So..
First, I'll start with what I believe would most improve the Destiny experience.
To me, weapons shouldn't have a light/power level.
Only armour should.
To be blunt, I'm tired of being required to re-level every gun I have, with the release of every new season, dlc, or expansion.
..and as a result, often being limited to one or two guns until I do.
If I've worked hard for it, I should be able to use it without restriction or depreciation.
Full stop.
That should be common sense though.
Making us re-level, reacquire, or watch the guns we've already grinded immensely for expire, is not only unfair but a great example as to how people get burned out in a game they actually love.
For more on this particular subject, I have a dedicated personal blog that can be found here:
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Second, please remove restrictions on what guns can be reacquired.
(Note: the link above also explains how this can be accomplished)
Third, REWORK THE WEAPONS
Equip each legendary weapon with a talored, viewable inventory tree, that lists all available perks in the game.
Acquiring a weapon will unlock whatever perks it randomly drops with, though all others within the tree will be and remain greyed out until found.
Continuing to farm for this particular weapon, will provide the freedom to choose between a predetermined number of available perks from that tree.
Unlocking all perks will come with a bonus, in addition to being able to more appropriately alter and personalize your character's arsenal load-out capabilities.
(Note: This is also discussed in the above link)
Edit #1:
To add to my 'Rework the Weapons' concept..
Once ALL perks/traits have been acquired on a specific weapon, as a bonus, unlock the ability to CRAFT every perk in its available pool, and freely toggle between them as desired.
Note: you'll still only be able to select the same number of traits as normal.
Each one will just become available for enhancement as a reward for gun completion.
Edit #2:
- Rework the weapons leveling clarification.
If you have just acquired a specific weapon you'll need to infuse it to the current max. power cap.
Which does affect character leveling.
Once maxed however, the power will disappear from view (automatically interpreted by the game as fully leveled) and this specific version of the weapon will no longer need to be infused.
When another season or expansion begins, this particular weapon will remain without a displayed power level as the maximum level will be indefinitely implied (even if that gun is deleted and reacquired).
Leveling will be permanent and account based, so this progress is shared across all classes.
Edit #3:
Although I do realize crafting has now been implemented, and to a degree has indirectly addressed this topic somewhat..
I still believe the grind is entirely too much and far to expensive.
Crafting is also fairly limited and not available for all guns within Destiny 2.
As a result, I also believe my concept is still easily the better overall solution.
If crafting is something you DO enjoy, please keep in mind that it can still be used as a way to infuse enhanced perks.
Edit #4:
In 'The Edge of Fate' and 'Renegades' crafting is not as prevalent, and although I don't necessarily agree with this change (as crafting was somewhat interesting and useful), I still stand behind MY concept as the better overall system.
One that SHOULD become the future standard in Destiny 2 going forward.
..but what do you think?
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Moving on..
(Strap in! — We're going for a looong ride!)
Note:
I have tried to group/categorize/organize these bullet-points as best as possible but the fact is, I've been randomly adding ideas for some time now, consequently making much of this list appear random.
Below you will find some BIG concepts, and a lot of smaller quality of life ideas as well.
It is extensive and time consuming, but if you're patient and objective I'm quite sure you will find this blog both intriguing, and informative.
Please enjoy!
The List Continues:
- Tharsis Cantina
1. This is a Star Wars themed area, so add a competitive card game for us to play.
In the game Star Wars Outlaws, there's an activity called Saboc.
It's a poker style gambling game.
It's extremely fun and it could be used as a way for guardians to bet credits and earn rewards.
2. Add Holo-Chess boards like the one seen on the Millennium Falcon, and allow players to challenge one another to a game on one of numerous tables found throughout the outpost.
3. Within this social space, add more music.
Also add active bands, miscellaneous background entertainment, and people/creatures interacting and walking around.
4. Add even more items/weapons/gear to purchase in this area.
5. Create a battle pit and/or racing arenas that we can bet on and potentially acquire credits.
6. Allow us to swing light sabers in social spaces.
- Quest request
In the Sarlacc pit, create a quest that involves jumping into the mouth and entering the beast's belly.
Alternatively, if that's not possible or not an idea you wish to entertain, at least add an animation if/when falling into its mouth.
This would go well with another idea within this list that suggests adding different death animations.
- Ship turret
When missions end, there's an opportunity to use the guns on the ship for a bit of fun and/or to briefly assist fellow guardians. (VERY briefly)
I have an issue with this.
To me, the field-of-view is both limited and awkward.
So it definitely needs improvement.
My suggestion, is to move the view from above to below the ship AND give the turret a 360° range of motion.
What's the purpose for this feature at all if it's too limited to use effectively, and only used for mere moments at a time?
..and what's the point if the mission just ends after a few seconds, with or without all guardians aboard?
Well I have a suggestion for that as well.
Require ALL guardians to be aboard before a mission can end, and increase the amount of adds AND their aggressiveness once the first guardian is safely aboard.
At this point, the turret will be needed to assisted the players on the ground.
When the second guardian is safe, add another turret for him/her.
A different type of gun this time though.
Perhaps a missile launcher.
However, if the second or third guardian dies before boarding, whomever is alive must exit and pick up their teammate(s) so they're able to jump on the ship and end the mission.
Before it can end though..
A third turret will become available, and ALL players will then have to use their turrets to plow the field and secure their exit.
- I DO like the new vault design.
It should have been this way a LONG time ago!
I have a few gripes though.
(naturally 😉)
An option to filter by exotic/legendary etc. was either overlooked, forgotten, or ingored.
(or at least I don't see one)
Filters should also be listed vertically rather than horizontally.
So we're not scrolling all the way across the screen unnecessarily.
Especially on consoles because as far as I know, there still isn't an option to increase the speed of the selection cursor (mouse) on these devices.
..and if the ability to move the information pop-up around freely isn't going to be added any time soon (ex. with the right toggle stick in console) consider this..
So these splash screens aren't always blocking what we want to see in the background, add an empty space area where the mouse can be positioned/left that doesn't close out what we're hovering over, but allows us to clearly see the thumbnails that would normally be obstructed by info.
Sometimes we just need to see things at a glance.
Actually, do this for all menus.
Oh, and it would also be nice to be able to separate/organize weapons stored purely for infusion..
So they're not mixed with the rest.
Additionally, add the sorting options that were previously available.
Add them as a separate quick-select option.
This way those of us that are used to the old system can still benefit from its convenience.
This new vault is undeniably better, but there were a few good things about the old design, and that is one of them.
It was quick and simple.
If for some reason that's not an option, maybe just consider adding a personal preference setting that can be toggled with ease.
Many people are all about convenience, but that doesn't mean we're not also all about simplicity.
- Disassemble and swap armour/ornament components.
Break apart gear to merge specific parts of two or more pieces to create a new look.
For example, remove the fire from new Seraphim age helm (the one from Call to Arms, with the large flame), and place it on a different helmet.
- Separate dynamic shader effects so they can be added to another colour scheme.
I would love to have a dynamic effect from one shader, applied to a different colour.
- Add distance to specific collaborative emotes, or better yet, allow us to collaborate with ANY emote.
Also make collaboration a single press rather than holding the button.
Expand the distance needed to join emotes as well, and create emotes that require more space as they'll have a larger area of effect.
Maybe add a way to collaborate by simply aiming the reticle.
This way emoting can be achieved across distances.
Also, as said elsewhere in this list, consider using other games as a guide to know what emotes should look like (I recommend fortnite as that game's emote system and design is PHENOMENAL).
Regardless of how people feel about fortnite, one thing is undeniable.
The way they implement emotes is second to none.
From music, to relatable themes, to movement and flow..no other game even comes close.
They've set the bar.
So let's at least try to get closer to that standard.
While you're at it, add an emote wheel like fortnite, and add it to a dedicated button (ex. up on the d-pad on console) and allow us to manually add consumables to the other three buttons.
(This would be a good opportunity to consider bringing back ammo synthesis)
Also allow us to map these buttons as we see fit.
- Banner randomization
Create an option for us to randomize our unlocked personal banners, so it cycles through them each time we load into Destiny and/ir return to orbit.
- Regarding the changes to the exotic ornament section.
Ensure we can easily determine at a glance which ornaments are meant for the exotic currently equipped, and which are merely ornaments meant for others, but can be used on this particular piece of armour.
I realize that this information IS available by selecting each one and viewing their interbal info, but I would like to see some sort of thumbnail visual effect, or overplayed text so this can more easily and quickly be determined.
Either that or separate these ornaments entirely with tabs.
Also, as said elsewhere in this blog, allow us to apply ANY ornament to any gear, regardless if it's exotic or legendary.
I would really like to be able to apply the visuals of a full set, without having to sacrifice the use of an exotic.
- Solo ops/gm loadouts etc.
Personally, I would like to see the mission modification area simplified, or a cleaner "list" option made available, but at the very least I'd like to be able to save my settings so I don't have to keep applying modifiers/boons every time I change menus or missions.
Perhaps add dedicated loadouts in this area so our preferred set-up can be saved manually.
Either that or just automatically save our choices on EVERY available activity, and leave them that way until altered or reset.
- Add more colours to the Praxic Blade (light saber), and make the colours more vibrant.
Perhaps add a slider to manually adjust brightness and effects.
Also add these options:
1. The ability to manually change the outer glow of the light blade.
2. Style options/upgrades (ex. the shape of the light, jagged, smooth etc.)
3. More gradient colours and/or the ability to mix and match between any that are currently available/unlocked.
4. Add trail animations when throwing the sword.
(Make numerous animations available to us through factions and Eververse)
5. Different sword types (ex. dual wielding, double sided, cross guard etc.)
6. Add abilities to the light saber's colours (green=strand, blue=stasis red=solar etc.)
- Event ease
During events like The Dawning, where we are required to create a multitude of cookies etc., implement a system that is less tedious and slow.
Have the game ask us how many we'd like to create, rather than painstakingly making one at a time.
The same should apply to giving the cookies to each vendor, and receiving rewards as well.
If there's not enough space on our character, rewards should be sent to the post as a single engram with a number (unlimited) attached.
This way the post-master doesn't fill too quickly and push out rewards, invalidating our efforts and creating extreme frustration.
When collecting rewards, we can either receive them one-by-one, or all at once.
If character space is limited, then prior to accepting a warning should let us know the remaining items will be sent to the vault.
If the vault is full, we won't be able to receive them all at once, and will have to either make space or choose another option.
- light.gg
Add their real-time assessments into the game for simplicity and usefulness.
Upload their data under the existing weapon information, within each gun.
Also include their ranking system.
(D - S+)
Add each weapon's rank (that adjusts periodically according to alterations within the light.gg servers) right on the icon for ease and convenience.
- Rewards should not ever be hidden or locked behind a pay wall, OR a difficulty barrier.
Acquiring top tier gear should only be a more lengthy process on lower difficulties, but still available to all.
Striving to be better and skilled enough to tackle higher difficulties should merely be rewarded with higher drop rates; not exclusive items.
..and I'm saying this as someone that's more than capable of playing at the highest levels.
- Leveling should be based on armour only, and should be immediately applied to the loot pool according to the highest acquired piece of gear.
(regardless if it has been equipped yet or not.)
Edit: I do believe the latter has now been amended; however, I still think leveling power should only be related to armour stats.
- All currently owned gear (account wide) should automatically increase to level with any episode, season, or expansion that raises the light/power cap. Only NEW weapons and gear should require infusion.
Repeatedly leveling EVERYTHING we own is frustrating, wasteful, and ultimately..ridiculous.
- Each weapon or piece of armour should state precisely where it was acquired, directly on it and within its description.
I often forget and therefore find myself wondering where I've obtained some of my guns and gear, and would like a way to see this information at a glance, without having to remember the meaning of every little icon or symbol that represents a particular season or event etc.
This would also inevitably help with certain bounties and quests that require us to wear specific items.
- Allow us to use the intrinsic champion perks of exotic weapons, in addition to artifact champion mods.
It's very frustrating that we are hindered by what should most certainly be a benefit rather than an inconvenience.
- Ammunition when spawning.
Unless running a specific challenge, who would go into ANY battle unprepared?
Why would any guardian drop into enemy territory without bringing proper ammunition and ability reserves?
Allow us to start missions with our supers, grenades, class abilities and FULL ammunition.
We can beam down to the surface from our space ships like Star Trek, and materialize sparrows randomly and seemingly out of thin air, but for some reason we must acquire ammunition on the ground?
Illogical.
- Reset rewards to accommodate any rotating weekly changes, but allow us to retain our check-points indefinitely.
I only say this, because some teams are sadly not as fortunate as others.
Either their clans aren't as active as needed, or their friends are simply too casual to be reliable in the vast majority of available end game content..
Specifically newer, more difficult missions, quests, dungeons, and raids.
Even with the assistance of LFG services, and assuming the players found aren't toxic, the struggle to gather enough capable players to complete raids chronologically and in a reasonable amount of time, can be a near impossibility for some guardians, regardless of their skill level.
- Add informative text to map checkpoints.
This way we can be reminded of which encounter is currently held, without being required to begin and fly into the mission/dungeon/raid.
- Alters of Sorrow.
This is one of Destiny 2's best ongoing public areas.
It's an extremely fun, repeatable event (especially during the Hallowe'en Festival of the Lost), and we need more of it.
This is the sort of thing that should not only be expanded to multiple areas across the moon, but perhaps even thoughout Destiny's less populated planetary locations.
If similar hoard mode public events are created within Destiny 2, I can pretty much guarantee players won't be disappointed.
- Tier infusion.
Finding the perfect perks, and then needing to find them yet again in a higher tier, is frustrating and exhausting.
Although my "Rework the Weapons" concept at the beginning of this blog, is EASILY the better solution, Unstable Cores COULD have at least been a useful alternative.
Rather than removing Legendary Shards and replacing them with Legendary Shards 2.0
A.k.a. Unstable Cores
(only to remove them again later due to community backlash)
We could have just used them as a material to infuse tiers.
This way we could find the perfect rolls without worry.
- Allow us to receive items/rewards without needing a free space in the current character's inventory.
Although I firmly believe ALL item limits should be removed entirely, instead of losing certain items that don't go to the post when slots are full, let US decide where it goes instead.
(Vault, different character, convert to glimmer etc.)
When an item cannot be picked up due to space unavailability/inventory neglect/design flaw..
At least meet us half way, and implement an option to choose where these items should go, so our efforts won't feel as wasted if/when rewards are inevitably lost.
- Journey rankings should be accompanied by more appropriate rewards.
VISUAL rewards that extend beyond the tower and can be toggled so they don't interfere with modes like crucible, making you stand out like a sore thumb.
Also change the rank 11 icon in the menu to include a crown, or something more representative of top tier ststus than just a number.
Add something permanent and unmistakably dynamic and desirable to our character as well.
Sort-of like when you glow after ranking up, but just not so temporary and..gold.
Perhaps make your footsteps leave a fire print everywhere you go outside of social spaces, OR implement a colour effect to our gear like 'chroma' in D1, but as said, ensure it can be disabled for convenience.
Only give one piece of it for each level though.
For example..
Rank 6 = class item effect
Rank 7 = legs effect
Rank 8 = chest effect
Rank 9 = gauntlets effect
Rank 10 = helmet effect
Rank 11 = ghost effect + flaming footsteps (or equivalent)
The dynamic effect should also change each season, to something related to the current theme, and/or colours to represent our currently equipped sub-class.
Also, always show the highest achieved rank next to the current one.
What I mean is, have a large number representing your current rank, and a smaller number just below it and off to the side, that represents the highest journey number you've ever completed.
(obviously rank 11 won't require this, but all others will as long as you're lower than your highest achievement)
- Keep leveling journey.
Rather than repeating most of the same requirements each season, add new challenges beyond 11.
Keep increasing the numbers and their challenges.
- Based on the weapon crafting glitch.
(a.k.a - "the craftening")
I say, let us have our fun.
I get that what happened couldn't continue indefinitely (although part of me wishes it would), but perhaps we can meet somewhere in the middle.
Here's my suggestion:
Each month, the first weekend is 'incineration bonanza!'
Devise a system where anyone can temporarily cross ANY available perk in the game, with any gun they desire.
Allow players to craft impermanent weapons (without any material cost), that will be deleted at the end of the monthly three day event.
The numbers don't lie, Bungie.
People on average love when games break to their benefit.
So why not control it so we can ALL benefit from it mutually?
- Daily/weekly reset should only reset the Eververse stock and supply, and any miscellaneous vendor related content.
Check points/bounties, and seasonal progress etc. should ONLY reset when completed or abandoned.
- Solo dungeon runs (or any content really) should not require continuous play.
A check point should always be allowed as long as no one else enters the dungeon with you at any point on that particular character.
Occasionally people need to stop and do real life things, and they shouldn't EVER be penalized for their unavoidable responsibilities and circumstances.
That's undeniably unreasonable and unfair as far as I'm concerned.
Especially since the game remains so glitchy, and therefore getting booted to orbit still occurs much too frequently.
..and sometimes we can't even go to the bathroom without being kicked for inactivity. Which is another thing that should be immediately amended.
In a dungeon or raid, inactivity errors should be suspended or at least increased to a much longer duration.
So, in summary..
1. Allow check points to be used in solo runs, providing no other guardian steps foot in that specific content with you.
2. Reduce or remove inactivity removals in dungeons AND raids.
Neither one of these things will break the game or create any unfair advantages. It'll still be a solo run in every way that matters, and players will be happy to know that they can actually void without losing their progress.
If solo dungeon check-points are enabled in a way that doesn't interfere / invalidate any associated quests, triumphs, or titles, I'm certain there will be more players playing and attempting these solo runs.
At least until the weekly reset everyone should be permitted to acquire and retain their place when running ANY end-game content unassisted, to eliminate the reasonable fear and frustration found in such an unnecessary restriction.
As said, sometimes even the best players need a break, and SOMEtimes life happens and something unavoidable occurs.
Like the frequent server-side crashes and unknown errors that are far too likely these days.
Bottom line..
I see no reason this idea should ever be seen as a problem.
Hours of hard work shouldn't be lost just because of glitches or time constraints that are rarely preventable.
- Regarding the solo checkpoint idea above.
I was thinking..
Perhaps make the game acknowledge two separate points.
One that is dedicated to a solo run that doesn't actually affect regular checkpoints, and another that is only progressed when a team is present.
- Reload memory.
While reloading guns, add ammo gradually throughout the process.
This way if a reload in progress is cancelled or interrupted, some ammunition will have still been acquired.
Perhaps even resume the reload where it was, IF restarted within a specific amount of time.
- Add numeral information on or under an enemy's health bar.
Especially when it's a boss' health..
So we can see more than just a general visualization.
For those of us that are a bit more analytical and/or mathematical, this will be immensely useful.
- Allow guardians to see the health of an enemy/boss while down, waiting for revival, and spectating the remaining players.
Also allow unimpeded manual camera movement during this time.
This way we can assist one another during PvE content.
PvP modes can and should also utilize this feature; however, competitive modes should not as it could potentially create unfair advantages.
- Collectables in raids and dungeons etc. should remain visible after they've been acquired (via a faint outline at their locations)
This way we can assist fireteam members more easily, and while doing so ensure we've acquired them ourselves at a glance, without having to search through the titles and triumphs pages.
- Either provide a sorting option or separate, dedicated inventory areas that indicate which weapons and gear are from each raid, dungeon, exotic mission, event, dlc/expansion, and season/episode etc.
This way we don't need to remember every item and where they're from when looking to see how many red boxes remain, or if they've been acquired at all.
As it is it's extremely, unnecessarily convoluted, and therefore occasionally difficult to remember without personal reminders or some form of external assistance.
- Implement a quicker, more simplified and efficient way to view detailed information on all tasks, requirements, and rewards within quests, triumphs, seals, bounties, and seasonal tasks etc.
- Establish options to auto AND manually randomize skins on all gear, weapons, ghosts, ships, shaders, and sparrows.
(ex. Select a random load-out and/or appearance, OR set it to change automatically at each new location).
- Engrams.
Only being able to hold ten, is extremely inconvenient, especially with the inclusion of additional engram types and drop rates (Umbrals was a good example of this.).
A more useable, sustainable solution, would be to randomize rewards and use numbers to track how many of each type you've accumulated within your inventory.
- If we're not going to be permitted an ability to decript our own engrams with the assistance of our ghost, at least increase the number of capable vendors across the planets and social spaces.
Either that or give the existing vendors additional functionality.
..because as it is, it makes very little sense that no one else in the system can decript or trade for glimmer/materials etc.
Maybe the enemy should just kidnap Rahool, because apparently he's the most important character in the entire Destiny universe.
Aside from Bungie's apparent desire to control active play-time, I really don't get the purpose for this.
- If a cryptarch isn't going to be placed in each social space, and the ghost isn't able to learn to decrypt our engrams, perhaps consider removing engrams all together.
Make our awarded gear/weapons, drop directly without this highly unnecessary decryption step.
- Vendor engrams are often too frequent and too low to be worth keeping for most players that aren't considered "new light".
So aside from hoping for better rolled, under-leveled gear and weapons, or glimmer and materials..
To make general engrams more viable to regular AND veteran players, provide an option to trade in say ten standard or five powerful engrams, for a random drop at pinnacle level.
- Dropped engrams should always be immediately decripeted by our ghosts.
If there's no space available on our guardians when picking up rewards on the ground, then and only then should those items, weapons, and armour be encrypted and sent to the postmaster as an engram.
Multiple items in the post should then be separated by engram type, and the number of missed items in each type should be randomized and represented by a number value.
This way we're less likely to overflow our post-master after running seasonal events for example, that have a tendency to drop an excessive amount of loot.
Consumables and materials shouldn't need to be sent to the post at all, as inventory slots should NOT be limited to a specific number.
As listed in anther bullet-point within this blog..
the dedicated consumables section should have an unlimited slot available for every item in the game.
(whether or not we have any)
- Orb generation should be continuous and not so related to modifications or weapon traits etc.
Mods/perks should only be used to create and acquire EXTRA.
- Selected shaders and menu items should be highlighted much better when equipped.
It's often difficult to pin-point a specific one in the extensive lists we eventually, enveriably ascertain.
- Regarding emotes, shaders, and anything else that can be added to a favourites list..
Rather than pushing them to the front of the list, add them to an unlimited, separate, dedicated tab with an option to personalize its order.
Currently we unfortunately have a finite number of favourites that we can set on our accounts, and very few sorting options.
- Randomize transmat effects.
Include an option to perform a different animation every time we spawn.
- Custom melee animations
In addition to finishers, allow meele strike customization.
The potential here is extensive.
- Create or allow finishers to damage adds in proximity.
Thinking of this, for some reason I imagined a Mortal Kombat collaboration.
I picture a Raiden finisher pushing an add through through several others, either impacting them with an electrical field that stuns, or simply inflicts moderate health damage.
I also imagine an option to extend the length of the finisher.
(Use the condensed version, or a longer duration that could have both positive and negative effects.)
The potential here is extensive, and would certainly breathe new life into the desire to regularly finish opponents..
Especially when coupled with another idea I've added to this list, that proposes reducing or eliminating the damage taken while performing finishers.
- EVERYTHING we break down that provides a currency as a recompense for a lack of space or adequate menu system design, should provide more than just glimmer.
If a proper way to store and use weapons, gear, items, and equipment isn't going to be devised, at least give us cores or modules with EVERY dismantled legendary or exotic.
..and as said elsewhere in this list, always ensure there are zero limitations to the amount of each currency we can carry.
It's unbearably frustrating to not be rewarded for our efforts, and therefore technically penalized for actually playing the game.
- When changing an ornament, don't change the thumbnail icon.
This way we can more easily see what piece it ACTUALLY is at a glance.
- Allow us to use the perks of the exotic class armour on ALL subclasses instead of just Prismatic.
- Regarding the 2/4 piece Intrinsic armour set bonus.
Similar to my "Rework the Weapons" concept, as we acquire and unlock sets and set perks, allow us to manually combine the gear so those bonuses become available on a single piece of armour, or even a separate menu all together.
This way if desired, we can toggle between those bonuses as we see fit, without having to keep multiple sets in our inventory.
This is especially useful if we have acquired a particular set with a desirable distribution of stats.
..and even more so if another idea that I've listed in this blog is added.
The one where I suggest ALL stats should be combined according to what is currently being worn, so we can distribute them point-by-point as needed.
- Regarding ghost "armorer" mods.
Allow us to select something that's LESS likely to drop as well as something that is.
..or better yet, make these mods similar to the "general armour" mods on newer pieces of gear, that add one stat while reducing another.
Except these mods will add a specific drop potential while reducing something else.
(ex. +specialist armorer /-grenadier armorer)
- If there's an object adjacent to another object, or in close proximity to a guardian's ghost that's waiting for a revive, either provide a way to easily switch between them, or an option to set the priority.
- Ghosts and sparrows.
Every ghost shell we find should only be an ornament.
Every time you acquire a new ghost, it should simply become available in the ornament selection section.
This way we can maintain our preferred ghost appearance, without needing to level and hoard every shell we might want to eventually use, ultimiately, and unnecessarily wasting resources and precious server space.
Which also tends to detour us from a certain level of enjoyment, we would like to expect in a game we thought was centered around creative individuality.
In addition, ghosts should be leveled in the same way I've suggested guns should be leveled.
This way, eventually we won't need to change perks at all when we want to use them.
It'll be like the ghost is learning, and the payoff is that he'll increase his ability to have more perks upgraded and equipped simultaneously.
- The same principles should apply to ships and sparrows, but these two should have interchangeable visuals as well, such as trail animations and miscellaneous dynamics.
Allowing us to alter how our transportation looks as it takes off, is just another fun way for us to further individualize how we appear.
- In addition to giving our gost the ability to level up, which would add each perk to its permanent abilities without being limited to a few at a time..
Also allow the ghost to eventually gain the ability to decrypt engrams as well, rather than relying solely on Rhahool; the person that is oddly the only one currently capable of doing so within the ENTIRE system.
- Ghosts are a bit too small in my honest opinion.
..and any applied visuals don't have nearly enough area of effect.
So I suggest that their size is at least slightly enlarged, and dynamic ornaments are created with far more visual appeal, and the space that is affected by their dynamics is increased, and much more dramatic.
Maybe even consider allowing us to adjust these visuals manually (within reason of course).
- Ghost projections
Make them visible when guardians are down, AND when the ghost is the only thing seen in areas like the Verity encounter of the Salvation's Edge raid.
Further customizing our ghosts will increase differentiation, and improve our preferred visible originality.
In addition, please design more interesting projections, including some that are behind the ghost (like a highlight effect), or perhaps add dynamics, speech bubbles or text/phrases etc.
- Projection shaders?
1. Allow existing ghost projections to be altered via a shader.
Especially if the other bullet point in this list is implemented.
The one above that implies and suggests an upgrade/improvement to visuals, features, and capabilities.
2. Give the ghost the ability to project things directly onto walls.
(ex.. messages, images, videos etc.)
- Add several independent shader slots to gear, weapons, ghosts, ships, and sparrows etc. that allow us to separately alter the item itself, and it's dynamic effect(s).
(Ex. An electrified or flaming ghost shell — one slot to alter the frame, and another to change the look and colour of the element that's coursing and enveloping the shell.)
- Ghost emotes.
In addition to up-scaling the overall size of the ghost (as mentioned in this blog) AND making projections more animated and connected..
Like a backdrop or elemental effect for example, ALSO make dedicated emotes for the ghost itself.
Perhaps even collaborative emotes with our guardians.
- Improve all previews.
Ships for example, cannot be rotated and seen from more than a single angle, and proper trail animation previews aren't even an option.
(Edit: thankfully, this has been added, although I would still prefer improved rotation that isn't limited to horizontal movement.)
- Sparrow sounds.
Add an option to alter the sound of our sparrow engine as we ride.
- Ship sounds.
Add an option to alter the sound our ship's drive as we fly.
Make it audible to everyone but not so loud that it overwhelms the sounds of the other ships.
