As anyone who's been on these forums or social media the last week knows, there's been a very vocal backlash from community members expressing disappointment in Shadowkeep following the culmination of Ikora's Vex gate being completed and the Undying Mind boss added to the Vex Offensive.
I personally have enjoyed this season more than any in year 2, (though I've run mostly PvP, I have had fun playing the PvE content I have done), but the complaints still got me thinking about the way this season has progressed and how it could have so many highs along the way (PvE was getting really positive shout-outs in the weeks leading up to the final gate build), but seemingly fall so flat at the end for many players.
The conclusion I've come to isn't that the devs are lazy or that Bungie is out to rip people off because it's a giant greedy business, but rather that the game suffers from the same issues with content pacing that it's dealt with for years now; and while this could be applied to many things such as overlapping special events like Iron Banner and FotL, I really want to focus on raids and endgame PvE.
Destiny raids have undergone quite a bit of evolution over the last 5 years in how they're made: full raids vs lairs, normal/hard mode, challenges, prestige mode, etc, as well as the level they play at, but one thing that's generally stayed the same is that they release in the first week of content drops (the exception being LW which dropped 10 days in).
This is something I've given a lot of feedback on over there last few years including during my summit visit and I feel like the further we get into the life of this franchise, the more it affects how people perceive the overall success of content releases, particularly now with the season format.
Going into and at the summit, my feeling was Destiny raids should be released later into content drops to allow the rest of the content (campaigns, planet locations, strikes, NF, etc) a chance to shine and hold focus as we level. I felt that vanilla D2 really suffered from how it paced content with the much hyped Dominus Ghaul campaign being hugely anticlimactic.
After all the previews focusing on him as the big bad new enemy, we fought and defeated him hours into the game and that was it, he was done and replaced by Calus (I honestly still don't know what that pivot was all about); and it's not that the pivot itself was bad, but the pacing was not good and 4 weeks into D2 the hard core players and many big name content creators turned very negativity on the game.
The feedback I gave then is that I thought the raids should be pushed back and the campaign given more focus and meaning as it seemed like a huge waste of resources in both development time/costs, plus advertising for something that was super easy, over in hours and never fully replayable after without starting a new character.
Forsaken was interesting in that it did give us the Dreaming City which was that PvE story content that had legs, evolved and maintained importance as we leveled, but at the same time, the Campaign itself and death of Cayde (F) was mostly another one and done affair and as cool as the Tangled Shore was, once I reached the Dreaming City, I stopped going there for anything other than to buy Cores from Spider, so once more I question the time and resources sunk into that destination for it to be replaced by the Dreaming City within hours of play.
Which brings me to LW. I'd long felt that raids released too early in content drops and was initially hopeful that LW being pushed back at least a bit would give the rest of the content more opportunity to shine and, for those who raided, lessen the need to burn through content as fast as possible to be raid ready, but with the massive leveling journey of Forsaken, that turned out to not be the case.
I played 3 characters for 7-10 hours a day leading up to TLW trying to be ready and had clan mates who played even more and we weren't remotely close to being leveled enough to even beat the first boss and we weren't alone, for the first time in Destiny history, most dedicated raiders were power locked from raiding on release day, but that was also the day the raid first race really became a "must see" event and since LW, raids have undergone a fundamental shift in the purpose they serve within the game.
VoG was true endgame content. It released at level cap 30 and hard mode was level 32 content. The Last Wish was the beginning of raids not as true endgame, but rather as leveling content. This was obviously necessitated by the months long leveling grind (it took me 2 1/2 months to hit cap) and the desire to still release raids early in content cycles because "that's how it's always been", but it's coming home to roost now with Season of the Undying and where the vocal feedback community is on this content release.
I think the overwhelming positive reaction to the Last Wish raid race had a large impact as well on the shift and I understand fully how much it's great within the community during that event as well as how much having the high profile streamers pushing the game helps bring new players in, but now we're at a point similar to vanilla D2 where the hard core and big names have burned through all the content and now it's negative takes being seeded in the community and the hate is getting extremely toxic again towards regular players who just play to have fun and are loving this season.
Which brings me to the raid, which I'm going to be honest, I struggled to remember the name of and THAT is telling in and of itself. Garden of Salvation should have been the crown jewel of this season, the ultimate goal and achievement.
But it's not.
Instead, just like LW and the other raids I can barely remember since (I ran over 300 mostly HM raids from mid-TTK through SoS and haven't completed one since or attempted one since LW), GoS was mid-tier leveling content and just like Shattered Throne was more the actual endgame content in Forsaken, Pit of Heresy was the big closing endgame content release for SotU.
Destiny raids have become the endgame equivalent of a virgin on prom night.
[quote]and... I'm spent! Was it good for you?[/quote]
Probably not.
I think Bungie needs to really think about the way content is paced, the return on investment for content that is created, be it campaigns, arenas, events, dungeons, raids, and how long content stays relevant for the time and resources invested (still looking at you Farm); and I think the role raids play in seasons and endgame really needs to be revisited.
How different might this season have looked if the major content releases were reversed with the first 3 weeks seeing the gate being built and leading to the opening of the Vex Offensive, followed by Pit of Heresy and culminating in the Garden of Salvation to start the final month (and possibly a hard mode the final two weeks)?
There has been a lot of content this season. We've also had 2 Iron Banners and Festival of the Lost, but there's been no buildup to anything significant with the way things released and now, even though there was so much praise up to as recently as a week ago (much like Vanilla D2 was raved about the first 4 weeks), the season is going to end up being judged by these final weeks and the forums are once more a cesspool of hate.
If you read this far, thank you and I would love to hear you opinions on this.
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Edited by DredLaP: 11/25/2019 6:04:29 PMIve been totally fine with this season, with two exception. Raid was great. Dungeon was great. Road to 960 was great. Had a good time in pvp. Exception #1- Final assault was horrible Exception #2- none of my friends can keep up with the grind and game, so Ive been lone wolf the entire time. Some are moving to other games. This bums me out the most. Needs to be a middle ground with the grind. Too ez, people leave. To hard, people leave. Love to see them try some thing like 75% instead 0 or 100.
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Raids have become overly complicated, highly toxic pieces of content with underwhelming loot. D1 raids were far better. You want to find the worst and most toxic players in the D2 community? Go to LFG and ask to raid.
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Edited by Corrick II: 11/24/2019 6:47:09 AMThis, for all the lengthy description and wording (which I do appreciate by the way) is still such a thin slice of the larger problem of Bungie figuring out what they want the game to be and how they develop, structure and deliver meaningful, lasting content to players. Raids are just one part of the bigger problem of content. The decisions made at the executive level regarding development on raids, story missions, strikes, dungeons and patrol activities thus far have been entirely geared around artificially increasing grind and forcing the pacing of progression using superficial multipliers to difficulty and time extension. This. Pisses. Me. Off. Instead of putting time and effort into creating meaningful content that actually inspires players, they have turned the Destiny experience into a repetitive, twisted social engineering experiment, forgoing the effort of coming up with an engaging gameplay experience in favor of designing content that taps into a primitive feedback loop that encourages us to run on a hamster wheel for mediocre rewards. And we do it. We actually fall for it. You’re just scratching the surface of a mountain of issues that have been plaguing this game for years, and I don’t know if the current dev team is willing or able to break out of this pattern of development. The fear of losing players has twisted this game into a bizarre Pavlovian machine instead of the inspired adventure we all bought into at the beginning.
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https://www.bungie.net/en/Forums/Post/254485392?sort=0&page=0
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Nothing to do with pacing. Everything to do with garbage reskinned content from the start of SK to the Final Flop. And the monstrosity that Eververse has become. And the fact that Xur is still selling the Collection rolls despite the season ending in two weeks. There’s no reason to care about anything. The new strikes have no exclusives, not even emblems. I’m gonna laugh my ass off if Anthem’s future overhaul and Destiny’s steady decline cause Anthem to actually kill Destiny like everyone claimed it would.
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I agree pacing could be better but personally I find the raid community is so elitist bu now it’s just pretty inaccessible and generally not very pleasant to try and get involved in. Yes there are some nice Sherpas but for every one of those, there are horrible toxic elitist players who will boot you or leave after more than one failed attempts. So much effort goes into making raids but they are hardly played now because of what they have become: horrible, mechanic heavy sweat tests which the majority doesn’t like playing / has garbage loot
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Did not read but I’m just here to say first time in destiny history I don’t care about doing the raid.
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I just hope Bungie never listens too you ever tbh or anyone who doesn't raid. I hope D3 is super hardcore and don't listen to bad players.
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This post has more content then the game does. XD XD XD
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The pacing isn't the issue. In fact all the content should be rolled out in first 2 weeks. The issue is the rewards themselves. There's lack of new rewarding weapons and armour. The moon scout rifle is the same scout rifle from curse of osiris. Redskins rewards and iron banner are just same old gear. I don't mind old gear if it's from D1. They could of easily added VoG weapons to the moon. Like 2 versions of fatebringer. A kinect version and the exotic version with arc burn. Luke Smith says content is hard but they seem to have plenty of time to create things for eververse. Just want them stop recycling weapons and armour what's already in destiny 2.
