Luke Smith recently released a three-part director's cut; a reflection of the last 6 months of Destiny 2: Forsaken. Luke Smith is the Game Director at Bungie. Luke Smith expressed the faults in the current state of Destiny and solutions and plans to overcome them. An unprecedented, level of transparency to a vocal community. The Destiny community got access to his vision for Destiny and his plans to move Destiny forward. It's interesting. The Division's community needs this level of transparency. We need something from leadership because this community is beyond frustrated with the lack of communication of plans to address the core issues in the game. What are your plans to address Loot, RNG, End-game RPG, etc? We know you guys are prioritizing these issues and another ETF is on the horizon. What about the Dark Zone and we were promised a SOTG from Redstorm to talk about PvP. Well, that didn't happen and there is still no response about the clan vendor giving out the best gear in the game for being in a low level clan that encourages clan hopping. Despite the complaints across social media, Reddit, youtube, and this forum. Step up on your community management. Give us hope and give us a reason to not give up on you. Below are links to all three parts of the director's cut. It's a long read but it speaks volumes.
Part 1:
https://www.bungie.net/en/News/Article/48058
Part 2:
https://www.bungie.net/en/News/Article/48064
Part 3:
https://www.bungie.net/en/News/Article/48072
P:S I'm becoming a Bungie fanboy because they are doing right by their community.
Iv'e read a lot of it if not all and I picked out something that is relevant to all games of this type including Div 2 ergo the paragraphs below this and the bold especially.
The Pursuit of Power: Increasing Player Agency
We’d like the act of chasing Power and stats for your build to be something you have a bit more agency over. Not a full-blown “play whatever you want all the time”—because that means people just find the most efficient thing, rather than dipping their toes into a bunch of different activities—but certainly less restrictive than it’s been in the past.
We’ve also had a long-standing challenge in Destiny of making XP matter, and that feels like a real growth opportunity for us to dig into something we’ve wanted to look at for a while.
This section discusses Power and the changes coming to it this Fall.
Part I: Powerful Sources, Primes, and the World
Like I mentioned in Part I, the number of powerful sources in Destiny 2 ballooned during the annual pass. We’re curating down the sources in Shadowkeep. Our target is to get the number of powerful sources closer to Forsaken-launch levels. In Forsaken, as you over-leveled an activity (meaning your Power gets higher than the activity), the activity’s rewards would become less valuable (the inverse was also true for being under-leveled). In Shadowkeep, we’ve changed that. Instead, the system will advertise a consistent expected powerful reward, regardless of your Power relative to it.
World Drops
As far as contributing to your Power level, world drops often feel like a waste. To get away from that, we’ve made some changes that allow these drops to help players progress beyond the soft cap. World drops in Shadowkeep will have a chance to drop at a player’s current Power level.
Here’s an example: A player has an overall Power level of 912. Gloves are their lowest slot at 906. A player might open a Legendary engram and receive 912 gloves (an increase of 6 Power).
We’re making this change because we feel like the world Legendaries are a little undervalued at the moment. This isn’t some grand accelerant for Power progression, but rather a little quality-of-life experiment to reward your free-roaming adventures or random Legendary-activity drops.
Now compare that level of transparency to this response.
Just smh.Gear acquisition in general and the Endgame RPG, alongside the inventory management, are the top priorities for the next update.
You can see Luke smith's passion for Destiny in his writing. I would love to read something from Terry Spier about the flaws of PvP and the dark zones in TD2. His vision, his solutions and plans to overcome these issues surrounding the DZ and PvP. I think the community will be very understanding if we get a breakdown of how they are addressing these issues.
I think part of the issue is their player base is larger then their vision. Like in TD, their vision was all about the DZ and players ganking other players. They ignored those that wasn't in the DZ and their response was if you don't like the DZ then this isn't the game for you. They never advertised that they had a narrow vision of what they expected the players to do. In TD2, it seems more guided by PvE and Raids. They don't want to say if you aren't part of that you can leave now and thanks for the money. Instead if they are silent and just let their fans fight it out, they'll reward the winner in the next sequel and they aren't taking sides, they are just following their vision. They hear what they want to hear and ignore what they don't.
Not to mention they didn't communicatie at all until they got out of Activision. Before that it was zero, nada, zilch. But that's of course conveniently 'forgotten' in this topic because people want to push a narrative.Originally Posted by riffgod Go to original post
Not saying that communication couldn't be better but to compare TD2 to D2 when D2 had zero endgame at launch, didn't communicatie anything and then hold them as some kind of gold standard is just rediculous.
The thing is that you don't need to wait 6 months or over a year to have good communication; that's something that you can have even before a game releases.Originally Posted by riffgod Go to original post