[quote][b]WARNING:[/b] This thread contains unconfirmed speculation. Be careful!
[b]WARNING:[/b] Game Design can be very situational. Proceed with Caution!
[b]WARNING:[/b] I'm not a very succinct writer. Good luck making it to the end![/quote]
[quote][b]1) Introduction[/b][/quote]Ever since Bungie revealed the existence of the exotic tier, I've seen many Guardians express their interest in making the exotics as hard and unlikely to obtain as possible in an attempt to preserve the mystique of the exotic class and the prestige of the Guardians who are able to obtain them.
While I certainly agree with the general notion that exotics shouldn't be so common that you are constantly tripping over them as you explore the solar system, lately I've found myself questioning the supposed benefits of making exotics super rare and exclusive. Is this really the best direction for Destiny's experience? Or is there a better way to design the game?
For your reading convenience this thread has been broken up into several posts. Please use the hyperlinks at the bottom of every post to navigate around the thread, and please respond to this original post if you would like to leave a comment. Enjoy the read, and let me know what you think!
[b]Destiny's Design: Exotic Exclusivity continues on the next post.
[url=http://www.bungie.net/en/Forum/Post?id=64293439&path=1]Please click this Hyperlink to continue reading![/url][/b]
[spoiler][b]Table of Contents
1) >> Introduction / Original Post <<
2) [url=http://www.bungie.net/en/Forum/Post?id=64293439&path=1]Analogues, Exclusivity, and the Exotic Experience[/url]
3) [url=http://www.bungie.net/en/Forum/Post?id=64293438&path=1]Exotic Acquisition[/url]
4) [url=http://www.bungie.net/en/Forum/Post?id=64293434&path=1]Epilogue[/url][/b][/spoiler]
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necrobump because why not
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Edited by Hylebos: 4/5/2014 9:50:33 PM[quote][b]3) Exotic Acquisition[/b][/quote]First and foremost, in order to create a satisfying experience, the dynamic between the competing factors of accessibillity and difficulty will need to be addressed. On one hand, if exotics are too accessible, then the experience will become watered down and the exotic tier will lose much of its impact and mystique. On the other hand, if exotics are too difficult or asinine to obtain, then players will become frustrated and will move on, missing out on what would otherwise be a game changing experience. I believe that the best way to strike a balance between accessibillity and difficulty is to design exotic acquisition in a way that is both intuitive and measurable. In other words, players should be able to easily understand the criteria for unlocking a certain exotic, and they need to have a clear metric with which they can measure their progress towards obtaining their goal. If all the challenges in Destiny match these prerequisites, then you should be able make those challenges very difficult without making them unapproachable, allowing players to transcend their limitations until they finally qualify for their prize. To elaborate with some examples, obtaining an exotic should be nothing like unlocking the Cross-Mappin' achievement from Halo Reach. This achievement required the player to kill a player at long range with the DMR in a matchmade Slayer game, and many players found that task to be very frustrating, and when it is evaluated through the lens of intuitiveness and measurabillity, it's clear to see why. Cross-Mappin' simply wasn't intuitive, "long range" was an incredibly ambiguous term which made it very difficult to evaluate which shots would successfully unlock the achievement and which ones would not. In addition, because the achievement offered no feedback on how close you were to scoring a long range kill, players ended up spending many matches in a constant state of uncertainty over when they would accomplish their goal. Avoiding this kind of nebulous experience with Destiny's exotics seems entirely prudent. In comparison, a stronger example to look at would be something akin to the Vidmaster Challenge: Endure achievement from Halo 3 ODST. Not only were there clear prerequisites for unlocking the achievement (In Firefight, on any mission, pass the 4th Set on 4-player Heroic LIVE co-op), it was also very clear when you failed to meet those prerequisites, there really wasn't any inherent ambiguity like there was with the Cross-Mappin' achievement. Not to mention, it was also very easy to measure your progress towards obtaining your goal because the game kept track of what set, round, and wave you were on. While there was some criticism about how long the challenge took to complete, I feel that in general the Endure achievement was very approachable and successful because of how intuitive and measurable it was. I should mention that one of the side effects of this entire design philosophy is that random drops become an unattractive method of distributing exotics to players because the randomness directly conflicts with this notion of measurabillity that we've discussed. Once a player has developed to a point where he can routinely complete the challenge that triggers the random drop, he has no way to measure how close he is to obtaining his reward because there is no way to anticipate a random event. At that point, the only thing that random drops accomplish is preventing the spread of exotics in a way that is very frustrating for the average player, it doesn't increase the difficulty of the task, it just makes the entire ordeal very arduous. Mind you, I'm not saying that there shouldn't be any random drops at all in Destiny. On the contrary, random drops work out quite well for the sub-exotic items because of their quantity and variety, it's nice to be surprised every so often by something new and different. However, when the item in question is something that is highly coveted and sought after like an exotic, the frustration that comes from hiding that item behind randomness overpowers any novelty that is generated by its pleasant discovery. It seems better to create an appropriately challenging experience that will reward the player with an exotic on completion without fail than it is to force players to blindly grind the same challenge over and over long after they've proven themselves worthy. Players should be rewarded for skill and cunning, not arbitrary luck. This being said, if you are looking for ways to reduce the spread of exotics through the player base, there are numerous methods that you can use that will slow down the acquisition process while adding a lot of variety to the experience without being nearly as frustrating as random drops. For example, what if players had to purchase an exotic that they would have otherwise earned for free upon completing a challenge? This idea of an "uncharitable merchant" is used commonly in games like Runescape where quests like Dragon Slayer or Monkey Madness unlock the abillity to purchase items like Rune Plate or Dragon Scimitars, but neglect to give you a complimentary one for your service. A mechanic like this invites players to put their money where their mouth is; unless you plan on using that particular exotic regularly in the near future, you're better off saving your money for something more appealing. Another good way to slow the distribution of exotics is to create specific windows of time where players can attempt to earn an exotic before being shut out for a while. Imagine a boss that you can challenge only once a day, or a PvP tournament that happens weekly on Fridays, or a dungeon that is only open for exploration on the third weekend of every month. A time constraint puts pressure on players to perform well in the moment instead of giving them unlimited tries, though hopefully these events would be both predictable and cyclical so that even if you mess up on your first try, you can spend your downtime training up for when the event next becomes availible. Also, don't forget that at its core Destiny is very much a social game, I would be shocked if there were no exotics that were unlocked by completing a team oriented task. These sorts of challenges can be split into two sub-groups: challenges that are too much for an individual to handle, like the Vidmaster Challenge: Endure, or challenges that would honestly be easier to complete solo but you're going to force multiple people to complete it anyways because it tests team unity, like the Vidmaster Challenge: Annual. Of course, you'll need to make sure to design both types of challenges in a way so that everyone on the team has to pull their weight in order to be rewarded, but I feel overall these sorts of tasks would be a beneficial addition to Destiny's experience. Finally, much like the entire Vidmaster Challenge series itself, if you feel that any one challenge is not worthy enough to reward a particular exotic, you can always bundle several very different challenges together in a list that must be completed to unlock the exotic. I first suggested this idea with my [url=http://www.bungie.net/en/Forum/Post?id=63605619]Exotic Ascension[/url] thread (which is incidentally another good method of slowing the spread of exotics) in the form of collecting pieces of an exotic blueprint, but the idea works just as well for collecting actual fragments of an exotic that must be reforged together to obtain the item. It could be particularly thematic, depending on what exotic you choose to implement it on. There are no doubt many more creative methods one could implement to lengthen out the exotic acquisition process, but again, with anything we implement, we need to make sure it is both intuitive to players, and measurable with regards to progress, qualities which I feel these four methods possess. Let's start bringing this thread to a close. [b]Destiny's Design: Exotic Exclusivity continues on the next post. [url=http://www.bungie.net/en/Forum/Post?id=64293434&path=1]Please click this Hyperlink to continue reading![/url][/b] [spoiler][b]Table of Contents 1) [url=http://www.bungie.net/7_Destiny39s-Design-Exotic-Exclusivity/en/Forum/Post?id=64293430]Introduction / Original Post[/url] 2) [url=http://www.bungie.net/en/Forum/Post?id=64293439&path=1]Analogues, Exclusivity, and the Exotic Experience[/url] 3) >> Exotic Acquisition << 4) [url=http://www.bungie.net/en/Forum/Post?id=64293434&path=1]Epilogue[/url][/b][/spoiler]
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First off, great post. It makes a nice change from some of the other stuff on here! My thoughts on the exotic items are that there should be a mixture of ways of getting them, almost like sub categories of exotic items. For example some can only be obtained from random drops/treasure chests but maybe aren't quite as powerful as other exotic items, some can be obtained by completing specific difficult tasks and some can be crafted by using different rare items. Like you said, you don't want them to be so common that everyone has them, yet at the same time you don't want them to be so difficult to get that it puts people off.
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Your posts are like school reports. I give you an A
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Another fascinating read as usual. Keep up the good work, and I hope to read your thread on space combat rather soon. Good luck with that one, although you don't need it.
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Great read! I think you have a lot of great ideas that I completely agree with. One of the ideas that I do agree with and hope that this is how it is, is about gathering exotics. I like your idea of not having to grind for a specific weapon as that doesn't sound fun, nor does it make me think that gun sounds that cool. The idea of a weapon that you can only get once, just like an achievement. That sounds pretty awesome.
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Hylebos plis. I want to read all this but I ain't got time
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Edited by Hylebos: 4/5/2014 9:42:49 PM[quote][b]4) Epilogue[/b][/quote]As we approach the end of my narrative, I'd just like to address a few miscellaneous points that I couldn't fit in elsewhere in no particular order. I'd first like to remind the reader that even if exotics turn out to be very accessible, they still won't hurt Destiny's build diversity or balance because of several systems Bungie has already implemented. Namely, the fact that guardians can only equip one exotic weapon and one exotic armor piece at a time restricts players to choosing the two exotics that they feel best complement their build. Even if many players end up unlocking all of the exotics that Destiny has to offer, this restriction helps to prevent an exotic overload so to speak and will hopefully increase the variety of exotics you see on the battlefield if all of them are viable options. Not to mention, just because a player obtains an exotic doesn't neccessarily mean that he'll train it up to its full potential. It presumably takes a lot of resources and time to fully upgrade your exotic, and if you already have an exotic that fills the same role, leveling up the new exotic seems more of a novelty than a neccessity. It's much like how if I catch a level 50 Moltres in Pokemon Red, I'm not going to automatically use him in my party if I have a perfectly fine level 70 Charizard that has the same typing and has been pulling its weight the entire game. Secondly, I'd like to clarify some of the assumptions I made while writing this thread and where they came from. Over the past year, Bungie has repeatedly shared this anecdote where a player sees some veteran guardians that are decked out with equipment that tells a story of where those guardians have been and what they did. He goes over and asks them "Where did you get that cool gun?" and they reply "Want us to show you?" and so a new adventure, ignited by the social aspect of the Destiny, begins. From this short story which seems to be one of the big postcard moments for Destiny's experience, I inferred that not only will Destiny's exotic acquisition process be deterministic, but that every exotic is untradeable. To elaborate, by deterministic, I mean that every exotic in the game is in a specific location with a specific set of challenges that must be beaten in order to unlock that exotic for the player. Afterall, how could those veteran players show the newer player where they got their gun if its location and method to unlock isn't consistent? It's possible that certain challenges might unlock one of several exotics (like in the E3 Demo), but I feel that a design which leans more towards the deterministic side of the spectrum will create a more powerful and thematic experience. With regards to the untradeableness of exotics, it seemed like a neccessary quality to prevent the anecdote from deviating from its intended narrative path. Imagine, the player walks up to these veteran guardians and says "Where did you get that cool gun?" and they reply "If you want it you can buy it from us, it's no skin off our backs, we know where to find them and it's not terribly difficult for us at this point to unlock it again." That's not a particularly a satisfying conclusion, and it also introduces some problems. Should a player be allowed to purchase (or simply obtain through charity from a friend) an exotic and skip out on the resulting growth that would have resulted from the acquisition and investment process? I selfishly say no, I think that Destiny will benefit more if finding an exotic is like unlocking an achievement, you can only unlock it once, and it's not somthing you can just hand off to another player when you're done playing with it. Naturally, this removes what would otherwise have been an important cornerstone of Destiny's economy, but the alternate world where exotics are tradeable would