I was talking with some clanmates and got to thinking about loot variety and obtaining sought after rewards with consistency whilst increasing player counts in certain game types. Here's a list of my ideas I'll go through my thoughts about each one later: - A crucible variety playlist - Consistent bonus xp for less popular playlists. - Consistent viable pathway for sought after rewards, such as reds Here's my thoughts on how these interlink slightly. -Crucible variety playlist With this I was thinking of how on previous versions of halo games bungie developped there was massive variety, and just like with d2 you can select game modes, but some times I get the hankering for momentum control but its not available, a real shame in my mind! What I think could be doable is a variety/mixed crucible playlist of the various rotator modes. Whilst some gamemodes may not be as popular as others it provides variety and changeup to playstyles, feels fresher to get the game mode you like as well I would think. Thinking back to Halo I don't personally like oddball and yet it was included in a mixed playlist, it made me appreciate the gamemodes I like better and eventually I came to enjoy it slightly more as I kept playing it and figuring it out. -Bonus xp for playlists that have lower player counts A further motivation for playing this playlist or others that go below a certain threshold of player count, I think could come from a continuous guaranteed 2x XP and/or vendor rank progress within gamemodes, and further with coninuous losses there would be an increase in xp to garner further motivation. (nothing egregious, something like 50 losses in a row would next like 4x or 5x xp on next win or something). -Consistent loot pathways Another bit of motivation could come from something akin to trials but in a more casual manner where something like 10 wins in a row would net a guaranteed red weapon drop of a seasonal weapon. I think that some of this could also be applied to gambit losely, and with strikes, potentially tieing scoring highly in a row or completing within a certain time in a row? Let me know what you think. Thanks!

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • I think these ideas sound good. I personally would love to see regular clash more often. It's why I got into the game in the first place. I also think they should fix the botched ranking system on comp that awards you 4 points for a win and subtracts like 2000 for a loss. Wouldn't have to force losses to inflate play time if people actually enjoyed it. I also think their should be a separation factor such as a positive kd requirement or reaching a specific level to access competitive playlists. First day f2ps should not be on anyone's team in a competitive mode. That said, the mode would have to actually be competitive, as in balanced teams for that to matter, which it seems they are not capable of.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon