Kor of Memory
Member
So I've had some time to soak up the information and I want to say I understand where a lot of people are coming from not feeling like this is a proper sequel. I mean, it obviously is a sequel in the classic sense. It's the next iteration of the old game with bigger and better content. It doesn't get more sequelly than that.
However, there are several design decision that seem confusing. And in typical Bungie fashion, it seems like everytime time they take a step forward, they have to take two steps back. I'll tell you what I mean:
So it's no secret that a lot of the progression systems in Destiny 1 felt archaic the moment they launched. We had Levels, Light Levels, Weapon XP/nodes, Armor XP/nodes, and a spattering of other things to progress with. On top of that we had several currencies. Glimmber, Tokens, Armor Parts, Weapon parts, shard and cores.
It was a mess. Now, thankfully Taken King fixes a lot of that, but some of it is still around, and it still doesn't make sense for it to exist. For instance, we're now starting over with levels. But the level system isn't necessary. It serves no purpose. The Light system is the true player progression system. All Level seems to do is lock you out of specific missions/strikes in the early game.
The Level system simply shouldn't be there. The XP system can stay, but honestly, I'd rather the game award me subclass nodes for completing a mission with an item instead of random XP intervals.
The Strength, Intellect, and Spirit system are the same tier system which makes no sense. Why does a level 3 glove with +20 int put me at a Tier 2 when a level 20 glove with +85 int only give me a Tier 3? Why can't armor simply give +1 or +3 points into Strenght? Why does it have to be some random number that doesn't really matter. My character is exactly the same if I have 165 strength or 189 strength because it's the same tier. That's bad design.
We've also see the weapons in the game still have these nasty uninformative stat bars. Why? Not to mention the terrible upgrade node system. I'm sorry, but I don't like it. I'd rather have two different guns that simply have different stats, than two different guns that can be spec'd so that they're exactly the same. What's even the point of the latter? It's bad design.
Don't get me wrong. I still look forward to seeing the new enemies and environments because Bungie games just feel good to play. But for a long time now, it feels like there are multiple people designing a slightly different game, and we're left with a goulash to play with.
Personally, I think the best thing they could have done, is tie subclass advancement to specific patrol activities. Like, you want that next node that gives you a fancy super attack? Well, find this "lost region" in the such and such quadrant of the EDZ for a quest item that will unlock it.
In short, it really feels like they could have trimmed a lot of fat still.
However, there are several design decision that seem confusing. And in typical Bungie fashion, it seems like everytime time they take a step forward, they have to take two steps back. I'll tell you what I mean:
So it's no secret that a lot of the progression systems in Destiny 1 felt archaic the moment they launched. We had Levels, Light Levels, Weapon XP/nodes, Armor XP/nodes, and a spattering of other things to progress with. On top of that we had several currencies. Glimmber, Tokens, Armor Parts, Weapon parts, shard and cores.
It was a mess. Now, thankfully Taken King fixes a lot of that, but some of it is still around, and it still doesn't make sense for it to exist. For instance, we're now starting over with levels. But the level system isn't necessary. It serves no purpose. The Light system is the true player progression system. All Level seems to do is lock you out of specific missions/strikes in the early game.
The Level system simply shouldn't be there. The XP system can stay, but honestly, I'd rather the game award me subclass nodes for completing a mission with an item instead of random XP intervals.
The Strength, Intellect, and Spirit system are the same tier system which makes no sense. Why does a level 3 glove with +20 int put me at a Tier 2 when a level 20 glove with +85 int only give me a Tier 3? Why can't armor simply give +1 or +3 points into Strenght? Why does it have to be some random number that doesn't really matter. My character is exactly the same if I have 165 strength or 189 strength because it's the same tier. That's bad design.
We've also see the weapons in the game still have these nasty uninformative stat bars. Why? Not to mention the terrible upgrade node system. I'm sorry, but I don't like it. I'd rather have two different guns that simply have different stats, than two different guns that can be spec'd so that they're exactly the same. What's even the point of the latter? It's bad design.
Don't get me wrong. I still look forward to seeing the new enemies and environments because Bungie games just feel good to play. But for a long time now, it feels like there are multiple people designing a slightly different game, and we're left with a goulash to play with.
Personally, I think the best thing they could have done, is tie subclass advancement to specific patrol activities. Like, you want that next node that gives you a fancy super attack? Well, find this "lost region" in the such and such quadrant of the EDZ for a quest item that will unlock it.
In short, it really feels like they could have trimmed a lot of fat still.