A blog for fans of Bungie's Destiny franchise and players of Destiny 2.

Category: Creators

Posts about Destiny 2 content creators.

Players Should Listen to Each Other More About Trials Matchmaking

In this weeks’ TWAB Bungie announced the following change:  

Community manager Cozmo later clarified:

A lot of feedback, overwhelmingly negative, ensued.  Players that routinely go flawless or that were able to go flawless last week were very unhappy at the prospect of matching against only other flawless players after going flawless.  That feedback caused a backlash against those players by players who had had worse experiences in trials last week and in earlier seasons.

In my view, there is actually a lot of common ground amongst players and even where there are differences they are differences that can be understood if not reconciled.  But there have been very few people actually trying to engage and understand people on the other side of the debate.  I think that if we actually listen to each other, we can get to a better understanding amongst each other and not be in a “Civil War,” as GernaderJake called it today:

The Common Ground

Here are some things that I think the vast majority of players can agree on, in order of least controversial to most controversial:

By the end of last season, Trials was not fun except for maybe the very top players (and maybe not even them).

Trials (or any PvP playlist) is better with increased population.

People will quit playing if they are having poor experiences.

I list the last as ‘most controversial’ because in earlier trials matchmaking discussions when I brought this up about average to lower-skill players, good players would respond that they players will continue to enter a playlist and get stomped if the loot system is good.

Say what you will about the feedback, but what it has made 100% clear is that experiences matter.  The Trials loot system is fantastic, both in terms of generosity and ability to focus.  It was a big driver of people reentering the playlist, or entering for the first time, last week.  And it was a big driver of people staying in the playlist last week.  That system was not changed from last week to this week.

What did change is the experience of players that go flawless, after they go flawless.  And over and over again people have said that their experiences got worse enough that they will not play for the rest of the weekend after they go flawless.  Even though they did last week, and the loot was the same.  What changed is the experience.

All of the players that are themselves deciding, and loudly proclaiming, that the loot is not enough incentive for them to keep playing once they dislike their experience should recognize that the same dynamics apply to less-skilled players that don’t go flawless and have consistently bad experiences in the non-flawless lobby.  If good players know that they would quit in flawless lobbies, they should see that less-skilled players are going to quit in non-flawless lobbies if they have the same experience.  And everyone would recognize that less-skilled players quitting is a problem unless they are replaced.

By the same token, less-skilled players should recognize that average to good players playing great players and having bad experiences feels just as bad as their own bad experiences.  There should be some empathy about that rather than accusations that anyone and everyone bringing up these concerns is an elitist that just wants to stomp on lesser-skilled players all the time.

Some Important, and Maybe Irreconcilable, Differences

Everyone has their own threshold for a minimum acceptable experience. And though I knew that before these past two weeks, it’s now become apparent that those thresholds vary widely.  Datto, one of the best Destiny PvE players in the world, said this about playing Trials last week:

Chevy, another of the best PvE players in the world, solo-queued into trials this week for the first time.  Here is what he had to say:

Wow, that sounds like he had an awful time, doesn’t it?  I looked into it and then responded to his tweet:

These are incredible PvE players who are decent-to-good PvP players.  Datto can and has gone flawless.  Chevy held his own very well (better than me!) in solo-queue trials.  I would be content with their experiences.  They are not.  They don’t want to play anymore.  Likewise, at least some other players feel like their experiences are bad even when I think that same experience for me and many other players would be good.  This guy hates the flawless matchmaking pool EVEN THOUGH HE CAN GO FLAWLESS IN IT:

Understanding that these differences exist helps us understand the challenge Bungie has in front of it.  Bungie needs to minimize the number of people that have experiences below their minimum acceptable level to remain in the playlist.  Leaving the playlist for the weekend but then coming back the following week is less bad than leaving the playlist forever, but both are bad.  But what does Bungie do with a player that is only happy if they go into every match as a 90% favorite, if there are no players that are ok with going into matches as a 90% underdog?  It’s likely not possible to come up with a matchmaking scheme that will satisfy everyone — even last week’s did not satisfy Datto and likely did not satisfy a bunch of lesser-skilled players that had an  excessive amount of 5-0 losses.  Because in a system where round wins are how you get loot, then no matter how good that loot is and how good the focusing system is you are going to be frustrated when you make zero progress while losing match after match.

If we all start from the principle that everyone’s opinion and experience deserves the same consideration and respect — not agreement or action, but consideration and respect — then these online discussions will stop feeling like a “civil war.”