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[quote]I think the overwhelming positive reaction to the Last Wish raid race had a large impact as well on the shift and I understand fully how much it's great within the community during that event as well as how much having the high profile streamers pushing the game helps bring new players in, but now we're at a point similar to vanilla D2 where the hard core and big names have burned through all the content and now it's negative takes being seeded in the community and the hate is getting extremely toxic again towards regular players who just play to have fun and are loving this season.[/quote] This resonates with me. I love this game, even with the flaws. Even though I feel it like it [i]hates[/i] me! Monotonous grinds, paralysing RnG, awful matchmaking etc and so on. Even so, I still love playing Destiny. But there is definitely a part of the community that will [i]never[/i] be satiated. This is the portion of the playerbase the game is aimed at right now, and they will [i]never[/i] be completely satisfied.
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Artisan
D2 8700+ hours - old
Iron Banner, which I love, isn't exactly content. The Season of the undying content was essentially Vex Offensive and some very ugly vegetated reskinned weapons. I think they need to move away from Raids and emphasize match-made activities, as they are crawling towards, that everyone can always get into. Best, fairer use of resources. Who wants to do multiple hour+ activities - with all the problems of getting 6 people time-slotted for - to get a potentially terrible RNG weapon. They will certainly lose players who are Raids-or-nothing but gain and support many times more who shrug their shoulders at Raids. The former, especially the vocal raiding streamers, they are currently terrified of. To everyone's cost, especially their own. -
I see your points, but I have to disagree. First and foremost, I've seen very little in the way of positive feedback about this season. A smattering, for sure, but there always is. My best measurement of how the game is going, is the lack of players I see in my roster. Even I've come waaaay down in playtime this season. It feels to me, that Bungie still hasn't decided what audience they want this game to be for. They try to attract casuals with terrible "horde" modes like the Vex offensive. They try to attract the competitive scene with things like gold belts for worlds first, and contest mode. They try to attract the PvPers with promises about PvP focus, and crucible oriented nerfs/buffs. They try to attract the hardcore with ridiculous +1s in their garbage pinnacle system, while at the same time targeting casuals again with an artifact that makes those+1s entirely pointless. They try attract grinders and min maxers with a half baked armor investment strategy that's gotten largely negative feedback. Personally, I don't play Destiny for ANY of these things. I play Destiny because it feels good, my friends are here, and I enjoy the (limited) endgame we once found in this series. I don't play Destiny to be competitive. I don't play Destiny to be hardcore and engage with full blown MMO grind. I don't play Destiny to play Halo, or any other competitive shooter. I play Destiny, because I like, Destiny. Over the years, they've changed their goals and aspirations for the game, and every time they attract a couple new fans, and chase away hundreds more. This is unsustainable at best and is a death sentence at worst. You talk about raids and where they fit into the game, are they endgame? Are they the real content we are here for? Do we want to go back to the hard capped ways of VoG? I do agree with you that we should see more time between raid launches to allow us to enjoy what the game has to offer in the earlier stages of a content release. However, I disagree solely because there simply is not enough to keep us interested before the raid is here. Bungie has also made it clear that the dripfeed style of content is something they are very interested in. Every week giving us something "new" to sink our teeth into. In my eyes, this just makes the game even more formulaic, less spontaneous, more of a chore list instead of a fun adventure, filled with twists turns and exploration. This vapid kind of content drip may seem to keep numbers up, but from what I've seen and experienced, it's just making people lose interest even faster. The raid (and in some cases the dungeons) are capstone activities, and it is odd to see them come so really in the drip feed. But with them being capstones they need to be good! You say yourself that you haven't attempted, let alone completed raids for some time. Obviously you have your own reasons for this, but I'd hazard a guess that part of the reason is because of how poor that content has been lately. Imagine waiting damn near a season, just to be slapped in the face with contest modifier, AND a terrible raid! That sounds awful! Hey, build your power, enjoy the content, but whoops, raids have to be competitive instead of being fun, so forget all that work you just put in while you were enjoying the story that still only lasted a day or two! No thanks. At least with early releases, the hardcore and competitive can stroke their jocks and we can all get through these wet farts disguised as endgame content, and move on. I personally want to see a return to VoG style leveling, it kept the need for contest modifier at bay, could be challenging for longer, and was actually a fun experience, mountain to climb, etc. I would like to see some RNG protection added (for real this time) to avoid forever 29 situations. Thinking of RNG protection... I've run garden 3 times a week since launch, and I'm STILL missing armor on EVERY class. Ridiculous! Once Bungie figures out what this game is, then we can worry about raids and their place in the game.
