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

Category: Feedback

Posts expressing my views about Destiny 2.

Welp, It’s Saturday Night and I’m done with Trials for the Week

This week’s trials map is Wormhaven, and it’s a “Trials Lab” experiment with a control zone that unlocks 30 seconds into each round. In addition, with respect to matchmaking Bungie announced that the flawless matchmaking pool would not be in effect until Sunday’s reset.

The result has been a Friday and Saturday Trials experience that is reminiscent of pre-revamp trials.  Solo queuing is a miserable experience of repeatedly facing three stacks with multiple flawless for the week.  Even playing with regular-player clanmates we struggled to put together wins, though at least the matches were more competitive.  The rewards if you don’t win matches are very meager, so ultimately it feels like a bad experience for poor rewards.  And I am not a loot farmer, anyway. I am primarily motivated by the experience.

I went flawless as usual getting carried on Friday morning, although it was a bit more of a struggle than the last two weeks and we won “only” 18 out of 22 games.  Since then, though, I solo queued 15 games and played 12 with a team of regular players, and won only 6 of those 27 games.  Fully 63% of the Carried games and 60% of the Solo games were what Bungie calls “uncompetitive”.  And about 27% of my solo matches were “blowouts”. (See the September 23 TWAB for what these terms mean).

Simply put, as much as this saddens me, I am not having enough fun to keep playing.  Moreover, I am not sure that I would be having enough fun even at Bungie’s target metrics of under 33% Solo-Fireteam blowouts given that  75% of my Solo matches were against premade fireteams.  One game out of four being a blowout — and even more being a 5-1 or 5-2 loss — does not sound like a good way to spend time, nor would it be rewarding enough given the current loot system.

When trials returns in a couple of weeks I will try to solo queue before I’ve gone flawless and after flawless matchmaking kicks in, unless they’ve changed the system.  If that is a better experience, then maybe I will limit my trials playing in that way going forward.  If not, though, I am going to back to my pre-revamp practice of just playing with a carry team.  And I suspect that many other regular players — particularly solo players — will flee as well.

This Week in Destiny — September 21, 2021

Review

The rhythm of Destiny is becoming a PvE section from Tuesday-Thursday, a Crucible section from Friday-Sunday, and a cleanup day on Monday.  Trials is dominating the online discourse about Destiny, as I posted about late last week.

My main PvE activities were finishing up everything available in the Shattered Realm:  Forest of Echoes, raiding with my team on Wednesday, and doing a set of pinnacle activities with friends on Thursday.  The Shattered Realm continues to impress — it was fantastic to figure out how to find everything and trigger the Ascendant Mysteries.  The best part is that it was all reasonably findable so I did actually do it myself rather than get frustrated and look up a youtube video.  And there are three more mysteries for the next time around.  This is my favorite seasonal activity so far.

On Wednesday my raid team did Vault of Glass then hopped in to do Deep Stone Crypt.  Our organizer has us on a schedule to do all of the triumphs for everyone on the team.  I already have them all except for the flawless runs but I am really having fun raiding with this crew and I’m glad that we’re still doing it

Thursday pinnacles are just a good way to spend time with friends. We may change it up once all of us are at the cap; the point is to touch base and play together.

Friday the focus switched to trials.  There was interest in the raid team to go in together Friday night so I got my wish and got a team together.  They couldn’t be on until later than me so I did 10 solo matches first.  It was a bit of a weird experience.  Five of the games were against solos or duos.  My team won all of them.  Five of the games were against trios.  We lost all of them, and in four of the five we had absolutely no chance taking just 2 rounds total in the four games.  So on the one hand I went 5-5. On the other the losses were matches in which I had no chance.

I then played 19 games with teammates from the raid team. The first team we had never played together and it took us a bit to get used to each other —  we lost the first two games badly and the next two 5-4.  We then won five out of the next seven, and switched teams.  The next team it was with someone with whom I had played a lot last week plus one of the guys from the earlier team, so we had some chemistry right away and reeled off six wins in a row before running into a very good team on game seven and losing 3-5.  We then had an easy game 8 for my first non-carry flawless ever.

My first non-carried trip to the lighthouse!

I then played a few games post-flawless with one of the guys I had just played with and it was a stark change.  We lost all four matches and didn’t have a chance in two of them.  Our new teammate decided to leave and find some non-flawless people to go in with.

Saturday morning I played with my carry team.  Despite being  in the flawless pool, we cruised, winning all 17 matches and with our opponents never winning more than two rounds.  The games were harder than last week but still much easier than last season, and I don’t see any team that was able to carry last season having any trouble whatsoever carrying this season.

Sunday evening I went back in intending to solo queue, and then got joined by one of the guys from the flawless team a couple of games in.  And the experience was perfectly fine. I lost more than I won (1-1 solo, 4-8 Duo), but only three of the matches were matches in which we didn’t have a chance.  Although my overall record on Sunday was 5-9 vs 5-5 solo-queuing on Friday, the games Sunday in the flawless pool felt better.

