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10/16/2014 10:36:40 AM
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The Importance of Variety among other things

Good day. I am directing this at Deej, however I would like to encourage directed, constructive feedback on these topics. I understand that none of these are new, nor are they groundbreaking; in fact they are old hat. I do think however, that a focused and positive conversation directed though Deej would benefit the community and the game. Point 1: Diversity in Destiny Strike Encounters. Frankly... there is none at the moment. All of the current strikes consist of ( in one form or another) of open the door, clear zone trash and maybe a mini-boss, kill a bullet sponge boss. Rinse, repeat as necessary. While every strike boils down to the time honored formula of "clear to boss, kill boss, repeat" we do not have to have bullet sponge type bosses, and we do not have to have "hold the door while waves of enemies spawn" type clears. Leaving aside recycled content, the strikes themselves need variety. Doing the same thing, in the same way, in slightly different packaging with very little strategy needed turns what could be a fun grind into a quite dull grind. By having some quantitative difference in strategy needed to clear one strike vs the next the player's mind is kept constantly engaged IN the game, working out problems and in general having a good time. I would like to point to World of Warcraft as a good parallel example of what is possible within the framework of "clear to boss, kill boss" type strikes (or instance dungeons as they are called in WoW) Each boss, and many of the mini-bosses had patterns and skills that required actual strategy and planning before engagement. There were a few pure sponge type enemies true, but for the most part if you went in without a plan of attack you lost your head. Why not make some bosses only take damage from certain angles, like a super-sized Cabal Phalanx? Or give a boss an unbreakable shield... so long as the shield generating mobs are still alive, forcing the fire team to hunt down the shield generating mobs first? Or have a boss go berserk every 25 seconds, forcing the fire team to seek cover or die? Or have a boss call down fire from a ship up above if players stay in one place? Or have a boss that needs to have its armor taken off in sections by accurately shooting small areas to break the armor free one piece at a time? Or... I could go on. These are just a very few ideas that are very much possible within the current framework. And that totally ignores the whole "clear to boss" section. On the clear to boss part you could: Spawn on pikes and clear to the boss on pikes. Have a random teleporter maze with wrong choices locking you in a room with a set number of enemies. Kill enemies in an arena until the boss spawns with very little downtime. Fight in a maze of interconnected tubes with a dozen routes to the final boss. Again, just a few ideas among many. I will edit later on as I am out of time. Again, I want to encourage positive feedback directed to bring improvements to the game. Thank you for your time.

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