require us to go back in and implement random drops on exotics to help ensure that the market doesn't get flooded by players who are able to grind the same challenge over and over again, not to mention it would cheapen the value of these supposedly one of a kind items if you had players on the corners of streets selling them out of a trench coat... it just seems like the more inferior of the two possible games that Destiny could become. One promotes personal growth and shared experiences, the other is way more grindy and unfriendly. Finally, I feel that in general the reason why exclusivity is such a huge talking point for our community at the moment is because of leftover feelings about the way that Bungie handled Recon in the Halo era. When Halo 3 first came out, Recon Armor was only availible to Bungie employees or community members who were recognised by Bungie. I feel that this decision backfired tremendously; people were completely obsessed with this reward that they couldn't obtain to the point where [url=http://halo.bungie.net/stats/reach/online.aspx]a quarter of all the threads made on the old Bungie.net website were about Recon.[/url] That's a rather crazy statistic! I feel that Bungie's subsequent decision to make Recon accessible to all players through the Vidmaster Challenges was the right choice. As I hope I've shown through this thread, many of the Vidmaster Challenges were designed to create unique experiences that could also be quite difficult, but still accessible to the average player. But many players were still upset that this previously exclusive armor set could now be obtained by everyone, they saw it as a betrayal of those who had earned the armor the right way in the first place, and I feel that some of these feelings linger as we head into this bright and hopeful universe of Destiny. Don't get me wrong, it's not that I feel that amazing players shouldn't be rewarded with exclusive things, be it for their actions in the game or their actions in the community. On the contrary, I feel that things like titles, ranks, and leaderboards are good ways of officially rewarding people who invest heavily into the game and the community. Arguably, an even more powerful reward than those is the status and respect given to these people by the community itself, but I just don't see a reason why these rewards need to be something like the exotic equipment which have a ton of interesting in-game aesthetics and mechanics attached to them, trying to make them as exclusive as possible would honestly bring out the worst of our commmunity for the sake of the few at the top. [b]It doesn't need to be this way.[/b] Our story begins at this moment of great adventure and peril. Do we want to be a community that is obsessed with and jealous of the destiny of other players, or do we have the courage to be satisfied with our own personal Destiny? The choice is yours. Be Brave! ...I'd like to take a moment to thank everyone who has successfully read this thread from start to finish, I feel that is has been somewhat more dense and lengthy than usual, which is ironic considering that I originally intended this to be a very short piece, but it somewhat evolved and, well, here we are. I can imagine that some aspects of the material that I covered will no doubt be somewhat controversial, and so I encourage anyone who disagrees with me or anyone who has questions to share their perspective in a civil and constructive way. I'm certainly not dead set on any of this, and I'm willing to try to explain myself better or listen to reason if it is properly presented and makes quite a bit of sense. For my next topic, I was thinking about refactoring a thread that I had half-written about the sorts of special powers and abillities that we might see on exotics, but since the last three threads I've written have all been about exotics, I might want to take a small break from all of that. I've had this idea for a thread about Space Combat that I've been kicking around in my head, but it might be a little while until I find a good way to present it. Who knows? It's a very exciting time to speculate about Destiny, there are so many untouched topics that could be discussed, make sure to keep the fires of speculation burning, even in this time of darkness! Until we meet again! Hopefully sooner rather than later... ~Hylebos [b]If you would like to comment, please reply to the Original Post. [url=http://www.bungie.net/7_Destiny39s-Design-Exotic-Exclusivity/en/Forum/Post?id=64293430]Please click on this Hyperlink to return to the top![/url][/b] [quote][b]Table of Contents 1) [url=http://www.bungie.net/7_Destiny39s-Design-Exotic-Exclusivity/en/Forum/Post?id=64293430]Introduction / Original Post[/url] 2) [url=http://www.bungie.net/en/Forum/Post?id=64293439&path=1]Analogues, Exclusivity, and the Exotic Experience[/url] 3) [url=http://www.bungie.net/en/Forum/Post?id=64293438&path=1]Exotic Acquisition[/url] 4) >> Epilogue <<[/b][/quote][quote][b]Related Threads: 1) [url=http://www.bungie.net/7_Destiny39s-Design-Exotic-Restrictions/en/Forum/Post?id=63230808]Destiny's Design: Exotic Restrictions[/url] 2) [url=http://www.bungie.net/7_Destiny-Speculation-Exotic-Ascension/en/Forum/Post?id=63605619]Destiny Speculation: Exotic Ascension[/url][/b][/quote]
