Destiny Alpha Thread: Impressions from the wild [Code Begging=ban]

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Yeah, that's not what I'm looking for either. Not to mention from the perspective of humanity that's already colonized the solar system ages ago, some seriously outdated tech. I like the direction they're going with the grimoire cards and reviving dead ghosts for more bits of lore but I wish that stuff was housed in game.

On that note, there better be a really amazing reason why there are modern looking trucks in Old Russia considering how advanced we were before the Fall. Visceral pointed that out and I got a huge laugh out of that.
 
I enjoy looking at pretty girls more than I enjoy looking at ugly men.

I can Certainly see your point and agree somewhat. I loved games like Heavenly Sword because Nariko was so super hot.

Although I've never personally created and played with female characters (in WOW, Mass Effect etc...). I think it's because I need to relate to my game character so being an ugly bloke fits quite well for me.

A few times now though, especially in the tower, the female characters tended to have males following them around like dogs on heat. They seemed quite flirty and sitting next to each other (or even in each other). It's just quite funny that a great many times it's a fellow dude. I bet there's a few crying game moments to come.
 
So, since there was a few hours extra, it seems, I rolled a new Hunter in the span.

Well... the Golden Gun really sucks. The extra utility behind that move doesn't seem to reflect the power or versatility you get. Plus it's pretty underpowered against even regular yellow boss-grunts. Why do I need two shots to down a Fallen Captain?

However, everything else about the Hunter ( except the low health/armor ) feels really nice. The extra speed is noticable, the jumping is tight, the grenade is useful and the knife-throwing is great.
 
The art style / aesthetic is brilliant, yes. Graphically it isn't. It's a 360/PS3 game, so that's expected. It looks good for what it is, but obviously isn't going to look "next gen". That's all i'm saying, and that's why i'm saying i'd ignore the graphical quality when making my judgement.

I'm not trying to come across as being funny about it. What do you find lacking? It's pretty interesting as I was playing I didn't have anything stand out to me. Maybe I wasn't looking close enough.
 
By the way, when I play video games or choose an avatar, I never believe nor pretend that the avatar represents me. I don't project myself into the virtual world. The characters I control are just characters I control. I don't play as them. They're like any other NPC. They're puppets to me so I don't need them to resemble me.
 
No, cause it's pretty easy to piece together!

For example, take right outside the Wall, where the E3 2013 demo took place. Look at the huddled mass of cars: This indicates a lot of people were trying to get somewhere very quickly all at once. The skeletons in the cars suggest that whatever these people were trying to escape killed them quickly, as there are skeletons in the car holding hands.

When traveling through the wall and getting on the other side, there are the rusting wreckage of tanks, which means that the people inside the Wall were worried that what was outside might get inside.

But you're in first person 99% of the time...

Another example. In a few places you'll find skeletons sitting down, usually at doors or in what look like waiting areas. It'd further imply that whatever happened, happened quickly. Also, the wrecked ships on the forgotten shore imply either a large increase in sea level or some sort of wave. What exactly was the wall created for? Was it some sort of last ditch defense while ships were launched off planet to the last minute? What the heck was going on there?
 
Not just a question to you, but to everyone else cause I'm really curious: You're a boy, right? Why do you keep making female characters?

As a guy i always wondered why some other guys always make and play female characters in games. Honestly curious as well... no judgement at all!
 
Going on YouTube footage of the Alpha, some of the weapon feedback looks to leave a lot to be desired; as if they're all Halo Plasma Pistols. Fair to say?
 
I know that this has probably been answered a million times, but how do you get other people to join you? I changed my fire team setting to "public", but no one ever joins. And some of the enemies are way above my level, plus a Boss looking creature that is clearly meant to be tackled cooperatively.

I'm confused, obviously.
Look at them and hit R3. It'll bring up an invite option.

That sends them a PSN invite message. If they accept it boots them back to orbit and they re-join you (their ship comes back down). At least it did for me. Highly irritating.

If you set it to open, they should be able to R3 and join you.

*****

So, things I noticed / want / thoughts.

A). Spinmetal leaves appear to show up to everyone, but only disappear once you get them. Meaning the entire team can loot them on their screen. Unsure / doubt chests are the same, but I like this as it doesn't cause unnecessary strife on fireteams.

B). Devil's Lair should be minimum level 7 for pugging the Strike, not 6. Mainly because as we've all seen, many people are bad and it'll help them not be bad. There should be a way to willingly join the Strike below the level limit, though, like a pre-made fireteam. Allow players to create their own challenges.

C). Next time through, I'm getting a better Auto-Rifle. I got stuck with a Galahad-C, which has very low Impact. They may normalize weapons in PvP, but stats like Impact seem to still matter? I might be wrong on this, but that's what it seems.

D). I want to say the PvP was average at best and needs work, but on further thought I don't think we can judge fairly until we hit max level. Watching the Bungie playthrough of the first Strike, there's a lot of abilities we don't have yet. Additionally, despite level normalization, CLASS UPGRADES still make you better in PvP. The increased height I eventually got on my Titan carried over to the PvP.

E). There's going to be a lot of grinding and I love it. I opened up the details on a level 20 item and the "skill chart" for it was pretty big.

F). Some of the small, green strobe missions in explore mode give Vanguard rep. Unsure if the others will in final since it's not like Dead Orbit and others aren't giving us missions. We should get rep for them too. Guess we'll see?

Pre-ordered last night. The game will be fun. I'll also throw out I love / will love gathering a stockpile of space ships. Seems a waste if they never do anything / give benefits.
 
Going on YouTube footage of the Alpha, some of the weapon feedback looks to leave a lot to be desired; as if they're all Halo Plasma Pistols. Fair to say?

Audio wise, the primaries could all use a bit more bass and punch (it has that "sci-fi" tinge that mass effect has on the weapons). Everything else is explosive, especially the snipers.
 
Going on YouTube footage of the Alpha, some of the weapon feedback looks to leave a lot to be desired; as if they're all Halo Plasma Pistols. Fair to say?

I disagree, the pulse rifle for example feels absolutely otherworldly. On the other hand the shotgun feels powerful and sluggish.
 
I'm not trying to come across as being funny about it. What do you find lacking? It's pretty interesting as I was playing I didn't have anything stand out to me. Maybe I wasn't looking close enough.
It's probably just me then. When i see gameplay videos and screenshots everything just seems low-poly to me. Something about the textures i guess. The lighting, skyboxes and water look beautiful though, as do the gun models. Could just be the art style. I don't know. I guess i need to play it myself.
 
Not just a question to you, but to everyone else cause I'm really curious: You're a boy, right? Why do you keep making female characters?

It really doesn't matter, does it? I usually try to recreate myself in character creators but sometimes I'll just give up due to lack of options and make a random character - male or female - that looks cool. In the alpha, I made two male characters and one female character. I don't mind playing as a female and I definitely don't roleplay as one when I create one (I don't roleplay my male characters either). I'm sure others have different reasons with varying levels of absurdity. It's just a player model I use and nothing else basically. I might as well just use the default character but I like creating them.
 
Look at them and hit R3. It'll bring up an invite option.
A). Spinmetal leaves appear to show up to everyone, but only disappear once you get them. Meaning the entire team can loot them on their screen. Unsure / doubt chests are the same, but I like this as it doesn't cause unnecessary strife on fireteams.

My experience playing with a few friends is that the chests work this way as well.
 
I found the AI on Reach on Legendary to be much better than the stuff displayed in the Alpha here.
Maybe. I honestly have a difficult time comparing the two, because we don't know if the enemies get smarter the higher their level or if "Legend" is the highest difficulty.

One thing I can say: I haven't seen the AI in Destiny do something I didn't see the AI in Reach do.

Skyrim's world is a more interesting place to explore and that's not saying much. Skyrim is fleshed out with dungeons, lore books, characters, and a host of other stuff. There is nothing to explore except the map.
There's story in the map.
It really doesn't matter, does it? I usually try to recreate myself in character creators but sometimes I'll just give up due to lack of options and make a random character - male or female - that looks cool. In the alpha, I made two male characters and one female character. I don't mind playing as a female and I definitely don't roleplay as one when I create one (I don't roleplay my male characters either). I'm sure others have different reasons with varying levels of absurdity.
Not saying it does, just curious as to why. I never play as a male if given the choice.
 
By the way, with females there is more freedom in how you want to look. For historical and cultural reasons, women are encouraged to look pretty and sometimes even be creative in how they want to achieve that goal. Men, on the other hand, typically don't try to play prince(sse)s or whatever. They tend to dress in an ordinary fashion and don't wear makeup or anything too fancy. At least that's the world I grew up in.

As a result, as a man I've never been interested in cultivating a look of my own (i.e. expressing my personality in my personal style, standing out) and it's been the same with virtual, male avatars. In the end, my options would be to make a stylish male character (which would feel too out of the ordinary to me, not that it'd be any wrong) or a more conventional, bland one (which would be boring or generic). But there's still the option to pick a female character so I'll just choose that.

The male characters aren't exactly good looking imho. The female characters can look absolutely stunning, but the males seem to be either "humungo beefcake" or "kawaii bishi husbando" and nothing in between. Probably why so many male players are going Exo as well. I'd kill for a facial hair option for male characters.
This, too. Exos are one of the rare RPG races which males I
 
A). Spinmetal leaves appear to show up to everyone, but only disappear once you get them. Meaning the entire team can loot them on their screen. Unsure / doubt chests are the same, but I like this as it doesn't cause unnecessary strife on fireteams.

My experience playing with a few friends is that the chests work this way as well.

If one person collects the spinmetal leaves or chest, there's a timed window where other players can collect the same item. When time expires, it despawns. After a set amount of time, the item will eventually respawn (except for unique chests).
 
Not just a question to you, but to everyone else cause I'm really curious: You're a boy, right? Why do you keep making female characters?

The simplest answer is "why not?" Many people see in-game characters - chosen or created - as a representation of the person themselves. Other than avatars and Miis, I don't see it this way. The character I play in the game is their own "existence" with their own journey to go on. I'm just going along for the ride with them.

I could go on and list a dozen or so reasons why I gravitate towards this, but it's ultimately irrelevant. "Gender" is becoming somewhat ambiguous and it's been that way for as long as games had character creation. As long as someone isn't posing as the opposite gender for indecent reasons (as is the case with MMOs), I find no fault in it. I assume everyone on the other end of the screen is a dog until shown otherwise.
 
The male characters aren't exactly good looking imho. The female characters can look absolutely stunning, but the males seem to be either "humungo beefcake" or "kawaii bishi husbando" and nothing in between. Probably why so many male players are going Exo as well. I'd kill for a facial hair option for male characters.

If one person collects the spinmetal leaves or chest, there's a timed window where other players can collect the same item. When time expires, it despawns. After a set amount of time, the item will eventually respawn (except for unique chests).
Unique chests? I've only seen two types of chests. Silver (regular-looking) and black/green with Fallen styling.
 
By the way, with females there is more freedom in how you want to look. For historical and cultural reasons, women are encouraged to look pretty and sometimes even be creative in how they want to achieve that goal.
I can definitely understand this. I will say it's probably a lot more fun to accessorize as a girl. Softer skin, rounded features, less hair, boobs, and more interesting body shapes (hourglass figure) make designing outfits for a woman a lot more intriguing.
 
I wanted to wait until the alpha ended to do a writeup, just in case they surprise-added anything else as they've done in the past (like the Reach beta's playlist rollout). Turns out it was fairly static but that's to be expected from such a short-run test. It is pretty obvious to me why they have had trouble explaining what this game is, now that I've put some time into it. It's so many things wrapped up into one and sort of defies explanation until you play it.

I ended up playing a little over 20 hours of the alpha, and for the limited amount of content there was, it's impressive that I didn't ever really feel like I was reaching to find new things to do. I had all three classes up to level 8, though only my Titan was really properly geared with full greens in the end. For whatever reason, that was the class that ended up fitting both my playstyle and aesthetic preferences the most, so it was definitely where I wanted to spend the most time - the lift ability in particular I think outclasses both of the others, especially once you start down the upgrade path. More height than the double jump (and likely the triple jump), and it can act as a slightly truncated hover if you use your lateral momentum properly.

Speaking of gear, I really appreciate how Bungie has handled their itemization. It's apparent that there is some level of randomization when they generate stats, but it's also obvious that they have a very structured system for tiering that gear. A green Chroma Vow at this level is always going to be in this range of stats for armor and the attached Discipline/Intellect/Strength modifier is going to be in this range. It makes it easy just from the name and color to tell whether or not something is likely to be an upgrade to what you have equipped. The same philosophy sort of applies to weapons, though they have their own separate tiers of damage that don't appear to be procedural (i.e., a top tier rifle is always going to be 96 base damage for the alpha). With weapons, this essentially ends up meaning that you don't wind up with a lot of marginal upgrades. When something is better, it usually clearly outclasses what you've got since it'll be in a higher damage tier. That's something that I always hated about Borderlands - there was so much gear that was just slightly better than the thing I just found that I never really developed an attachment to anything I had until the end of the game. With Destiny, it's obvious that they're trying to combat that with the gear skill trees, which is something that seems pretty cool, though I'm curious how many affixes high-tier gear will end up having.

