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Check out Bungie's new series, "Destiny Drawing Board." In it, they explain the lore behind a certain item in the game and how it can be customized. The first gun they show is one we've already seen: Red Death, a powerful gun with a story (indeed, many stories) to back it; in time, you will be able to create your own stories with this weapon. - - - Story link: http://www.bungie.net/7_Destiny-Drawing-Board-Red-Death/en/News/News?aid=11012 Video breakdown:
343, PLEASE REMOVE LOADOUTS FOR FUTURE HALOS Casual (and even some competitive) players have defended customizable loadouts, citing that they empower the player to determine their own playstyle, keeping gameplay unique and flexible. Ironically, this is the exact opposite of their original purpose. Loadouts were developed for tactical shooters, as a mechanic to force teams to decide their strategy before even starting the match. Obviously, the intent was to follow these strats perfectly; "diversity" in gameplay was considered sloppy planning. This is the exact type of gameplay 343 should be trying to avoid; Halo, after all, is about empowering the player to make dynamic decisions based on changing gameplay. While such a mechanic works for tactical shooters, it is not applicable to arena style shooters with respawns and longer kill times. A player is unable to decide his playstyle because he doesn't know what his four opponents possess and thus cannot plan properly. Instead, matches become a mess of disorganized play or players resort to using the most powerful weapon, eliminating the purpose of loadouts all together. Keep in mind that different starting weapons would be virtually impossible to balance. A long range weapon has the potential to be used at close range, but not vice versa. In Halo the average kill times at range fluctuate. Thus, weapons meant for different ranges cannot have the same kill times. However, average kill times at range are also affected by the maps, which should all be different from each other. If the same weapons are used for all the maps, perfect balance cannot be created. Furthermore, forcing players to stay in a certain range for their weapon to be used effectively only constricts movement and creates excess segmentation. To make gameplay genuinely interesting, 343 should create a true utility weapon that is effective at all ranges, while being difficult enough to use that it is virtually impossible for any player to master it. Such a weapon should be even more versatile than the Halo CE pistol, which was always a little lacking in close quarters combat. Ideally, this utility weapon would allow a player to have a chance against any of the three power weapons (close quarters, explosive, and sniper) assuming his opponent misses first. An additional benefit of a versatile utility weapon is the ability to create a unique and balanced sandbox around it. It is no coincidence that Halo's sandbox began getting shitty after Halo 3, with the introduction of an ineffective utility rifle. With a counter to all weapons at all ranges available at spawn, on-map weapons do not have to be nerfed to the point of irrelevancy. *Though I advocate equal starts, I do not want either the AR or BR (in its current form) to be the primary weapon.