Exactly, Deej on Guardian Radio podcast said the number "16" hours was false, it was much lower than that
16 in itself would be a nightmare. I'm going to guess it takes around 3-4.
Exactly, Deej on Guardian Radio podcast said the number "16" hours was false, it was much lower than that
How many people here are mad at the lack of Raid Matchmaking solely because there is an utter lack of easy public communication within the game?
So 6 randoms, with subpar voice communication, subpar gear, and subpar skill can do what a top-of-the-line Clan couldn't do in 16 hours?
Yeah it is terrible, I'm only still using it because I haven't found a better one I like yet. Still it would be a relatively safe assumption to think 75% of the total player base across all consoles should have a mic. I also like to hope given the game they purchased, should the need arise they'd be inclined to use it. This is truly an insult to the random clanless player. I mean what if I'm a 'beater' and I wanna wander on my own?To be fair, the included mic with the PS4 is terrible and I didn't want to use that thing either.
Maybe they are intentionally leaving Matchmaking out early so it prevents random nightmaresThis is a bad decision by Bungie and I can guarantee they will realize eventually.
Yeah, playing with randoms intially when nobody knows what they're doing will be a nightmare. But in a few months when most people are geared to the teeth pub groups will be able to smash the content more often than not.
People from DestinyGAF will play with youI am so surprised by the replies. How in the hell is this a good news? someone please explain this to me. That's like saying Halo firefight or COD zombie mode without matchmaking. I don't have friends who wants to play with me all the time I want. This is such a bullshit. Taking away option to play with other people. Come on now.
Why not just let people have the option, like the option to use mics with randoms in the other modes, quite pathetic tbh.
So you are saying these raids will not be fun unless they are completed? There is no fun in maybe getting farther than you got last time? The actual mechanics of the gameplay in the raid are not fun? If that is the case, then where is the fun? Winning and getting fat loot is the only source of fun? That isn't really fun in my eyes and I definitely hope that is not what raids in Destiny are like.
How many people here are mad at the lack of Raid Matchmaking solely because there is an utter lack of easy public communication within the game?
It´s only 6 people, that´s why i think it can´t really be that hard. Having 6 people knowing what to do and do it right isn´t that hard but i will definately follow how the destiny community are doing.
Isn't this every raid until people find out how to do it?
Wait what? where did you get this?
But if the end result is still fireteams stomp matchmakers, then the result is the same as raids. A poor experience. The fireteam gets no challenge and the matchmakers get stomped. Clearly that is a bad experience. We can't allow the possibility of that, so kill PvP matchmaking too. If people want to do PvP, they just need to go to the Tower and find other like-minded people to play with them or join their friends. That way, every single PvP match ever will be a well-rounded fireteam vs fireteam match.
That's a fair assessment. I haven't played many traditional MMOs so I'm not familiar with the shortcomings of those systems. Coming from Defiance I found very little of Destiny reminding me that it was an MMORPG. I was tackling this from an ME3 MP perspective. In that case the developers claimed the newest high difficulty mode would be extremely difficult. The masses found it difficult, but for some it was quickly mastered and pub grouping became a great way to keep things interesting. Groups were just there to speed run the instance or complete it with unique setups that increased the difficulty. In that case grouping was similar to Detiny GAF going into a PVP match thus removing all difficulty to quickly roll over the enemy and stat pad.
To me the only difference between the current Strike and Raid grouping is that Raiding is more cumbersome. If I wanted to Raid sometime today it's still very likely that one or two slots will be taken up by some random we don't know, but had to troll around outside the game to find.
No one wants to put that much effort into something just to lose. It's common sense.
The single biggest difference there is that a raid that fails half way through is a LOT of wasted time, Maybe you got some experience and some loot, but you have to redo the whole damn thing again, it's similar to losing a save in a game that was just warming up, or going through a protracted boss fight only to have bad luck destroy you halfway through or later. Meanwhile losing the PVP matches is just what happens in any match of skill, though if you had failure after failure you might be demoralized enough to just not care to play anyway.But nobody plays one PvP match. You play for hours. If you are playing for hours in PvP and you're constantly being matched against fireteams and getting stomped, how is that any different? And what is with this attitude that you can't have fun while failing in a raid? Maybe you join a public raid and only are able to make it half-way through the raid. So what? If it took you two hours to get that fair, maybe you at least had a lot of fun during that raid? Why is that so hard to think?
Exactlyrandoms just quit anyway when they begin to lose.
Honestly?This sucks for me two fold:
1) I hardly ever have "hours" to spend in one sitting.
2) If by some miracle I did have that godly amount of time, it would be at a time where most likely no one else would be available.
The single biggest difference there is that a raid that fails half way through is a LOT of wasted time, Maybe you got some experience and some loot, but you have to redo the whole damn thing again, it's similar to losing a save in a game that was just warming up, or going through a protracted boss fight only to have bad luck destroy you halfway through or later. Meanwhile losing the PVP matches is just what happens in any match of skill, though if you had failure after failure you might be demoralized enough to just not care to play anyway.
I'm saying that getting a bunch of random people to work together to complete a task that takes multiple hours is usually an exercise in frustration. I'm not saying it can't be fun - who knows, we haven't played the Destiny raids - but constantly failing at the same point in a raid for hours on end because your teammates are dumb is not fun. I still have nightmares about people running INTO THE GOD DAMN FIRE during WoW raids.
Do you believe what was tested is what will ship?How many people here are mad at the lack of Raid Matchmaking solely because there is an utter lack of easy public communication within the game?
