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Destiny House of Wolves will Have no New Raid

Takes around 10 mins on reset day to get a raid going - I know that´s a lot to ask...

This is said a lot but it hasn't been my experience with DGAF at all. Got home from work yesterday (a reset day) at around 7:00 p.m. and I went on DGAF asking for someone to do the night falls. Waited about 15 minutes, no friend requests, no invite, no replies to my post. Eventually I went back to lfg'ing on the app, which can result in anything from screaming kids to people that are speaking a language other than English. It sucks, but it's the only way I've been able to get those missions done without begging.

Maybe it's bad luck, but I haven't had any success getting a group together for raids or nightfall with DGAF at all.
 
That looks like a multiplayer match, so it wouldn't even matter.

I don't even recognize the map.

Doesn't make his point false. Destiny has pretty skyboxes that just tease you about possibilities what you could have gotten to see and explore, but explorable bubbles are small and not very complex.

They get very dull rather fast.
 
Doesn't make his point false. Destiny has pretty skyboxes that just tease you about possibilities what you could have gotten to see and explore, but explorable bubbles are small and not very complex.

They get very dull rather fast.

I don't understand getting upset about good skyboxes.
 
This is said a lot but it hasn't been my experience with DGAF at all. Got home from work yesterday (a reset day) at around 7:00 p.m. and I went on DGAF asking for someone to do the night falls. Waited about 15 minutes, no friend requests, no invite, no replies to my post. Eventually I went back to lfg'ing on the app, which can result in anything from screaming kids to people that are speaking a language other than English. It sucks, but it's the only way I've been able to get those missions done without begging.

Maybe it's bad luck, but I haven't had any success getting a group together for raids or nightfall with DGAF at all.

I agree with you. Sometimes putting a raid together on dgaf can be a hassle. But its so much fun and such a breeze when it finally happens. But in my experience it could be a quick thing (10 mins) to get something going or much, much longer. been raiding with dgaf since VoG when game launched too.
 
I'm with you. I love the game, but there is so much lost potential when it comes to the "open world" aspect. They need VIP's that give good loot and can be anywhere...sans marker over their head. They need good chests (not just 2 mats and 13 glimmer) off the beaten path and in hard to reach places. So much opportunity for some great FPS platforming. And put some stuff in the connecting corridors as well.
Totally agree. I hope Comet really delivers with stuff like this, bringing life to otherwise boring and dead-ish worlds. I want to scavenge the land for good loot, not just garbage that I have to grind to get mats for low level characters.

Even it were for "special" materials that the Gunsmith is making me get to re-roll the stats on a Scout Rifle, at least it would be a goal to achieve.
 
How wide does an area have to be to not be called a corridor?

Worlds bubbles connected through corridors design is okey, I just personally wish bubbles were tad larger and more complex in design.

I don't understand getting upset about good skyboxes.

I'm not upset about pretty skybox art, I'm just upset about how talked scope of Destiny never ended up into the final product. I guess it's the price you have to pay when dragging ancient last-gen along for a ride.
 
This is said a lot but it hasn't been my experience with DGAF at all. Got home from work yesterday (a reset day) at around 7:00 p.m. and I went on DGAF asking for someone to do the night falls. Waited about 15 minutes, no friend requests, no invite, no replies to my post. Eventually I went back to lfg'ing on the app, which can result in anything from screaming kids to people that are speaking a language other than English. It sucks, but it's the only way I've been able to get those missions done without begging.

Maybe it's bad luck, but I haven't had any success getting a group together for raids or nightfall with DGAF at all.

Same. I really hate it when DGAF dismisses my experience because it didn't match theirs.

Finding groups took time for me, especially as an X1 player (DGAF seemed to be about 80% PS4). It sometimes took 30 minutes to find a group, using GAF and LFG/reddit, sometimes it took 10-15.

Compounding the problem, I would get people to join my group, only to find they didn't have a mic, or that they themselves didn't feel like waiting to find the rest of the group. So at the 15 minute mark, a random drops out because it's taking too long, which means we have to wait even longer to find someone to replace THAT player.

The funny thing is, after 15-20 minutes of waiting, we'd be so desperate to just fucking play that we'd really go with any random player we could find...which is exactly what raid matchmaking would do.

But hey, Father Bungie knows best, right?

How wide does an area have to be to not be called a corridor?

