| Beide Seiten der vorigen RevisionVorhergehende Überarbeitung | |
| the_p_oblem_with_mainst_eam_appeal [2026/03/10 07:40] – created rodrigomanchee | the_p_oblem_with_mainst_eam_appeal [2026/03/10 11:48] (aktuell) – created jenniferulrich1 |
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| Upon release, one of the main criticisms hounding Destiny 2 was its conversion of shaders from permanent unlocks to single-use consumable items . In response, many were quick to point out that shaders in general were easy to come by and that players wouldn’t actually be hurting for them all that much. In general, this is true. Shaders as an item are indeed relatively easy to come by. However, most of the best shaders are only gained through opening "Bright Engrams", items which are loot boxes in all but name. They’re obtainable through in-game means but only at a snail’s pace unless one decides to fork over some real cash. Players also have absolutely zero control over what they get out of them. So while those cool shaders are technically obtainable, there’s no guarantee that a player will ever get the one they want, much less more of it. So instead of encouraging players to enjoy Destiny 2’s new system that allows every piece of gear to be individually customized, the game instead pushes players to do the opposite and hoard what shaders they do get until they manage to obtain a piece of endgame gear that won’t be immediately scrapped. Armor and weapon mods suffer from a similar drawback too, though they can at least be bought with in-game currency. This problem isn’t just limited to consumables either. Thanks to Destiny 2’s deplorable token system, there’s been wholesale reduction of player control over the gear they earn. The system is probably meant to promote grind, but instead it does the opposite. Why should the game’s players bother with the grind loop if they can’t grind for the things they actually want? | Completing the campaign can last anywhere between 6-8 hours, and that time is mostly filled with well-written and varied missions. Sure, some cookie-cutter missions are just there to pad out the length, but for the majority of missions, there’s more than enough context and agency to keep players going. One mission you may be driving a vehicle, in another you’re escorting a valuable object and then you may be teleporting around areas to save a friend. There’s a lot more variety on display in Destiny 2’s missions. |
| Destiny 2 is laying the groundwork for outstanding storytelling and unforgettable moments. It's setting a solid foundation for the game it always wanted to be, while delivering the things Destiny never could. It’s an exciting time to be a Guardian even if it means the Last City falling only to pick ourselves up one more time. At least this time, there are those worth fighting for. | |
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| Well that didn’t take long. It’s only been about a month since Destiny 2 released and it’s already struggling to hold its players’ attention. Many are focusing on loot or the sheer lack of content as the cause, but the game's real issues run a bit deeper. Having loot to grind for is all well and good, but it doesn’t amount to much when there’s not a whole lot one can actually do with it. The game’s economy has also undergone a very player-unfriendly change, one that encourages microtransactions and hoarding over fun and engagement. Even the moment-to-moment gameplay has suffered. What was once relatively fluid and fast-paced combat has become slow and laborious. As it stands, Destiny 2 meets [[https://www.destiny2focus.com/|mouse click the next page]] basic requirements necessary to be called a full and proper sequel rather than a glorified expansion, but falls into the category of unsatisfying sequel that "fixed" all of the wrong things. | "Outside of the Prismatic Matrix, players may continue to earn Bright Engrams each time they level up, and they can still purchase these engrams if they want a chance to get everything from the Season 3 catalog. Additionally, we’re increasing the number of items available from Tess each week with Bright Dust, from 14 to 18 items. |
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| This new loot box is known as a "Prismatic Matrix" and works very much like a package gacha. The Prismatic Matrix has its own pool of ten possible items for players to pull out of it and players can make ten pulls per week. Once the next weekly reset hits, the matrix will refresh with a stock of ten new items. The Prismatic Matrix only awards items players don’t already have, so each pull will award the player with something new. It sounds good at first, but there are a few catches. Players only get one free pull per week and all the others have to be paid for with real money. Players can’t even bank their weekly pulls in order to guarantee themselves something they want because Destiny 2 will only allow players to bank a maximum of three free pulls. This means that the absolute most one could get for free in a week is four items. That...really doesn’t sound like much of an improvement does it? If anything, these boxes will encourage burst spending as overeager players race to make sure they have all the items available for a given week. | [JH]: Grimoire Cards as you knew them the past few years are gone. Who’s to say how we’re going to make that content more accessible outside of the game. However, what I can say is that it was a goal for us to take all that Grimoire content and get it into the game so that it was more accessible to players. |
