Destiny 2

Destiny 2

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DukeFavre Mar 5, 2024 @ 5:43pm
Why is Destiny 2 BAD??
Honest question, why makes the game bad?

And how can devs FIX IT? What should they do? for real.
Originally posted by Mez Koo:
I gave you your answer as the negative reviews talk about: Bungie's executive game direction decisions. that ninja edit though. >_>

Removing and cycling out content, excessive monetization, and this year specifically has been full of content that feels like filler solely meant to distract us until Final Shape releases, which it is.

As I said the game itself is great but if things Bungie does actually bother you then that's up to you but if you can ignore that stuff then its a great looter shooter where you're constantly shooting aliens in the face and yes it does have pvp.

The story telling is good when they actually know what they're doing for example last year of Witch Queen and its seasons but this year they don't know what they're doing because its all filler they're making up along the way and it shows.
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Showing 1-15 of 37 comments
There's nothing bad...even though they could add PvP where you don't kill each other.
Are you sure? Mar 5, 2024 @ 5:59pm 
The destiny 2 discussions are slowly reaching TF2 levels of posting
Mez Koo Mar 5, 2024 @ 6:13pm 
The game itself isn't bad, the decisions that Bungie (executives) makes are bad.
DukeFavre Mar 5, 2024 @ 6:22pm 
Originally posted by Mez Koo:
The game itself isn't bad, the decisions that Bungie (executives) makes are bad.

Oh I see. Kinda like Blizzard Entertainment and Overwatch.
The author of this thread has indicated that this post answers the original topic.
Mez Koo Mar 5, 2024 @ 6:23pm 
I gave you your answer as the negative reviews talk about: Bungie's executive game direction decisions. that ninja edit though. >_>

Removing and cycling out content, excessive monetization, and this year specifically has been full of content that feels like filler solely meant to distract us until Final Shape releases, which it is.

As I said the game itself is great but if things Bungie does actually bother you then that's up to you but if you can ignore that stuff then its a great looter shooter where you're constantly shooting aliens in the face and yes it does have pvp.

The story telling is good when they actually know what they're doing for example last year of Witch Queen and its seasons but this year they don't know what they're doing because its all filler they're making up along the way and it shows.
Last edited by Mez Koo; Mar 5, 2024 @ 6:23pm
DukeFavre Mar 5, 2024 @ 6:27pm 
Originally posted by Mez Koo:
I gave you your answer as the negative reviews talk about: Bungie's executive game direction decisions. that ninja edit though. >_>

Removing and cycling out content, excessive monetization, and this year specifically has been full of content that feels like filler solely meant to distract us until Final Shape releases, which it is.

As I said the game itself is great but if things Bungie does actually bother you then that's up to you but if you can ignore that stuff then its a great looter shooter where you're constantly shooting aliens in the face and yes it does have pvp.

The story telling is good when they actually know what they're doing for example last year of Witch Queen and its seasons but this year they don't know what they're doing because its all filler they're making up along the way and it shows.

THANK YOU :steamthumbsup:
austiinos Mar 5, 2024 @ 10:19pm 
I stopped after lightfall dropped. Pvp sandbox will always be a mess because of slows/and taking away movement. I also dont like bows or glaives. Its fine if people do but it made me like pvp less and less over the years. Stasis was a close call for me. I dealt with bows for a long time. I think the core issue are things that mess with the moving in the game.

So I said pvp right. The reason for that is because I play the crap out of everything else assuming I use god rolls or things I chase for pvp. 3v3, or 6s. Even iron banner gamemodes have been crap over the years. I'm not even mad that we dont have new maps. I just have a game that I dont care about anymore for the direction it went.

Because it went into this direction for pvp. Not to my liking. Why would I care about doing any pve stuff. I'm done my fair share of top pve stuff over the years. Solo flawless dungeons, day one raids, many god rolls of may weapon/archtype/burns. Grandmaster done, challenges for 20k+ for legend was my last thing I have done. I just dont care anymore. The care that I want out of one thing to then play the other thing (pvp), is now gone. Even if I wanted to come back. There's more reasons that just this. Which are core issues and ways they want this game played in their way. I think the rotational system is terrible. It forces you to farm in a certain way/ wait weeks on end for the raid/dungeon to come back around. This kills the vibe of wanting to farm anything. D1 did it well, D2 did it ok before the 30th aniv update. D1 had skeleton keys that could be used if you had them on a specific strike. So you could access the weapon drop at any time. Higher odds on nfs for that one strike if you want it that way. D1 used to have it really good but it was buggy where the boss could drop it and the chest could drop it. Even just the skeleton key chest is a better system than d2. D2 they want you to farm for the adept so rotational system. It has a stupid amount of grind hours to even turn in engrams. Which I dont like turning in tokens/engrams. I liked turning in skeleton keys because I would play the activity and then turn in the key. Gameplay and reward was spot on back then so why change that. They messed up d2 vanilla and kept token forever just to change it to engrams this and that for turn in which is about the same since you go play menu simulator instead of playing the game.