So 6 randoms, with subpar voice communication, subpar gear, and subpar skill can do what a top-of-the-line Clan couldn't do in 16 hours?
randoms just quit anyway when they begin to lose.
randoms just quit anyway when they begin to lose.
The single biggest difference there is that a raid that fails half way through is a LOT of wasted time, Maybe you got some experience and some loot, but you have to redo the whole damn thing again, it's similar to losing a save in a game that was just warming up, or going through a protracted boss fight only to have bad luck destroy you halfway through or later. Meanwhile losing the PVP matches is just what happens in any match of skill, though if you had failure after failure you might be demoralized enough to just not care to play anyway.
Because Raids are so vital for Destiny that without them it turns into a giant marshmellow sundaepreorder cancelled.
what's with lazy devs these days, a game that is pretty much focused on online and you cant even have matchmaking for this. same crap ruined firefight for ODST
IGN article certainly talked about how hard the Raids are going to beDo you believe what was tested is what will ship?
First Light is certainly getting a big overhaul before it ships.
This sucks for me two fold:
1) I hardly ever have "hours" to spend in one sitting.
2) If by some miracle I did have that much time, it would likely be when no one else would be available.
Raids aren't really like that, though. If you get stuck, you keep losing over and over in a short span of time, and have to decide whether to keep moving on, or to give up. And what makes you lose over and over might not even be you, but two other guys in your group.Why would you spend hours doing something in a game that will make all those hours deemed not-fun and wasted if you don't win? I played plenty of games growing up that had a "Run out of lives and you start the game all over" system. I could spend 2-5 hours playing them and hoping I might beat the game this time. If I failed, I didn't feel like that time was wasted. I had fun during that time. That's how games SHOULD be.
SiWhen someone drops out of a strike, does the system matchmake a new player into their spot?
If this is the route Bungie feels it need a to go, fine. But massive systematic changes need to be made to the communication systems in the game in order for this to work. My suggestions:
1. Public chat zone. Perhaps in the area where you spawn at the tower, where the ships are coming and going. Proximity public chat would be enabled here for all 16 guardians at the tower.
2. Fire team status icons. Give the players an icon above their head showing the status of their fireteam at a glance. Open/closed, and if open, what mode players are needed for. Open/raid could be the Raid icon with an open circle around it.
3. Better integration of player menus. When I R3 on a player to see their info, it SHOULD NOT open their PSN player card. It should open their Destiny player card with a single triangle press for "invite player to fire team".
These three changes, yes, Raids will be a huge success. Without them, I see it being tedious and not worth the effort for the majority of players.
Exactly
Too bad that this "pillar of the game" is held up by old raiding tropes.
Flex raiding in WoW has been the best system ever implemented into the game, since raids can dynamically scale from as little as 8 players to as many as 25. Would have been great if these raids in Destiny did the same (eg it scales from 3-6, or even max of 8 or 10 players, so that all party sizes can be accounted for/no one gets left out).
That would have been a great addition.
True. However this can be said of any difficult thing. When having this discussion, the experiences before all solutions are found and spread is what is paramount.
What can be fun is different for everyone though, and in general I DO want to feel like I'm making progress. Though I also rarely got through the no-save games unless they were REALLY good, had some secret to get ahead (hey Mario!), or used passwords instead which is more like a save system that depends on you to record the necessary data for the game rather than a battery keeping a bit of RAM alive.I don't play games with the mindset "If I'm not making progress, I'm not having fun." I play them with the mindset "I'm having fun if what I am playing is fun." I'm not going to worry about failing a raid multiple times as long as the raid is fun. Maybe I never complete it. Maybe it takes me forever. Who knows. I have plenty of games that I never beat because they had no save system, but they were fun to play and are still fun to play.
preorder cancelled.
what's with lazy devs these days, a game that is pretty much focused on online and you cant even have matchmaking for this. same crap ruined firefight for ODST
IMO it's because Bungie wants to make a Raid an experience, not a repetitive matchmaking grindfest.You seem quite defensive about not enabling matchmaking for raids so I wonder...
Why do you feel there should not be an option for people to use matchmaking on raids if they want to? How would having this option affect you playing the game?
To me, options are good! And having matchmaking for Raids as an option does not harm the game or players. If you believe so strongly that PUGs will not be able to complete the contact, then the option to matchmake is obviously one that you wouldn't use. But there are other who would probably use it. I literally see no problems that come from having a choice.
Killzone Intercept was supposed to be the same way but muted players can still hack it - and there are more strictly required class synergies in that game than what I've seen of Destiny.That's the thing though, Bungie is (supposedly) designing them so that you do need those things.
Not going to call it lazy but campaign missions don't have matchmaking either right? Whats the reasoning there?They purposely left out matchmaking. It's not a "lazy dev" decision. They could probably easy put it in, but they went against it.
I think I recall it doing that, but it would seem kinda crappy to go into Strike matchmaking and join in progress, unless it helped you get drops faster and that's why you were there.When someone drops out of a strike, does the system matchmake a new player into their spot?
Fireteams have open voice chat.An experience that is cumbersome and difficult to access and will be largely ignored unless they improve player communication.
Crying, I guessWhats going to happen on Raids if someone gets disconected?
IMO it's because Bungie wants to make a Raid an experience, not a repetitive matchmaking grindfest.
When someone drops out of a strike, does the system matchmake a new player into their spot?
I already asked if people don't like the way Raids will work due to the lack of player communication, and many responded in the affirmative.An experience that is cumbersome and difficult to access and will be largely ignored unless they improve player communication.