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Edited by Hylebos: 4/5/2014 9:42:00 PM[quote][b]2) Analogues, Exclusivity, and the Exotic Experience[/b][/quote]Whenever you speculate about a partially revealed feature, it can be useful to look at games with similar mechanics to gain a better understanding of the strengths and weaknesses of different approaches. With regards to exotic exclusivity, I first looked at a number of games with strong analogues to Destiny's exotics and I found that many of them really didn't seem to strive to preserve exclusivity with their design. For example, even though they have been somewhat bastardized as the series has progressed, at their core Pokemon's legendaries embody many of the qualities that Destiny's exotics aspire to. They're one-of-a-kind, they possess powers that normal Pokemon do not, they are steeped in lore and fiction... and yet it's really not too difficult for the average gamer to find and eventually catch most of them. While some people might attribute Pokemon's lack of exclusivity to some notion that it's catered to casuals, even a more hardcore game like Dark Souls doesn't place a heavy emphasis on exclusivity with their sandbox. While some of the really powerful and unique items are hidden very well, locked away as Covenant rewards, or obtained only by forging a new item with a boss soul, it's still not terribly difficult to obtain most of them if you keep your eyes open while you explore. A notable aspect of both games seems to be that no one really cares about the lack of exclusivity, whether it's the fact that everyone and their second cousin has a Zapdos, or that everyone and their mom has a Dragonslayer Spear. I figure that if these games can get away with a lack of exclusivity, then why couldn't Destiny? What does Destiny serve to gain by refocusing its design? For one, developers like Game Freak and From Software realize that in some sense true exclusivity is somewhat of an unrealistic expectation in this modern era of gaming. When you have millions of people around the world playing and talking about your game daily, players will find ways to eventually beat the odds and obtain the items that they seek. The only viable way to create true exclusivity is to implement heavy-handed mechanics that put a hard cap on the total number of rewards that can be handed out to players for completing a certain objective. This is naturally somewhat counterproductive. I feel that games should be designed in a way so that they can be enjoyed by everyone, reserving specific gameplay elements for use only by the most elite players seems ill-advised at best and irresponsible at worst. If ever there was a reason to make an item difficult to obtain, it should be to encourage players to try new experiences, transcend their limitations, and travel deeper down the path to personal investment in Destiny's universe. With that notion in mind, I'm not sure that there is a reward more compelling in Destiny's sandbox than the weapons and the armor belonging to the exotic tier. They are very attractive to a wide variety of players for many different reasons, but from a mechanics standpoint, what makes the exotics special are the unique powers and abillities that bring their fantasy to life. An important aspect of these powers and abillities seem to be that they are not unlocked by default when you first acquire a new exotic, inviting players to invest in their new toy to bring out its true potential. In my mind, the best rewards in Destiny will be the ones that are capable of inspiring new adventures, so in that regard, exotics will become a core component of the grand engine that will power Destiny's experience. The quest to obtain an exotic is merely the beginning. To transform your exotic from its initial vanilla form into an item worthy of the legends written about it, you'll need to take it along with you on many more adventures. These encounters will in turn inspire their own stories and rewards that can later become the starting points of a new journey. Even after you've completely upgraded your exotic, the struggle to get it to that point will have no doubt generated a backlog of activities and opportunities that require your attention, and so you set off, armed with a new and powerful tool to continue your epic adventure. An endless cyclical adventure of discovery and self-reinvention wrapped