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Destiny

Discuss all things Destiny.
7/28/2014 3:45:46 PM
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User feedback based on testing

A little background: I've been playing video games for about 17 years and have started a degree program in computer science to eventually get into the game design industry. Self-study of game design concepts up to this point, formal education in design forthcoming. Despite that I've A/B tested some games (mainly for PC). Here's a quick list: * Every Blizzard release by invitation since 2004 * Rift, Aion, Heroes of Newerth, DotA2 (alpha, by invitation), League of Legends It's not that impressive, I know, but the point is that I've tested before and not just casually, but with a critical eye. Here are the suggestions that I have for you guys on the development side of things: 1) The onboarding process for new players is cumbersome. The Tower introduction sequence is very lackluster and leaves a lot of the area unresolved / unexplored. 2) Missions are fun with good pacing but they feel very solitary. I think a lot of this had to do with the beta environment, but a large amount of it can probably also be attributed to the public v.s. private areas of maps. I believe that story missions would be better experienced with increased scale both in terms of the observed conflict, and other player presence. Encouraging people to play together should be a priority here. 3) On the subject of playing together, the fireteam system is WAY TOO CUMBERSOME. On the PS3 it should not be necessary to send someone a PSN invite to join a fireteam. All of this should be handled native in your system. Don't make me send PSN messages to form a pick-up-group, that's horrible. 4a) Players leaving strikes is handled somewhat inelegantly. If someone leaves a strike in progress, please scale the health of mobs down to compensate for that and DO NOT ALLOW people to join a mini/big boss event in progress. 4b) Give a system, aside from death, to reset a boss fight so that others can join for the greater reward. Also, when someone joins a strike in progress, please for the Love of God put them at the NEAREST CHECKPOINT instead of at the beginning of the map. 5) I think there needs to be a brief encounter with a Walker Tank that isn't a public event where you learn to shoot the legs. This is the first "boss" style monster you encounter and players need to be educated a little bit on how to search for potential weak-points. The big red cockpit looks inviting to shoot and you can spend a lot of time plugging away at the tank without doing any real damage without this education. 6) Heavy Weapons don't feel Heavy enough. (I played a Titan with a Rocket launcher, this may just be my experience). With the best RL I could find, I shot the Walker on Hard (Level 8 strike) and it did a piddly 300 damage to a leg. My Sniper Rifle did 412... per shot. 7) Crucible needs a more aggressive AFK detection. In general, the game feels like it doesn't do a good enough job explaining how its systems work. Where do you find crafting materials? Where does glimmer come from (aside from dismantling weapons)? What hints can you give that a player is near a chest without flat out giving it away (do you even want to do this)? What's the importance of upgrading your ship? Do you really want to gate content with in-game currency? There are other things I could mention, but I want to see how well-received these recommendations are before I pull out some of the more technical points. Wishing you success at launch, DF

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