I spent most of my time in the PvE environments - exploring the sections of Old Russia that were available and repeating the Strike (more on the latter to follow). It was actually pretty surprising how compact the zones were once you explored everything. Perhaps some of that is due to racing through some of them trying to avoid level 20 enemy fire (which prevented me from seeing the nooks and crannies), but the area map from orbit makes it look much larger than it actually is. I don't think this is a bad thing, necessarily - I would rather have several smaller, more smartly designed areas than a giant mediocre wasteland, and I could tell from the sightlines in the environment design that the old Bungie mission designers had put their mark on this world just as they would have a traditional campaign level in the past. The interconnected nature of the world, where you enter a building in one zone not knowing where it will lead, and end up arriving at a very familiar place, led to some very Dark Souls-esque "oh shit, I'm back here" moments - I distinctly remember letting out an audible "Oh, wow..." when I realized the Forgotten Coast/The Grottos Hive tunnel lead back into the Refinery from the Devil's Lair strike. Moments like that add a lot to the experience, and make the world feel just a little bit more like a place that could exist.

If you look at them as encouragement to explore, the beacon missions work reasonably well at pushing players into new areas. However, standing on their own, they're fairly unimaginative. Unfortunately, it doesn't seem like they're "smart" in that they don't recognize that you just came from say, the Mothyards and probably don't want a mission leading you directly back through the Skywatch towards it as you're just retreading ground over and over. Having said that, I'm not really sure how you could create mini-objectives like that that stay fresh over time. I think the objective markers for the beacons telling you what kind of mission they are (via a smart little piece of graphic design) is a good first step, though - I was able to tell by the end which missions were going to take me somewhere I wasn't interested in going if they had the Ghost icon or the compass, and ended up just doing the "Kill X number of enemies" or "Gather X amount of materials" missions once I figured that out since it meant I could go anywhere I like and still make progress.

I do wonder how they determine public event timing in Explore mode on the back end. Often, it would generate an event when I was the only person around, making it tough to complete it when I wasn't on my well-geared characters - while my Titan can and did solo the Noble Devil Walker event (with a whopping 3 seconds to go until it expired), my Warlock never would have been able to do that just by virtue of not having proper gear. I sort of wish there was a way to force the events if you're in a group, so you don't have to wait around to complete the bounties that require event completion. I guess that would probably take away from the magic of it, though.

The Strike was easily my favorite portion of the alpha. While Bungie's campaigns have always been really strong, they were often (by virtue of needing to fit linearly into a larger game in terms of story and pacing) padded out with sections that weren't built to suit gameplay, and were necessary for atmosphere or walk-and-talk story exposition (something like the opening section of Reach's Winter Contingency that had no combat, or the Cortana bits in Halo 3). Distilling those missions down to a string of well-built encounters topped with a boss ends up making for a much more replayable experience (and I say that having replayed the Halo campaigns dozens of times) - none of the cruft remains. You still get down time in between encounters, as you wind your way through the complex, but you're taking everything at your own pace. If you want to blaze through it as fast as possible, nothing's going to stop you from doing so. By the end, it was taking what felt like less than 20 minutes to go through on Brave, start to end.

Encounters feel like classic Bungie style, where an enemy is holed up somewhere and you come into assault them. These kinds of encounters end up working really well, but the bits where you stay in an area end up falling a little flatter. In some ways that's always been the case - the defense segments in Halo were never really as great as the missions in enemy territory, and part of that is because it takes away from the active, puzzly nature of combat and makes it a little more passive and pot-shot-y. One of the sticking points is the way enemies spawn into the interior environments. I understand the need to obscure the spawn points, and to have a good, reliable way to get new fodder into the encounter, but the smoke doors are not a wonderful solution. They're often located in really strategically important locations (like the side room in the Sepiks Prime fight), where a player is going to be holed up for safety...and then a big group of enemies pops out of that smoke door with no warning and wipes you out immediately. It's not really a satisfying death, just sort of annoying. Adding a visual indicator to the door (like a klaxon light over the door that lights up when a spawn is incoming) would go a very long way to make those sections feel "fair." Otherwise, I had a really great time with the encounters. The AI feels reactive and predictable in just the right way (much like the Covenant was), and the gunplay is far more satisfying than I was expecting out of a loot-driven shooter.

I saw a lot of talk about bullet sponge bosses, but in the end, I think they're tuned well for replayability and coordinated groups. I think part of it is that the strike is so early in the game that you haven't really gotten comfortable with your gear, so you're taking on bosses with something that might not be right for you, but by the end the devil walkers and Sepiks were going down in a flash (and like I mentioned, I soloed the Devil Walker public event in just under 5 minutes - with 2 other people taking care of adds and adding damage, it would have melted). It's a tough balance to strike - do you tune it for a new player going in with randoms or for the group of 3 in a party with good gear? I can't say I envy Bungie's position with that one.