For me, the problem isn't just that the game is largely corridor design. Corridor/linear shooters aren't inherently bad.

Destiny, however, takes the minimum viable product route. There is nothing to do in these wider spaces. What's the point of a wide open area if a) exploration yields nothing but mats (which appear in known locations) and the occasional decent chest reward, and b) the area isn't utilized to make the experience more interesting or dynamic?
 
This is said a lot but it hasn't been my experience with DGAF at all. Got home from work yesterday (a reset day) at around 7:00 p.m. and I went on DGAF asking for someone to do the night falls. Waited about 15 minutes, no friend requests, no invite, no replies to my post. Eventually I went back to lfg'ing on the app, which can result in anything from screaming kids to people that are speaking a language other than English. It sucks, but it's the only way I've been able to get those missions done without begging.

Maybe it's bad luck, but I haven't had any success getting a group together for raids or nightfall with DGAF at all.

There are always raid sign ups. Always. Even on the page you posted your NF request.

If you just want to knock out the NFs, the best way to do it is to make a post on destinylfg and say that you are running NF and anyone can send you a friend request to join you. You'll get about 20 to 30 requests in 5 minutes.
 
Worlds bubbles connected through corridors design is okey, I just personally wish bubbles were tad larger and more complex in design.

Bungie has come right out and told us during one of their ride alongs that the size of the patrol areas was limited by PS360 constraints.
 
How wide does an area have to be to not be called a corridor?
The point is that the open space just acts as a funnel to the next open space. Go anywhere in Destiny and look around. There is always a place that you can see that is basically the next "room". It's not an open world game. If you play Fallout or GTA, you can see the difference immediately.
 
The point is that the open space just acts as a funnel to the next open space. Go anywhere in Destiny and look around. There is always a place that you can see that is basically the next "room". It's not an open world game. If you play Fallout or GTA, you can see the difference immediately.

I never said that it´s an open world game, but it´s no straight corridor shooter either.
 
As far as the complaints about raids/nightfalls/weeklies: I know I'm going to come off sounding like a jerk, and I apologize in advance, but...is it really that hard to just, you know, make friends? Was I looking the other way when that became a lost art or something?

I don't even play Destiny all that terribly much and I have picked up at least a half dozen people on my friends list without ever putting any effort into it that I don't even really know, just for purposes of running end-game content. This is in addition to my regular crew of about 10 people who I game with regularly.

Seems to me that anyone who genuinely wants to play the endgame content shouldn't have much trouble building a roster of regulars on their friends list if they're willing to put some effort into it. IDK- maybe I'm wrong and I'm just being a prick for even bringing this up?
 
No, this isn't what I meant. I am saying that if you look for VoG groups, you don't find competent teams that compare to DestinyGAF etc. You don't find teams that can beat Hard Crota in less than 2 hours even if you are swordbearer, without some luck. And even then, if you don't have a Gjallahorn or you don't show up as LV32, people won't invite you. I know what to say on LFG to get people to invite me in a second, but so many people I have played with don't. They say they have never finished Hard Crota final boss but have done everything else because a full team of 6 on LFG, without people who leave or show up with decents rockets are scarce now. When the next DLC hits, there will be even less people playing Hard Crota.

My arguments aren't really for matchmaking, but illustration exactly why using LFG to find 5 others to do the Raids is impractical. Those who make do don't have any argument for it being good. It's terrible and people have to find a way through it. Bungie didn't make NeoGAF or LFG.net -- they left you with the tower.
Matchmaking would be even worse than your experiences there, is the main point I'm making. Part of me wonders if you think I'm confused as to why people want matchmaking. I'm not, I know why, it just would end in tears / rage.

Floodgates? Tell me, what happens when you host on LFG and a trash player enters your team? Usually if it is Normal Crota idgaf, I let them die and go ahead, but if this was Hard Crota boss? I'd kick. It's the same. Unless what you are saying is that LFG is too difficult for the bad players to use. Very elitist and Destiny isn't even a very challenging game as it is. They make it unaccessible to the vast majority of players. My brother is pretty equal skilled at the game as me but he really cba using something like LFG to find a team, that makes the game shite for him. As I mentioned, these Raids don't even require teamwork with the 6 players, it's just numbers so Crota goes down without 3 people shooting Heavy Synth filled Gallys etc.
A lot of your posts are just proving my point. Can you kick now in matchmaking strikes if incompetents join? And yes, the Bridge does require teamwork as a quick example (because you can't assume exploits / bugs when planning these).
This happens anyway. Unless you know that MANY LFG teams don't actually finish the Raid, which is why there are so many CPs lying around.