I think thats the core issue with the game is how rewards are given out for the gameplay that you play. It all feels like a waste when one side(pvp) or the other(pve) feels like you dont progress in any way.

tldr for things I may not have covered. story is a 6, f2p is a 0, lore is a 7, seasons or whatever they may call it in the future will still suck, silver sucks, taking away shards will just make it the same farm in time for another item to equal the same thing anyways. They make this game to waste your time when you get to a certain point. I give this game a solid 7 with friends. I had a long day today at work and wanted to see updates on the game and I know its better to skip this game. I have nearly 7.5k hours with d1 and well.. it seems I just needed to rant. I miss this game. Thats why I'm so hard on it. I basically played it for 1/3 of my life.
TheHauptGeneral Mar 5, 2024 @ 11:09pm 
the very short reason is the people at the top refuse to let good things happen, i mean we even heard that the devs were begging to go make the game better but weren´t allowed to. Because of this the devs cant get creative, without an executive breathing down their neck telling them to add more eververse armor sets. The consequences of this are the lack of innovation, boring rewards, bad mechanics and etc
Mizerie Mar 5, 2024 @ 11:11pm 
One guy already answered the first part of the question, but fixing what's already been done is, again, largely an executive problem. Naturally, I'm giving an opinion here, so do take it with a grain of salt.

To summarize some of the 'fixable' parts:

- Cut/sunset content could be restored.
* To date, the original base game campaign, an entire paid DLC, raids, activities, missions, and multiple playable planets (areas) were removed from the game due to what Bungie called 'file size issues' with the total game. A host of older weapons were also sunset (made obsolete). Though player backlash has stopped them from doing any more of this, they have not restored the cut content. Some of the sunset weaponry has returned in updated forms, but not all. Additionally, massive amounts of content from the seasonal passes is at this time permanently removed from the game after about a year after it's introduced, which means that newer players miss out on a ton of activities, lore, weapons, etc. And to top it off, the new player experience was truncated following the removal of The Red War, the base game campaign. The new New Player Experience is a pale imitation by comparison, and doesn't really introduce the player to the Destiny universe.

- Lore could be polished; loose ends tied up.
* Witch Queen was incredibly well-received by the playerbase. Part of this was for having an expansive story and new insight into the universe, but Lightfall by comparison was slapdash writing and is often treated as the weakest DLC title. Characters whose lore had been built upon for years were effectively thrown away, and new characters felt like poorly-written one-offs. Abilities and forces seen in previous seasonal and DLC content were also not utilized in future storytelling, under-utilized, or ignored completely. Content that could have been better explained in cutscenes or in-game is also relegated to readable lore entries or audio-only vignettes that disappear after a season (for the latter).

- PvP could have a very long, hard look taken at it to encourage more weapon diversity and ability use.
* Over 50% of PvP loadouts utilize a single weapon archetype, the Hand Cannon, due to its supremacy over other weapons in most encounters (it has roughly the highest damage-to-shot ratio in the most common skirmish ranges if the user can headshot, which isn't difficult due to bullet magnetism and auto-aim for these guns on both PC and console). Furthermore, PvP class balances are often skewed in favor of Hunters (an opinion, yes, but Hunters often get the most tools per subclass) or suffer nerfs because of Hunters (such as an evisceration of Warlock's Strand build due to Threadling nerfs caused by Hunters being able to spam Threadlings, to summarize a recent change). Recent PvP sandbox changes have been set to make it more difficult to use most weapons that utilize green (special) ammunition unless you are doing especially well in-match or doing incredibly poorly (10 deaths to get two shots' worth of ammo for a sniper, for instance), which locks out a host of different weapon archetypes.

- The seasonal content could be permanent DLC.
* An opinion, but since seasonal content completely vanishes after about a year, it would behoove the developers to make them mini-DLCs for lower prices. There'd be content bloat to consider, but as it stands, new players miss out on vast swathes of content (that is actually pretty good).

- Dungeon keys could be removed and returned to the original 'comes with DLC' model.
* Starting with Witch Queen, dungeons introduced with DLC packs were tied to an additional $20 USD purchase that had to be made in the in-game store, which allowed Bungie to exclusively control discounts (there aren't any for keys). This was a break from the normal 'comes with the DLC' standard, and faced backlash given that this meant that you had to pay about 35% more for content that had normally been with your purchase.

