I haven't seen that video yet. I need to check it out, Datto makes solid stuff.Idk, watching that Datto video going aggressive and running to enemies seemed to work well.
The other two people with him are rarely ever around him too.
I like having hand crafted arenas, but having randomized enemy waves could be cool.So disappointed with the PoE stream. I'll give it a shot, because I already paid for it. But my expectations are rock bottom. I wouldve killed for it to be something similar to D3's Rifts. Just randomized, hard dungeons with some new bosses and loot drops off the bosses. Oh well, if I don't like it I'll be out til house of wolves eventual raid comes.
Most of Halo's lore is buried away in novels, comic books, and hidden terminals. I don't know why it's so shocking to people that Bungie bungled the lore in Destiny as well. The actual game story is only marginally better-told in the Halo series.
How hard is it to do Diablo 3 styled Rifts? This looks like hot dog doo doo.
prior to halo 4, i didn't need to read any of the external media to know what the games were about. they were self-contained and simple enough to comprehend. even when it was poorly written, it made sense and it was there.
destiny's story isn't. random shit happens randomly for the sake of happening and then we're on another side of the solar system doing something for someone for some reason unbeknownst to us.
none of it makes sense until you read grimoire.
Too Human did loot dismantling the best!!Or at least add a "dismantle all green / blue items" option in the inventory.
destiny's story isn't. random shit happens randomly for the sake of happening and then we're on another side of the solar system doing something for someone for some reason unbeknownst to us.
I think there are individual missions that don't make a great deal of sense or fit in with a broader narrative, but I think the general thrust of the story gets across. You see moon monsters on Earth so you go to the Moon. Some lady on the moon tells you to check out Venus because you did such a good job killing moon monsters. The are evil robots on the Venus, some lady tells you that you need to go to the evil robot headquarters. You kill a gate lord to get access to the robot HQ, and then go to Mars since the Cabal equipment there is necessary to charge the gate lord head and open the portal to robot-world. You go to robot world and kill their bizarre leader by shooting at statutes that come to life.
There's 1001 unanswered questions about the Destiny world and its inhabitants, but the actual plot is mostly Halo-ish. It's an adventure in the stars where you use a very thinly developed player character to kill aliens in some pretty locales.
"[]FakeWalterHenry [score hidden] 38 minutes agoNeat!
Yeah, in both gameplay and story, Destiny's campaign is far inferior to Halo.I agree with Zoba though. Halo was linear and very easy to follow. Plus, there were various game events liketowards the end. In Destiny's campaign you just do the same old crap. Watch dinklebot open a door. Horde mode. Next mission. Maybe you'll get a cutscene. Then back to the grindy campaign.when my friend and I had to drive fast in a jeep to escape the burning ship
There's just no exciting ingame events. I can understand not having a story. Cause I have no clue what happened in Bloodborne's campaign really. My friend had to explain that one. Of course in Bloodborne the gameplay and bosses are absolutely stunning
Destiny's bosses.... pure bullet sponges. Raid boss fights are very good though in a different sort of way but at least those engage your mind
I agree with Zoba though. Halo was linear and very easy to follow. Plus, there were various game events liketowards the end. In Destiny's campaign you just do the same old crap. Watch dinklebot open a door. Horde mode. Next mission. Maybe you'll get a cutscene. Then back to the grindy campaign.when my friend and I had to drive fast in a jeep to escape the burning ship
There's just no exciting ingame events. I can understand not having a story. Cause I have no clue what happened in Bloodborne's campaign really. My friend had to explain that one. Of course in Bloodborne the gameplay and bosses are absolutely stunning
Destiny's bosses.... pure bullet sponges. Raid boss fights are very good though in a different sort of way but at least those engage your mind
So are you able to play each hard tier and get rewards, or is it play one hard tier mode for rewards per week? I guess it could be a situation where they present the prizes like the weekly strikes; the hardest difficulty has all rewards while each lower tier only has a certain portion of the total rewards allotted.
Yeah, I think that's why Destiny ended being so disappointing to me. I expected much more from Bungie.mhmm that's another thing. there are no set pieces, dynamic levels or otherwise breaks in the formula for the story or strike missions. it's literally the same shit copy pasta'd or reskinned.
if this was a no-name studio, people wouldn't even have bothered. but this kind of watered down mission design from bungie is truly puzzling. even the back tracking halo levels had more variety than destiny's missions.
I am glad to see that Etheric Light is a guaranteed drop from at least 2 Weekly activities. I was worried that progression might be completely tied to RNG.
Any word if the Nightfall is guaranteed to give Light as well?
That was my take.So, you could run 28 unlimited times, and beat 32, 34 and 35 once a week each.
Just a guess.
yea the main story arc has a beginning middle and end, but i find the motivation behind everything to be very poorly written.
it's an adventure only in the sense that they need to get players from one planet to the next. you're told all this horrible stuff will happen, but it's never shown and never really hinted at. it's there for the sake of being there.
You've got a lot of good points, but I still think hand crafted levels are more interesting. That's how Dota can get by with just one map: it's designed to complement the action. Randomized maps aren't necessarily trash and I'd be okay with them as an option, but they're no replacement for designed maps.Reasons why Rifts are incredibly well done in Diablo 3:
1. Huge number of varied locations to play over and over.
2. Huge number of varied enemies to fight against over and over.
3. Randomized maps layouts makes it feel slightly different each time you play.
4. Culminates into a boss fight at the end with a guaranteed legendary drop from the boss (very generous with its rewards in general).
5. Large number of difficulty levels to attempt with greater rewards in each difficulty mode.
6. Drop in/Drop out 4 Player Co-Op.
7. Scales so that you can play by yourself
Instead we get a low number of maps/same four enemy types and a bunch of modifiers.
Good work Bungie.
So everything's largely the same aside from your super/grenade and maybe your jump but it's a different build. Okay.
You've got a lot of good points, but I still think hand crafted levels are more interesting. That's how Dota can get by with just one map: it's designed to complement the action. Randomized maps aren't necessarily trash and I'd be okay with them as an option, but they're no replacement for designed maps.
Sortof. Strikes and missions don't have dynamic spawning. Not that I've seen much of any details on how much variety there is to the spawning in these arenas, but after playing strikes and missions enough times the only surprises are when players fuck up, and that's because every last enemy position has been memorized. These arenas at least mix things up.The thing is, we already have an option for designed maps. Story missions, raids and strikes accomplish this goal. The purpose of Prison of Elders should have been to create an infinitely replayable mode that offers great incentive to keep coming back to the game.
The thing is, we already have an option for designed maps. Story missions, raids and strikes accomplish this goal. The purpose of Prison of Elders should have been to create an infinitely replayable mode that offers great incentive to keep coming back to the game.
Anyone got a YouTube link of the stream?
The thing is, we already have an option for designed maps. Story missions, raids and strikes accomplish this goal. The purpose of Prison of Elders should have been to create an infinitely replayable mode that offers great incentive to keep coming back to the game.
I forgot to mention this but another strength of rifts is that it keeps the player continuously moving throughout the map, exploring new areas and progressing forward as a team. Prison of Elders has you hunker down in a small arena location and fight wave after wave of enemies.
New art assets, procedurally generated rooms, random enemy placements/objectives and a high emphasis on rewards would have made this mode a winner. But that obviously is way too much work for Bungie.
The incentive to keep coming back is the loot. Take that out of Diablo and see how much of an incentive randomized maps really are.
It probably has less to do with how much work it would take and more to do with the design philosophy for the game. I'm sure if they wanted to dump randomly generated maps into the game, they could build the tools to do so. They clearly think a hand crafted approach is better. Personally I shudder at the thought of a generated arena mode for Destiny.
They settled for "highly replayable" with well defined ways to adjust the game, vs. theoretically "infinitely replayable" and also rebuilding their entire tool set along the way.
How hard is it to do Diablo 3 styled Rifts? This looks like hot dog doo doo.
Reasons why Rifts are incredibly well done in Diablo 3:
1. Huge number of varied locations to play over and over.
2. Huge number of varied enemies to fight against over and over.
3. Randomized maps layouts makes it feel slightly different each time you play.
4. Culminates into a boss fight at the end with a guaranteed legendary drop from the boss (very generous with its rewards in general).
5. Large number of difficulty levels to attempt with greater rewards in each difficulty mode.
6. Drop in/Drop out 4 Player Co-Op.
7. Scales so that you can play by yourself
Instead we get a low number of maps/same four enemy types and a bunch of modifiers.
Good work Bungie.
Such a meaningless list, the games are not at all comparable from a world building stand point as far as assets. Diablo 3's map count is actually not that varied in the rifts, and a lot of them are flat out bad with long walkways ending in dead ends.
Destiny would be great with randomized enemy spawns in strikes and stuff, but the comparison just isn't that great past that.
Warframe handles the randomly generated stages just fine, why can't Destiny?Such a meaningless list, the games are not at all comparable from a world building stand point as far as assets. Diablo 3's map count is actually not that varied in the rifts, and a lot of them are flat out bad with long walkways ending in dead ends.
Destiny would be great with randomized enemy spawns in strikes and stuff, but the comparison just isn't that great past that.
How have we gotten two "expansions" and zero new enemy types or weapon types or planets?
We got exploding shanks
And uh, armored shanks