I played again solo queuing a few games during the workday and then more in the evening on Monday.     The experience was generally ok but stomps against me were more prevalent.  As I climbed the win ladder (I was working to complete a 7-win card to get one last Adept Reed’s Regret) matches seemed to get harder.  And when I had one more win to go I unfortunately lost three 5-4 matches in a row and then got stomped for four matches, for a seven game loss streak before getting that seventh win.  And that felt bad.  But intellectually I know that if I had won any of those 5-4 games I would have stopped then and seen the experience entirely differently.  Here are the final stats:

Post flawless seems to be about a one-third winning percentage solo-queue, which is not wonderful but is enough to keep me playing if the experience is otherwise good.  There are still far too many stomp games — on both sides — for my taste.  Out of the 83 matches I played, in only 18 — or less than 22% — did the losing team win at least three rounds.  I don’t know if this is the nature of elimination or if this indicates that matches are imbalanced, but I wish there were more close games.

Preview

This coming week PvE wise is the next phase of Shattered Realm:  Ruins of Wrath.  I’ll do the seasonal content including that as well as my weekly pinnacle activity night with my friends, and Wednesday raid night.  We are going to try for flawless Vault of Glass.  On the weekend we will have a “Trials labs” with an objective and Bungie will be removing the display of the guardian count in the lobby to avoid people dodging teams.  Plus, they may make matchmaking changes again — who knows?  I plan on playing a lot of Trials again next week.

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.”

First Impressions of the Trials Revamp

The big news in Destiny this week is the launch of revamped Trials of Osiris, to overwhelmingly positive reaction.  I played a lot of games on Saturday in a variety of situations:  17 games with my main carry team of very good players plus me; about 7 games duo queue , 5 games of solo queuing, and then 16 games with two other regular gamers, one on my level and one a bit higher.  The order might matter here since Bungie has said that matchmaking takes into account your “performance” that week.  Here are my first impressions.

Gameplay changes

Three-peeking via sword hilts or emotes have been disabled in Trials (and Survival) and Trials rounds have been reduced from two minutes to 90 seconds.  These are fantastic changes that vastly improve the experience.  Being three-peeked was very frustrating and I’m happy for it to be gone from the game.

Loot Changes

Tokens are gone, and now just completing matches increases reputation towards rewards and results in trials engrams.  We get enhanced progress the more rounds (not matches) we win, up to a total of 20 rounds won for max progression.  If you are on a flawless card (7 wins no losses) and continue to play, every additional win has a chance to drop another roll of the adept weapon of the week as well as ascendant shards and other materials.  And just playing on a 7 win card has a chance to drop enhanced rewards.

Frankly, I could not be more impressed with this loot system.  Everybody gets something just for playing; playing a lot gets you more, and playing a lot successfully gets you even more.  It will now be trivial for top players to get the exact god rolls they want on adept weapons but I don’t see that as a problem since the adept weapons are not overwhelmingly better than the regular versions that everyone has access to.  And they’re using loot to incentivize high-skill players to stay on seven-win cards to help matchmaking for teams on lower-win cards.

Matchmaking Changes

It is now possible to solo queue and duo queue into Trials.  Weekly ‘performance’ is also now taken into account in matchmaking, though it is not clear how.

The change to the loot structure and promotion of Trials for this week resulted in a huge amount of interest and a lot of people jumping in without fireteams.  That’s fantastic for population and having more players is better for everyone.  That said, my first impression is that the solo queue experience is not good and I expect that I will not be playing solo queue unless the experience is different before you go flawless.  Here’s how it went:

My first 17 games were with an exceptional team and we won all of them.  Our first two games were against other teams of three, and then only two of the rest of the 15 games were against other teams.  And we rolled uncoordinated teams.  Frankly, if all of the games were like this I’m not sure Trials would sustain my interest beyond loot farming.

My games duo queuing with a good but less experienced player were ok, and about what I expected.  Our first five games went 5-4 loss, two stomp losses and two wins.  We then lost a couple more stomps and quit but overall it was ok, at least for the beginning of the card.

I then stayed on that card and solo queued for a while.  It was terrible.  Every match was against a team of three (in contrast to my experience in the morning).  And we got stomped every time.  These were the matches and my performance:

I then played with two regular players from my raid team, one on my level and one a bit more skilled.  We had never played crucible together before,  We fell at the gates of the lighthouse twice but had plenty of success and a lot of fun. It was great, even not making flawless.  Here was my performance.

These 21 matches were back-to-back, so same time of day and same matchmaking pools. 

  • Solo queue stats:  0 wins, 5 losses, 9 kills, 28 deaths, 0.32 k./d.  All against premade teams.
  • Team queue stats:  12 wins, 4 losses, 99 kills, 69 deaths, 1.43 k/d. Mix between premade and matchmade teams.