The idea that matchmaking, making more people realise that the Raid is actually too hard for their teams or them making people hate Destiny vs. not having to play them at all is insane.

And it would happen. Despite the fails you've encountered through LFG, matchmaking would make those fails worse.
 
The point is that the open space just acts as a funnel to the next open space. Go anywhere in Destiny and look around. There is always a place that you can see that is basically the next "room". It's not an open world game. If you play Fallout or GTA, you can see the difference immediately.

The argument was not about whether it was an open world game; I don't see anyone making that claim. But nor is it a hallway shooter; the missions are linear, but offer a lot of ways to tackle most encounters, depending on build and load out. Very Halo-esque in this sense.
 
I know I'm going to come off sounding like a jerk, and I apologize in advance, but...is it really that hard to just, you know, make friends? Was I looking the other way when that became a lost art or something?

I don't even play Destiny all that terribly much and I have picked up at least a dozen people on my friends list without ever putting any effort into it that I don't even really know, just for purposes of running end-game content. This is in addition to my regular crew of about 10 people who I game with regularly.

Seems to me that anyone who genuinely wants to play the endgame content shouldn't have much trouble building a roster of regulars on their friends list if they're willing to put some effort into it. IDK- maybe I'm wrong and I'm just being a prick for even bringing this up?

For both raids, I had a weekly group that would complete each raid and the nightfalls, weeklies, etc. Same guys, week in, week out. So, I get what you're saying. I also get that, while other alternatives exist, e.g., making friends and forming your own weekly groups, that doesn't mean that there shouldn't be improved social structure in the game itself (e.g., a proper clan system) or a matchmaking feature that people can use if they so choose.
 
People who think Raid Matchmaking wouldn't be a frustrating cluster fuck have never played the raid.


If any of you have GTAV try and go into Heist matchmaking. Its an abysmal experience. And heists are MUCH easier and less demanding than raids.
 
Just some interesting trophy statistic facts as of today, not trying to argue a point just making an observation:

  • 3.8% more players have completed a raid those who have fully upgraded an exotic weapon.
  • 0.7% more players have fully upgraded a legendary weapon than those who have completed a raid.
  • As for PvP regulars, 16% of players have earned the maximum weekly Crucible marks at one point in time but 3.7% more players have completed a raid.
  • Only 31.3% of players have obtained and equipped a piece of exotic gear
  • 13.3% of players have completed a raid on hard difficulty
 
People who think Raid Matchmaking wouldn't be a frustrating cluster fuck have never played the raid.


If any of you have GTAV try and go into Heist matchmaking. Its an abysmal experience. And heists are MUCH easier and less demanding than raids.

But it would be optional, so, even if true (and I don't think it would be because the raids are pretty easy), if you think it's a clusterfuck, then you don't have to use the matchmaking and can make a raid team some other way.

Just some interesting trophy statistic facts as of today, not trying to argue a point just making an observation:

  • 3.8% more players have completed a raid those who have fully upgraded an exotic weapon.
  • 0.7% more players have fully upgraded a legendary weapon than those who have completed a raid.
  • As for PvP regulars, 16% of players have earned the maximum weekly Crucible marks at one point in time but 3.7% more players have completed a raid.
  • Only 31.3% of players have obtained and equipped a piece of exotic gear
  • 13.3% of players have completed a raid on hard difficulty

I would give a million dollars if people could stop quoting trophy statistics. They are so misleading for about a billion reasons.
 
The argument was not about whether it was an open world game; I don't see anyone making that claim. But nor is it a hallway shooter; the missions are linear, but offer a lot of ways to tackle most encounters, depending on build and load out. Very Halo-esque in this sense.

The argument was actually that the rest of the game should teach you the mechanics of the raid instead of just being a straight corridor shooter. The level design may not literally be a corridor but it is a linear straight shooter that funnels you from point A to B throughout the story. Bungie made no attempt at all to introduce raid mechanics into the game, making it easier for MM naysayers to dismiss MM as it's "too hard" for the general public.
 
