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#feedback

Edited by Titus Stryker: 7/21/2014 10:20:59 PM
7

Weekend One Review

Hello, Below are my thoughts on the Destiny Beta so far, but first a little background. I started FPS in 2002 with the SOCOM franchise and have played all SOCOM games. While in college, I played a lot of HALO with friends and even attended two MLG events in Orlando, FL. Additionally, I enjoyed MAG, Shadow Run and currently DUST 514. The only Call of Duty games I liked were the WWII ones. *EDIT - I am playing the Beta on PS3 and if I like it enough, will buy PS4 and the game in September [b][u]Party Size[/u][/b] I do not know if the current size of a 3 person fireteam for PVE and 6 person fireteam for PVP will be the same in the launch of the game but I don’t care for it. For me, videogames are social and it seems that the messaging from Bungie is that Destiny is a social game – however this small party size really limits how many friends a person can play with. I really hope party size increases. [b][u]Health Regeneration[/u][/b] …Is too fast. You can get an enemy down to the red and all they have to do is turn a corner, pause, and then they are back at full health. I am not suggesting it takes 60 seconds to get back to full health but maybe somewhere in the 1 to 5 more seconds would be nice. [b][u]Supers[/u][/b] 1) Need a better visualization that a player is capable of using their super. Besides the Hunter “glowing” when they have the” golden gun” out I am not even sure I can tell other players are capable of using their super. I feel it would be advantageous for Bungie to add a visual indication that a person is able to use their super, a subtle “warning” if you will to the enemy that a player is capable of using their super. 2) It would be nice if there was a gamemode with Supers turned off. While they can be fun and “game changing” they can also be very unbalanced and cheap. I know everyone has their own opinion and views, I just feel it would be beneficial to have a gamemode with no Supers for those that like playing without them and relying on communication and FPS skills rather than an “easy button” for a quick kill. [b][u]Leveling Up[/u][/b] I enjoy this MMO aspect of the game. However, it seems very elementary and basic. As a character levels up, they are basically just getting better, not more diversified. Characters are not becoming more unique, they simple get better skills or attributes, there’s little diversification. [b][u]Cut Scenes[/u][/b] Not a big deal, but seems odd when a fireteam is doing something together and then they go to a cut scene and each player is alone and hearing the same thing. At the start of a Crucible match, each player is uniquely shown, why can this not be done for the cut scenes also? [b][u]Matchmaking[/u][/b] …Has occasionally split our group of six up onto opposing teams. This is lame and annoying. [b][u]Statistics[/u][/b] Although I like the bar graph ascetically, I am a fan on numbers and specifics. Example: It would be nice to know that a player has 100 "hit points" and that each shot with a hand cannon does 25 points of damage and each body shot with a sniper rifle does 75 points of damage. [b][u]Bugs[/u][/b] 1) During a crucible match, I inspected a player during the match and when I went back to the game screen, my HUD was gone. After the match, we went to the tower and nothing was displaying. I believe this can be seen at the end of my third night live stream. 2) I get disconnected a lot during PVE play, less so during PVP but it still happens. 3) I received the following error codes many times each: centipede, bee, and caterpillar [b][u]Question[/u][/b] Will there be a version of Forge from HALO in Destiny for customized Crucible matches and maps? That would be amazing and something that I could see providing a lot of content and longevity to the game. Over all, the Beta has been a fun experience. My primary concerns are that party size is too limiting and stymie’s social gaming; MMO style leveling is rudimentary; and that after a few months of PVP and shooting aliens in PVE, the game would become stale. I like the concept and as a HALO fan, enjoy what Bungie has done with Destiny, but as a person who does not play a lot of different games but rather sticks to one game at a time, it is difficult for me to see how this can be a game that lasts a year or two or even Bungie’s perceived 10. I will continue to play the beta when I can and follow all the information coming out about the game and hope for some optimistic news that leads me to believe that this will be a game that can fulfill my interests as a social gamer --- as I have a circle of friends that I play FPS with, some of which I have been playing with since I started in 2002 :) ~Stryker

