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#feedback

Edited by Psychoticrow: 1/22/2015 9:12:19 PM
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Why the first mission is the best.

Think back to that first mission. Think about some of the things you saw during that mission and never saw again... Can't recall? I'll remind you. Trip mines. Vast areas were enemies were literally crawling the walls. Enemies interacting with the environment all over. Additionally like so many have commented the mission is very unique compared to all the release ghost and protect from horde mission that follow. Edit 2: I can see a ton of people agree with this post so I'm adding a few hash tags to try and draw attention from bungie maybe they can see that there is something people genuinely would like to see more of! Why was this the only mission with features like this. Edit. I'd like to say thanks to everyone for their comments!

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  • Well, they had to show [i]something[/i] good for E3.

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  • So what your trying to tell me is that I didn't get my $100 worth?! Dam..... I knew it.

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  • AHHHHHHHHHHHH ITS ON MY FACE

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  • Good point... I'm guessing that part was done by the lead writer/designer who left... So of course, they start it all off with that and you can watch the hit and misses after that. Not many were as cool but some were not bad, like the 3 nights and the sword, "woken the hive" was fun at first. After that, a lot of it got very samey.

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    • Yes.

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    • Bump

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    • Like a band with their first hit, the early story had the most spit+polish while they readied for launch. I am sure the dev team would rather have shipped more. I'd feel quixotic about being on the team: proud as punch with my Voidfang Vestments busting buttons, but ashamed at the buggy raids and dead-simple simplistic game-play. Really, it was kiddy-fied for mass sales when I thought we'd get a better Halo. This game was sold as something much more than what shipped.

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    • Bump

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    • Edited by MrockDragon99: 2/18/2015 1:55:32 AM
      The first mission is definitely the most myterious and atmospheric mission in Destiny so far. Traversing the beginning areas in near complete darkness, hearing Fallen scurrying about, climbing along walls and various structures. Tripmines causing you to be on the lookout for other clever traps. The feeling of uncertainty has never been sufficiently duplicated in any other mission, in my opinion. Every time I played as a new character, I couldn't stop myself from pretending like it was my first time again. I would slowly walk through the corridors with caution, listening intently for any sound I could percieve. I would try to peak around corners to see if anything was waiting for me. I would try to use cover affectively (though it's not too important in the mission). I feel as if the sense of danger in the game has been lost and that Destiny has turned into an eternal cycle of "Oh look, it's an big alien, ima shoot it!" I want giant ships and creatures and crazy weapons trying to rip me limb from limb! I want all kinds of exotic and crazy gear that bends my mind! I want an indepth storyline that makes me frustrated, exhilerated, enraged, sorrowful, jubilant, and remorseful all at the same time! I want to be able to say "That's my favorite character because [insert epic description]" And maybe some dragons....(just a thought :D)

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      • You're right, but I fear nothing will ever be done. Maybe not in even the second game. Why do they need to add story or depth? They've trained us to accept the minimum and not only tolerate it, but repeatedly play it as though it's something remarkable; a 10/10 experience. What [i]is[/i] remarkable is that with this game we enter a new low for gamers: a new era. Quality is no longer necessary. Value for money is no longer necessary. Think of the possibilities. A future of gaming where anything can be rolled out, and, with all efforts diverted to hype instead of quality, we can be made to adore any addicting generic garbage. The guns in this game are Moshi Monsters for adults. The most swingeing creative economy imaginable is employed, to make you truly grateful for Future Machine Gun V4856 -- not just a stats bump, but a fancy skin on that basic model too! Wow! Ask yourself: "When was the last time I heard a villain [i]say[/i] anything?" Does Crota - that fabulous legend of a villain / piece of furniture- say [i]anything[/i] to qualify him as evil? Atheon? Anyone? What exactly marks these guys out as evil? Are you sure they aren't simply just defending themselves? This game is a towering triumph over so many accomplishments of gaming that preceded it. Ico, Tomb Raider, Half Life, Resident Evil 1 - 4, Metal Gears... the list is endless. For all their quality, this thing has won out over them. There's no need for storytelling anymore, or variety, or reliability even. Hell, they can take away the things we [i]do[/i] like back out again, and we'll beat our brows but accept. A HD makeover of Unreal Tournament is, apparently, the apex of gaming. The results speak for themselves.