For both raids, I had a weekly group that would complete each raid and the nightfalls, weeklies, etc. Same guys, week in, week out. So, I get what you're saying. I also get that, while other alternatives exist, e.g., making friends and forming your own weekly groups, that doesn't mean that there shouldn't be improved social structure in the game itself (e.g., a proper clan system) or a matchmaking feature that people can use if they so choose.

Yes- I want to be clear that I absolutely agree that Bungie needs to improve the social structure in the game itself, not just for organizing with regard to end-game content runs, but also for the general wellbeing of the game.
 
I would give a million dollars if people could stop quoting trophy statistics. They are so misleading for about a billion reasons.

Do you have PayPal? :)

Nah but really, I agree, they can be misleading. There have been a lot of them quoted in this thread that are incorrect/old and I just wanted to post some updated ones. As I said above I'm not using it as a basis for arguing one point over the other, just an observation.
 
Do you have PayPal? :)

Nah but really, I agree, they can be misleading. There have been a lot of them quoted in this thread that are incorrect/old and I just wanted to post some updated ones. As I said above I'm not using it as a basis for arguing one point over the other, just an observation.

I wish we had solid numbers based on people who are currently playing, or maybe who have put at least 50 hours into the game. I want to know how many people are in a position to raid, but can't/don't for whatever reason. I have 2 real life friends who fall into that bucket, but they can't mostly for time reasons.
 
I wish we had solid numbers based on people who are currently playing, or maybe who have put at least 50 hours into the game. I want to know how many people are in a position to raid, but can't/don't for whatever reason. I have 2 real life friends who fall into that bucket, but they can't mostly for time reasons.

Could be possible to pull those statistics from a site like destinytracker or destinystats, would be interesting to see one of them crunch those numbers. That would give us an idea of the entire playerbase across current+last gen platforms.
 
For both raids, I had a weekly group that would complete each raid and the nightfalls, weeklies, etc. Same guys, week in, week out. So, I get what you're saying. I also get that, while other alternatives exist, e.g., making friends and forming your own weekly groups, that doesn't mean that there shouldn't be improved social structure in the game itself (e.g., a proper clan system) or a matchmaking feature that people can use if they so choose.
There needs to be an LFG community board in the Tower, period. Put it right next to the Bounty board, or utilize the other pointless vendors, don't care which. You'd be able to choose the following:

  • Normal Vault of Glass
  • Hard Vault of Glass
  • Normal Crota's End
  • Hard Crota's end
  • Nightfall

once the hopper is full for a particular event, you'll be notified that your team is ready. Head back to the board/vendor too see your group, and collectively be queued up for your raid or nightfall.

At the very least you're already grouped by relative location in the Tower, so connection shouldn't be an issue.

Maybe there could be a "join in" feature, for groups that have lost a player but are continuing on regardless.
 
The argument was actually that the rest of the game should teach you the mechanics of the raid instead of just being a straight corridor shooter. The level design may not literally be a corridor but it is a linear straight shooter that funnels you from point A to B throughout the story. Bungie made no attempt at all to introduce raid mechanics into the game, making it easier for MM naysayers to dismiss MM as it's "too hard" for the general public.

People complain about MMOs not teaching you raid mechanics outside of raids too. The issue is how exactly do you "teach" raid mechanics? You can just do the raid and learn the mechanics of the raid while actually doing it. I never understood this complaint in WoW or other MMOs either, the raid is there and so are it's mechanics, if you want to learn the mechanics, get some guys together and go learn them.

Now the argument becomes, I want to learn the mechanics without dying over and over, if so then I hope you never play Bloodborne or a Souls game.
 
Battle arena sounds like horde mode which is interesting because every frickin mission in Destiny was a serious of successive horde mode rounds.

I've been wanting to get back into Destiny but over-priced DLCs and nothing "new and exciting" is keeping me away.
 
People complain about MMOs not teaching you raid mechanics outside of raids too. The issue is how exactly do you "teach" raid mechanics? You can just do the raid and learn the mechanics of the raid while actually doing it. I never understood this complaint in WoW or other MMOs either, the raid is there and so are it's mechanics, if you want to learn the mechanics, get some guys together and go learn them.

Now the argument becomes, I want to learn the mechanics without dying over and over, if so then I hope you never play Bloodborne or a Souls game.

Regarding learning the mechanics: thats the most enjoyable part, for me. I loved the intentional obscurity of the Destiny raids. They tell you what your objective is, but not how you should complete it. Figuring it out and just discussing strategies with the team was highly enjoyable. It's that part of the experience that I look forward to the most when a new Raid is on its way.
 