Add an option to independently adjust the volume of our own ship, and another option to isolate the others, so we can hear them more clearly if desired.
- Allow us to add custom sparrow horns as well, like we could in Destiny one. It's a small thing to be sure, but one I think people used to enjoy.
- Create a sparrow component that can be found or crafted and installed, that allows all sparrows to gain limited aerial capabilities not unlike the hoverboard's rail-grind ability.
- Allow us to jump on an abandoned sparrow.
We can flip one over if it's not ours, so clearly we can already interact with someone else's ride. So why not just go a step further, and allow us to at least temporarily use one found in the field?
- Allow us to shoot while riding sparrows and/or have mounted guns on our vehicles, like fallen pikes.
Edit: Although the recent addition of the Gryphon sparrow has added the "mounted guns" portion of this idea, it's merely a novelty as these guns are currently far too weak to be a viable option (even in patrol areas).
To be even moderately useful, this sparrow would need to be MUCH stronger.
Perhaps customizable in strength, type, and appearance as well.
Different gun types, sizes, and damage output potential could be made available via quests.
..and ornaments for these weapons could be added to the Eververse store for a reasonable amount of bright dust or silver.
- Sparrow elemental trail animations that deal damage.
(Ex. Flames that are left on the ground and capable of harming enemies, or stasis crystals that freeze)
- Sparrows should deal at least moderate damage if exploded near enemies.
If we can be harmed by the explosion, adds should as well.
- Sparrow ammo.
Allow the sparrow to fully refill ammunition reserves when out of combat AND proximity to restricted zones.
- Transmat effect implementation and anything similar, shouldn't cost glimmer.
Not unlike shaders, all things of the sort should be available and reusable without cost.
Audio options (verbal and environmental sounds) should also be added as a way to fine-tune our spawn.
This way we can more precisely alter the smaller details of our guardians, to create an even more original / dissimilar style.
With more options players won't likely avoid mixing it up every now and then.
(Edit: I'm happy to say that SOME of this has been addressed.)
- Death animations
In addition to the existing spawn animations, allow us to have different visual AND audio death options as well. Perhaps even customizable, with additional animations available in the Eververse store.
- Damage numbers should always be shown after every encounter within all content (raids, dungeons etc.), whether or not completion is successful.
Many players would like to see the damage dealt, without having to die or wipe..
Not just for bragging rights, or fireteam competitive reasons, but to help understand if and where improvement is needed.
- Add an ultra Mayhem mode in the Crucible, where we are permitted to equip and use a full set of exotics simultaneously.
(Helmet, Gauntlets, Chest armour, Boots, Class item, & Primary, Energy, Power etc.)
- Enemies defeated by AOE effects, triggered by a specific weapon trait, should always proc that perk as well despite not directly killing those particular adds.
- Trading system
(for tonic materials).
Add a way to swap one material for another.
It's an idea that would be especially useful to anyone that has a tendency to unintentionally acquire a surplus of a particular material.
It would adequately assist the prevention of an abundance of one or more items; which can be frustrating when another is concurrently required.
It would also reduce the need to buy tonics that aren't frequently used, and/or needlessly run through tedious content we've already relentlessly played.
- Applying armour ornament sets should be an option that's similar to applying a shader to the entire character.
Armour sets should also be separated into a separate tab.
..and as mentioned elsewhere in this blog, applying shaders should optionally apply to all equipped weapons as well.
- Gear dynamics
Add effects that we can apply to any gun or piece of armour.
(ex. elements, glow effects, sounds, animations etc.)
- Armour should have every unlocked ornament amalgamated.
Whether it be Hallowe'en masks, event specific alterations, or random ornaments..
ALL of them should be available to us at all times on any piece of legendary gear (especially if we worked hard to acquire them), to allow us the freedom to create an even more dissimilar look/style.
Every piece of armour should definitely be an ornament on every piece of armour.
That's all I'm saying.
Why there's still limitations to this given the addition of appearance customization, honestly baffles me.
- If the above suggestion isn't added, at least ensure all seasonal gear is always useable.
For example:
Hallowe'en masks shouldn't reduce to 0 power once the holiday event has completed.
- Armour stats.
When a piece of gear is obtained, its random stats should be applied to an overall number that can be used to create a personalized ratio.
For example, your character has five pieces of gear..
A helm, gauntlets, chest armour, boots, and a class item (cloak, mark, bond).
For argument's sake, lets say each piece dropped at the same amount, even though the numbers are randomized.
If each piece is 80 once leveled, those accumulated 400 points should be available to be distributed/applied as we see fit.
Oh, and the effect should be point-by-point. No more tiers that essentially render any stray points pointless.
- I realize there's a lock option, but the ability to at least undo the most recent deletion of weapons, armour, and/or items would be useful to those of us that have a tendency to be a bit impulsive when it comes to character clean-up.
Maybe just create a trash bin.
One that automatically empties upon daily reset, to reduce the server load it would undoubtedly add.
Doing this would ensure accidental deletions become a thing of the past.
- Armour statistics leveling.
It might be worth considering a system that increases these numbers (stats) with sustained use, to reduce the continuing frustration felt after years of undesirable RNG drops.
- Add more mod slots to ALL armour pieces. Adequate space for mods should be available despite what we have remaining to spend.
This will provide the necessary room to apply multiples of desired modifications if/when the artifact reduces their cost.
- Raid gear mod slots shouldn't be so focussed.
Not permitting certain mods to function outside of a particular raid, and only on its dedicated armour, is an obvious deterrent.
Currently, keeping/using raid gear is less desirable as it unfortunately, unnecessarily forces us to store multiple sets if we want to utilize the benefits of their modifiers.
Since we're already extremely short on space, and Bungie has yet to consider solutions similar to my suggestions within this blog, reducing the overall number of things we must hoard would be beneficial and far less frustrating.
So to reiterate and clarify, rather than having specific raid mods that only work with dedicated armour, and within a particular raid..
I suggest an amendment of the current system to include more generalized mods that function regardless of the raid, and despite the gear its applied to.
- Create or revise exclusive PvP & PvE exotic abilities. For example:
On the hunter, bring back the ability to crouch for a short period of time to gain invisibility, self-res on the warlock, and a bubble on the titan that provides both weapons and armour of light AND an ability to shoot from within the bubble, as exotic perks that can only be used at specific times, or in dedicated areas/content.
- Make 'shoot-to-loot' and any similar perks, intrinsic on all primary weapons.
- Map waypoints.
Add both singular and team based selection options, to improve the quality of travel within open/public environments.
- Map zoom.
I would like the ability to zoom out and see the entire map at a glance.
The 'Pale Heart' is especially large and at least on console, scrolls much too slowly from left to right.
..and at the present time there still isn't an option in the game settings to adjust cursor speed.
Additionally, regardless of where you currently are on a planet or social area etc, ALL maps should go directly to your character dot when opened rather than a pre-established point.
- When opening the pathfinder pages, there are FAR too many screens to navigate.
To simplify this, implement a quick-view option for ALL pathfinders within the ghost's main screen where tracking can be seen.
- ALL raids/dungeons/exotic quests should be accessible from a dedicated menue area.
Having to navigate to each planet and slowly scroll around is..inconvenient.
Also add a clearly visible text notification that tells us which raid is the raid of the week.
- Legendary ornaments on exotics.
I get that each one has a specific design, but ornaments for exotics DO exist. So clearly how they appear isn't written in stone.
Therefore, I see no reason we shouldn't be permitted to use legendary effects to affect this gear as well.
Allow us to create a specific style, without being hindered and expected to revolve around any premium gear we use.
- Load-out types and features
Adding in-game load-outs was a great idea.
Now it's time for improvement.
Options to manually lablel and edit load-out names AND remove/move/adjust them (rather than merely overwriting), would be extremely useful.
- Although I'm aware load-outs were implemented in 'Light Fall', and additional spaces were added more recently (which is of course wonderful to see.), I would still like to have even MORE load-out spaces as I find myself frequently needing them, and would rather not have to always rely on third party apps as the only useful solution.
- To alleviate any existing inconveniences, additional load-out OPTIONS would be useful and preferable.
Personally, I'm a stickler for numerous organizational capabilities.
The more the better.
Sometimes I only want to change the armour and mods. Other times, guns only.
..and of course there are times I need to change it all.
So my suggestion is relatively simple.
In addition to providing more slots, incorporate some quick select and tab options (mod only, weapon only, armour only, a complete overwrite etc.).
This way we can have several load-out TYPES, which will undoubtedly simplify things for those of us that are insistent on options and order, and reluctant to use any features OR lack of features that promote the antithesis of convenience.
- In addition, please implement separate ARTIFACT load-outs (with customizable labels) for more convenience and variety.
Either that or at least add an opinion to save our selected artifact mods WITH our standard saves..
So we don't have to remember what we had selected, or constantly manually adjust it every time we change/alter our load-outs.
- If a specific gun or piece of gear that you've saved to a load-out isn't currently carried, still show us what was saved in the load-out screen with a small red 'x' in the corner of the item (rather than displaying a blank icon), to indicate that it's not available on this particular character/class.
- Please make every available item visible in their respective menus, whether or not you have any items.
If you have an item, it should be shown in colour with a number (not limited) next to it.
If you don't have any of that specific item, it should then be greyed out, but still visible, and able to be inspected.
Simple as that.
This way we're never really out of room, and/or accidentally over-crowding our vault or postmaster with miscellaneous materials, possibly losing rewards.
(which DOES happen A LOT by the way).
Even seasoned players periodically run out of space, and forget to check their post.
This idea however, will ensure we won't waste as much valuable storage space, or need to pointlessly run around transferring things, and/or unnecessarily underutilizing our time on assorted apps and websites.
- Amend the settings to include a comprehensive button mapping system.
The limited options currently available are inadequate.
- Healing grenades should cause sustained tick damage to adds and opposing guardians within its rift.
Increase the healing grenade area of affect, and make it double up as a damage grenade as well.
If thrown on the ground at our feet, it still heals as usual, but if enemies are in proximity, it will leech health damaging them and increasing our regeneration rate.
If used while health is full it will create a temporary over-shield for ourselves and/or allies within its radius.
Additional healing grenades (from any source) refill the timer.
If thrown at the enemy only and out of range of all guardians, it will drain and transfer enemy health AND partly refill abilities as well (Note: allies are not affected by this particular benefit).
- Material limits.
I've said it before; I'll say it again.
Placing limitations on how many rewards and/or materials can be carried is a great way to insult the investment players make, and ensure we feel cheated.
If we've worked for something, we should be allowed to receive it without being forced to make room, or risk losing what we've EARNED.
Revise the system.
- Infusing an exotic into a legendary shouldn't require a module. Just glimmer.
Modules should only be needed when infusing equal or inferior weapons and armour into superiour ones.
(ex. rare into legendary, legendary into legendary, or legendary into exotic)
- This is more of a request than a suggestion.
Please stop forcing the completion of everything on every character, prior to attaining accessibility.
Combine classes into a single account in terms of campaign completion.
If something has been done on one character, it should be immediately accessible on another.
I absolutely enjoy using every character, but what I don't like at all is having to repeatedly run every bit of content multiple times, to ensure I have unrestricted access.
If I've completed everything on one character, the same content should only be optional on the others.
- Although I know supers/alts are merged to a degree in "The Final Shape", I would actually love to see the characters themselves combined into a single guardian at some point.
There's really no reason to continue to have three separate classes, when the abilities of each one can and should be established as a selectable subclass 'type'.
So let's merge the classes entirely.
As long as we have three fully competed/fully unlocked characters, allow us to combine them to create one ultimate character that can effortlessly switch between the subclasses, supers, and abilities.
- Until the decision to combine the classes is made, allow us to rearrange the character display order on the login screen.
- Remove the pink hue behind the our guardian in the character menu (prismatic subclass) and replace it with a neutral colour.
This way our shaders and overall appearance won't be so inaccurately represented to anyone that might be inspecting.
- Backdrop alterations
Allow us to change the background colour of our in-game character menus.
Perhaps even provide photos, like a forest, space, or a city landscape etc.
Tasks to acquire specific images could also be tied to challenges and quests.
The potential here is virtually limitless.
- Menu themes.
Add basic theme options that alter the appearance of our menus.
(Colours, styles, dynamics etc.)
Premium themes could also be acquired through quests, and at Eververse via bright dust and silver purchases.
- Dynamic and changeable emblems.
I would like to see dynamic motion based effects on certain elite emblems.
I'd also like to see emblems that have options to switch between different static colours and/or fonts.
Perhaps even emblems that change automatically when subclasses are switched.
- Custom emblems / banners / clan pages etc.
Use an A.I. approval system to allow players to create their own banners (within reason), pending a TOS compliance verification.
Additionally, allow or provide numerous options for themes and aesthetics, to alter our main menus and splash screens etc.
Provide selectable colours, gradients, and patterns that are visible to anyone that visits / inspects our character.
An option to alter fonts and text colours has also been mentioned elsewhere within this list, but I'd be remiss if I didn't briefly note it here as well.
Anyway not only should we have the ability to create our own overall style within our menus, but a shared theme to the clan area should be available too.
Which brings us to the in-game clan section itself.
Currently it's sadly, virtually useless.
So in addition to customization options, please improve the tab entirely to ensure it is useful to clans and single players alike.
When part of a clan this area should provide viable shared information to all involved members, and when not paired with an active clan, it should be an optional area that one could go to search for availability, rather than requiring outside sources.
- Swap out crucible modes daily rather than weekly or bi-weekly, to avoid the boredom and frustration associated with the stagnancy accrued in repetitiveness.
- When the Iron Banner is complete, Saladan should have his own area within the tower, just in case we still need to acquire rewards/engrams etc.
- If desired, we should be permitted to join someone else directly from one team to another without having to first leave the fireteam, to alleviate an unnecessary step.
A notification should simply say "Are you sure you want to leave this fireteam?".
- ALL exotics should have an intrinsic champion mod. That's all.
- Infusing one masterworked weapon into another should either return materials, or infuse the entire masterwork.
- When breaking down weapons and armour, if our glimmer is already full, we should at least receive SOMEthing.
