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Similarities Between End Game in Destiny and 2004/5 WoW?

WoW had a connected almost seamless world I cared about and had fun going through, and easy text communication with people via say/party/general/zone/lfg/defense/trade chat that made communication and finding friends/groups/guilds easy and fun.

Destiny has none of that.
 
WoW had a connected almost seamless world I cared about and had fun going through, and easy text communication with people via say/party/general/zone/lfg/defense/trade chat that made communication easy and fun.

That is the main issue with Destiny. Its not an MMO but it really wants to be. Jumping backwards and forwards to planets just to hand quests in feels 10 years+ out of date. If they had way more story content, they could have players travel the planet and follow the story, instead of ripping them out to hand in/load the content.

It would be great to have galaxy wide chat. Maybe make those public quests last a little longer and alter players so they can quickly warp to that planet to join in. Hell, they should be doing multi-part public quests and get players involved more. Bah, damn you Bungie!
 
They need to learn from WoW and show what drops in the Raid, so players have something to plan towards. They should also show what the upgrade path would be like to players that get those Raid items but want to do an even harder version.

Need more set items too like Diablo.
Well, WoW didn't do that itself. It was.... uh.... what came before wowhead? The white website with the Elite symbol used in the logo, I think?

That kind of loot discovery was fun too, but WarCraft just had more loot options.
 
Well, WoW didn't do that itself. It was.... uh.... what came before wowhead? The white website with the Elite symbol used in the logo, I think?

That kind of loot discovery was fun too, but WarCraft just had more loot options.

Yeah, loads of sites showed off what was coming as soon as players started getting loot. Gradually this just ended up in WoW so players so plan ahead for their next currency purchase or next gear upgrade. Carrot on a stick where you actually know what carrot you get. =)

It was fun to find stuff but I think that is what 99 percent of the game is for. The Raiding part should always have a reward that you will get. Leaving to to random chance is what annoys people so much about Destiny as it is.
 
WoW was a better MMO back in Vanilla compared to Destiny, it just had a different flavor then it does now. It was closer to an open world exploration game back in those days compared to the progress meter and dungeon running fest is has evolved into (this change was done for good reason regardless of player preference).

Destiny simply does a lot of shit poorly compared to "real" MMOs.
 
Well, WoW didn't do that itself. It was.... uh.... what came before wowhead? The white website with the Elite symbol used in the logo, I think?

That kind of loot discovery was fun too, but WarCraft just had more loot options.

Thottbot?
 
Only if Bungie ends up getting bought by Activision next year.

I seriously fear this will happen all the time. That or if Activision buys Destiny. I really hate with EA how Bioware is now "A Division of EA" and all their franchises are owned by EA. If Activision buys Bungie, then Bungie is gonna go down the drain.
 
Destiny would be a far better game if it became a proper MMO. Instead, we've ended up with weird "not MMO" that has all the tedium of a real MMO without the good core elements that make MMOs worth the grind.
 
The " end - game " of Destiny is pretty much just equipment gathering.

You only need to be lv. 26 for the Vault of Glass and heck even the NightFall strike is harder, technically. It is lv. 28 with insane boosts to the enemy and hits against you.

So, being able to get to lv. 28 is the goal to get 0% deduction on damage to the enemies in those raids and nightfall strikes.

But other then those 2 things, there isn't much of an end-game to Destiny. All the DLC Expansions will adding to the above 2 things. More gear, more Raids / Strikes with some additional story missions and such to try and flesh out the story.

We'll see how it all turns out. But you hit a point in the game where you basically log in for an hour or so, max, do your daily stuff and then leave. I've been doing that for 3-4 days now.
 
Destiny would be a far better game if it became a proper MMO. Instead, we've ended up with weird "not MMO" that has all the tedium of a real MMO without the good core elements that make MMOs worth the grind.

Agreed. I kinda wish they had gone full MMO and really push. I do enjoy the game but the content is lacking at present. The next few months will be interesting.
 
Ah Vanilla.

Where I would farm slimes in the north. Then I would farm fire elementals to the south, and then wind elementals further to the south.

Mmmm, memories.

I actually do have a lot of good memories doing exactly that. So many weird encounters with gold farmers, and by that I mean slaughtering them by the dozen because they were wearing terrible trash gear. Or that time I put some soulbound MC epics in the trade window and one gave me 500g for no reason.

Scarab Lord wasn't limited to one per server. Whoever completed the questline within 12 hours of the gates opening could get it.

The last time it happened there were hundreds of people (right before Cata)

Well, nobody knew that when we opened the gates. And we sure as shit weren't waiting for anyone else to finish - we all wanted to get in ASAP. Our gate opening was a huge collaboration between alliance and horde, both sides funneled stuff to our guy. It was fun having the pressure on us to speedrun Blackwing Lair, people magically played amazingly well that week.

I coulda been the scarab lord in an alternate universe where I had a job with normal hours. We only chose ours because we assumed cenarion circle rep was going to come into play, and the only exalted people were me and our rogue. I did it because I was a batshit insane feral druid and it had some nice feral loot, he did it because he was bored and played 24/7. And yes I was mad jelly of him for years, until server transfers started happening and there were suddenly tons of jerks with that mount/title.
 
What? There wasn't any rep grind. It was a "war effort " with random materials and a rather long (and amusing) questline.

After a while the event completed itself. My backwater server at the time got 4 septers from 4 different guilds on gong day.

After that most servers would open the Gates a few weeks after beeing launched, that only changed with Cataclysm since the questline was then removed. That's how 95% of the scarab lord people got their title (not saying that was luke's case)

One part of the quest chain did involve a rep grind -- in order to talk with Anachronos, you had to reach Neutral status with the Brood of Nozdormu, and at the time, the only way to do that was to deliver Silithid carapace fragments to the bronze dragonflight.

Every player was hated by the Brood, and it took the same amount of time to go from Hated to Neutral as it did to go from Neutral to Exalted (42,000 points). Each delivery of 200 carapace fragments rewarded 500 reputation, so a player needed to deliver 16,800 fragments total in order to talk to Anachronos.

At the end of the day it wasn't terrible because the fragments could be bought and traded, so entire servers worked together to gather them. But squashing bugs in Silithus for hours on end was not the most exciting way to spend an evening, that's for sure.

A lot of cool design ideas have come through (and sometimes left from) WoW in the past decade, but I'm not sure if I would consider rep grinding to be one of them. I would rather see new games -- like Destiny -- find more creative ways to gate content than how it was done in Vanilla WoW, but that being said, the quest to open the Gates of Ahn'Qiraj was probably a once-in-a-lifetime example of how to do it right.
 
I wouldn't say they are very similar, no. I suppose they are mechanically similar on the surface, in that you hit level cap, run dungeons (strikes) to gear up, and then run raids, but with loot games, it's all about how the fine details play with player psychology, and I think that's where Destiny falls flat on its face.

Gearing in Destiny is fun from 1-20, but at level cap, it's almost entirely frustrating. You are basically doing random things for a chance at random gear.

In WoW, you had loot tables for each boss, so while you still might end up getting zippo from the raid this week, you have a sense of build-up and excitement when you get to the boss who has that one sweet helmet upgrade you've been waiting on. Same thing for dungeons: yes, you might not get that sword from Rend Blackhand this time, but you have the excitement of "I hope he drops it this time!" and you have that sense of focus, the "okay, I'm going to place X to hopefully get armorpiece Y".

Destiny has none of this, and what's worse is that the random item you might get is often not useful for you at all. You're running a random strike, to maybe get something you don't even want or need.
 
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