People complain about MMOs not teaching you raid mechanics outside of raids too. The issue is how exactly do you "teach" raid mechanics? You can just do the raid and learn the mechanics of the raid while actually doing it. I never understood this complaint in WoW or other MMOs either, the raid is there and so are it's mechanics, if you want to learn the mechanics, get some guys together and go learn them.

Now the argument becomes, I want to learn the mechanics without dying over and over, if so then I hope you never play Bloodborne or a Souls game.

Funny you'd say that really, sat here playing DS2 right now ;) Why would you hope I never play it though? My problem with the raid having unseen mechanics isn't because I was dying loads, It's because others on here complain of shit team mates that'd be plentiful on matchmaking. My solution is Bungie design the game better and introduce those interesting mechanics into the corridor shooter campaign. It really wouldn't hurt to liven it up a bit with something other than shooting right?

Who's to say other MMO developers couldn't do the same, it'd prepare people for raids better.
 
Guess I must have dreamt playing VoG all those times. Silly me.

Listen I can appreciate people wanting an option. Maybe one that unlocks after a certain number of raid clears. But preventing virgin or even amateur raiders from being able to just jump in whenever was a good call by Bungie. You sometimes run into idiots on LFG sites. Or those assholes that are only there for the Templar drop and Gorgon chest and then leave... But matchmaking would have a hell of a lot more of those types of people


I think everyone that wants to seriously raid should just check out an LFG site. Or that 100 site. Both are VERY good and VERY easy and mostly guarantee you will get someone with a mic at least.


EDIT: I think the best course of action is a built in LFG feature. Maybe a place in the tower you go and can activate an icon above your name LFG: Crota LFG VoG etc
 
Funny you'd say that really, sat here playing DS2 right now ;) Why would you hope I never play it though? My problem with the raid having unseen mechanics isn't because I was dying loads, It's because others on here complain of shit team mates that'd be plentiful on matchmaking. My solution is Bungie design the game better and introduce those interesting mechanics into the corridor shooter campaign. It really wouldn't hurt to liven it up a bit with something other than shooting right?

Who's to say other MMO developers couldn't do the same, it'd prepare people for raids better.

Because the mechannics of raids are predicated upon killing you if you screw up in MMOs. And you can't "teach" that while also removing the killing you part otherwise people will just facetank everything and ignore the mechanics and not learn anything anyways. That's how it works in MMOs and that's how it would work in Destiny.

The reason that Souls and Bloodborne works is that they kill you if you screw up throughout the game. That's not possible in a game like Destiny or MMOs because everyone would just quit. In other words the problem with "teaching" raid mechanics isn't necessarily with introducing the mechanics outside the raid, it's that if you don't kill the player for screwing a mechanic up they'll just be lazy and ignore the mechanic and brute force the encounter until they win.

There is well over a decade of experience in this matter in designing MMOs, that's why Blizzard doesn't really give a fuck anymore when they introduce new content in WoW. It's either faceroll easy, or raids. And now you know why.
 
Listen I can appreciate people wanting an option. Maybe one that unlocks after a certain number of raid clears. But preventing virgin or even amateur raiders from being able to just jump in whenever was a good call by Bungie. You sometimes run into idiots on LFG sites. Or those assholes that are only there for the Templar drop and Gorgon chest and then leave... But matchmaking would have a hell of a lot more of those types of people


I think everyone that wants to seriously raid should just check out an LFG site. Or that 100 site. Both are VERY good and VERY easy and mostly guarantee you will get someone with a mic at least.

I can definitely understand why they did not include a matchmaking feature for the Raids, especially with how basic the MM is right now. I do think that matchmaking could work well if it was executed properly. The game has knowledge if you have a mic plugged in or not, and it does have the knowledge of your gear level and your raid completion statistics. I think it could benefit greatly from intelligently pairing a few experienced players with those who aren't. Taking into account the player rating system would be an important factor here in determining "friendly" players who would be good players to have on your team. Nothing's perfect and you will always get some bad apples, but it would be a start.

Destiny did recently add more player rating options didn't they? Maybe they are preparing for something like this. It could work well but it would have to be more advanced and intelligent matchmaking than the current system we have in place right now.
 