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All content should drop day 1 of the expansion. That's my feeling. I want to be able to go hard and explore when something new comes out, not do 4 missions and then turn off the game
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I've never really been a fan of the whole season/annual pass thing in general. Just seems like it is giving developers license to release unfinished games compared to what we got before the "games as a service" really took off. It is still cheaper than subscription based models, but it seems those systems let content trickle out at a more appropriate pace. With these passes it all feels rushed.. gotta get it all out there so everyone does it all in a short window so they can collect on the next pass. All it has done really is make me wait longer to buy a lot of games... get the bundled deal that has it all baked in for the same $60 (or less).
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Edited by Lull9: 11/25/2019 6:12:37 AM[quote]The conclusion I've come to isn't that the devs are lazy or that Bungie is out to rip people off[/quote] They are lazy. Everworse is EZ money and that is their baby. I'm pretty sure at least Luke Smith truly enjoys pissing off the players.
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Edited by RussellMania: 11/24/2019 8:58:51 PM[quote]If you read this far, thank you and I would love to hear you opinions on this.[/quote] Lmao... Would you? Cause you mute anyone that disagrees with you on any post.
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Edited by Saozis: 11/25/2019 1:57:52 PMVery nice text, it's good to see someone who keep his head cool. All the arguments are solid. Indeed, ending on a low note weaken all the season, which I think was quit good. Now, as a standalone, season of the undying (w/o shadow keep) was kinda disappointing - all the vex offensive narrative didn't deliver, and I really hope it will be a lesson for the next release. I was really expecting, at the beginning of the season, to learn more about the pyramid and our evil twin, but it's seem that this part of the story is pace by season, and not inside the season (or maybe I missed something, but sometimes it's kinda hard to fallow destiny's story...!) ; Obviously bungie has put some thinking to explain the differences between new light/shadow keep/season of the undying, but is was not clear at that time (it's more now) - what they mean when they said that each season would have it own end. Having a side story has we have this season was nice, but if it will undelivered again in the futur as with final assault, I would almost prefer no side story (vex assault clearly was not mean to have repayable value - which is fine in the context of the season, but not appellant on a boarder point of view, because simply boring at the end of the day). Having the raid release later during the season (has the final assault) would have made the epic end that one season deserve. I'll always be frustrated by the menagerie, which was the perfect place to farm, but haven't be updated this season (other weapons - huge fan of valakadyn here - armor 2.0 adaptation for runes combination with the 6 stats, etc...). If it's happening one day, Bungie should really told us 'hey, menagerie will be back updated during season of the XXX, stay tuned'. Not knowing lead to frustration. Frustration lead to anger. Anger lead to hateful all cap message !
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The problem is Bungie doesn't scale their old content when new content comes out. Bungie raises the level cap frequently but never raises the difficulty level of the raids to keep up. At the very least they could add hard mode or heroic versions that are designed to scale with the light level, but they don't. On top of that, they refuse to fix game-breaking cheeses that literally turn some of these raids into little more than glorified strikes. Outside of the raids, Destiny is little more than a game where you shoot at everything that moves (and I mean everything since there is no friendly fire). I just think Bungie needs to focus more on the raids, because those are honestly where this game shines. It's where the individual abilities of each class are exemplified, it's where the most well-made and detailed environments are, it's where all of the interesting game mechanics are. There should be a new raid every single season, maybe more than one, and they need to stop wasting time and resources with these repetitive, brainless activities like nightmare hunt and vex offensive (PS Bungie, adding more strikes and just calling them something other than strikes doesn't make the activity any less boring). If Destiny focused on making fun new raids and maintaining the old ones, this game would be golden. They just seem really confused right now about the kind of content people want. I don't know anyone who wants more short, mindless, repeatable activities. That's not what this game is known for. If you're a PvE players, chances are you play this game almost exclusively for the raids. So, Bungie, give us more raids pls
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TBH I just come on to shot things in the face. Apparently IRL the Police frown upon that sort of thing....😬
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I hated in D1 when Raids were the only End Game. If you didn't raid you felt like you were being left out. So I actually like the system now vs D1 circa House of Wolves. In my opinion the issue is this rat race to be first or better (gear wise) than everyone else. This game suffers from the "keeping up with the Jones" effect more than any other I have played. Not so sure pacing has much to do with that. It might mean that some things just need to be time gated.. which is never fun. It just puts a full stop to all for digestion.