Ideally everything we break down should ALWAYS provide more than just glimmer..whether or not we have any.
Actually, as said elsewhere in this blog, glimmer and materials shouldn't be limited at all.
If that concept is implemented, the first part of this bullet point/idea wouldn't be necessary.
- Helm optics
On the hunter, provide an option to toggle the view of our helmet in menus (with/without cloak), as we inpect different styles, shaders, and ornaments.
- Facial appearances.
Currently we are unable to alter our characters after the initial creation process has been completed.
For most this IS rather odd, and to many veteran players it's extremely unpleasant.
Not all of us made the choices we would have back in D1 as there were fewer available character selections.
BUT even people that are happy with their characters know it's not right that there's no reasonable way to amend a mistake (other than deletion), or alter things to accommodate a change of perspective over time.
Personally, I chose to create three Awoken characters.
To this day I'm still not sure why.
I always wanted to change my appearance and in-game gender though, but more than that I REALLY wanted to have one of each species rather than three of the same.
..and deleting a character isn't a viable choice.
At least not one I'm willing to consider.
I've simply worked too hard on my three, to start over now.
Edit 1:
Apparently a variation of this will be added soon. This is great news! Let's hope it's not too limited.
Edit 2:
It HAS now been added but unfortunately it IS limited.
Even more options are required and there still isn't an option to change the species/race/gender.
Edit 3:
Thankfully more of my concerns have been addressed, although still not nearly enough.
Changing the race is sadly not yet possible.
- Aside from improving the existing options for character edits, please add more initial customization choices.
When a friend created a new character recently, I noticed that the available styles are still quite limited despite any additional options that have been added.
- Stop preventing us from acquiring more transmog materials (sleek synthcord) without first purchasing ornaments.
The purchases should be at our discretion and when we're ready.
NOT forced.
- Regardless of our location and/or language, ALL guardians with an unrecognized text in their handle(name), should have an accurate interpretation beneath it.
Differing languages and characters should be easily understood by EVERYONE.
Incorporate an algorithm that will translate names that differ from the user.
- Deleting enhanced weapons should return a significant amount of materials including an ascendant alloy.
- Give the guardians a REAL identity.
Whether outside of the game or within the dialogue, everyone typically refers to us as simply, "guardian".
Which is odd because we're obviously not the only one.
I understand that this was done to accommodate dialogue simplicity, and is difficult to circumvent now that it has been woven into the game, but it's still a bit disconcerting to see a protagonist that has done such amazing things, continually referred to in such a passive and unimportant way.
The main character should without-a-doubt be verbally treated as more than a simple side-kick (especially after all we've done), or at the very least have some sort of explanation/reason for this treatment, expanded upon within the general storyline and lore.
- Ghost voices.
I've often longed for additional voice options (male/female, different tones or voice actors/actresses etc.).
Personally, I preferred 'Dinkle-bot' to the current ghost voice that is in my opinion, pitched a bit too high and as a result, somewhat obnoxious.
Don't get me wrong though..
For the most part I don't mind Nolan North as "the ghost" (although I'm not a fan of his rather garrulous narrative), but I think I would prefer a more somber, darker approach than Nolan's animated, cacophonous rendition.
In addition, 'ghost' is much too generic in my opinion.
Like us, his lack of an actual identity is quite unsettling and ironically, can often feel disconnecting.
Note: my raid concept introduces an alternative identity for the ghosts.
If interested, please feel free to read about it here:
DESTINY 2 Raid concept
(Devouring cell):
- Next, shaders should be independent from ornaments.
Shaders are for colour, and ornaments are for appearance (or so I thought).
So why the ornamet colour on weapons is often permanent, eludes me.
The shader should ALWAYS be able to alter all ornament colours.
Even exotic weapons.
Let the ornament have a colour created for it, yes, but also allow us to alter it with a shader of our choosing to fit our character's personal colour scheme.
Oh, and every part of our armour or gun should be changeable via shaders as well.
There's nothing more annoying than trying to find a specific colour arrangement, only to have a bright pink permanent emblem on your chest, regardless of your chosen shader.
..and please, provide a solution for solid colours as well.
Super-black anyone?
(Note: Super black is back. Yay!
..but let's add more solid colours too.)
- Allow us to rotate shaders. This way each one is essentially four different shaders, albeit using the same colours. This will inevitably provide us with many more schemes to consider.
- When applying a shader, for some reason it will frequently display colours that aren't actually on the visible icon/pallet, and will even have different shades depending on the gear it's applied to.
I don't think I know anyone that hasn't openly questioned or complained about this at some point.
Which is understandable, because it's a bit confusing.
Having to play around with shaders to see which ones will randomly match what you're looking for is an inconvenience that definitely needs to be corrected.
- Complete trans-mogrification.
In the "Appearance Customization" area, add an option to acquire and apply visualizations to entire gear sets, instead of only a single piece at a time.
- When using the appearance customization area to apply a shader to an entire outfit, to save time, it would be nice if there was an option to apply that shader to all weapons and armour currently being carried, whether or not they're equipped.
- Difficulty and rewards.
So it's not a deterrent or a hindrance to those incapable of running higher difficulty content..
(Either due to a lack of skill or new light status)
Rewards should be based on frequency.
Not difficulty.
Allow higher tier weapons/gear to drop regardless of the difficulty level or setting; just reduce the rate to say 10-20%
While higher tier settings provide 80% and above.
- Although shader favourites has now been added (thankfully), I would still like them to add shader favourites in a separate tab.
I would like to see shader lables as well, and an option to access them all, in all respective menues.
Every time I acquire a new shader, things naturally get switched around. Searching for the ones I like most is not terrible, but still a mildly cumbersome task that could, and should be simplified.
- Make momentos more than just another shader.
Have them emit an elemental dynamic effect, or create an aura, or cause a neon glow / visual effect like chroma in D1.
- Create/add intrinsic and interchangeable shader effects.
(Ex: a taken shader with the taken jitter movements)
- Hallowe'en mask shaders.
I mean..why not? 🤷♂️
- Entering an activity that locks out gear (ex. Legendary/Master lost sectors & Nightfalls etc), unfortunately prevents us from altering EVERYTHING, rather than just weapons and armour.
This seems a bit lazy to me, as we should reasonably still retain the ability to apply shaders and cosmetics if so desired.
If it isn't going to affect actual gameplay, then I say it shouldn't ever be disallowed.
- The artifact needs altering.
I love the general concept of the artifact; however, it would still benefit from further adjustment.
Resetting it was unnecessary.
Paying to reset it, was even more so.
(So I'm glad those things are no longer a thing.).
Allowing us to highlight and un-highlight mods as we unlock them and as we see fit, is certainly better and beneficial to general play.
So this was definitely a good decision by Bungie, although it WAS previously suggested here in this blog for quite some time.
Nevertheless, I was definitely happy to see that I could finally edit this bullet point.
All progress is good progress, right?
Going forward though, I would still like to see more adjustments to the artifact; like removing the need to select/unlock mods within a row, before we're able to access another.
This restriction is just another way content is stretched in an obvious attempt to prolong seasonal play.
That said..
Now that we CAN unlock artifact mods with fewer limits, next, we should be permitted to continue to unlock them until they're ALL available simultaneously, rather than being limited to twelve.
It would incentivize leveling and add additional value to the artifact grind.
I would also like to see the day when we're allowed to choose WHERE and HOW they're applied as well.
I'm glad that some perks are now automatic, but we are unfortunately still hindered by the champion mods/guns that are chosen for us each season.
What I would really LIKE to see, is a more realistic way we can directly decide what the GUNS will have, without applying specific mods to armour.
This way, rather than being forced to play their way..we can finally play ours.
- Additionally, allowing us to freely place guns from ANY category into any of the provided slots, would be at the very least intriguing.
Let's remove the dedicated preventative placements (primary/special/heavy), and their associated restrictions, as guns already have an ammo and damage type.
This would no doubt require some work to establish without having a negative impact on how things run, but personally I think the reduction of this type of limitation COULD be extremely fun IF correctly executed.
- If we're not going to be permitted the option to choose which gun to apply champion mods to, then at least combign the mods in a way that reduces the cost inconvenience associated with forcing the use of specific weapons.
(Ex. auto rifle and scout together as barrier on one mod within the artifact.)
- To organize and simplify infusing, please separate locked and unlocked items in the infusion area on a weapon or piece of armour.
..but keep them adjacent to one another for comparison purposes.
- Engrams and rewards received or dropped from enemies in the field, should drop at the point of their demise, and without as much momentum, to reduce the possibility of rewards/ammunition falling into an abyss.
(Edit: according to recent reports, this has apparently now been corrected).
- A date should be tied (coded) to each bounty to ensure they aren't treated as current rewards when claimed.
If we happen to forget and don't get the chance before reset, we should still be able to turn them in, AND claim the current week's bounties as well.
- Reload on the run.
Although this is a game with an unlikely scenario, slowing to a walk to reload a gun is not entirely realistic for a group of seasoned, immortal warriors.
Adding the ability to reload as we sprint (at least in PvE), without needing a specific perk enabled, would not only be less inconvenient, but it would significantly reduce annoyance as well.
Games should be fun. Removing an obvious frustration like this one, won't likely ruin anything..
It'll only improve overall enjoyment as far as I'm concerned.
- Run and gun exotic boots
If the above option isn't established, at least create an exotic that gives guardians the ability to shoot and reload while running and sliding.
Note: Momentum is also maintained when reloading during a jump or aerial maneuver.
- Blinking notifications.
No matter where the blinking occurs, OR for what reason, hovering over it should stop all future notification.
If I've hovered over it, clearly I know it's there. I don't need to be repeatedly hounded and annoyed by things that I have obviously chosen not to complete or pick up at the present time. Especially when it's regarding something that I have already interacted with.
- Speaking of blinking..
Let's discuss the blink jump.
It's clearly not used as often as it would be if it was at least slightly improved.
It's control and maneuverability should be altered somewhat, in addition to adding a way to more accurately assess its destination distance.
Also, when exiting the blink, please permit immediate access to our abilities and weapons. This way we won't need to touch a surface prior to engaging battle.
With proper adjustments to ensure this isn't too over powered in PvP, this could be a very enjoyable jump to utilize in both PvP and PvE.
- More jumps.
First, let's talk about the Stompees and the Bones of Eao from D1.
My suggestion here, is to add the perks of the Bones AND Stompees as two separate jump options within the subclasses, rather than a function of a particular exotic.
This way we don't need to swap back and forth just to remain closer to the Titan and Warlock in terms of jump distance potential.
Actually, since we're on the subject, ALL mobility boots on all characters could and perhaps should be implemented this way, as it will most certainly be a benefit rather than anything else, by not only simplifying things, but allowing other exotics to properly shine.
Next..
Two of the characters (Hunter/Warlock) have annoying issues with their jumps.
The Hunter jump has an inconvenient habit of often expending a burst if you happen to leap when you're too close to an edge.
The hunter's jump range is already quite limited compared to the other characters, so when this occurs it's not only a problem, but it can often lead to an unnecessary death.
An obvious solution, would be to invisibly extend the edge of surfaces by just a few centimeters beyond what's visible, to prevent the game from incorrectly registering a leap that's merely close to an edge, as one that is already beyond it.
If this is too complicated within the current sandbox architecture however, perhaps just consider altering when the Hunter's burst is activated.
OBVIOUSLY, the coders would know how to best approach this one from within the code scripts.
Regarding the Warlock, the jump feels a bit slow, sure, and although that's a more than a bit off-putting at times, this is not the primary problem I'm currently referring to.
For me personally, it's the drop-to-death effect that will occur if you don't rapidly double-tap the jump button.
So the simplest work-around would be to remove this one small portion of the leap, and replace it with a slight hover when the double-press isn't so immediate.
Do this and I'm guessing you'll likely hear/see far fewer complaints about the Warlock jump in general.
- Give the Hunter parkour abilities.
For example, in addition to mantling, allow this particular class to traverse surfaces by horizontal wall-running, climbing, kick-climbing, swinging, and ascending/abseiling via creative spelunking and grappling methods.
- Add jump perks that can be acquired and added to existing exotics
(ex. St0mp-ee5, Lion Rampant, Transversive Steps etc.), to improve their abilities and/or maneuverability.
- Create and implement custom, interchangeable body effects.
(shadows, elemental, movement effects etc)
- Kill/Death effects.
In addition to being able to alter how we die (how we fall, sounds we make etc.) allow us to alter how enemies do as well (how they fall, explode, death audio etc.)
- This one is more of a personal request but please, I would be very grateful if you could bring back the hunter SRL racer's scarf.
Love that thing.
That said, bringing back the SRL itself wouldn't be a bad idea either.
Thanks a bunch!
- The hunter cloak.
Please, let it be displayed, hidden entirely, or just down.
When I'm using my hunter, I might want to see my character's helmet/body at some point (without needing to wear a specific cloak that doesn't have a hood or cape).
..or maybe I just don't want to wear a cloak at all visually, but would like the perks of that particular piece to remain viable.
- Discontinued items should be removed automatically, rather than requiring manual removal.
It's not a huge deal; I know, but it's a minor inconvenience that irks me none the less. Mostly because it's obviously so very unnecessary.
- Eververse.
Every item should always be available within the store at ALL times for convenience.
This would be beneficial for us all.
Bungie would certainly make more money, and we would have more cosmetic options to choose from if/when we decide to make silver, or bright dust purchases.
You don't need to rotate the store to keep it relevant.
New items will do that just fine.
Besides, gamers that truly love Destiny won't need time-gated incentives to return each day/week.
In fact, I'm willing to bet that it's a lack of these restrictions that would keep people most active.
Gamers don't like inconvenient restrictions.
They're a deterrent rather than an encouragement.
- In Eververse, the items available for silver, FAR exceed the availability of bright-dust items.
They're also far nicer.
I get that this game is also a business, but forcing people to pay for the most attractive gear, absolutely ISN'T the way.
It's only the way to irritate many of the people you're attempting to attract.
- Eververse previews should allow shader testing for EVERY item available to both bright dust AND silver purchases.
This includes armour.
