I played a lot more of the open beta than the closed and I think it has sold me on keeping my pre-order. I'm way more an action kind of guy than an RPG kind of guy I'd say in the third person shooter space, particularly with regards to multiplayer, but I think I can get into this. How much I don't know but enough I think to justify taking a risk and purchasing day one against my usual habits for all but a small number of favourite franchises.
I quite liked the PvE, solo and co-op. The slower cover based approach fits the less than entirely convincing gunplay and character control. The AI is reasonably interesting, it's not smart but at least it is creative and isn't either stuck in either a predefined position or have wholly predictable path finding. The bullet sponge thing is different to me as a non-RPG player but I don't find it overly frustrating or distracting from the concept. Whether this will remain true after x number of hours, I don't know!
The scaling for groups, particularly in the hard version of the first mission, offered a reasonable challenge. The RPG aspect of the game with the myriad of stat altering weapon and gear giving me the opportunity to change the amount of challenge at a fairly granular level is also pretty cool and will add significant replayability for me.
The only RPG based question I still ask myself is just how much will I care about getting the best gear/stats? This question is only pertinent really though due to the way the DZ plays out in the beta where gear trumps level and even skill by a significant margin. I don't really understand why the PvP area is zoned based on PvE level? It seems a little contrary. I can deal with it for now as the difference between 5000 DPS/5000 effective health and 3000 DPS/3000 effective health is something that can be overcome but I'm curious, having never played a PvP game that is by design unbalanced, just how substantial this difference could be in the final "level [presumably PvE] 30" darkzone?
Personally I love the dark zone conceptually. One or two items I extracted genuinely felt like they had a story behind them in the manner touted at the original Destiny reveal. I picked up a bobble hat in a drop in a fight with some level nine AI bads in the open multi-storey building with the indoor climbing wall type thing inside. The fight itself was enough of a challenge but when I left I was set upon by a group of four already rogue agents, I dodged, I weaved, I took down one but I was ultimately always going to lose. Respawning I thought "I am getting that damn bobble hat back" and went hunting. After some tailing I eventually took it back with a sneak attack at an extraction point where they'd just hit a competent twosome, taken a bunch of damage and were rushing to extract their stolen dark zone shizzle. Have it. No-one fucks with a hat of mine.
The core get loot, don't get double crossed, try to extract, don't get double crossed/ambushed gameplay loop is pretty satisfying but I personally think it would be more satisfying in a gear levelled environment. I want it to test my skill and planning not the amount of hours I've got the good fortune to spend grinding.
All of that said, I don't think the beta is a fair test of the dark zone mechanics full stop as the area is so limited in size and thus densely placked with players/bereft of already harvested AI. Lump that in with the "there is nothing to lose" attitude inherent in a time limited beta and it all becomes a little more hectic than I suspect the final game will be.
The naturally faster more complex dynamics of the kind of PvP fights that I was getting involved in also highlighted that not all TPS games [running at 30fps on consoles] can feel as good to move around and fight in as something like Max Payne 3. For me that is a shame for the PvP side, given the potential importance it holds, despite the different focus in the PvE/single player game.
I look forward to giving it a more extended play in March and hope it lives up to at least some of the potential it has.