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        • [quote]This is not my post, but from a creative user named LJ. I felt like his post should get some recognition in Feedback. Cause this is a beautiful idea: [quote]I would love to see a exotic version of the Khvstov white auto rifle (the first one you pick up). It's a great looking M4 like gun, and I really want to use it again. Maybe it can be called "An old friend" or something. The weapon model is there, why not upgrade it? I really like your guys' ideas about upgrading it like you do with the Necrochasm. Maybe there should be a long upgrade quest that gets this thing to its max. Bump if you agree. Loving how you guys are coming up with perks and everything. Glad you guys like the idea! TOP TRENDING 14 HOURS GOING[/quote] One of the ideas from user SorrowSong: [quote]Have a quest chain to upgrade it from the Gunsmith. By quest u of course mean bounty. Quest 1: Return to the Cosmodrome and search Fallen for an "ancient modification kit" Then defeat the boss at the end of the Earth raid (can't remember it's name) - upgrades to Uncommon rarity, quest unlocks at level 10. Quest 2: Journey to Mars and defeat the land tank during the Valus strike for an "Oversized Barrel" then journey to Venus or Earth and defeat a Fallen Walker for a "Oversized Breach Plug". Take these parts to the Gunsmith and then spend 5 each of primary special and heavy ammo synthesis to upgrade the weapon to Rare. Quest unlocks at level 18. At level 20 upon talking to the Speaker with the Rare AR eqipped you get a quest that can go one of two ways. Quest 3 Light - Purify the AR by giving it closure. Return to the Speaker for the weapon to seek a blessing of the Light. Pay 10 motes of light for a blessing then use the weapon to save others. Earn 15 "Overwatch" medals in the Crucible. Then kill 50 Fallen Major or Ultras. Quest 3 - Darkness. Satiate the weapons need for the blood of its enemies. Travel to Ikora for a new task then on heroic complete the final Moon story mission ( the one with the fragment of the Traveler) for a "Piece of Corruption". Then kill 15 of each class in the Crucible. Kill 50 Hive Major or Ultras Doing either will give you the Legendary version of the AR. The stats will be the same but the names will be either Friendly Khostov or Shadowed Khostov depending on which one you did. For the Exotic you need to take the AR to Xur who will sell you an "Swirling Vortex" which offers you a choice. Quest 4 - Light. The Khostov seeks redemption. Grant it by slaying it's former owner. Journey into a level 26 Epic version of the Earth strike and kill Dak'Rilla the Undefeated (a Kell) who appears when the final servitoe boss is at 15% health and return to the Speaker. Quest 4 - Darkness. Turn the quest in to Ikora. The Khostov seeks to defeat it's former rivals. Journey to a level 26 epic Version of the Drak'sis Winter Kell mission and defeat Drak'sis who is joined by another Major, a Servitor who buffs the damage of Drak'sis when they are close by. Kill him and return to Ikora. If you went Light both times you get the exotic version of the Khostov called Lightouched Khostov. Its exotic upgrade will be Purification by Flame, - Rounds deal Solar damage and have a chance to briefly blind the target. If you went Darkness both times you get Khostov Bloodletter. Its exotic upgrade is Bloody Ruin, - Rounds do Void damage and precision kills explode causing mobs nearby to stagger. If you went Light once and Darkness once then you get the Soldiers Khostov. Its exotic upgrade is Stocisism, - Rounds do Arc damage and upgraded stability, Kills return 2 rounds directly to the magazine. Edit: damn you autocorrect! Damn you I say![/quote] Edit 1: I really didn't think this would get so many replies! 100+ keep going and share your ideas![/quote]

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          • I could tell you about the great battle... [spoiler]But you have to buy the DLC[/spoiler]

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            • Enemies crawling the walls is like Aliens of Colonial marines in the prelaunch vids. Funny Thing after months of grind we dont remember any break unless we start another char. Although i shall be happy how the AI allways repeats in same Patterns into my bullets when i camp through firefights, its ashaming how repetitive this Gophershooting really is.