- Bugs.
* Self-explanatory. Lots of those to iron out.

- Decreasing monetization.
* As with many games that have cash shops, paid currency is set to either give you a surplus of currency after purchasing your preferred item, which incentivizes another purchase to get rid of the surplus. The vast majority of items also cost an absurd amount of money (over $15 USD in many cases), and there aren't enough options for players to get these items without waiting for the small weekly rotation shops that give a chance for things like emotes, ships, etc., but almost never full outfits outside of seasonal events. Bungie has also leaned into collaborations (like the recent 'Mass Effect' outfits), but with hideously overpriced content (all three outfit sets, one for each class, costs $60 USD, which is the price of an entirely new game). There's also been a constant threat of FOMO (Fear Of Missing Out) with this content, so you feel like you need to buy it.

There are more things to note, but I believe that these are the high points. However, instead of attending to this, Bungie has laid off a large amount of staff (including Michael Salvatori, one of the best composers) in recent times while refusing to take pay cuts for executives and focused on what players feel is simply filler content to keep us busy until The Final Shape. Bungie has also been bought by Sony, who may or may not step in to drive the Destiny-mobile if Bungie's sales don't meet certain quotas, which may also be a reason for the lean toward aggressive monetization. This may or may not be a bad thing given that, to my knowledge, Sony doesn't have much experience in the live-service model of games.

Running a lot of this off of the top of my head, so people are welcome to correct me if I'm wrong.

Hope this helps.
Last edited by Mizerie; Mar 6, 2024 @ 8:10am
rad_knight Mar 6, 2024 @ 1:27am 
outside of all the general gameplay and system flaws that the guy above me mentioned, The game is trying to be an MMO in a lot of ways but completely failing.

its got classes, leveling, dungeons, raids, loot grinding, and clan systems but that's about it. it doesn't lean far enough into the MMO side of the game that it could.

its just not expansive or community driven enough.

like think about it, when's the last time you did something other than shoot at stuff, and when's the last time you interacted with a player other than shooting at them or at something with them?

That might sound dumb, but look at another MMO like final fantasy. today when i played the game i spent a few hours crafting(which is an actual skill and mini game in FFXIV, not just a menu), did some races, played a few mini games in the gold saucer, spent some time gathering, a bit more time fishing, redecorated my apartment, and went to a bar to listen to music and chat with friends.(nope, not kidding. if you don't play other MMOs that might sound weird but that's an actual thing people do)

today in destiny i shot at stuff, fished, shot at stuff more. and then shot at stuff some more.

the game is just lacking in anything that makes it feel like its more than any other PVE FPS.
there's no reason to interact with the community. there's no reason to immerse yourself in the world. there's no reason to care.

why can't i have a ship/house/apartment to decorate and hang out in?
why can't i play a game of cards with someone and put guns up as a bet?
why can't i play a racing mini game(THEY EVEN ACTUALLY MADE THIS ONE)
why can't crafting being a skill or minigame that you need to actually be good at/invest time into?
why can't there be some kind of fashion challenge that encourages players to make cool or unique outfits?
why can't there be some kind of platforming challenge or obsticale course i can do while waiting for my in game LFG lobby to fill up?
why can't i sell the guns i get to other players for shards or glimmer?

maybe this is something only i care about, but after starting to play final fantasy 14 last year basically every time i play the game i find something that makes me think "why isn't destiny doing this too"? the devs have said that they consider the game an MMO(at least i think. god i hope i'm not misremembering that, otherwise this whole rant is gonna make me seem stupid), but its not massive and there's no reason to interact with the other players in any non-combat situations. right now its not an MMO, its just an O.
Azoun Mar 6, 2024 @ 3:34am 
I was hoping that Sony would force Bungie to fix this game following the Sony takeover. Vaulting content is something that seems like something Sony would never do. I like to think that Sony respects our game purchases and will keep allowing us access to the content.
Originally posted by Mirekek:
The new New Player Experience is a pale imitation by comparison, and doesn't really introduce the player to the Destiny universe.

As someone who didn't play D1 and was coming in blind, it does a hell of a lot better than the Red War itself did. Going through the first mission of the Red War had me going "who are these people and why do I care" while the run-around-the-Tower quest tells me exactly who all of these people are and why I should care; it also introduces more of the enemy factions sooner, so it's not just "oh here's another enemy type you've never heard of."