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Edited by superluigi6968: 11/25/2019 7:26:38 AMAs a second comment, far removed from my first, I would say that another big issue is the progression rate of our characters. "Leveling," that is to say, the acquisition of new abilities in our subclass trees, was much slower in D1. It took considerably longer to have all of our abilities (before New Light, anyway. Now it's even faster, in that everybody instantly has all of their abilities.) than it ever did in D2. New players in D2 literally have every ability handed to them out of the gate. Seems kind of backwards to me. Wasn't this supposed to be an RPG, or did Bungie give up on that? So this sense of personal progress is completely lost. All we have left is chasing "Endgame ready" status, and better rolls on loot we like to use. And as you said, what constitutes "Endgame Content" has become blurred. We're chasing a higher power number, but for what purpose? So now all we have left is "chasing better rolls on our loot." And when all we have left is the loot, everything else, no matter how hard or prestigious, devolves into, "activity to be burned through for loot."
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Edited by superluigi6968: 11/25/2019 7:15:58 AMIn addition to reassessing the pacing leading up to endgame content (and what Endgame Content even is), I would go as far as to say that the concept of "World's First" raid races should be absolutely abolished. Instead, the raid will simply release, the community can have at it, with the power they've managed to achieve before the raid opened, still being fully relevant. However, that's not to say that Raid Races are a bad idea. Personally, I'd prefer a more "who has the Raid down the most efficiently" than, "who can figure it out and finish it first?" sort of race. Let the raid be out there and let people play it for a while. Then, utilizing an adjusted Competition modifier, that both raises your light to a minimum level, and caps it there, have a competition to see who gets to declare that they have mastered the raid, above all others. instead of World's First Races (fumbling around, trying to figure out how the mechanics work), we could have Raid Mastery Races (Everybody participating already knows how the raid works, it is simply a matter of which team has the execution down.)
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Edited by Ogma: Destroyer of Worlds: 11/25/2019 1:32:25 AMThe series still suffers from an identity crisis. And somehow it has become even more and more rigid over the years. It does two counterintuitive things: 1. It tries to be too many different things at once. Which COULD work, but doesn’t because of the second thing. 2. A SEVERE lack of player options/control of how and when they can acquire loot. This current game model, where the vast majority of worthwhile loot is activity specific and is spread out across the entirety of the experience, this game that encompasses very different activities, so much so that it could be called multiple different genres, is impractical and it has to prevent their ability to accurately gauge likability. It has to severely hinder Bungie’s best source for determining what players like and play the most. They can’t possibly have an accurate gauge of that when they don’t let players pursue loot by playing what they like the most. Instead they have double and triple downed on this rigid activity specific loot system where many players have to begrudgingly spend way more time than they want to on activities that don’t like nearly as much as others, if at all, or they have to miss out on loot. On weapons or entire armor sets, or cosmetics. People like options, and this model they use basically goes against human nature. They could balance time to acquisition and amount of rewards against challenge and time investment, but they don’t. It’s do this in exactly this way, or miss out. People would complain FAR less if they could avoid the activities that they find kind of boring or arduous. They’d have more to do and go for if they could do it more on their own terms. As it is now, people just straight up pass on certain things because they derive no real fun from going for it. Remember when they talked about having stories for how you acquired your prized loot? I do. I remember following this series prior to release. Well, there are no stories. There is only one story, and it’s the same story for everyone.
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My theory is this and it’s the same for any looter shooter type game: There isn’t a dev on the planet capable of providing enough content to satisfy a hardcore gamer. No matter what you do you will never be able to keep up with someone who can spend literally 90% of their life gaming. Example1: when I started playing warframe I had 5 years of content open to me, I burned through that in 18 months, 18 months, I had all the frames, all the pinnacle gear, everything the game had to offer. Example 2: I have come back to D2 twice, the first time was the launch of forsaken, I started on a new platform, so 3 characters from scratch, it took me 3 months to burn through 12 months of content, I had 3 max level characters at that time with all the gear I wanted. No dev can keep up with that, I don’t care who they are. By the way when I started warframe after 5 years of development and when I started forsaken from scratch? two of the best experiences I’ve had in gaming for a long time. I strongly believe that’s how this type of game should be played, not non stop from day 1 to the end of its life.
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The problem is the content being paced. Having time limits on activities and the bloody ridiculous events inflate that even more. I do them for the triumph score and fear of missing out. I haven't sat down and actually enjoyed anything to do with the latest release, all I seem to be doing is rushing around trying to get things done. Bring back Christopher barret and hire external teams to build the game like high moon studios and vicarious visions. That's when the love and discovery went into the game and ever since it's been back solely in Bungies hands we get half arsed content. Season also have to go.