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Destiny

Discuss all things Destiny.
Edited by dibbs089: 3/3/2013 9:08:37 PM
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How will Bungie tackle the replay value / dead zone problem in Destiny?

One of the main problems with MMO's and regular open world RPG's that I have yet to see adequately solved is the one-and-done replay value of certain zones. By that I mean that after questing or farming in a certain zone to get whatever it is you were aiming for, you cease to revisit that zone (unless of course you're simply passing through on your way to another place). This tends to herd players into limited areas (think capital cities in WoW) and foster the mentality of having "cleared" a zone (with players thinking they never have to go back and abandoning the zone entirely - even though it's still there, open for exploration). Developers have come up with a variety of measures to try to solve this problem, but as I mentioned before, I don't think they have come up a lasting solution. WoW, like many other games, has drop rates on bosses which forces you to farm them in order to get the particular item of your choosing but the negative of this is that you're only there for as long as the percentages work against you. Transmogrification fostered a bit of old content exploration as players attempted to farm instances and raids for specific pieces, but this is something they did by themselves (for the most part) inside of raid or dungeon instances that were separate from the main area. Blizzard also decided to remove some forms of fast traveling (have group will travel) and have talked about limiting mounts in certain areas in order to get players to go out and travel the world again. Other RPG's like Diablo have attempted to solve the replay value issue by using random encounters - that is every time you go into a zone the enemies you come across will be slightly different - but this, in my opinion, gets old quickly. Skyrim had enemies that leveled with you so that no matter what zone you went to the enemies would be roughly on par with you. This provides the adequate challenge but not the actual incentive to go back and play through content you already cleared. I believe the single biggest issue which will determine this series' success will be how well Bungie navigates the dead zone / replay value problem. In my opinion, the ideal for a game like Destiny would be for all of their zones to be occupied - not just as leveling zones (ex. only level 20 players would use this zone in order to level and then would never go back) but as places where characters of all levels have something to do and work towards; where you could simply walk into any zone and see the entire spectrum of players going about their tasks. Bungie could very easily implement some or all of the above ideas in order to stave off some of the replay value issues, but as I said before none of them really solve it. I'm anxious to see how they approach it. As for you guys, what are your thoughts? Do you find this to be as big of a problem as I do? Have you noticed other solutions which other games have used which I missed? How do you think Bungie will tackle this issue?

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  • It depends on how the level system works. If levels provide utility rather than power then all worlds could be fair in terms of monster level. This would open the way to have content for anyone anywhere. It's not a perfect solution but it's the best I could think of

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    • In the ViDoc there was a shot of what looked like a squad menu with options on the left. One of them was titled Bounty and the description said Collect your weekly bonus with a countdown (5d 16hr...) I'm assuming this will be Destiny's version of weekly challenges. Bounty might reward us with things other than xp (weapons, armor, etc.) which would be a nice incentive for players to travel back to areas they've already been to. Also, faction-specific quests and side quests might have you exploring different areas of the same planet to keep things fresh.

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      • Spreading contend out helps. Recently, in MoP for WoW, Blizzard spread vendors, raids, factions, daily quests, etc. Among every zone, instead of just the Level 90 zones keeps you moving in the world. I think it was pretty successful. For instance, a fairly difficult World Raid boss is wandering around a Level 87 zone, but can only be taken down by a large group of level 90 players. The boss thematically fits the zone (and doesn't hunt down players, thankfully), but still gives an incentive for players to get out and do stuff.

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        • You add new stuff all the time. Constantly patch certain zones. Have low level and high level stuff in certain zones unlike WoW which has high level zones and low level zones.

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          • I get the feel that enemies will scale with you and that the behind the scenes player matching will have players of similar level share experiences. If they throw in a batch of daily challenges that are sprinkled throughout the zones as well as some other quests that will spawn in several different zones, there should be plenty of reasons to go back. I envision the area that new and veteran characters share will be the main city hub and will only have shared adventures outside when they intentionally form up a group.

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              • One way might be difficult but they could try to make chose a path-change basis where you do a mission like this story changes to where you would have to go back to that zone where you could continue the story or it changes whats in the zones like a zone is crumpled into ruines or more enemies there stronger enemies so there are some simple ways they could fix that problem.

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              • I think one way to keep people going back to areas they might feel they've cleared, is to change the missions that take players to those areas, as well as the missions that can be obtained there. I think this would help make the world feel alive, like Bungie has been touting, by making the missions that become available based on previous missions, if not how the majority of those missions were completed(assuming there could be different outcomes). Really the only thing I can think to keep people going to previously run areas, without them feeling like their grinding, is by changing things up in those areas.

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                • i could see weekly or monthly galexy events could bring people back. Especially if we could build bases in designated areas. Imagein if on mars you have a base and suddenyl , beep beep beep, the vex have a large force incomeing and if we defeat them then we can upgrade our forces or choose to use our points for better gear. It would definatly make people go back.

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