Still pissed Adventures are gone, though. Those were great for worldbuilding and comedy in the case of Asher Mir exactly. :D:
NationX Mar 17, 2024 @ 8:47am 
Game has turned into a cash grab with little conntent
rivensnuts Mar 20, 2024 @ 5:02am 
Fully agree with this description. I will give my two cents and add on to one of my issues with the game.

PVE aspect you described was accurate and has these effects:

Paywall is too much when not on sale, + dungeon keys ruin the pve experience. Pve story writing could be hard and not appeal to the playerbase, but a $60 full price game should include more content, following the old DLC business model you described to make it more attractive and justified to all players to want to spend that kind of money. That would offset and protect the expansion a bit from criticism and balance the reviews of the game. Lightfall was crap and still rated terrible, leading to snowball effect of bad reviews and constant Bungie discounts trying to seduce us like strippers. Losing profit hurts company = losing developers and workers = even worse prospects for the companies future success.

Vaulting old content from previous expansions hurt the game too, since not only does that remove the content that old players enjoyed in the past and makes the story telling more dog**** confusing for new players, it's a bad business decision as the old expansion profits are all gone (even if you lower the price to 5-10 USD, you are still making money for what you already have succeeded). Meanwhile, the effects and loot left after the removal of the expansion becomes lower in quality. This is best seen in the Forsaken pack -- it's worth nothing now except for exotics that you still have to unlock and thus should not be even 24.99 to start as a price.

PVP in my opinion also has this problem:
Free pvp is extremely unbalanced, and truly competitive pvp is blocked by paywall. Free pvp has no matchmaking, since it is known as the casual pvp. NPE is also ruined by this. Imagine barely knowing how to hold a new gun type with an extra complexity in frame type and then being pummeled by a fully decked out titan using trial weapons. That's pretty damn fun that you would want to throw your controller putting a hole in your wall. Trials is also blocked by paywall, so improving in pvp is more difficult as you cannot even gauge what level of skill you are at with skill based matchmaking, and tryhard behavior.

Trials pvp weapons are overpowered, which would be fine and fair if everyone can get them. Summoner for example is taking over the whole meta right now and making crucible a living hell. Too bad I don't have a rat's ass chance of getting it. It is impossible to obtain for new players or people who don't want to spend more money on this game's DLC. Let's be honest, he comp paywall is used as an cheap lazy excuse to block cheaters, valorant is free and blocks cheaters too. Because part of the community is blocked from playing, it could easily make pvp balancing much more difficult due to numbers.

One proposed solution to make it more financially appeasing is to allow those who bought previous DLCs to "earn points" that can solely be used to unlock game modes in the game, like dungeons or trials. Make it so you don't have to pay 60 EVERY YEAR to play competitive. Even 60 for one expansion or a sum of more than 30 spent on the game in total would help prevent cheaters, as 30 is already a decent amount of money for a game. As someone who bought Beyond Light full price before it came out, I was still relatively scrubby at the game, so I never tiptoed into trials. Doing this would help new players or other players like this.

Or simply just get a better cheat detection system. Could easily do this with the money earned from DLC's. If the company is not too greedy for short term profits, they could invest in the game more and then potentially double their margins.

To summarize, financially responsible players or new players suffer from this game due to paywalls, and although I'm not really a new player, a game's future is critical on them. With all these shortcomings, the game is likely going to die if there is no new blood. Not everyone can keep wanting to play the same game over and over again if it keeps getting worse as a result of the company losing money and morale from poor production.




Originally posted by Mirekek:
One guy already answered the first part of the question, but fixing what's already been done is, again, largely an executive problem. Naturally, I'm giving an opinion here, so do take it with a grain of salt.

To summarize some of the 'fixable' parts:

- Cut/sunset content could be restored.
* To date, the original base game campaign, an entire paid DLC, raids, activities, missions, and multiple playable planets (areas) were removed from the game due to what Bungie called 'file size issues' with the total game. A host of older weapons were also sunset (made obsolete). Though player backlash has stopped them from doing any more of this, they have not restored the cut content. Some of the sunset weaponry has returned in updated forms, but not all. Additionally, massive amounts of content from the seasonal passes is at this time permanently removed from the game after about a year after it's introduced, which means that newer players miss out on a ton of activities, lore, weapons, etc. And to top it off, the new player experience was truncated following the removal of The Red War, the base game campaign. The new New Player Experience is a pale imitation by comparison, and doesn't really introduce the player to the Destiny universe.

- Lore could be polished; loose ends tied up.
* Witch Queen was incredibly well-received by the playerbase. Part of this was for having an expansive story and new insight into the universe, but Lightfall by comparison was slapdash writing and is often treated as the weakest DLC title. Characters whose lore had been built upon for years were effectively thrown away, and new characters felt like poorly-written one-offs. Abilities and forces seen in previous seasonal and DLC content were also not utilized in future storytelling, under-utilized, or ignored completely. Content that could have been better explained in cutscenes or in-game is also relegated to readable lore entries or audio-only vignettes that disappear after a season (for the latter).

- PvP could have a very long, hard look taken at it to encourage more weapon diversity and ability use.
* Over 50% of PvP loadouts utilize a single weapon archetype, the Hand Cannon, due to its supremacy over other weapons in most encounters (it has roughly the highest damage-to-shot ratio in the most common skirmish ranges if the user can headshot, which isn't difficult due to bullet magnetism and auto-aim for these guns on both PC and console). Furthermore, PvP class balances are often skewed in favor of Hunters (an opinion, yes, but Hunters often get the most tools per subclass) or suffer nerfs because of Hunters (such as an evisceration of Warlock's Strand build due to Threadling nerfs caused by Hunters being able to spam Threadlings, to summarize a recent change). Recent PvP sandbox changes have been set to make it more difficult to use most weapons that utilize green (special) ammunition unless you are doing especially well in-match or doing incredibly poorly (10 deaths to get two shots' worth of ammo for a sniper, for instance), which locks out a host of different weapon archetypes.

- The seasonal content could be permanent DLC.
* An opinion, but since seasonal content completely vanishes after about a year, it would behoove the developers to make them mini-DLCs for lower prices. There'd be content bloat to consider, but as it stands, new players miss out on vast swathes of content (that is actually pretty good).

- Dungeon keys could be removed and returned to the original 'comes with DLC' model.
* Starting with Witch Queen, dungeons introduced with DLC packs were tied to an additional $20 USD purchase that had to be made in the in-game store, which allowed Bungie to exclusively control discounts (there aren't any for keys). This was a break from the normal 'comes with the DLC' standard, and faced backlash given that this meant that you had to pay about 35% more for content that had normally been with your purchase.

- Bugs.
* Self-explanatory. Lots of those to iron out.

- Decreasing monetization.
* As with many games that have cash shops, paid currency is set to either give you a surplus of currency after purchasing your preferred item, which incentivizes another purchase to get rid of the surplus. The vast majority of items also cost an absurd amount of money (over $15 USD in many cases), and there aren't enough options for players to get these items without waiting for the small weekly rotation shops that give a chance for things like emotes, ships, etc., but almost never full outfits outside of seasonal events. Bungie has also leaned into collaborations (like the recent 'Mass Effect' outfits), but with hideously overpriced content (all three outfit sets, one for each class, costs $60 USD, which is the price of an entirely new game). There's also been a constant threat of FOMO (Fear Of Missing Out) with this content, so you feel like you need to buy it.

There are more things to note, but I believe that these are the high points. However, instead of attending to this, Bungie has laid off a large amount of staff (including Michael Salvatori, one of the best composers) in recent times while refusing to take pay cuts for executives and focused on what players feel is simply filler content to keep us busy until The Final Shape. Bungie has also been bought by Sony, who may or may not step in to drive the Destiny-mobile if Bungie's sales don't meet certain quotas, which may also be a reason for the lean toward aggressive monetization. This may or may not be a bad thing given that, to my knowledge, Sony doesn't have much experience in the live-service model of games.

Running a lot of this off of the top of my head, so people are welcome to correct me if I'm wrong.

Hope this helps.
DJBacon Mar 20, 2024 @ 5:27am 
They keep nerfing things in PvE based on how much it's being used (regardless of the "why?") and the sandboxes for PvP and PvE are not entirely separate so if something get hits mechanically in PvP it gets hit mechanically in PvE.
A great example of this would be the Antaeus Wards which served no actual purpose in PvE just because there are better options for every titan subclass, but they were kinda okay in PvP because it reflected supers and weapon shots. So they made it take up class energy for damage reflected... in both PvP and PvE, basically erasing it from the latter.
A game that does this perfectly is Warframe where abilities and mechanics actually function differently in PvP and PvE, without affecting each other. But Bungie can't because...
They're too busy overpricing DLCs ig?

This along with everything else the people above me have said make it a sad and slow decline in quality for BOTH experiences. Not even the story is enjoyable, PvP is hell if you don't have specific loadouts, and PvE just keeps getting harder and harder requiring you try hard almost every encounter (because we can't just have unlocked light activities for some reason?)
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Date Posted: Mar 5, 2024 @ 5:43pm
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