@gibsonfilms Glad I’m not the only one! The degree of difficulty is astonishing: high concept sci fi, Original Story Not based on previous IP, high-wattage ensemble cast, filmed at international locations. And it still made a billion dollars because of how well it all works.
This is an unsolvable design problem. If the matchmaking focuses on the novice friends, then he’ll absolutely destroy the lobby. If focused on him, then they’re the hunted. There’s just no way to create a “fair” match for everyone if you have a huge skill gap with your friends
@xoxoKaralee@Bungie SBMM, can be a great thing.
I tried playing PvP with some friends (who don’t play FPS’ much) and it was awful. Matching Unbroken sweatlords who think they’re playing for the D2 world title, in Quickplay.
I like that people can go into a game and play those with similar skill.
@AnonPig If you want to make mobility matter as a stat, you have to make it impact something that matters. And it makes sense that of all the classes, hunters should be incentivized to spec into more mobility. Hopefully it will feel like a valuable prioritization in practice.
@brianxbang Not sure if you’re best person at IGN to reach out to, but I would love to see Fireteam Chat added to Stitcher. A few other IGN pods are on there but not FC unfortunately. I asked and they said producers can apply here https://t.co/pnq1VXTXpk
In contrast, in most scenarios where you compete against other people, your reward for improvement is getting to participate in higher levels of competition. And they do this because having one side of a competition get stomped is not fun for anyone other than the stomper.
This to me is applying PVE logic to PVP. in PVE, you should feel stronger as you get better no question, because it’s mastery. But when competing against other people, I’m not comfortable with scenarios where your “reward” is playing against more and more outmatched opponents.
My argument against bringing strict SBMM back into QP is that, in its current iteration, it is the only playlist where you get to feel stronger and more powerful as you get better, and you can actually see the results play out in real time.
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@swainstache No one ever likes things being “taken away,” so short term disappointment is no surprise. guess we’ll just have to see if folks are still playing it in mid July.
Seeing a lot of this, but it’s still the only activity where you can guarantee a roll on a specific archetype with a set masterwork, and we’re probably talking 15-20 mins max. If you hate the actual gameplay then by all means don’t play it, but still seems plenty rewarding.
The menagerie without the chest runs sure doesn’t feel like a good loot to time investment. Too long to finish for the chance at maybeee two items. Something for them to keep in mind for the future because I do like a direct path to a weapon or armor piece I want with the chalice
@Lost_Sols@AnonPig Between the power surge bounties that bring up all characters to 690 and the new gunsmith bounties giving masterwork cores, they really have made major changes to infusion that address your concerns. If you are still refusing to play *at all* I don’t think that’s the reason.
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