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| (Image: [[http://www.imageafter.com/image.php?image=b21tabus1171.jpg&dl=1|http://www.imageafter.com/image.php?image=b21tabus1171.jpg&dl=1]])With these sorts of compromises becoming commonplace, it’s no wonder that there are many gamers out there who’ve become afraid of the casual audience. More and more often they’re seeing niche series they enjoy getting compromised and simplified for the sake of attracting the casual player. Are they right to vilify the casual audience? No, absolutely not . Like it or not, the casual audience is vital to gaming’s survival and it’s not the their fault that publishers are trying to get their attention. Instead of insulting and ridiculing casual players, hardcore fans should be trying to bring them into the fold. In fact, publishers and developers should be trying to do the same thing. Major departures like Fallout 4 and Dead Space 3 would better serve their creators and IP as side-games rather than mainline series entries. If a given publisher’s goal really is to expand a series’ player base, then use these sorts of games to attract people that can actually be converted into fans rather than simply going for the easy sale. They should be trying to create long-term customers rather than simply attract short-term guests. There is still great value to be found and lots of money to be made in the various genre niches. Their fans are passionate and are willing to support honest effort if it means getting more of what they love. It’s just a matter of respecting them and the series they love when trying to increase their ranks. | What is surprising is the antagonist, Gaul. Presented in trailers as a hulking brute, Gaul appeared to be a walking cliché. The end product is the complete opposite with Gaul having much more depth than anticipated. Gaul doesn’t get the amount of screen time he deserves, which is disappointing considering he’s the best part of the story. |
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| | [MW]: Well, let’s look at the Fallen. In our Age of Triumph Grimoire Cards, we’ve taken the time to advance their story and key into the current state of the faction. The Fallen have completely lose their house structure. The idea of the Kells and the different houses are gone now, and they’re just a broken people. Some of them have gathered together in the EDZ, and others are roaming the solar system. We’re able to really progress their story following the events of the previous games and expansions. Then we have the contextualized dialogue system to hint back to what you’ve done to them in the past. |
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| | There are a total of eight maps (nine if you’re playing on PS4), and five game modes. Supremacy, Clash, and Control are part of the Quickplay option, and new modes Countdown and Survival are part of Competitive. Unfortunately, there is no option to select the game mode you want once you select Quickplay or Competitive. If you really want to play Control, you have to hope that the game's matchmaking doesn't randomly throw you into Supremacy or Clash. |
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| | Much of the gameplay changes lie under the hood. Primary, Special and Heavy weapon classifications have been replaced with Kinetic, Energy and Power weapon classifications. While many may lament the fact that Sniper Rifles, Fusion Rifles and Shotguns have been moved to the Power Weapon slot, the changes made to the classifications are ultimately smart. Players now have more viable weapons to choose from, making it easier to melt enemy shields with Energy Weapons, pound unshielded enemies with Kinectic Weaponry and better control crowds with Power Weapons. New gun types like the submachine gun and grenade launcher are thrown in to add more variety and are quite fun to use. |
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| | [MW]: We’re just aware of it as you are. It’s harder for us to tell a story, but it has it’s moments. There’s one part in the story where you’re told to speak and Ghost cuts you off. So, we have fun with that. |
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| | [JH]: There’s two key things going on with Ghaul. One is giving him a goal and objective that he desperately wants that we as players can relate to. What do you care about? It’s your light, your progress, your powers. You care about that which the Traveler has given you. Ghaul wants that, and it’s the thing that you’re both going to fight for. The second is, when you start digging into the story, you see that he has a drive and obsession with being worthy. He doesn’t want to just take it, he wants to earn it. |
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| | Destiny is a game with strong lore that does a poor job of presenting it to players. Though Bungie vastly improved the game's story elements in The Taken King and Rise of Iron, it's with [[https://Www.destiny2focus.com/|Destiny 2 Patch notes]] 2 where the developer is looking to make it's biggest strides yet. Featuring a full-fledged campaign, Adventures that tell their own sidestory and new lore items, the story team in Bellevue, Washington have had their hands busy. We got to sit down the Matthew Ward and Jason Harris, members of the Story and Cinematics team to discuss Destiny 2's plot. |
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| | Destiny 2 has even managed to mess up its core gameplay. While the developers’ hearts were surely in the right place when they chose to streamline the gameplay in the name of accessibility and PvP balance, in practice most of their changes have done more harm than good. One can tell that PvP was the major focus, because the changes work quite well for it. No longer do players have to endure the frustration of shotgun metas and constantly getting mapped by sniper rifles. Reduced access to abilities and power/special weapons allows for slower engagements. They’ve opened the door for an improved Crucible experience. The problem is that these changes are downright awful for the rest of the game. As it stands, Destiny 2’s gameplay mechanics encourage the hoarding of abilities and ammo rather than their enjoyment. |
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