Creator Recommendation: Critbuff

One thing I want to do on this blog is highlight creators that I not only enjoy, but that I also think make content well-suited toward the ordinary Destiny player.  Today I want to recommend Critbuff, an up-and-coming Youtuber and Twitch streamer.

Critbuff makes weapon review and build videos, and these days plays crucible on stream.  His tagline is “I try weapons in Destiny so you don’t have to,” and he lives up to that by trying off-meta and new weapons to see what they have to offer.  This season some of his best work as been weapons reviews where he uses the weapon for 1000 kills in the crucible:

And here is a fantastic review of Retrofuturist Critbuff did a few months back that shows how he can effectively communicate a lot of useful information in a short amount of time:

In my opinion Critbuff is a great creator for ordinary players to watch because while he is a good player, his strengths are strategic thinking and managing engagements rather than pure skill on the sticks.  In other words, I don’t think any of Crit’s plays are beyond what any ordinary player could do with learning, thinking and practice, and watching his videos and stream are great ways to learn ways to improve.

Critbuff currently streams Monday-Friday from 1030am – noon US Eastern time.  Unfortunately for me that is 730am to 9am so on days when I have to go to the office or drive kids to school I can’t watch, but I try to catch him whenever I can.  Check him out, he’s well worth your time:

Youtube channel

Twitch channel

Twitter

Master Vault of Glass and “Artificial Difficulty”

We are now two weeks in to Master Vault of Glass.  I still have not cleared it with my regular raid team (or otherwise), though I believe I could find a team to get a clear if I really wanted to.  But I’ve played enough to have an opinion based on my playing experience.

Master Vault of Glass differs from regular Vault of Glass in two ways.  First, there are additional champions throughout the encounters.  Second, the power level of the enemies is set to 1450.  In Season of the Splicer, the power cap including pinnacles is 1420, which means that to be on par with the enemies you have to have 30 levels of artifact power, which is a little over season rank 463.  Needless to say, only a small minority of the population will reach 1450 this season.  This has led to predictable complaints.

One complaint is that the rewards are not worth the struggle (the rewards are a single timelost weapon available each week from the challenge and the possibility of higher-stat armor).  In general players that are more loot-driven than experience- or completionist-driven have this complaint.  As I am not loot-driven and I haven’t completed the seal yet the loot is not yet an issue for me.

Another complaint category is the 1450 power level.  Generally people object to artifact power to making Master mode easier either because (1) they think it should be easier generally; or (2) they think it should be at a set difficulty for all players.  Often this category of complaints is dressed up in the label of “Artificial Difficulty.”

A good example is this Youtube video from Fallout, in which he gives this “loose definition” of “Artificial Difficulty”:  “Making things more challenging not by improving the enemy AI or by adding more complex in-game mechanics but by stacking the deck in other areas.”  He appears to be firmly in camp (2), because his complaint about artifact power being useful is that it rewards “the wrong thing” in that he “[doesn’t] want to beat a challenging end-game activity through bounty farming” because “that doesn’t make [him] feel accomplished.”

Curiously, he also says this is an “accessibility” issue in that players who have reached 1420 and also gone well above rank 100 in the season pass are still finding master mode too difficult.  Fallout contrasts this with “contest mode” which he says is an example of power-level difficulty “done right”.

Contest Mode caps a player’s power level at 20 levels below each encounter, regardless of their actual power level.  That’s 1430, or 10 power levels above the pinnacle cap.  Fallout praising contest mode as having better “accessibility” doesn’t make sense to me, because the people he described as finding master VoG too hard despite having played a lot had to be all over 1430.  So it’s not a day one accessibility issue.

And having contest mode apply for all time to Master VoG is worse for accessibility.  In general, all Destiny content except for Grandmaster nightfalls can eventually be overleveled, making it easier.  This season 1450 is a reach for all but the most dedicated players.  Next season 1450 will be only 20 artifact power levels which is not at all uncommon.  And the season after that it will be only 10 power levels (or less, if the power cap increases by more than 10 for the Witch Queen release).  Thus, over the long term, setting a power level rather than using contest mode makes Master mode more accessible, not less.

I don’t think it’s useful to use pejorative terms like “Artificial Difficulty” to describe some methods of making content more challenging than others.  Champions add mechanics.  Power level makes enemies tougher and therefore requires different tactics.  At least some of that would be necessary even if more complex mechanics were added.  At the end of the day master mode is hard, and it is intended to be hard, and people will just have to play more carefully than they are used to in order to clear it. I think that is good and what I want from a “Master” mode.