TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Results 1 to 11 of 11

Thread: Destiny 2 - MMOFPS-ARPG - PC/PS4/XB1 - Oct 24th/Sept 6th.

  1. #1
    PC Gamering Smartey Man
    I <3 consoles and gamepads

    Registered: Aug 2007
    Location: New Zealand

    Destiny 2 - MMOFPS-ARPG - PC/PS4/XB1 - Oct 24th/Sept 6th.

    After a decade long absence prodigal son Bungie has returned to PC.


  2. #2
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    [facetious]But what about Mac?[/facetious]

  3. #3
    Member
    Registered: Sep 1999
    Location: No Maps for These Territories
    The PC version looks awesome, but the lack of cross saves is a dealbreaker for me. The PS4 Destiny community is really strong and I'm not willing to make the switch to an uncertain future on Battlenet for the sake of higher framerate and adjustable FOV. Also, Bungie/Activision are heavily skewed towards PS4 with exclusive content, a trend that will continue in D2. In a game as centered on gear as Destiny, this actually has turned out to be a pretty big deal.

    A cross save function would make this an automatic purchase on both platforms.

  4. #4
    PC Gamering Smartey Man
    I <3 consoles and gamepads

    Registered: Aug 2007
    Location: New Zealand
    Played the PC beta. Console gamers been hyping up this for the past three years? Just another corridor shooter with bullet sponge enemies. It's precisely what I said it looked like in 2012/2013:- Borderlands minus the fun, colourful presentation. Much better games to play out there like Wolfenstein 2014 and Doom 2016, hell Borderlands 2.

    The game runs never drops below 60fps on the highest settings. The consoles must truly be hot garbage if they need to run this at 30fps.
    Quote Originally Posted by ToolHead View Post
    The PS4 Destiny community is really strong
    There's no accounting for taste it seems. The game is utterly pedestrian.

  5. #5
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    I just gave the intro bit a shot.
    It looks nice and runs smooth as butter.
    The movement's a bit floaty, but on the plus side, there's double jump.
    Guns seem nice, but even this brief time with it revealed that yeah, it's a game populated by bullet sponges.
    And from what I saw, it seems to be a gear grinder, which is a bit disappointing. I'd heard the first game was too, naturally, but I was hoping we'd begun to move away from skinner boxes. Nope.
    Unless I see it at a ridiculously knocked-down price, I'm probably going to stay away from this.

  6. #6
    Member
    Registered: Apr 2004
    Location: Netherlands
    Quote Originally Posted by Malf View Post
    I just gave the intro bit a shot.
    It looks nice and runs smooth as butter.
    The movement's a bit floaty, but on the plus side, there's double jump.
    Guns seem nice, but even this brief time with it revealed that yeah, it's a game populated by bullet sponges.
    And from what I saw, it seems to be a gear grinder, which is a bit disappointing. I'd heard the first game was too, naturally, but I was hoping we'd begun to move away from skinner boxes. Nope.
    Unless I see it at a ridiculously knocked-down price, I'm probably going to stay away from this.
    You're very into Diablo 3 though, right? What makes this game unpalatable in comparison? Just the bullet sponginess of it?
    Things do die with some haste in D3. I personally hate bullet sponge design a lot too.

  7. #7
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    It's hard to describe, but with an FPS, there is, for me at least, an expectation that player ability should play more of a part in determining the outcome of combat than stats.

    D3's pure lizard-brained lootsplosion, and there's definitely a place for that, but not really in ability-based games.
    There's also some fun to be had in theory-crafting, but again, that rarely has a place in the average FPS unless the systems that allow theory-crafting are incredibly well balanced.
    The best theory-crafting game I ever played was the first Guild Wars, and that worked because the maximum level was relatively easy to achieve; it was then about mixing and matching hundred of skills into 8 that were useable.
    I've never seen an FPS try that level of theory-crafting, and from my limited time with Destiny, I can already tell it doesn't exist there, removing a lot of the compulsion to grind. If all grinding is doing is increasing your stats but not your options, you've designed your game wrong.

  8. #8
    Member
    Registered: Apr 2001
    Location: Switzerland
    I haven't played the beta, due to not being home this week, but I've played and greatly enjoyed the first game on PS4. Yes, it is generic, and yes, the big foes are bullet sponges, but I found Destiny to be extremely well polished and balanced and a real joy to play. The upgrades to weapons and skills felt great. The ad-hoc coop was always enjoyable. I'm currently playing Borderlands 2 with my wife and it's fine, but its individual bits definitely don't feel nearly as well put together.

    I wonder, though, to what extent it's that the game is the only FPS I enjoyed on console/game pad and how the specifics would translate to KBAM.

  9. #9
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    It did seem rather remarkably easy with KB&M. I suspect they haven't re-balanced the game's difficulty from console to take that into account.

    And it would be difficult to rebalance properly, I suspect. If they increased the HP of all targets, that would just piss people off and drive away potential customers. People know it's the easiest, laziest and most false way of increasing difficulty.
    Re-writing the the AI algorithms to present a more balanced challenge is not an easy task.
    Maybe increasing enemy count? But there, I suspect encounters and maps have been designed around how many enemies players will be facing. And at the end of the day, if reduced purely to numbers, increasing enemy count is identical to increasing HP. You're just changing where that HP pool is distributed.

  10. #10
    PC Gamering Smartey Man
    I <3 consoles and gamepads

    Registered: Aug 2007
    Location: New Zealand
    Quote Originally Posted by Malf View Post
    Re-writing the the AI algorithms to present a more balanced challenge is not an easy task.
    Killing Floor 2's difficulties are precisely like that. If a small indie studio like Tripwire could pull it off then a series with budget of a half-billlion dollars bankrolled by a literally the richest gaming company in the world (Activision) has no excuse.


  11. #11
    Member
    Registered: Apr 2002
    Location: Landahn

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •