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Why are there artificial constraints in Destiny?

Well, the bounties help if you dont play alot, you wont fall too far behind compared to those that play all the time.

Considering this shit plateaus two or three weeks after new content is released there's really not much to fall behind in.

I just want to make sure we are talking about the same thing here. I'm not trying to say that one system works, so all the broken ones are to be forgiven. I just don't understand what the OP is talking about. He specifically said Rep. But rep doesn't have a cap. The closest thing would be marks, but they have a weekly cap, not a daily, so waiting until tomorrow does absolutely nothing. So what is he actually talking about?



He didn't, though. He specifically said reputation. I'm suspicious he thinks the only way to gain rep is through bounties, and that just isn't true. So rather than jump on the hate bandwagon, I'd rather inform him of the other (more regular) ways to gain reputation while playing the game.

I have no idea what the OP is talking about and apparently the OP doesn't know what the OP is talking about either.
 
It's a pretty common mechanic that a lot of MMOs and online games with repeatable content use. It serves a variety of purposes ranging from perfectly logical to slightly manipulative:

-It encourages players to engage in all available activities rather than focusing on just one
-It prevents powergamers from getting too far ahead of the curve too quickly
-It prevents people from getting everything they want (gear, etc) as fast as possible and keeps people returning to the game
-It increases the value of the items purchased with capped currency, limiting you to one or two a week
-In the case of raid lockouts, it maintains the rarity of a certain tier of rewards

Basically, they're brakes put in place to keep people drip-fed on games. I both understand why they're used and also understand the frustration surrounding them.

everything in this post

if there weren't any caps or time gates, i'd have unlocked everything in Destiny after 2 weeks and stopped playing. the content is fun with friends, but it's not something that i'd want to play over and over if there wasn't anything to gain from it. nobody does the daily story missions because they're replayable and well designed; you do it for the mats and rep gains that you put towards the next carrot.

some of the caps definitely need to be raised though. i wont be able to buy any of the TDB vendor weapons because i can't earn marks until tuesday. but that's when HoW drops and replaces the weapons. and for some asinine reason, old vendor weapons completely disappear from the game's loot tables when they're replaced.
 
I'm wondering what will happen when Destiny 2 releases. Will they say "hey, Destiny players, Destiny 2 is out, good news! All of your current characters carry over and everything is super cool!", or will they say "hey, Destiny players, Destiny 2 is out, good news! It's a new game, time to do everything all over again!"

Personally I hope we don't see Destiny 2. Bought into the hype, ended up massively burned. The fact that I had people messaging me on PSN saying "hey, wanna do Destiny dailies" just reminded me of why I avoided playing games on my phone.
 
People have given a lot of the reasons for it mechanically, but I'd love to know why it's there conceptually. AFAIK, the game went through a number of fairly drastic revisions; is the grind enforcement intentional, something created specifically for the final iteration? Or is it something from an older design, one that had more of a player-controlled economy that just... leaked forward.
 
Doesn't change the fact that bounties are the fastest way and are limited to only a few.
I never said that, just trying to clear up a confusion with marks and rep. I've leveled up in Crucible many times after hitting my mark limit for the week. I usually don't get anything good though.
 
games have had anti-poopsocking in them for over a decade now

this is not unique to destiny
Seriously

People would not be playing World of Warcraft for 10+ years with out stuff like this.

But because this is new to consoles and some people's first game with slight MMO elements, they.... Don't know what to think it appears
 
Seriously

People would not be playing World of Warcraft for 10+ years with out stuff like this.

But because this is new to consoles and some people's first game with slight MMO elements, they.... Don't know what to think it appears

I actually stopped playing WOW for the same reason :P
 
it's to keep no life players to get ahead of everyone and it's also a psychological thing, you're more likely to play everything that's available for you today or in the week in the fear of missing out the rewards.

As someone who spent hundreds of hours with the game I think you nailed it
 
The caps have allowed me enjoy the game more tbh. Without them I'd probably of just stuck with my original Titan, power leveled him until I got all of the gear I wanted, and then quit. Instead, due to the cap, I also created a warlock. I did this so I could still play with my friends and the missions had meaning because I was still earning marks and raid gear. I'd never have experienced the subtle and not so subtle differences between classes and subclasses. The cap forced me to expand my repertoire and dig deeper into the game, really opening up builds, exotics and play styles.

I rarely ever hit the cap now that I run 3 toons. Now it's about what class and subclass is needed to get my clan through the mission...not rep grinding and praying for a gold coins.
 
they've already confirmed you'll keep your character through the entirety of destiny's run

Destiny 2 is not destiny. Not saying that they'll make it anytime soon but, it's highly unlikely you'd carry anything over into a sequel besides maybe a name and an achievement or something. There's no point to making a sequel if it's similar enough that something like a character would carry over just fine.
 
Here's the link to the article I was talking bout earlier:
Bungie worked hard to trap you in Destiny

Doesn't change the fact that bounties are the fastest way and are limited to only a few.

Exactly. It's the psychological manipulation at work again. Bungie trains the gamer to login daily to maximize their effectiveness. So the xp bonuses is being drip fed by the bounties. They know there are a lot of players that prefer Crucible to pve. So you're probably just logging on and running through the effective crucible bounties.

And this all leads up to the topic- why the artificial constraints are in play. It's a brilliantly designed trap:
- Glimmer, with the stupidly low limit. Keeps the player in a perpetual cycle of spend / grind more
- Crucible / Vanguard marks (who cares if rep+ is infinite because you need marks to purchase anything)
- Bounties for your favorite activities is being drip fed
 

Again, what I said isn't out of line with that. I highly doubt any of that means the Leviathan or whatever gun you grind out is going to carry over, there would be no point to making a sequel if it ran with the same exact functions like that. More than likely it would be vague look/name stuff carrying over, maybe some legacy systems, but certainly core aspects of the game would be very different and you'd probably still start at a low level. It has to actually be a different game if they want anyone to play it that isn't already in the Destiny ecosystem.

Think Mass Effect 1->2 or 2->3. You can import your save and it has some effect, but the systems of the games themselves were absolutely different and your character carried over in ways that were more cosmetic than anything else.
 
The main reason i think this game has caps is because of PvP. In the PvE content, it really doesn't matter who has what to fight aliens with because there's no need to be in a competition with one another. Perhaps the caps mean that there will be a higher average of high-level players, but this isn't a game where it takes tremendously long to reach the max level, so it doesn't seem that necessary. On the PvP side, if there were no caps on things you can earn or dailies you can do whatsoever, PvP would have completely alienated the people who don't have time to grind all day. Within a week, everyone would have had the most OP stuff with the most OP perks instead of the gradual process it became now.

At least, that's how I'm trying to look at it. A good MMO doesn't need any caps. Grinding is part of the formula and it isn't inherently bad to repeat content. But the player should be free to do it at their liesure - whether it's a little or a lot - and always feel like they're being rewarded. Destiny's activities reward you up to a certain point and then tell you to stop playing "or hope to get lucky" (well, you can obviously continue playing, but I can't imagine many people are doing the capped content "for fun".)

It's an effective way to stretch content and manage the progression of the entire player base at large - it's probably also why there are still so many people playing. Nevertheless, the game could ironically have more longevity if people could replay the end-game content and at least be guaranteed something. Prison of Elders looks like an attempt to address that, so we'll see how that goes.
 
Beat destiny today, blah story. Can't even pick my own rifle reward. I wonder if the reason for the design developer leaving has anything to do with the final product.


Bungie whhhhyyyyyyyyyyy
 
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