That way the need to first buy an ornament and/or piece of gear that may not accommodate a desired colour/appearance, can easily be avoided.
- If we're not going to have proper previews on ALL Eververse items, at least allow previewing purchases prior to opening the package.
Either that or allow refunds for a short period of time after a package has been opened. Just in case of an accidental purchase or one that didn't turn out as expected.
- Significantly reduce the cost of Eververse items across the board (both silver AND bright dust), and you'll definitely see FAR more sales overall.
Most gamers are already well aware that digital items are made relatively easily, as most are built from an existing model or template, and therefore don't require extensive resources to develop.
As a result, we also know that in the long run it'll eventually pay off; so there's really no reason to remain this inefficient.
Keeping prices high will only continue to insult the intelligence of the gamer community, and ultimately deter sales from loyal customers that are itching to spend their money..
Assuming they don't feel disrespected and cheated over something as trivial as a digital item.
Just zoom out and focus on the BIG picture, Bungie.
Most statistical models show that people are far more likely to make far more purchases, if/when digital items aren't so unreasonably priced.
As silly and illogical as it may seem, gamers are always more willing to make numerous purchases at a few dollars a piece, over ONE at ten or more.
Even if the purchase is exclusive or limited, and/or comes with more than a single item or feature.
Also consider adding more silver denomination options.
Personally, in a digital store I'll buy five or ten dollars worth of silver repeatedly and without question, but I'm often apprehensive when it comes to higher amounts.
Even if I know it'll eventually be worth the investment.
Come to think of it, I'd much rather have a way to purchase each item individually and directly without having to buy a lump sum of silver, OR any silver at all.
Imagine how many sales you could make if you had thousands of items available at all times, priced a one or two dollars each, and bought by the piece rather than silver acquired in bulk.
The bottom line is, if the alternative is spending money on a bundle that includes items I'm not at all interested in, or already own, I'm probably not going to bother.
- A dlc/expansion should include bright dust and silver as an added bonus.
- Allow us to highlight multiple items for deletion.
Make certain there's a confirmation notification though.
(Are you sure? Yes/No)
- Provide a much faster way to purchase material multiples.
Most games do this flawlessly because it's a fairly standard and basic feature, added without the need for 10+ years of continuously ignored community requests.
- All materials should be available at all times, via Rahool.
At the very least, there should ALWAYS be a daily material that equates to shards/glimmer.
Or better yet..just reduce the overall number of materials and currencies in Destiny 2.
Far fewer would be far better.
- Give more verbal lines and movements to the venders; their lack of realism is annoying.
Their limitations make tower visits difficult to endure, as it often feels stagnant and bland.
Maybe have the vendors mobile throughout the tower, or in different locations, at different hours or specific times.
That way it seems more practical, and believable.
Like their shift is over, or something like that.
Just be sure to allow us to see them on the map so it doesn't get too frustrating.
This way we will know where to go, wherever they are.
At the very least, give the vendors some random movement within their respective areas, for just a bit more realism.
Also allow us to acquire anything they offer via a menu.
This way the people that would prefer not to chase around vendors, aren't frustrated by this idea, and none of us are forced to use an app to accomplish what I believe should be entirely in-game.
Apps and websites should be a convenience, not a requirement.
- Give us more things to do in the tower.
Perhaps have mini-games, not unlike the old but amazing "Playstation HOME" social space used to do.
..what?
Guardians don't have a social life?
We don't play billiards, or darts, or sports, or cards, or games, or watch tv etc?
We don't have any casual social interaction?
What about a personal space that we can decorate, organize, upgrade and retire to in the evening?
..or at least a customizable, personal space on our ships.
We don't relax, or sleep either?
I find it hard to believe that guardians do nothing but fight.
I know it's just a game..but it COULD be more than that I think.
Not providing more unrelated entertainment, in an area people clearly spend a LOT of time in, is a missed opportunity if you ask me.
Destiny could become a REAL social space, in addition to a space shooter.
Now THAT would be amazing as far as I'm concerned.
So don't skip over this one.
It could be pretty great.
- Custom tower adjustments
Regarding personal spaces:
To add to the bullet point above..
Whether in our ships or an apartment area, allow us to adjust the appearance of our space (internally AND externally), via custom furniture, decorations, plants, PETS, patterns and colours etc.
Perhaps even permit us to add temporary personal touches to the tower itself, outside of our own spaces.
(spray paints, symbols and logos, and miscellaneous personal touches)
Also create and sell casual gear/outfits for our guardians (for bright dust and silver at Eververse) that is only available and wearable while visiting these specific social and personal spaces.
- Explore the city below the tower.
(Unrelated to The Last City)
If we look over the edge when in the main social area, we can all see an expansive city.
My suggestion here, is that this becomes more than an aesthetic back-drop.
I would like Bungie to consider expanding the tower by opening the city as a free-roam area for gamers to congregate, loiter, and explore.
Maybe this can be where guardian personal spaces, amenities, and down-time activities (as suggested in the above bullet point) can be built.
To accommodate server over-load, maybe this can be a side-server that is accessed within the Destiny environment architecture, and run as a permanent external area without inactivity restriction.
- Speaking of the tower, why are we unable we double-jump there?
I mean, will it break the game?
..and can someone please explain to me, exactly why the helm is still separate?
- The floor is lava extension.
Here's a random idea..
If you're not going to allow us to double-jump in the tower, then perhaps consider this:
In the tower we can see adjacent buildings that are just out of reach.
I say, alter them to be accessible, traversabe areas, and add hidden rewards, triumphs, or games that can only be accessed when the jump perk from 'the floor is lava' is active.
Also consider making this jump perk harder to acquire.
- Once the max light level has been reached on all three characters, NOTHING should EVER drop lower than the maximum tier/power.
- Allow us to ALWAYS be as fast as we are in the snowball PvP mode that was adjusted for the 2025 Dawning event.
Movement that fast is not only more useful, but extremely fun as well.
In my opinion, being able to move at a much higher speeds during general PvE content, would be a positive and welcome game changer.
- The inventory "vault mode" should include EVERY page that has items/gear that can be vaulted.
(ex. lower page where ships/sparrows are, consumables, etc.)
- On console, access to the vault should be the same in orbit as it is in the main character menu.
For consistency, pressing UP on the d-pad should be the same regardless of where we are.
For example, viewing game statistics in orbit after exiting a Crucible match should only be viewable via the DOWN button.
- Way more vault organization options would be helpful.
WAY.
Currently it's just too convoluted in menus AND the vault alike, and aside from a few sorting choices, there's really no decent way to separate weapons and gear.
Tabs and manual customization choices would be so much more useful, and user friendly as far as I'm concerned.
(Note: This has been largely addressed in Renegades, and it's excellent!
As detailed elsewhere in this list, there are still a few amendments that can be made, but for the most part I'm quite pleased.)
Oh, please consider changing the console button that's currently used to put items into the vault?
I can't tell you how many times I've accidentally placed a piece of gear in the vault, because I forgot to back out before attempting to equip it.
..and don't automatically enable vault mode upon exiting the vault menu.
I constantly put items right back into the vault as a result of this.
I know it's technically our own fault if we make this mistake, but it's still obnoxious none the less.
- Although the vault has been improved immensely, it's not yet perfect.
Personally, I would prefer to have weapons and armour etc. separated by tabs for added convenience.
Tabs would hasten and simplify sorting gear, and would make viewing/toggling/acquiring stored items slightly more efficient.
- Vault display
As it is, when our character cannot carry anything more (weapons, armour etc.), every related item in the vault will become greyed out and unclear.
In addition to the menus/details always being in the way when they pop up (which is something that should be moveable via a simple key stroke, or the right toggle stick)..
For some, this greyed out effect sometimes makes things difficult to see without strain.
So my suggestion, is to just add a small indicator icon that informs us when a specific character inventory area or item is full.
This way instead of squinting to see what we're viewing, we can still clearly determine what's in the vault.
- As mentioned briefly in the bullet point above, allow the pop-up menus to be movable with either a keystroke, or the right toggle stick.
..because they're always right in the middle of the screen, and completely in the way of whatever we're attempting to see or do.
- Since descriptions and item information cannot be moved via a key stroke or the right toggle stick, things like selected fragments for example, should be highlighted so they're much easier to see at a glance.
- Allow us to decide which gun is shown in our character menu.
Let us change it the same way we change how we display our guns on our backs in the tower.
In addition, allow us to NOT display a gun if we want, both in our menu AND the tower as we run around (if so desired).
Also allow us the option to NOT show a weapon on our backs whilst playing. Sometimes I just want to show my character, and not necessarily what I'm using.
Besides, some guns are really large and bulky, and uneven.
..and therefore have a tendency to make an otherwise great look, look silly.
- Consider adding world bosses in patrol zones, and up the player party count to 6 in all public areas.
I realize that public events already do exist, but it would be cool to see a REALLY tough enemy.
A majour boss that drops specific and unique rewards, and only arrives periodically in unspecified, random places on the planet surfaces.
When it happens, be certain to provide a world-wide notification and a generalized (but not exact) location to search for the boss before a time limit expires and he/she either de-spawns, or the event is started/completed by another group in the field.
Just be certain that this boss cannot be defeated easily, and must require MANY participants to stand a chance (say 20+).
This way the rare prizes are justified.
..and if there aren't enough guardians around to defeat this boss, then there just aren't enough people.
Better luck next time.
- As said above, when in patrol areas, allow us to have all six players together.
For a social game, there sure is a lot of social restrictions.
- On maps, name the dots to each player and provide basic selectable information when hovering over them, to more easily locate, view and inspect when playing in public areas.
I get that this is not the most necessary feature, but it would be at least mildly useful for some of us that more heavily rely on the map, and would rather have the OPTION to select things from there, as opposed to having to navigate to a more dedicated menu.
Especially if the suggestion above (to allow six players in patrol locations), is added.
- Let us inspect players regardless of their online/offline status, whether or not we're friends, and without having to be right in front of them in the tower etc.
After a Crucible match for example, I've often been denied the right to view the way a player looks, simply because the event we were both in, has completed and the player I'm attempting to view has left the queue. It seems strange to me, that this is prevented/unavailable.
An ability to inspect players at ANY time would be more befitting of a game based upon the acquisition and acknowledgement of achievements.
Any restrictions on this seems odd in ANY game where building and sharing character accomplishments is viewed as paramount, and thus often promoted as such.
- Also allow us to inspect characters in a friend's fireteam, directly from the friends list. Not having someone as a friend shouldn't prevent us from seeing their achievements and chosen aesthetics.
Sharing character customization is a large portion of this game, so let's remove or at least reduce this type of restriction as much as possible.
Allowing players to inspect the players we're playing with, regardless of settings or status will only improve the experience.
Just because we're not all friends, doesn't mean we shouldn't be able to see each other's guardian.
Basic inspection permissions should have been made permanently available a long time ago.
Comparing visuals, even amongst strangers should always be a primary focus in this game.
If you're playing with people I don't know, I should still have access to a limited view of their character and equipped gear (and vice versa).
- Allow us to access ALL information via the director, even if we're currently in another activity and/or not the leader of the party.
- Commendations are in a word, 'frustrating'.
Although the concept is decent, the reality desperately requires some adjustment.
Evidently, we need them to progress our character, yet the way it's set up causes random players to forget, and/or run out of time, or just purposely ignore you.
Which inevitably makes individual progression painfully slow.
So, my suggestions are simple.
1. Make the choices easier to see (when choosing AND looking at what you've received after you've received it), and 2. Require a mandatory decision to be made at the end of all events and matches, prior to returning to orbit.
Not giving commendations should receive the same current punishment as leaving a match (PvP only).
Also ensure that there is one commendation available for every player to receive.
I'm sure there will still be guardians that will blindly hand out commendations, rather than accurately applying them.
..and I'm sure there will be others that will either log out or change characters to avoid choosing all together, but this will still no doubt, at the very least, reduce the chances of not receiving one at all.
- Perhaps as an insensitive to give out commendations, make it so we receive a commendation for giving one.
We should get one for giving and two for receiving, but increase the overall number needed.
- In PvP, highlight when someone from another team gives a commendation.
This way we can see who was kind enough to consider the opposing players.
(Use colours perhaps?)
- After a crucible match, on the information screen, indicate who your "nemesis" was.
Highlight the person that you killed most and vice versa, AND add relevant rivalry information on an adjacent page.
When the next match begins, if that particular person is still in the lobby, an audio queue should then be heard and a visual indicator during the match will be present, to fuel a side competition.
If another person surpasses that player, then it will be indicated at the end of the round or after this match is complete.
- Until dedicated servers are implemented and/or the engine is updated, use an algorithm or A.I. processing to regulate PvP connectivity.
Adjust latency up and down to balance connections that vary due to speed and distance.
- PvP stats and placement should be more precisely based on the overall contribution (ex. damage dealt or assisted kills) rather than the accuracy of hits or a kill/death ratio.
For example, when I play I have a tendency to pre-shoot as I walk around corners; which means many of my bullets deliberately hit a wall.
(ultimately contributing to an accuracy statistic reduction)
I will also frequently shoot random shots into the distance in the hopes of hitting someone.
I DO wonder how the ratio is affected by guns like the Witherhoard for example, that are not only used as a weapon but a deterrent and/or bait.
- Allow ammunition boxes to be collected in PvP and PvE by proximity rather than needing to face them.
This way we can acquire the ammunition more quickly and efficiently, and without sacrificing safety.
- We shouldn't have to leave a game lobby and return to orbit, just to find out if our valour is overflowing.
Everything else is immediately notified at the bottom of the screen, so one more thing shouldn't break the game.
- Make strike matchmaking optional.
Personally, I enjoy occasionally running content on my own so regardless of what I'm doing, it would certainly be nice to always have the choice.
A lot of content currently CAN be run solo..but strikes shouldn't be the exception.
That's all I'm saying.
- On a personal note, please fix the Drifter's teeth.
(Petra as well)
They look like chicklets, and it drives me crazy.
Sorry, that just popped into my head for some reason.
Moving on..
- Why can't we look down fully; especially when holding a sword?
Actually, why can't we look all around us at any degree, unimpeded?
It makes no sense.