So, PvP. I...well, it needs work. I don't think the global character philosophy is really working. Part of what made Halo maps strong were the conscious choices of weapons-on-map that the designer made. Not every map should have a shotgun. Not every map should have a sniper. As it turns out, not every map should have 12 shotguns or 12 snipers, because it turns into a total disaster. Special ammo is not scarce enough to make that mechanic matter. I think the heavy ammo spawns work reasonably well, though I would prefer they were full weapon drops as well just to give the designers more flow control. You could allow carryover of primary, armor, and skills, and end up with the same "feel" of having your character matter without the negative effects of people starting with fully loaded shotguns, or someone not having a rocket launcher just because the game hasn't dropped one for them and being at a disadvantage. I think I had a whole two games with a negative K/D spread, but it's not really satisfying. Having a global character was a neat idea, but it ends up feeling like a string of deaths isn't the player's fault, but a result of the game's rules being busted - it's not really working. Unfortunately, neither are the vehicles. The Interceptor is absurdly powerful - a sort-of-rapid fire, faster, smaller Wraith? Why? It's fun to use, but certainly not fun to fight against. With the Wraith, you could dodge the first shot and have enough time to get away. Not so much here - and without having set heavy weapons spawn on the map, you might just not be equipped to ever take one out on foot. I just don't know what purpose it serves that merits its existence. On a lighter note, I really like the gametype design. Mixing 3 Plots with Slayer results in a really nice balance of objective play and murdering, where both are rewarded really well. Excited to see the other gametypes.

This is longer than I intended it to be. I'll just end with saying that I'm very impressed with the PvE in the game. It's smart and fun in all the ways a Bungie shooter should be, with a few rough bits. I think the PvP has a lot of potential, but it's just not there yet. If they level things out a bit and try to strike more of a balance between character progression and arena gameplay, it could be a really cool thing. I'm really looking forward to the beta.
 
I can definitely understand this. I will say it's probably a lot more fun to accessorize as a girl. Softer skin, rounded features, less hair, boobs, and more interesting body shapes (hourglass figure) make designing outfits for a woman a lot more intriguing.

Precisely. Also, for very long time, men were supposed to work, pray or go to war. That didn't leave much time to experiment with clothing or hair. And they weren't told to look attractive to find a husband (or please their current one)
 
This is longer than I intended it to be. I'll just end with saying that I'm very impressed with the PvE in the game. It's smart and fun in all the ways a Bungie shooter should be, with a few rough bits. I think the PvP has a lot of potential, but it's just not there yet. If they level things out a bit and try to strike more of a balance between character progression and arena gameplay, it could be a really cool thing. I'm really looking forward to the beta.
Glad to hear you liked it, Havoc! And excellent writeup as always.
 
Ah, yep. I guess I got a string of weak sounding/looking weapons for a bit there. Feedback seems to be decent for the most part.

I do wish they went to some lengths to make it not look and move like Halo, though. Ah, well. If it ain't broke, don't fix it, I guess.
 
How do I join DestinyGAF?

I really hope this bad boy is still up and running by the time I get home. I'm having more fun with this game than I ever thought I would
 
Anybody know what this is about or if its new? Looks like something to be unwrapped!

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I tried to make a humanoid male and I could not find a single hair style that would look good for him. I gave up and made an Exo instead.

All of the male hairstyles look like joke shop wigs. Seriously.

I just put a female hairstyle and bright red lipstick on the beefiest looking face I could find.

Problem solved!
 
Playing with Raishin, we be tearing it up lol.

Got footage of me riding on top of his tank with me shooting, was badass. Will share it later.
 
Not saying it does, just curious as to why. I never play as a male if given the choice.

I mostly play as a woman in games. My first Skyrim character? Female. Ditto for Oblivion and Morrowind. My Halo 3 Spartan was female, as was my Reach Spartan. And in Destiny I'm playing a black woman with purple dreadlocks and a female Exo with colorful dot paint on her forehead..

When I play, I prefer to play as someone as far from me as possible. It's one of the reasons I'm invested in better representation in video games, because it allows me to play the way I want to.
 
I'll typically play as a female given the choice, but if the tools are there to make a cool looking male character then I'll go with that. Often that's not the case.

All of the male hairstyles look like joke shop wigs. Seriously.
This, they're ridiculous. I really like the look of the awoken, but I couldn't find a single hairstyle that I liked, so I ended up with bald [blue] space marine. If it doesn't change for the final release, one of my characters will almost certainly be an awoken lady.
 
As there are different spaceships to buy I wonder if there will be any space combat. Or are they purely cosmetic.

you can buy different ships but they are at the moment purely cosmetic and only something you see in loading screens and when you go into orbit. There is no space combat confirmed, but I wouldn't be surprised if there will be.
 
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