Devs should consider unwritten rules
The basic unwritten rules of MMO’s
• Open world play is a trainer for instances, with loot to help in instances.
• Instance play is an orchestrated trainer for Raids with loot to help in raids.
• Raids are orchestrated, a unique experience requiring teamwork, experience, and skill. The loot allows for more successful raid completions.
So we really need to set the expectations of what the Summit really is.
Typically game mechanics are progressively introduced as above, with minor overlaps in instances.
An instance in Division is a mission. With experienced players the completion of a mission can be a symphony of sorts, a completed mission with efficiency such as the league time runs are an example, there is some satisfaction in doing these with precision, even with increased difficulty levels, then add the pain of directives. The options of these types of runs could be endless if the devs want to take the time. At the end of a mission why couldn’t you receive a bonus item of a certain level if you complete the instance in a certain time period?
So what is The Summit? Adding a 100 story Kenley College is a waste of time. Unfortunately we will get The Summit pretty close to what we see in the PTS, with variables being changed and added loot for incentive. All this loot can be obtained everywhere else with the exception of 1 item and just like Kenley once you get it why go through it again.
The devs have to understand that defending imaginary circles, or getting in imaginary circles really isn’t that fun. It is overdone.
What else is overdone is blinding the user. If the NPC AI of hiding behind a pole or cable hanging from the ceiling isn’t enough now let’s make it so you cant see anything. Do we get heat sensing goggles or scopes?
So what is The Summit devs?
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