In this game, in some situations, the field of view is absolutely awful!
Although you HAVE improved field of view significantly for PC and next generation consoles (in general/in the settings), we're unfortunately still quite limited (at least vertically) in many areas.
In my opinion, a broader range of visibility is imperative in a game like this. So finding a way to further reduce limits in this regard would certainly be appreciated.
- In the settings, allow us to adjust scope speed independently from reticle speed. This would be particularly useful for sniper rifles, but would benefit all weapon archetypes.
- Please, please stop the removal of ammunition when switching weapons.
It's almost like you actually want us to stick with a single load-out.
Frustrating is an understatement.
Just have an algorithm count the proper equivalent as we switch guns.
Penalizing us for wanting variety, isn't the answer.
If anything variety should be encouraged, not discouraged, prevented, or prohibited.
- Along the same line..
Allow us to switch subclasses without losing our supers, grenades, and class abilities.
At least in general activities anyway.
- If my idea (listed above) to allow us to retain established supers/alts AND abilities when swapping subclasses isn't going to be permitted, at least allow us to inspect and alter our unequipped subclasses without changing over.
This way we can look through/adjust our load-outs on the fly, without resetting anything.
- New ability type.
Add mind manipulation.
Infiltrate the minds of adds to assist with add-control in congested circumstances..or you know, just for fun.
Perhaps add a leveling option to this ability, that increases/alters the enemy size, type, and way they can be taken (pun intended) by our light.
- Bring back ammo synthesis.
Keep ammo drops the same, but add this as an option, and merely adjust the game-play to accommodate.
- The Postmaster should include an option to send items directly to the Vault.
- Although I've already suggested an option to send items in the postmaster directly to the vault, a more reasonable solution would be to combine the two.
Merge them to create an easier, more efficient, organized, and less frustrating systsm that doesn't require running back and forth unnecessarily.
Edit:
I'm happy to report that vault access from ANYWHERE is now available.
It's 'bout time!
- Add map waypoint tracking and an active mini-map/radar, at all times within all patrol areas.
- When making item/materials/gear purchases, a number preview or indicator of any owned or held materials would be useful.
I cannot stand having to go back and forth to see what I currently have or have acquired in my inventory.
- The emote selection process desperately needs an upgrade. Currently, at least on console, we're unfortunately limited to only four selection options, despite there being MANY emotes available to us.
Sadly, swapping is also slightly inconvenient and therefore inferior to most vids that incorporate this feature.
Games like fortnite for example, are putting Destiny to shame in this regard, and that's just so strange to me, because after all these years Bungie hasn't really improved this feature at all, and there's still so much unrealized potential.
Emotes in other games have music, multiple steps and details, and for the most part have a more relevant design that seems much more fluid.
So, in addition to improving the overall look/design of emotes, what they SHOULD do in D2, is create a wheel.
Set one of the choices to bring up a menu that lists every emote we've acquired, and allow us to set a desired consumable to each of the other three slots (like the synthesis mentioned above). This would in my opinion, immeasurably simplify emotes and consumables overall.
- Consider adding traversable emotes.
The current emotes that merely simulate movement, yet go nowhere, are just silly.
Allow us to move at run speed when using these types of emotes, and I can all but guarantee they'll get high praise across the board.
As it is however, too many of the available emotes are either poorly designed and boring, or have far too many restrictions and omitted feature possibilities.
Additionally, if there's a sparrow emote, let us use that as an actual sparrow as well. At least temporarily.
Fun is fun as long as it's not breaking the game, Bungie.
I get that some of these things probably aren't implemented because people will likely exploit them to glitch through walls etc.
..but if the game is coded properly, this shouldn't be an issue.
Things like this shouldn't ever be avoided. Certainly not because of an obvious lack of appropriate development ambition.
- Colaborative emotes.
Combine specific animations just for fun if nothing else.
Not only should all emotes be infinite once activated, requiring deactivation..but certain ones should have the ability to be used in tandem with others.
- Elite emotes.
Integrate full games and collaborative functions.
Let's use a chess board as an example.
When the emote is activated and another guardian interacts with it, a separate mini-game is then initiated.
One that can be watched by guardians in the vicinity.
Smaller games like chess or checkers are a great way to incorporate this feature without too much external effort.
- Regardless of the emblem or weapon equipped, grant us the option to show/hide its count and/or display perk.
Sometimes I just want to use an emblem or gun without showing my stats.
Often I'll refrain from using a particular item, purely because I don't want it displaying anything.
Alternatively, allowing different fonts and text colours could be useful in more easily displaying our name, and any desired details.
Certainly when using an emblem that has colours similar to the current standard white font.
- We shouldn't have to play every mission over again on every character.
Most things should be account based anyway, with mission replay OPTIONS only.
If we've beaten the levels, I see no realistically logical reason we should have to be FORCED to redo activities, to access them on a different character.
I get that this is a grindy game, but there comes a point when the grind becomes too much; don't you agree?
- Armour infusion.
Allow us to combine legendary armour stats, and/or dungeon and raid specific perks.
This way the need to hoard and switch between multiple sets can be nearly eliminated (with the exception of exotics), as perks will be amalgamated in addition to visuals being completely adjustable via the existing transmog system.
In addition, allow us to combine raid specific slots for mods.
The concept of infusing armour should include more than the potential to increase perks and/or stat points.
It should also amalgamate ALL available modifications.
- Furthermore, allow us to use gear from our other characters, to infuse.
That option WAS previously available, and shouldn't have ever been removed.
As long as we've completed everything on one character, our second and third characters should only have an option to complete the content again, and therefore NOT be required to re-acquire gear in a linear, protracted fashion.
In my opinion, we're only forced to redo everything despite having already repetitively and relentlessly run all Destiny has to offer, to increase the grind, in order to create a false appearance of legitimate activity and game longevity.
So I say just let us play the game, while you focus on ACTUAL content rather than leap-fogging, drip-feeding, stretching, regurgitating, and finding alternative ways of extending an already unreasonable expectation.
Allow us the latitude to explore what all three Destiny characters have to offer, without being detoured and deterred by increasingly redundant tasks.
- During a Grand Master nightfall or any other mission that is set to lock weapons and gear..
Changing mods and shaders, and unimportant items like ships and ghosts shouldn't be prevented.
Locked areas should be localized and limited to subclasses, weapons, and armour only.
This way we can avoid having to return to orbit if/when forgetting to change something like a resistance mod, for example.
Which DOES unfortunately happen more often than you might realize.
Allowing this alteration certainly won't take anything away from the reason this prevention was implemented in the first place.
So I see no reason not to amend it.
- Add more add-clear focussed encounters..specifically in raids, dungeons, and exotic missions.
This way seasoned guardians can have a bit of fun, and new heroes will have the opportunity to emerge and shine in areas bereft of pressures related to excessive mechanics.
Players that aren't yet knowledgeable in the majority of end-game content, but are nevertheless naturally good at clearing a room, can freely engage and prevent waves of enemies from overwhelming the team.
- Create boss encounters that don't require players to trigger a dps phase.
Make the boss have a ton of health, but able to take damage the entire time WHILE completing tasks and clearing adds.
- Perhaps make an aerial boss, like a queen grim for example.
As mentioned, make this boss not have a dps phase. Have us damage the boss continuously throughout the encounter, as the entire fireteam simultaneously deals with adds and miscellaneous objectives.
- Extend the idle/inactivity limit.
Sometimes I can't even go to the restroom without being returned to orbit.
It's obnoxious.
- Sparrow racing.
It was immensely popular.
It's still highly requested.
Why has it not returned?
Why is it not expanded upon as a permanent or at least recurring event like Banner?
Why does it so often seem like every time people are enjoying themselves in this game, the thing they're enjoying most either gets nerfed or removed entirely?
I mean no disrespect, but is joy not actually high up on your list of goals, Bungie?
I mean, I'm honestly beginning to wonder, and I know I can't be the only one.
Anyhow..
- In crucible there's a medal shaped label that pops up and indicates when a match or round is either won or lost.
For some reason it's displayed directly in the center of the screen, and for far too long.
If we're going to be allowed to continue to fight for a few moments after the round is technically complete, then at least move it to the side, dial down its opacity, or reduce the duration that this indication is present on the screen.
We're still trying to fight, Bungie, and it's SUPER annoying that this is right in my field of view, for seemingly forever.
I don't think it was always this way, was it?
Note: I know this one sounds a bit unreasonable, and it IS, but regardless of that it's still so annoying to me personally.
I know I'm not the only one that feels this way though, because I've often heard others express this very same complaint.
- Old PvP modes like RIFT were super-fun.
Consider bringing it, and modes like it back permanently as a dedicated option, and not just in specific tasks, modes, or events.
Objective based content is quite enjoyable and tends to peak the interests of gamer community audiences more, than more of the same thing.
This is why modes like Trials and Gambit are appreciated, because they don't lack creativity and they adhere to the desire for events that not only feed the need for diversity, but allows this online game to remain publicly engaging.
- Speaking of which, adding a new PvP mode would be nice at this juncture.
For quite some time now, my clan and I have discussed a desire for a mode where loadouts were either restricted or voted upon.
Recently however, a friend of mine added upon that concept, suggesting a variation that focuses on matches between the main characters of Destiny.
The concept is simple.
On a daily rotation, we'd play as either a titan, warlock or hunter, but would have to choose from the story based guardians, using THEIR official loadouts.
For example, if today was hunter day, you'd choose from Cayde-7, Eris morn etc.
If it was titan day, you'd have to choose from Zavala, Saint-14 etc.
..and of course if it was Warlock day, you'd have to use Ikora, Osiris etc.
Consider it.
Could be fun!
- In addition, one of my favourite games back in the day, was a 3rd perspective shooter called Warhawk. In Destiny, I'd love to see a Warhawk style dog fight mode implemented.
Might be fun if designed correctly.
- In the crucible, bring back interceptors and pikes, and add things like manual turrets as well. (Heavy Metal doesn't count)
- Side bar.
Bring back the director side menu (permanently, not just when there's new content) and fill it with our daily/weekly event completions and rankings.
Like a ticker/news feed populated with top rated guardian achievements and useful information.
This way, in addition to a public source of accomplishment sharing, we can quickly check brief outlines of important tasks, at a glance and at any time without navigating to multiple places throughout the director, menus, and external sources.
- Allow us to follow more bounties/quests.
The current limit just isn't enough.
- Speaking of bounties, time limitations are slightly annoying.
If we're not permitted to obtain bounties outside of the tower without the need for third party applications, at least remove time restrictions from daily bounties to reduce time consuming travel, and wasting resources that are potentially limited (depending on the player).
Unfortunately, SOME of us cannot prioritize the game over real life to complete everything needed, for steadily leveling three characters.
By allowing us to keep bounties indefinitely, players that play incrementally at least won't be impeded by unnecessary restrictions, or feel pressured to be more careful with their resources, and can therefore freely complete bounties when able.
- Allow us to grab bounties from ANYWHERE. It's bad enough that we're required to use an external source to acquire bounties, but having to be in orbit to use an app is even more silly.
- Quests and bounties should ALL be visible at all times, with detailed information pertaining to what they're for, and where/how they're acquired.
If you have a specific quest, it'll be illuminated. If not, it'll be greyed out, but still able to be inspected.
This way we can easily see necessary information at a glance, and never run out of space in this area again.
- Kick restrictions.
Running with randoms is often a priority. Some players just aren't as fortunate in their friendships as others.
..and as most of us all know, although lfg type services CAN be useful, they can also be quite toxic at times as well.
More than once I've encountered an issue where a juvenile player will boot someone just before completing an event; apparently just to be cruel.
So to avoid this at least somewhat..
I suggest that a preventative measure is put in place.
Restrict the removal of ANYONE, once an encounter or final boss battle has begun.
- Also, make menus in general completely independent from the game, so there's absolutely ZERO chance of EVER being booted from what we're doing, at ANY point.
Because it's literally one of the most obnoxious things in Destiny!
I'll come out of my menu when I'm good and ready!
- All information should remain available to you at all times when in a fireteam, and whether or not you are in the lead position.
Currently, when in a team only one member can view mission details within the director.
This is pointlessly preventative and unnecessarily frustrating.
We should ALL retain the ability to at least select and view anything we choose.
Starting the mission is the only thing that should be reserved for the lead player.
I'm not sure how feasible this idea would be, but perhaps a dual-director could be devised.
This way we can easily switch between fireteam objectives and personal data, as desired.
- Menu action and motion on console is still often regarded as far too restricted and slow.
Even on next generation devices.
Therefore, menu simplification (such as removing tab choice limits) would certainly be a benefit.
Some menus (like 'vault' pages for example) can only be selected in a single direction, which only serves to add to the overall time invested and wasted outside of any actual gameplay.
A more comprehensive speed setting for the toggle-stick/cursor should also be implemented.
One that (in addition to overall movement adjustments) includes a specific option to reduce or remove areas that are intentionally designed to be slower than others, in terms of the controller's cursor movement.
Also, switching between menus is too slow as well.
When flipping through tabs, pages, headings and sub-headings, or selecting items within a specific area..there is often a purposely programed pause before a confirmation is displayed.
I understand that this is likely created to prevent selection multiples, but for some of us it just slowes things down a bit too much.
As far as I know PC isn't hindered in this regard, so at the very least, I believe console should be equalized with a dedicated option to disable this barrier, within Destiny's game settings.
- Cursor interaction.
When beginning matches, and starting events, missions, or loading into locations..
The selections are often unnecessarily separated.
What I mean is, say I'm flying into a strike for example.
I'll select the mission and then have to scroll all the way across to the bottom right of the screen to begin.
To simplify things, the prompt to start should move to wherever your cursor is, rather than remaining stationary in a single location.
This will prevent having to move the cursor all over the screen.
Which is particularly frustrating on console, as there currently isn't any speed adjustment options, unlike PC.
- As mentioned in another bullet point, menus should ALWAYS be independently coded, and thus separated from whatever is occurring in the background.
This way we're never removed from our menus at ANY point.
..and if designed correctly, another benefit of this, would be to reduce inconveniences associated with the vault and/or kiosks automatically reloading, when we're moving between storage and character inventory areas.
Perhaps a dedicated 'back-out' button can be assigned to eliminate any additional chance of accidental exit.
- To be blunt..
Items and materials are FAR too expensive.
(ex. Until it was removed as an option, a single Enchantment Core was 30 legendary shards, and an Ascendant Alloy was 400. It's absurd)
There's also WAY too many currencies needed for purchases, and although Bungie is in the process of reducing this a bit (ex. legendary shards), they're also removing what was previously available to buy with this currency.
This is not only frustrating, but seriously counterproductive.
What do you expect us to spend them on, Bungie..ten thousand raid banners that are unreasonably held to increments of 100?
So ridiculous!
Side note:
If Bungie isn't going to provide more spending options, my suggestion for this legendary shard issue is this:
When they're no longer available and utilized, they should still stay within our inventory (like the rainmaker consumable), and remain as something that can be burned at our leisure for active materials and/or glimmer.
Some of us have legitimately amassed a massive amount of these shards, and so in my opinion it's extremely unfair and disrespectful to disregard our grind investment by simply removing them, or expecting us to quickly spend them all on the few remaining, overpriced items and materials that have capacity limitations.
Limits that will no doubt take up too much of our dwindling vault and menu space.
Edit:
So this is no longer possible.
The expansion arrived and shards were deleted if they weren't spent on a remaining overpriced, alternative item.
How unfortunate.
- This is just a thought, but maybe consider creating yet another sub-class.
Keep to that element theme though.
It's working.
(Edit: I realize a new sub-class is now available and more subs are being developed as well. Excellent!)
Another class wouldn't be a bad idea either.
I mean..why not?
(Note: see my raid concept blog that introduces a direction for this idea.)
- Prismatic needs to encompass EVERYTHING.
This way the subclasses will have effectively merged fully and improved upon all of the guardian's previously learned abilities.
Things don't need to exist separately anymore.
Prismatic should be an upgrade, not an addition.
- The kill tracker on weapons should only be a display setting, and should have three options rather than two.
The two that currently exist (PvE & PvP) should of course remain there, but add a third for total kills as well.
The tracker should also ALWAYS track, whether or not one of these options is selected. That way when selected, what's being shown accurately reflects the totals of that specific gun, and not just the numbers acquired when activated.
- Buff bows.
In my opinion, they're the most interesting, enjoyable weapon in the game, but they desperately need a damage increase, NOT a nerf.
..but that's just me.
- A few beloved guns.
I keep seeing talk of the Ice Breaker and Invective, and though they're remembered fondly and requested frequently, I'm not certain they would really have a place in D2 right now.
Alternatively, those that are saying they'd be broken aren't correct, because in Destiny's current state, I think they'd just be underwhelming.
Secondary drops are often faster than the regen rate these two guns would likely have. Especially when using mods.
In D1, I remember always thinking they regenerated ammunition far too slowly. Even before they were partially nefed.
The only reason these weapons still worked in earlier versions of the game, is due to the way ammo was distributed in PvP, and the fact that we were able to play slower in PvE.
Hiding and taking our time through missions and strikes was far more feasible, so having a weapon that created its own bullets (albeit slowly), was quite useful.
In D2 I don't see them being as good without significant alterations..
To re-add them, they'd definitely require a faster regeneration rate at the very least.
(Edit: the icebreaker is now back as the exotic tied to the Vesper's Host dungeon, and this issue has thankfully been addressed. Excellent!)
No Land Beyond however, was my absolute favourite sniper.
Mostly because of the no-scope scope.
(iron sight) Which is something I miss immensely.
No sniper rifle in Destiny 2 is quite like it.
So to add THIS gun into the game now (and I hope they do), in my opinion, all they'd have to do is increase this weapon's mag, and ensure its ammo is secondary despite it being in the primary slot.
It's really not as difficult as people keep implying.
(Note: Issue averted. This weapon is now available in D2.)
- There are a LOT of PvP maps.
So why do we see so few?
Make ALL maps available within ALL playlists.
It's really that simple.
The way it is gets extremely repetitive and boring.
How has this fact not been realized already, and if it has, why has nothing been done?
Also, Gambit desperately needs more maps as well.
- In my opinion, Matchmaking 1v1 would be a super fun competitive PvP mode to include.
Please consider this.
- RNG.
Currently the drop rates are beyond absurd.
I get that there should be some simblence to randomness, so people feel surprised and rewarded for their efforts; however, there comes a point when exhaustion takes over, and as a result, people become disinterested in Destiny overall. Gamers just don't like relentlessly running through content without ever being properly rewarded.
In regular D2 events, the drop rates can be quite frustrating, and even overwhelming..but in raids and end-game content it's down right ridiculous!
Here's a great example:
In the Vault of Glass it took me 77 LOOTABLE runs to acquire the raid specific Vex Methoclast exotic fusion rifle, and I'm willing to bet I'm not the worst case out there.
In fact, I know I'm not. A friend of mine received his Touch of Malice from the King's Fall raid on his 99th attempt.
..and I know that's true and accurate, because I helped him acquire it.
This isn't just a rare occurrence either. It's a frequent and persistent problem for many players, throughout all dungeons and raids etc.
..and though we can now farm the weekly raid, the drop rates are still unreasonable.
So truthfully, I don't care what argument or excuse is presented, because that's crazy by ANY reasonable standards.
Some people can't even get a team together (that isn't toxic) to run a single raid, let alone 77+.
Even with the assistance of LFG type services.
So really, for much of the community that is mostly comprised of casual players..what incentive is there to keep trying under these conditions?
I'm certain there can be many solutions to this issue, but my suggestion is simple.
Create a gun drop guarantee point.
A number that clearly clarifies when the weapon will automatically drop for every player.
Establish that you'll receive the reward after a certain number of attempts, as long as you haven't already acquired it prior to that.
For argument's sake, say 15 runs.
This will provide people with a reason to care.
Knowing that it WILL drop at that point, is reason enough to not give up.
..because it's obvious that not knowing, only causes frustration and fatigue that is no doubt contributing to the dwindling number of consistently active D2 players.
- Please stop nerfing things in PvE.
PvP needs balance; I get that, but if people are having fun in PvE, just let it be.
PvP should always be adjusted differently and independently from PvE anyway.
- I call this one the floating exotic.
Allow a third exotic to be equipped.
(Either two weapons, one armour..or two armour, one weapon).
Let's see how people use/combine the unique perks of the exotics to create a powerful, or equally defensive character.
If that's not feasible however, then perhaps we can at least decide which side our exotics are on.
Although I'd certainly prefer an additional exotic, the option to choose where they're applied (either two weapons, two armour pieces, or keep one of each) would be a reasonable alternative/compromise.
- Dedicated artifice armour.
Mods specific to slots only available on this type of armour should have access to every available mod/perk in the game.
This way, if a specific mod is desired but only available on certain gear, it can still be applied and enjoyed as a supporting bonus to whatever you're currently running.
- In addition to existing drops and chests, fixed rewards should either spawn randomly or be hidden throughout raids and end game content.
Without requiring codes or quest progress, rewards will be dedicated as a certain type of gear rather than relying entirely on R.N.G.
(ex. chest = specific armour/weapon, or particular item)
- Crafting.
I know this one won't be popular with everyone, but personally I loathe the way crafting has been implemented.
It's far too expensive and grindy, and definitely not what I had initially hoped it would be.
My hope now, is that in the future crafting weapons can become more..streamlined.
At the very least, make every weapon in the game craftable, and once crafted remove the need to level each gun each season.
crafted = infinite max power
Also, after enhanced perks/traits have been applied, remove the need to spend additional materials to re-craft or swap perks.
- Allow us to craft adept weapons in addition to the existing crafting methods.
- Crafting armour.
If we can craft guns, we should be able to craft armour as well.
Maybe we can unlock abilities in a similar way to my "rework the weapons" suggestion that is mentioned at the beginning of this list, and expanded upon within a dedicated blog, found here:
http://striplay.blogspot.com/2021/10/d2-rework-weapons.html?m=1
Allow us to continually acquire perks and mods with each piece of obtained gear, and when crafting, whatever has been previously unlocked, will become available to us as options as we create a customizable set of individualized armour.
This way we can work toward maximizing our stats, and eventually be able to achieve a primary set, that makes all others seem irrelevant.
Which will ultimately make hoarding armour unnecessary.
With unlimited ornaments, shaders, mods, load-outs, and perks, we will finally create the armour that many of us are still struggling to find, even after thousands of hours of play.
- In collections/patterns AND when crafting at the Enclave, show us the weapons that have already been crafted, and how many times..
So we can more easily decide which guns to craft next, at a glance.
There are a LOT of guns in Destiny 2, and sometimes people forget what they already have.
Mostly because of a lack of options for proper organization.
The old adage "out of sight, out of mind" is appropriate here, as the current gun system is still seriously, unreasonably convoluted.
- Craft multiple perks.
Perhaps permit us the ability to craft more than one set of enhanced traits.
This way we can create a PvE & PvP god roll within the same weapon.
It should still cost the same amount of glimmer and materials, but this way (in addition to my other concepts), we'll effective further reduce the need for more than one of the same gun.
- Exotic class items.
..because why not?
An exotic cloak, mark or bond, could be created with specialized perks, additional slots, and/or dedicated dynamics that would otherwise be unavailable to us on a standard piece of gear.
(Note: this has now been added in 'The Final Shape' and it's excellent. Not perfect..but excellent.)
- Apply my "Rework the weapons" concept to the new exotic class items. Either allow us to unlock perks randomly as the class items drop, providing us the option to choose which two we would like to combine..OR place a selectable list within the class items, so we can easily switch between the exotic cloaks/marks/bonds we've already acquired. Also do the same to weapons like the Ergo Sum, so we don't need to keep so many of them all in the vault, and limiting space unnecessarily.
- Consider making each available gun slot an expandable list for whatever weapon type it contains. (primary /secondary / heavy)
- Each weapon's range and perk scale should be numbered and all encompassing, rather than based on the gun type. Currently, as far as I understand it, when a shot gun shows full range (for example), it means the range is maxed out for that archetype, and not based on ALL guns. So I'm suggesting a larger, more comprehensive scale be devised. One that uses numbers to show exactly where a particular gun falls on the overall range/perk list, that includes every weapon rather than just the one you're viewing.
- Raid armour should unlock a mod slot on all armour. This way any raid perk can be applied to any piece of gear, reducing the need to hoard multiple sets.
- In addition to any vault organization suggestions I've made, add a vault list-view mode + a clickable slider or an equally useful solution for assisting and increasing scrolling speeds and convenience.
- Allow us to toggle previews with/without robes, marks, or cloaks. This way we can clearly see pieces of gear that are typically covered by others, without having to first change to ornaments that are more revealing.
- At this point, there's no point in continuing to create sparrows as they are. Unless they can ALL do what the hover-board/skimmer does, they're unfortunately, but irrefutably irrelevant. So as mentioned elsewhere in this list, just make every sparrow into ornaments, and allow us to modify our ride with ANY ability available to ANY sparrow, as well as adding customizable colour styles/cosmetics, horns, trail visuals, miscellaneous animations, movements, abilities, engine sounds, and various visual dynamics. Maybe even make quests to find components. To me, that would be immensely engaging and fun, and the results could possibly make the current sparrow system redundant. (ships as well)
- Perk /part drop concept: Make some weapons drop specific parts that can be applied to dedicated guns to improve their abilities. It's an interesting new way to partly merge powerful weapons with popular, coveted attributes.
- Exotic and legendary armour ornaments and options: Create a way (aside from the current legendary armour trans-mog capability) for us to not only infuse visuals and power, but mods and abilities as well. Additionally, amend basic legendary armour to include the possibility for infusion of mods slots, and the perks typically reserved for specific armour pieces and sets. Combining bonuses found on dedicated armour (such as raid and artifice gear) will allow us to simplify and streamline our overflowing vaults and outfit collections, while reducing their undeniably restrictive nature, and alleviating most of our associated frustrations.
- Armour crafting. Why stop at weapons? Let's build some amazing gear with parts found across the system. Also, maybe we can create a set of our own. We're easily the greatest guardians, so why don't we already have our own lore fueled exotics?
- Once the pinnacle cap has been reached, ALL drops should be immediately maximized, and nothing should drop below that much. Additionally, everything received from collections should be at the maximum power level as well.
- Implement a vote-to-kick system.That way a person cannot be removed from a fireteam unless the majority of the team agrees. This will assist players using in-game match finding and LFG services, by protecting them against malice and childishness.
- Integrate a more practical day/night rotation. This way we can experience the entire world/system of Destiny differently, in the darkness of night illuminated by the glow of the traveller or the moon(s) of the planet(s) we choose to explore. Also add weather and seasonal rotations, and perhaps natural effects like twisters, seismic events, and thunder storms, etc..or whatever seems most appropriate to a particular planet's environment. I mean, use your imagination. The snow storms on Europa are a great example of something refreshingly relevant, and divergent from anything we've seen on any other planet in D2. That said, I'd like to see places like the tower/public spaces, and patrol areas, project a more realistic, naturally rotating approach to these things outside of specific and dedicated events. On different planets maybe something original can occur, such as procedurally generated electrical storms, ash in the air after a volcanic eruption, or mist and fog, and rain puddles, and crystallizations as the temperature drops, or even environmental landscape effects like seasonal plant life changes etc. The artistic potential here is immense and will no doubt more interestingly portray the visual diversity in reflective lighting, via the differing seasons and conditions of each zone. With proper weather and environmental changes AND a night-time sky, we could create a unique opportunity to simplify and establish a more realistic connection to an unrealistic scenario. In addition to optics, we'll also form and demonstrate a time-zone equilibrium unrelated to anything here in the real world. Which will likely help to further detach us from our distractions, and immerse us in a new vibrant experience within the Destiny universe.
- Quite some time has now passed within the Destiny universe, without Bungie adding a new enemy for us to face (aside from the occasional new boss of course).
So in addition to the direction suggestion found within my raid concept that introduces a new class type/protagonist, perhaps we could incorporate a new antagonist as well. A sinister faction of either bad or opposing guardians was recently suggested to me, and I agree the this would be an intriguing direction to take.