Listen I can appreciate people wanting an option. Maybe one that unlocks after a certain number of raid clears. But preventing virgin or even amateur raiders from being able to just jump in whenever was a good call by Bungie. You sometimes run into idiots on LFG sites. Or those assholes that are only there for the Templar drop and Gorgon chest and then leave... But matchmaking would have a hell of a lot more of those types of people


I think everyone that wants to seriously raid should just check out an LFG site. Or that 100 site. Both are VERY good and VERY easy and mostly guarantee you will get someone with a mic at least.

FWIW, I have never advocated just copy/pasting the Nightfall/Weekly matchmaking into the Raid--it's way too simple. I think Raid matchmaking would need its own set of options/filters/barriers. "Mic required" "Raid completed X number of times" "X amount of time carrying relic", etc. Even seeing how many times a player has passed a certain section of the raid would be good to see.

Even with LFG, reddit, GAF, etc., I'd get people who had no mic, had never completed the raid, had never carried the relic, etc. LFG/reddit/GAF don't magically solve the problems of the raid--there was almost always discussion of strategy, explaining things to players, etc.

I think I played VoG once, maybe twice, where everyone was experienced and knew what to do, and we beat it in about 50 minutes. Half the team was randoms from reddit.
 
Matchmaking would be even worse than your experiences there, is the main point I'm making. Part of me wonders if you think I'm confused as to why people want matchmaking. I'm not, I know why, it just would end in tears / rage.


A lot of your posts are just proving my point. Can you kick now in matchmaking strikes if incompetents join? And yes, the Bridge does require teamwork as a quick example (because you can't assume exploits / bugs when planning these).


And it would happen. Despite the fails you've encountered through LFG, matchmaking would make those fails worse.

Since my implication isn't getting to you...

I am talking about this topic in regards to the new DLC being a better choice for Destiny. As Raids without matchmaking is a terrible design, and with matchmaking it is still terrible (though at least you would get to play).

Including optional matchmaking doesn't solve Destiny's issues. Having a 3 person mission decide the best items however, does.
 
There needs to be an LFG community board in the Tower, period. Put it right next to the Bounty board, or utilize the other pointless vendors, don't care which. You'd be able to choose the following:

  • Normal Vault of Glass
  • Hard Vault of Glass
  • Normal Crota's End
  • Hard Crota's end
  • Nightfall

once the hopper is full for a particular event, you'll be notified that your team is ready. Head back to the board/vendor too see your group, and collectively be queued up for your raid or nightfall.

At the very least you're already grouped by relative location in the Tower, so connection shouldn't be an issue.

Maybe there could be a "join in" feature, for groups that have lost a player but are continuing on regardless.

This is exactly what I want. It just makes so much sense.
 
Bungie has come right out and told us during one of their ride alongs that the size of the patrol areas was limited by PS360 constraints.

That's rather odd considering up until release Bungie acted like you could go anywhere in the game world. "You see that are in the distance you can go there". First level In the game same as the video and it's a straight corridor you can't even leave the path.
 
The argument was not about whether it was an open world game; I don't see anyone making that claim. But nor is it a hallway shooter; the missions are linear, but offer a lot of ways to tackle most encounters, depending on build and load out. Very Halo-esque in this sense.

Destiny combat is definitely similar to Halo combat. The difference is that Destiny is missing all the large scale battles, vehicles, set pieces that really helped make the combat fun and varied. Destiny combat is the same thing over and over and over
 
That's rather odd considering up until release Bungie acted like you could go anywhere in the game world. "You see that are in the distance you can go there". First level In the game same as the video and it's a straight corridor you can't even leave the path.

That's a bit hyperbolic. One Bungie employee said something like that once as far as I recall and it wasn't "right up until release" and TBH I don't even fully remember the context of their statement or what they were pointing at...

The game had both an alpha and a beta so players could have had more of an idea of what they were buying including the size of the environments than most other games.
 
Bungie has come right out and told us during one of their ride alongs that the size of the patrol areas was limited by PS360 constraints.

It's kinda disappointing to think about how much last-gen hardware limitations affected the scope of the game when we compare it to early video previews and developer commentary. In the most recent patch notes Bungie said they had to remove the gear comparison on PS3/360 while in the vault because of the vault expansion's impact on memory usage. I'm still not sure why they just didn't paginate the vault instead...