around a core of strong gameplay, meant to be enjoyed with friends... this is what I envision Destiny's experience to be. Naturally, this will only work out well if we can find a way to emulate exclusivity in a way that encourages players to improve themselves. As you can imagine, this can easily become somewhat of a tricky task. What sort of things do we need to consider while designing the exotic acquisition experience? [b]Destiny's Design: Exotic Exclusivity continues on the next post. [url=http://www.bungie.net/en/Forum/Post?id=64293438&path=1]Please click this Hyperlink to continue reading![/url][/b] [spoiler][b]Table of Contents 1) [url=http://www.bungie.net/7_Destiny39s-Design-Exotic-Exclusivity/en/Forum/Post?id=64293430]Introduction / Original Post[/url] 2) >> Analogues, Exclusivity, and the Exotic Experience << 3) [url=http://www.bungie.net/en/Forum/Post?id=64293438&path=1]Exotic Acquisition[/url] 4) [url=http://www.bungie.net/en/Forum/Post?id=64293434&path=1]Epilogue[/url][/b][/spoiler]
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I think of exotics like the legendary gear you have to farm for in Diablo 3.
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This is presumably interesting, having Bungie assessing the relative importance of these ideas.
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Check out my weapon of choice poll
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The deterministic view on weapon locations and obtainment was clarifying. Indeed, if Bungie intends players to show others where and how they got their exotics, they need to be at the end of the same adventure as before. Trading would see heavier consequences if exotics could only be obtained once per player...
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As long as they make the exotic weapons good enough to be worth getting but not good enough that you can't survive without one. The classes have to be quite balanced
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The first place to think about what happens next is : How does wold domination display as even best blessing given any record by we all world dominated by world domination itself as living Galactus. The answer is we all get our own unique forged paradise with rare good evenly distributed to give you both equality and worldwide domination as we all because the soulmans crawl works that way. I just Love you bungie the name Destiny is synonymous with this topic and you all are love world dominate.
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Such a clever analysis! Cannot wait to see it verify!
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You're talking about Tiger Man, right?
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Since they have classes shouldent they have sub classes theres three classes there should be like 12 sub classes to further drive the uniqueness of your players
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I don't have anything constructive to add, but just wanted to say I always enjoy reading your ideas.
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I like the idea tbh. I want to run into someone who has a special weapon, or piece of armor, or helmet and I want them to have a story behind how they got it. And even if that story means I will never get the chance of finding or obtaining this item, although disappointed, it will add to the intrigue of these weapons and more so the bad asses who took them as their prize. They are calling cards. Items that legends are made of and talked about. I just don't want to see this game become borderlands where everyone uses the same weapons, armor/shield...battles seems to mean less and your more concerned with ammo count rather than strategy.
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Another quality thread. I reckon they could get away with rarer items if there is a higher variety of exotics. Recon was a problem because there wasn't a huge variety of armour sets, it stuck out like a sore thumb. If they have a greater number and variety of exotics twinned with a greater number of difficulties and methods of obtaining them, players will be happier to settle with a slightly inferior item. "I didn't get item A, but I have item B which is still difficult to get and looks cool, maybe ill try another time." Rather than "Everyone has the same as me, I absolutely must have that super rare one."
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Edited by A Metroid: 4/5/2014 9:54:17 PMExclusivity is probably created not by the availability but by how the player chooses to level their weapon and modify the appearance. This is only assuming that we as players have high customization.
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You need any more bricks or drywall? I'm selling a ton for cheap.