I am posting now from what I read after the recent update. Lots of people throwing ideas out to create new content, I thought I could throw in a few for "Why not."
A lot of people throw out ideas that don't realize they require ungodly amounts of coding to create, so I've created a list of (what should be) "simple" and "not simple" modifications that would bring lots of PVE and PVP fun and content. As there is no way for me to read all of the past posts I'm avoiding the obvious ones like Light cycle racing, but still expecting a few repeats and complaints about balancing issues.
Simple
1. Hard mode lvl 28+ patrol maps. Everything base level 28 and up. Hard enough to need a 6 man team to do patrols, and 12-18 to do world events. (Increased drop and rep rates for everything; Glimmer, Rep, Upgrade materials, etc)
2. Swap out missions: Swap one enemy for another. I.e. Cabal for Vex enemy combatants on a strike or story to give a "New control" feel to an old grind.
3. Reverse Strike missions. Start at the end and fight your way out. (New map directions feel like new maps.)
4. Mobs drop collection materials. (Are these things only important to Guardians?)
5. Patrol map PVP missions 12 V 12 (Similar to Defiance)
6. Trade in or sell large stacks of unused upgrade material. (Just broke 500 Sapphire Wire, Increase exotic requirements?)
7. Achievement for completing all story missions on max difficulty. (Monthly reward?)
8. Nightfall Story missions
9. Matchmaking everything.
Not Simple
1. GIVE US DESTINY FORGE!!!
"You want content? Here: you do it (throws community Forge)"
Clan based forge zones. Designate dozens of existing map locations as clan "Bases" Give us the ability to unlock better map pieces and create our own custom Clan VS Clan maps. Asteroid, Ship, building, Planetary, etc. start locations as a base for a clan Base. Destructible blockades with armor and hp values. Must be able to get from spawn to spawn as proof the map is acceptable.
2. Call in support. Low level player requesting help from random higher level as a mission or bounty for a high level player.
3. Random Raid level events in strikes. For some reason your mission has a crazy boss it it; go around it or call in 3 more Guardians to help out.
4. Remote Air strike abilities from your ship or Class item.
5. Roll a character as another race to level up like the guardians do. I want to be a Vex!
6. 3 guardians Vs 3 player controlled enemy (including AI mobs.) PVP+PVE story missions. Spawn into unseen mobs.
7. Race based control maps. Planetary based 3 way control maps (Planetside inspired)
8. Re-roll single slot weapon/armor ability. (Diablo inspired)
9. Split-screen
Class: I think all classes are broken in a good way. Buff don't Nerf!
(Edited to point out hunter abilities)
1. Instant primary weapon swapping. (Inventory loading times are painful)
2. Hunter perfect stealth after 2 seconds being stationary, only while stationary.
3. Hunter (Yes like in the video) 2 grenade drop Blink ability.
4. Hunter Slide-blink. Cross hair based mid-slide-blink with cool-down and double range. (Edited to Slide Blink: Dreaming Sky)
5. 1 way fire Titan shields.
6. Walking Titan Tank: Max front armor and recovery with minimal agility and speed, armor lock instead of melee. (Not a special ability)
7. Player abilities effect Mission/Raid items. (i.e. Titan bubble abilities effecting Relic Bubbles)
8. Personal Shields. Permanent (Phalanx ), or temporary (Knight)
9. Two use Nova bomb abilities with "Golden gun style" timer.
10. Warlock style mission item.
11. Engineer / Turret building Warlock class. (Move a gun into a turret slot in your inventory)
12. Warlock push melee works on missiles and mob mortars.
13. Charge up, or beam shield-healing gun.
Thank you-
Bumps please?
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Edited by CorwinCorey73: 10/28/2014 9:01:07 AMJust a comment to a few... hard enough to get 2-3 people being around to assist in public events.. good luck finding 12-18.. if matchmaking on weekly/nightfall/raids exists.. the non-matched version still needs to be there.. I'd rather solo a weekly nightfall than run with randoms, thanks... the whole "not simple" list... yeah, maybe they could do, like, basic story before recoding the game, lol. If they cant manage to string together a plotline that lasts more than a few hours.. well.. neat ideas, but this isnt a beta.. they arent retooling the baseline mechanics :( um... no to any form of perfect stealth.. just no... 1 way shields? I play a tian often in pvp, and even I gotta say... op much? as for large scale (ie more than 6 per team, or more than 2 teams) pvp... while the xbox one and ps4 may be able to handle it (i doubt it, since bungie's netcode seems to be the reason for lag more than the hardware) it's already bad enough to have unkillable people occasionally teleporting around... imagine whole teams doing it... I mean, interesting ideas (theones in the first list moreso than others) but, as a 15 year beta tester... you gotta know... shoulda said something a year ago.. you know.. back in beta testing lol Want a real idea to keep things going? MORE STORY. More lore, not frakking cards but in game story. Put out a new story mission every 3 weeks to a month, like chapters in an ongoing story that makes it interesting to come back to. Situations and plot points with decisions etc... tactical scenarios that affect the outcome of the story mission would also be nice. .. do the guardians save the captives, or kill the baddie? Having one or two hold a choke point while the other(s) obtain an objective... teamwork based stuff beyond "kill this wave after wave while taking shots at a boss". The key to any game is interest... pvp tends, as long as it's fun, to keep itself going LONG after people lose interest in a game... it's always the last thing to die. Keeping it alive, and expanding means... ACTUALLY expanding content. not far off dlc thats just a new raid, a new strike and a few missions... but constant expansion of a GROWING story. "Hey, it's the beginning of the month, I wonder what the new installment has?" ...lots of games do it, and keep their customers happy for a long time. beta testing is over... it's time to get the Live Dev Team to actually... you know... Develop.