If anyone's not familiar, the PS3/360 have a grand total of 512MB of ram to work with while current-gen is 8GB. That's gotta be a pretty annoying restriction as a programmer in this day and age, and it definitely affects the game design choices. I'm not justifying all of the game design choices here, but it's a real issue.
 
Just some interesting trophy statistic facts as of today, not trying to argue a point just making an observation:

  • 3.8% more players have completed a raid those who have fully upgraded an exotic weapon.
  • 0.7% more players have fully upgraded a legendary weapon than those who have completed a raid.
  • As for PvP regulars, 16% of players have earned the maximum weekly Crucible marks at one point in time but 3.7% more players have completed a raid.
  • Only 31.3% of players have obtained and equipped a piece of exotic gear
  • 13.3% of players have completed a raid on hard difficulty

So more players on PSN trophies completed a raid on hard difficulty than completed UC2 on hard difficulty... What does that tell us?
 
That's a bit hyperbolic. One Bungie employee said something like that once as far as I recall and it wasn't "right up until release" and TBH I don't even fully remember the context of their statement or what they were pointing at...

The game had both an alpha and a beta so players could have had more of an idea of what they were buying including the size of the environments than most other games.

I think there were two instances where a Bungie rep indicated it was a huge game. Pretty sure the ol "you see that in the distance? you can go there" came up, and there was a more specific example where a Bungie rep was giving a walkthrough in Old Russia and was talking about how huge the world was. He looked across a chasm to a broken bridge and tossed a grenade across it, saying that you'll be able to go there. I think there was some tricky wordplay, as it was almost a "maybe in the future you can go there".

So more players on PSN trophies completed a raid on hard difficulty than completed UC2 on hard difficulty... What does that tell us?

Not much, since it's hard (impossible?) to gauge how long any of those players had played Destiny.
 
The argument was actually that the rest of the game should teach you the mechanics of the raid instead of just being a straight corridor shooter. The level design may not literally be a corridor but it is a linear straight shooter that funnels you from point A to B throughout the story. Bungie made no attempt at all to introduce raid mechanics into the game, making it easier for MM naysayers to dismiss MM as it's "too hard" for the general public.

Explain to me how the raid mechanics could be learned in single player story mode.
 
That's a bit hyperbolic. One Bungie employee said something like that once as far as I recall and it wasn't "right up until release" and TBH I don't even fully remember the context of their statement or what they were pointing at...

The game had both an alpha and a beta so players could have had more of an idea of what they were buying including the size of the environments than most other games.

You aren't telling me anything I don't already know. I probably spent a good 10-15 hrs in the beta to bad that was like half the game basicly.

Destiny is not even close to open world. I like many others in the beta thought it was a small fraction of the content so I purchased the game.

I got my money's worth I just wish the game was designed better. No one has answerd my question yet. would it be worth it to pick up this new dlc if I skipped the last one?
 
So more players on PSN trophies completed a raid on hard difficulty than completed UC2 on hard difficulty... What does that tell us?

Well, realistically I'm not really sure I can deduce much from that comparison since the UC2 campaign is a whole lot more time consuming than a raid (and it can't be cheesed/skipped to my knowledge :D), but personally, trophy statistics valid or not, I feel like raids are a very important part of Destiny; especially to those players who have played long enough to reach the end-game.

It's very easy for me to see why people are frustrated/disappointed at the news of no raid, and it's hard to picture the Arena offering a similar experience to what people might have been expecting.
 
You aren't telling me anything I don't already know. I probably spent a good 10-15 hrs in the beta to bad that was like half the game basicly.

Destiny is not even close to open world. I like many others in the beta thought it was a small fraction of the content so I purchased the game.

I got my money's worth I just wish the game was designed better. No one has answerd my question yet. would it be worth it to pick up this new dlc if I skipped the last one?

The beta was 1/4-1/5th of the game counting raids and all content. Saying half just makes you sound like you're pushing an agenda.
 
Explain to me how the raid mechanics could be learned in single player story mode.

To be fair, I think they could have previewed the detain shields and the relic during the story mode. Just like they gave us a feel for the weight of darkness and the sword during story/patrol for CE.

I don't think that would make VoG any easier, or require less communication, because communication is the real raid game mechanic that has to be learned.
 
If the price was $10 for the season pass I might bite. I never even bought the first expansion. Too pricey. I did like the game though. Beat the raid a few times. Never got to 30 though, stuck at 29.
 
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