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  • Edited by DominoLache: 7/22/2014 8:35:50 AM
    [quote]Party Size I do not know if the current size of a 3 person fireteam for PVE and 6 person fireteam for PVP will be the same in the launch of the game but I don’t care for it. For me, videogames are social and it seems that the messaging from Bungie is that Destiny is a social game – however this small party size really limits how many friends a person can play with. I really hope party size increases. [/quote] contested the 3 person fireteam for pvp seems appropriate considering there are 3 classes of different elements. it does limit the amount of friends you can play with but, allowing a team of 4-6 would make pve much too easy. this doesn't apply to special dungeons like the vault of glass requiring 6 person parties. there most likely will be strikes/raids that have more players, we just haven't seen it yet. i do have a proposition though. keep the normal strikes and story at 3 but have a kind of [b]special explore mode[/b] allowing 1-6 players which would be [u]separate from the normal explore mode.[/u] the catch would be that on this 1-6 player squad server, the monsters would be extremely difficult to overcome. The enemies would have to be [i]difficult enough to make a 6 person guardian team struggle(with appropriate level scaling to the 3 highest level guardians in the party of 6. possibly similar to halo's legendary mode except harder because its 6 people and legendary wasn't extremely difficult to begin with.[/i] In order to do this they must [b]prevent a system of leeching[/b] by having experience scale according to your own level and not granted a gross amount of experience for barely damaging an enemy. seems like this wouldn't be too much of a problem considering enemies don't give considerable amounts of experience unless they are higher in their own military ranks such as captains knights and wizards. [quote]Health Regeneration …Is too fast. You can get an enemy down to the red and all they have to do is turn a corner, pause, and then they are back at full health. I am not suggesting it takes 60 seconds to get back to full health but maybe somewhere in the 1 to 5 more seconds would be nice. [/quote] i disagree health regeneration as it is right now seems appropriate. kill them before they hide. if they do hide, throw a grenade to force them out of cover. you could also flank. the ai enemy health recovery times are similar to the player guardian's health recover. it seems only fair that your enemies are not weaker than yourself. [quote]Supers 1) Need a better visualization that a player is capable of using their super. Besides the Hunter “glowing” when they have the” golden gun” out I am not even sure I can tell other players are capable of using their super. I feel it would be advantageous for Bungie to add a visual indication that a person is able to use their super, a subtle “warning” if you will to the enemy that a player is capable of using their super.[/quote] i disagree its better to not know. having an indication would cause players to evade other enemies for obvious reasons. it would defeat the purpose of saving a super to unleash it on an [b]unsuspecting[/b] group of players capturing a zone. supers were meant to be used to confront difficult situations as the ace up the sleeve.[i] up the sleeve[/i] meaning your hidden trump card. There is no indication of when a hunter has a super, only an indication after they have activated it. same applies with the warlock and the titan. you only know they have a super [b]after[/b] they activate and initiate their attack. the hunter just has control within 10 seconds (assuming they don't get a throwing knife kill with the perk attatched) of when they want to unleash the actual ability. no hints, leave specials as is otherwise there'd be a bunch of glowing characters everywhere which would cripple normal crucible. [quote]2) It would be nice if there was a gamemode with Supers turned off. While they can be fun and “game changing” they can also be very unbalanced and cheap. I know everyone has their own opinion and views, I just feel it would be beneficial to have a gamemode with no Supers for those that like playing without them and relying on communication and FPS skills rather than an “easy button” for a quick kill.