JavaScript is required to use Bungie.net

Destiny

Discuss all things Destiny.
Edited by Gabe: 2/4/2015 4:24:53 AM
238
349
Gabe

This thread has been moved

[url=https://www.bungie.net/en/Forum/Post/98401132]Due to its length, this thread has moved. [/url]

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • You have some great ideas but I'll offer some constructive criticism due to the fact that your ideas tread a little passed what the engine could possibly handle. 1. Sparrow vs Tank is a fantastic idea. However, if you're escaping from the tank via a complicated maze a la gorgon maze, it would have to be extremely large pathways and a very large map to allow for a tank to navigate the same pathways while shooting at you. As much as I like the idea of the tank following a maze, I would almost prefer a sparrow race to the raid entrance via a very treacherous path...almost sparrow platforming. Ex: - Thin paths where if you aren't careful in your navigation, you fall to your death - Hurtful material (lava) that you can't traverse without taking damage or exploding your sparrow - Cabal Turret towers firing down on you during your "careful navigation" - Sparrow platforming via timed boosts to make it to next platform 2. Charging a reactor via sparrow is another great idea but execution can be simplified without the strain required to create the encounter for bungie. You have to weigh function vs cost in development. The idea you have can be just as effective and a lot quicker to develop if there were 2 "charge stations" in the room where active sparrow guardians can ride up to the station and boost on it to speed up the charge / descent process. Hell, this would give an actual benefit to people that have raid sparrows that gain an extra R2 boost. 3. I don't even think a high-end PC can render 128 vex in a game that looks like Destiny. This is a cool encounter idea but the replications just aren't possible on consoles. As a modified version of this encounter I would: - Rather than replicate enemies upon defeat, upgrade them. - Start with a room of 2 goblins, upon killing them and opening next room, those 2 goblins get back up as major goblins - Next room with 2 hobgoblins, kill them, they turn into majors -- maybe 2 harpies spawn too - Next 2 minotaurs that upgrade into major minotaurs - Last encounter can throw in 2 praetorians and a major Hydra. That basically takes your idea of 128 replications and consolidates it to a similar encounter, just as difficult, but with less than 20 adds. If the system can handle more adds, each can be upped by 1 or 2 enemies. 4. This is a great idea, as well. Without knowing the intricacies of Destiny under the hood, I wouldn't know the cost to develop a mirror match encounter like this. To simplify this encounter in a similar way, I would do a simon says kind of event. Ex: - Upon entering and starting event, each guardian gets assigned a certain color aura. - Event starts with a control node (oracle type object) that spawns with a certain color. - The player that matches color of control node must shoot it until it changes color via controlled fire. If a burst of fire hits as it changes color, they receive the debuff you describe and get thrown off the ledge. - Meanwhile, other guardians are shooting Cabal adds filtering into the room to protect Psion Mind. - When control node changes color, next guardian of matching color must shoot it. - After one cycle of each guardian firing at this control node successfully, buff is granted and team can damage psion mind. After psion mind reaches 20% health, it auto-enrages. At this point adds stop filtering in and control node starts to cycle from slow to randomly switching colors quickly. Players must coordinate to shoot it during the proper color. If a burst misses or lands on a different color, they are hit with debuff and thrown off ledge. - After successfully doing enough damage, buff is reenabled and psion mind can be finished. Again, I love your ideas and think they are great. I just tried simplifying them a little for the sake of development cost and time while maintaining the essence of the encounters you created.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

1 2
You are not allowed to view this content.
;
preload icon
preload icon
preload icon