Which is something I believe would have worked well with my old raid concept (if it had been considered), which can be found here if interested:
http://striplay.blogspot.com/2020/03/destiny-2-new-raid-concept.html?m=1
(Note: new characters have now been added in 'The Final Shape', though I still believe the above suggestion has merit.)
Maybe we could reintroduce and expound on factions in this concept, and create a narrative that explains why they might not agree with our position in the Vanguard, and have therefore strayed from the general beliefs of those gifted with the strength of the light.
Perhaps we could even look into the darkness (an absence of light), as an optional unacknowledged force, that is an equally useful power that could be rivaled and eventually, wielded.
- Here's a silly story based idea:
Since you're apparently unwilling to allow our ghosts to learn how to decript engrams, and refuse to post more cryptarks elsewhere..
I say write a narrative that involves the kidnapping of Rahool.
I mean, he's obviously one of the most valuable individuals in all of Destiny sooo..why not?
How has this not happened already? 🤷♂️
- Downloadable content and expansions.
Until recently, Destiny was available regardless of the account.
On Playstation for example, as long as D2 was being played on the primary system set by the account that purchased the game and extras, sub-accounts were permitted access to that same content.
This allowed my son and I to play Destiny together, within the same residence, and without being unfairly forced to purchase everything twice.
Unfortunately, this option has now been revoked, and without notice or warning.
..and since the game was purchased on MY account, if my son would like to continue with his game, I am expected to needlessly buy it all again.
This is not acceptable, and certainly not something I'm willing to remain silent about.
Even though my son has only ever played on one device, within the same ip/residence, he must now use MY account if he wants to play the game at all.
Thus, it is both my personal and professional conclusion, that such a move can only be fostered by an obvious, unconscionable corporate greed. Nothing more.
Therefore, logically (at least to me) cross-account play should remain possible, as long as it's being used specifically on the primary account holder's device.
Furthermore, cross-platform purchases should be fully acknowledged; especially now that cross-play is a completely integrated feature of Destiny 2.
Expecting people to pay yet again, just to play their own accounts on another device, is no better than Bungie's poor decision to remove the content people already purchased, in a grievous, egregious effort to resell it at a premium at a later date.
- Account safety/recovery..
With the recent rise in glitches and errors across Destiny, I'm more than slightly concerned about the potential for unavoidable, irretrievable loss.
So rather than relying entirely on Bungie to protect our investment, a more tangible, regularly updated solution to guarding our guardians should be established.
Currently D2 is primarily, if not entirely saved automatically online.
..and although this is a VERY convenient, and preferred system, it ultimately poses a potential problem.
If there was ever any severe server-side damage, or accidental deletion of user content, many players wouldn't opt to restart from scratch. Like me, they'd probably just quit playing all together.
Therefore, I suppose it should go without saying, that adding a lock character option is the smart play. (Note: locking characters has now been implemented. Awesome!)
Allowing local and/or personal cloud based back-up options, to protect the accounts we have worked so very hard to build over the years, wouldn't necessarily be bad ideas to consider either.
In the unlikely event something irreversible DOES happen, we'll at least have some piece-of-mind, knowing that if needed Bungie could request access to our offline/personal save-data insurance policy.
- DEDICATED SERVERS.
or whatever will adequately counteract the SEVERE latency issues in PvP.
Regardless of your isp or connection, PvP on average is EXTREMELY glitchy, and LATENCY issues are the absolute largest problem.
(Note: here's a link to my blog entry that explains my interpretation of what differentiates Latency from LAG and Network Manipulation)
Realistically addressing this very real issue should be a priority.
I DO understand that the development/maintenance of dedicated servers is expensive and therefore likely a sensitive subject, but it should at least be considered as an option, because as it is, Destiny players are inadvertently playing at a disadvantage.
They're playing and competing within an unfair and uneven system that ensures each match is neither won or lost under equal circumstances.
- I know this one is a stretch, but one can dream, right?
I say, find an investor if needed (or just use some of that Sony money), but improve financial circumstances enough to accommodate porting over EVERYTHING from Destiny 1, AND bringing back EVERYTHING that has been "sunsetted" or "vaulted" as well.
All those maps, all those strikes, all those amazing raids..
All that content.
What a waste.
What a waste of money.
What a waste of design.
What a waste of time.
What a waste of what might have been.
Personally, even though it's obviously an unpopular idea, and even though I myself would rather not..
I'd probably be willing to pay a subscription over watching all of it continue to spiral down the drain, because Bungie made and refuses to acknowledge some bad decisions.
I doubt I'd be alone in this idea, but I'm betting even the people that agree, would only consider it as a measure of desperation.
..but I say "whatever it takes", because I get how businesses work, and that's ultimately what Bungie is.
Look, I'm just saying I miss the removed/forgotten content enough to consider alternatives if Bungie doesn't decide to dip into that Sony money soon.
Especially if it means drastically improving my absolute favourite shooter, at the same time as giving the ENTIRE gaming community the opportunity to experience all Destiny has ever had to offer.
It's depressing to imagine such potential being ignored over something as silly as pride.
So I really hope Bungie takes lists like this one seriously.
They CAN be a good source of innovative/creative ideas.
That said, I get that some people see lists like this one as whiny and ignorant, but they're really not.
Well not always.
In fact, it's sometimes because of people like me that aren't afraid to speak up, and at least attempt to share ingenuity, that things eventually improve.
Even if it's only bit by bit.
The squeaky wheel gets the oil, right?
Isn't that how the old adage goes?
If we say something, maybe nothing will happen, but if nothing is ever said..nothing definitely does.
Trust me, I wouldn't bother to complain if I didn't care.
I wouldn't make suggestions either.
I'd just move on.
Others feel this way too; I know.
..but in my experience, it's the people that didn't play D1, or play the many things that were removed from D2 that are for some reason most protective of Destiny's current direction, and therefore tend to be more accepting of Bungie's complacency, despite their flaws.
Perhaps they do this because they don't REALLY know what they're missing..or maybe there's another reason. Who knows? 🤷♂️
Either way, I implore you to stop removing things, Bungie..and start replacing what was lost to us.
Regardless of the average opinion, these ideas are without a doubt, things that would most benefit the future of your Destiny universe. A game that is superbly coded, but would benefit from an outside influence.
Lately you've been doing some interesting things, and in the past you have as well.
Now it's time to find a way to keep them all under one roof for all to enjoy.
I know you've said that you will no longer remove things, but we've all heard that before.
For this reason I'm just making sure by requesting that you please read my blogs objectively, and also consider enlisting my assistance if for some reason you feel I could be of some.
Personally, I know I could help improve Destiny overall, and perhaps find a better solution to keeping everything together, than cutting corners.
..because inevitably, it's better to have and not need, than need and not have, right?
So I'm always willing to help if you'll allow it.
I've invested enough time and money to be affected by what happens next, and I'd like to think my dedication at least warrants an opinion.
Well I hope it does anyway..and I hope you agree.
I suppose we'll soon see.
____
Add or improve, NEVER remove.
No more Destiny one.
No more Destiny two.
Just..DESTINY.
____
Potential weapons to add:
• Dual wield options
• Flame thrower
• Heavy legendary AOE weapons.
• Create a primary ammo trace rifle with reduced base damage, but infinite ammunition. On the exotic version, make the trait convert ammunition to amplified secondary and heavy, by holding reload to cycle through the modes, effectively increasing the overall damage output.
Perk: Damage with secondary and/or heavy randomly drops primary ammo that refills the primary banks. When full, infinite primary can be resumed. This primary ammo can also be shot with any equipped weapon to create a kinetic based staggering effect explosion.
(Note: primary ammunition will only be dropped with this weapon. I'm NOT suggesting primary ammo be returned to Destiny 2 in any other capacity. Removing white primary munitions is in my opinion one of the better choices Bungie has made.)
- Create a gun with a laser sight that has a visible line from the nozzle to its target.
- Double punch exotic gauntlets. Allow a double hit in quick succession. (literal 1-2 punch)
____
P.S.
For your convenience, once again, here are the links to the blogs mentioned throughout this list:
• If you're interested in reading the raid concept I started a while back, please do so. I'd love to know what you think.
It can be found here:
http://striplay.blogspot.com/2020/03/destiny-2-new-raid-concept.html?m=1
• If you would like to review my concept for reworking the weapons, it can be found here:
http://striplay.blogspot.com/2021/10/d2-rework-weapons.html?m=1
• To read the blog entry that explains my interpretation of what differentiates Latency from LAG and Network Manipulation, it can be found here:
http://striplay.blogspot.com/2021/09/if-you-dont-know-now-you-know-destiny-2.html?m=1
____
[ Thanks for reading, Guardians! ]
____
____________________________
____________________________
* NOTE: This next part was just gripes of mine during The Edge of Fate, and was written prior to Renegades.
Much of this has now been addressed so I have now moved it to the bottom of this blog.
I only left this part here because I said I wouldn't delete things (just amend as needed), but as these complaints are largely no longer relevant in Renegades, I decided it didn't need to remain at the top of this list.
You're welcome to read it, but feel free to ignore this part as I'm happy to report that Bungie now appears to be headed in the right direction.
Let's hope it stays that way. 🤞
____
A side note regarding The Edge of Fate:
Weapon tiers and Armour 3.0 are WAY too grindy.
I'm sorry; they just are.
Requiring us to pointlessly re-level (yet again) or reacquire every weapon we've tirelessly, painstakingly worked to achieve, is a literal game breaker..
Especially for veterans like me that have been loyal and more than patient over the years.
This new tier system is basically Sunsetting 2.0.
It's seemingly just another way for Bungie to phase out weapons without flat out taking them away.
It's apparently THEIR way of avoiding admitting the truth in an effort to circumvent the inevitable, justifiable backlash.
..because players don't like being lied to, and we DEFINITELY don't want to be lied to repeatedly.
Yet THAT is basically what Bungie has been doing.
It's manipulative, selfish, and ultimately an insult to our intelligence.
It's a full-swing slap in the face to those of us that know better, and understand that this is nothing more than another instance of irresponsibility, and another pathetic attempt to avoid accountability.
..and yes, it's infuriating.
While we're on the topic of being irresponsible, let's not ignore the new misleading, underwhelming ammunition system alterations that were SUPPOSED to be an improvement to the serious existing ammo problems..
Something that I honestly didn't think could get any worse.
(Boy was I wrong!)
..or what about the lack of content, the unreasonable bullet-sponge add difficulty, or the game and U.I. changes that no one asked for or wanted?
Combined with the ridiculous armour/power grind, the MANY game-breaking issues in this sub-standard expansion (issues that would no doubt need another blog to list) have made Destiny 2 nearly unbearable to the vast majority of the guardian community.
It's on a level never seen before.
A new low, and yet Bungie is STILL dragging their feet.
I don't..get it.
Either they're really this arrogant and stubborn, or they're immensely ignorant to the reality AND the severity of the situation.
I mean, who would EVER want to play a video-game (that isn't a simulator) that feels like hard, exhausting work?
Why would anyone want to continue to invest in something that's meant to be fun, but doesn't fail to fail in the fun department over, and over, and over again?
How can a company hold something with THIS much potential so firmly in the grip of their hands, and still be this disconnected at the same time?
It's honestly so wildly confusing to me that the things Bungie has implemented lately, and the direction we're moving as a result, would ever make it to a boardroom table let alone into production.
Not only is this ALL so extremely unnecessary and tedious, AND boring, but combined with "Sunsetting 2.0", these issues have sadly become the REAL D2 killer imo.
It saddens me deeply that the company/studio that created one of my absolute favourite games, is also responsible for destroying it.
..and the worst part is, after all this time, and all the times Bungie has let us down, I'm not as surprised as I should be.
I'm just disappointed.
They truly ARE their own worst enemy.
Honestly at this point, as far as I'm concerned, the only thing Bungie SHOULD do is roll back the bulk of their recent changes to THE point many consider to be Destiny's peak.
'The Final Shape'
(excluding important player progress, achievements, and financial/time investments of course)
..because nearly everything in this ridiculous expansion has been a complete train wreck.
(Pun intended)
Needless to say, this Expansion/DLC has been a MASSIVE let-down.
..and not just for me, but for most.
Unlike Bungie, the numbers don't lie.
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Also, the new unstable core system is not only extremely exasperating, but another blatant insult to the entire Destiny community.
It's a MASSIVE hindrance to character leveling and progression, and yet another example of the deception guardians are repeatedly expected to ignore, as Bungie continues to maintain that it's all part of the bigger picture.
A necessary step toward a more efficient, less convoluted economy with fewer currencies to procure.
Unfortunately, when this expansion (The Edge of Fate) dropped, we quickly learned that this is not the case at all.
We don't actually have fewer forms of currency..
We've merely swapped one for another, and have even added more items than before; which together has created an environment that's not only exhausting, but one that completely contradicts our skeptical yet (for some unfathomable reason) hopeful expectations.
Which is ultimately why such a high number of players have begrudgingly chosen to pursue other games.
Despite the numerous let-downs, Guardians still badly want to remain loyal to D2, but sadly Bungie never chooses to make that decision easy.
So the reality is simply unavoidable..
Although reluctant, deep down we all understand that unstable cores are just a variation of legendary shards that are far more difficult to acquire.
I mean, aside from a slightly altered colour, they even look the same.
Thus in this realization, many of us naturally feel personally attacked.
Most of us had a surplus of legendary shards, that we had to spend on nearly useless materials before they were summarily removed from our accounts.
Another move that was made in spite of the potential for widespread frustration, that would likely cause players to once again feel disrespected, and disregarded.
Despite conflicting statements, Bungie continues to prioritize their own vision over gamer desire.
They spurn the work ethic required to attain this much of ANY material, and are still refusing to consider how we might feel when our time is consistently negated, and invalidated.
Especially when something is removed without compensation, and/or replaced as if we somehow wouldn't notice.
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Oh, and let's not forget to mention the very important fact that Bungie STILL hasn't adequately addressed or amended the undeniably serious vault space issues.
Issues that are not only mentioned in this blog, but solved here as well.
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