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            • whats The name of the first mission? Cant remeber it, wanna try ot

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              • 1. The mission was more linear. Linear is not necessarily bad, it gives the developer more control over the experience. They knew what hallway we'd be in and where and what tools we'd have available to us thus letting them craft a well designed level. After this we end up just running from landmark to landmark in an open world. They don't know exactly where we'll go, what weapons or powers well have and they have to use assets that will work in other missions. This leads to a more generic experience. To fix this they need to put us back in the tighter hallways of buildings and caves and spend time using the enemies for environmental effect instead of just spawning clusters of enemies to fight. 2. We need less defense oriented sequences. Unfortunately this is a side effect of the first point. With large open maps and relatively small connecting paths in between they have less linear paths to work with. Even when they send us into a building, it's not usually big enough to make an interesting mission unless they force us to hang out in a room and fight for a bit. Essentially I think back to halo, and levels like truth and reconciliation. Give us a sniper rifle, drop us off at point A and tell us to get to point B and put enemies in our way. Have npcs add to the experience by speaking and reacting to the encounters. A level like that was FAR better than anything destint has offered us, but bungie has trapped themselves with a not quite big enough open world and a player base that has enough customization options that they can't rely on us to throw a grenade into a hole because we might not have the right kind, but not enough customization to truly satisfy us. I think they may have had bigger plans but Activision slapped them with restrictions late in the process and we're stuck with the aftermath. I hope with Destiny 2 they know now what Activision demands and can craft us a beautiful game around that.

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                • Agreed. I wish the amount of effort in the first mission went in the whole game. Not to mention, the racr specific begginings.

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                • Yes

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                • I usually stay away from the usual "Bungie lied to us" topics because it usually refers to pre-release footage or articles. I fully understand that games, and the companies that make/distribute them, go through many changes during a long development cycle. An extreme example of this being Duke Nukem Forever. (jeez) However this First Mission was in the final product and displays just how engaging the story could have been. If you book end it with the game mechanics found only in the Raids you have yourself a novel with an intriguing opening paragraph and an epic final battle, but with little substance in between. If cut scenes ignore the rest of the Fire Team anyway, why isnt this cinematic tone carried throughout the game? If platforming, holding activation plates, opening portals, destroying key structures/enemies (oracles) and relics exist in the Raids, why is none of it used to break up the repetitive Guard the Ghost segments? The strangest part is that dinklebot yells for the Guardians to protect him but is never actually in any danger because he's intangible to enemies. That small part on the moon where you retrieve a dead ghost has a grimorie card detailing it's torture and self sacrifice. WHY DA FK ISN'T DAT IN DA MAIN STORY! Et hem, I digress. Great Topic my friend. Bump

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                  • Couldn't agree more. God knows what happened after this. My theory is bungie realised they needed a lot longer to make the game they had initially set out to make, so they had to cut content on a massive scale.

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                  • Bump

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                  • BUMP

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                  • Edited by justingoska: 1/8/2015 7:54:27 PM

                    Started a new topic: Petition to make opening mission replayable(45 Replies))

                  • Yeah man I agree. But honestly, this game has been made already dude. We are just waiting for them to twerk it as sell it to us.

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                  • I personally think that the last mission is the best, pretty much because of the music while fighting the last of the Sol Progeny. Excerpt from the Union is probably my favourite piece on the OST.

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                  • In the first mission they also have a dead devil walker in the open and the first gun has a crack in the sight

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                  • You can't expect bungie to make more than 1 good mission right? That's like a full, real game.

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