[/quote] I agree that a game mode with supers disabled would be fun and popular with players it might be asking for too much in the playlists and might cause a huge spread in players which would make some game modes less popular or barely used. i support a game mode with supers disabled though i disagree on your opinion about the supers being unbalanced and that supers are used as easy kill buttons. [b]supers add huge variety to fps strategy and required skill. [/b] each super has its own special attributes, warlocks and titans with the DoT after being unleashed [u][b]titans[/b][/u]=close range[quick activation]+dot(or mid range after death from above unlocked) [u][b]warlocks[/b][/u]=mid range[medium activation]+dot or scatter(or longer range with perks) [u][b]hunters[/b][/u]=long range[medium activation+hold](possible long range aoe with combustion)no Dot-sacrifice for range. coordinating your group of 6 with situations or times when you need a member to unleash their super is all part of timing and strategy. When should i release my super? what's my current priority/mo? should i take out the sniper in the distance or should i wait and activate it when some players are approaching my team thats capturing a zone to possibly prevent them from using a super on my occupied team?(hunter) should i charge in and clear an area for my team by taking out the guy by the door and prevent anyone from flanking us from behind with the aftermath DoT after we rush in?(titan) should i set up a void around the corner to take out any ambushes and zone out an area for enemies to stop them from entering your area at one point?(warlock) coordinating your team's supers requires an immense amount of strategy. [u]the point is.[/u] for solo players it can be used as a kill button. In contrast, teams can use supers much more effectively and counter the eager solo players. [quote]Leveling Up I enjoy this MMO aspect of the game. However, it seems very elementary and basic. As a character levels up, they are basically just getting better, not more diversified. Characters are not becoming more unique, they simple get better skills or attributes, there’s little diversification. [/quote] there is a lot of different combinations you can have for each guardian's skill tree 0_0 the way the skill tree works is you have 3 different options for each column on the skill tree. the columns that have 4 also have 3 options because you keep the original perk + an additional perk support the first perk. there's [b]8 columns with 3 options per column[/b]. that means there's approximately 24 different combinations per each skill tree. [b]remember,[/b] each guardian has 2 skill trees. 48 options per guardian is a lot of options. Yes, you do grow stronger with leveling but isn't the point of leveling/grinding/exploring to become stronger? also with the diversification. there's quite a bit we haven't seen you could have an armor based warlock that has a higher armor stat than a titan or agility close to that of a hunter this warlock could be an armor/agility/recovery based dps voidwalker, or an armor/agility/recovery based support sunsinger same goes for the other classes hunters can focus their stats on armor or recover and equalize them self towards titans/warlocks titans can focus on recover or agility to move more towards warlock/hunter stats they keep their skills, as you level some skills may not be fore you. example, [u]warlock[/u]-first grenade option is void grenade. i leveled to the second grenade. i sure as hell like the void grenade over the other 2. [u]hunter[/u]- on the chain of woe branch, the third upgrade is gambler's dagger(additional throwing knife) some people can't use throwing knives to save their life so they would probably prefer the former perks over the latter. [u]titan[/u]-didn't really look into it too much. sorry but im sure there's something if you get my point [quote]Cut Scenes Not a big deal, but seems odd when a fireteam is doing something together and then they go to a cut scene and each player is alone and hearing the same thing. At the start of a Crucible match, each player is uniquely shown, why can this not be done for the cut scenes also?[/quote] i disagree, i believe the story is about YOU and YOUR guardian. your friends were just their doing THEIR story at the same time. while the crucible is A GROUP OF PLAYERS vs ANOTHER GROUP OF PLAYERS which is not intimate with the story about just YOUR guardian but with the story of ALL the guardians participating maybe they will show up in cut scenes where the mission specifically required you to lead a squad. [quote]Matchmaking …Has occasionally split our group of six up onto opposing teams. This is lame and annoying. [/quote] i honestly think its fun when this happens, its fun to play against your friends. however it can be troublesome if it reoccur's often. this is just how matchmaking is for bungie is, sometimes your friends are your enemies. it's simple, just beat your friends and laugh about it after. statistics would be cool, depending on the difficulty to accumulate. do all guardians have an equal health value? how would armor and other things add/subtract to value of damage sounds like a lot of work for them to do. i'd like how you see numbers and observe the column of damage that it has taken on enemy health bars. numbers make it easier to calculate your damage output on other guardians/ai but as it stands now it seems fine. with numbers... smarter people will definitely get the upper hand assuming they calculated dmg output of certain types of weapons.

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