I didn’t suddenly get miles better, so the difference (aside from randomness) is either the difference between having a team and not or the difference between solo queuing with a flawless that week and team queuing with a team member that doesn’t have a flawless that week.  I’m going to solo queue next Friday to see what the experience is like, but unless it is materially different I don’t see a lot of solo queue Trials in my future unless there are changes.

The best possible change would in my view be a freelance playlist.  Premade teams have such a big advantage that having solo queue players in their own playlist would greatly enhance their experience.  

At a bare minimum something must be done about having the matchmaking indicator show the number of players assigned to a lobby during matchmaking.  As it is, premade teams can force matches with solos or duos by backing out of matchmaking if they see that indicator go from 3/6 to 6/6 all at once.  Everyone knows it’s possible, and so everyone knows that people do it.  And no one likes feeling taken advantage of.  Yes, solos sign up for the possibility of randomly matching teams.  They do not sign up for the possibility of preferentially matching teams where they will have a massive disadvantage.

Conclusion

A problem with PvP changes generally is that even when a change is healthy, usually some players will benefit from it and others will be harmed.  And since the natural human thing to do is oppose things that harm us, most people oppose PvP changes that they think harm them even if it’s overall better for the game or the population as a whole.  What Bungie has managed here is to come up with a package of changes that has benefits for everyone and therefore enjoys broad support, at least initially.  Very well done!

Some Thoughts on Seasonal Mods and Shifting the Meta

My clan’s leader asked us today whether we think using seasonal mods and rotating champion mods is a better way to ‘control and manipulate metas’ than sunsetting.  I think it’s an interesting enough question that I thought I’d answer it here and give him a link.

First, we should recognize that the question assumes that metas will in fact be changed by Bungie.  This by itself is not accepted by all players; some players like to find a particular loadout that works for them and then use it for everything and are resentful when changes are made.  I like to use a variety of weapons so I enjoy meta changes.  Neither of these preferences is objectively ‘right’ or ‘wrong’, they are just personal preferences — see my post What Kind of Destiny Player Are You for more thoughts on this.

Assuming that Bungie will change metas, the seasonal mod system is a far better method than sunsetting.  Sunsetting was only meta changing when it removed the ability to use certain outlier weapons, like Mountaintop or Recluse, in high-level content.  But it also removed a lot of other weapons that caused no issues, as witnessed by the fact that many were reintroduced with the same perks.  And players resented having to reacquire a weapon with the exact same perks just because of sunsetting. Moreover, when non-outlier weapons were sunset other similar weapons remained available.  Patron of Lost Causes was sunset, but we had Night Watch, for example.  Thus, sunsetting served to only change part of the meta — the outliers — with high overhead that affected all weapons and armor.

The seasonal mods, in contrast, don’t permanently change any weapons or armor.  Instead, they make some weapons or subclasses stronger, for one season.  Their temporary nature means that Bungie can risk going too far, and so we have seen extremely powerful mods like Breach and Clear in Season 14 and now Particle Deconstruction in Season 15.  Those can be a lot of fun, but would lead to power creep if they were permanent.

Every season we see complaints that the champion mods are too restrictive because they mandate the use of certain weapons to deal with champions.  But in anything other than the highest difficulty level content champions can be dealt with without the mods.  It is simply more efficient to use the mods than not.  As for the most difficult content, that always requires the best loadout possible.  And it is a better system to have some weapons buffed temporarily (and therefore become the best for that time) than to have permanent changes like sunsetting.

Initial Impressions of Season of the Lost

It’s been a huge week in Destiny with the Witch Queen reveal and start of Season of the Lost.  There’s lots of new things coming in Witch Queen that I expect will bring a new wave of interest in the game.  And in the meantime, for the next six months, we have Season of the Lost.  Here are my initial impressions:

Seasonal Activity:  Astral Alignment

The seasonal six person activity follows the model of seasonal activities before:  a couple of tasks/stages to get to the boss, and then a boss fight.  This first week it takes place in the Dreaming City.  Bungie has spiced it up a bit by adding some mechanics to learn to make the encounters go smoother (i.e., you can clear without them, but it’s easier if you know them) which will add a bit of interest particularly early in the season.  In general this activity meets my expectations for a seasonal activity. I expect to enjoy it for the first few weeks but be more than happy to stop playing it once all of the new seasonal challenges are done.

Quest:  Shattered Realm: Forest of Echoes

A really nice surprise is getting a new soloable activity like the expunges right from the beginning, and this one has mysteries!  This is easily my favorite part of the new season so far, and I’ve really enjoyed exploring the arena and trying to figure out how everything works.  There are definitely a few kinks — it does seem possible to put yourself in a spot that is very difficult and maybe impossible to get out of and multiple deaths don’t seem to reset your respawn point.  (I was lucky enough to find myself on a titan when I got into one and managed to get out with creative use of thundercrash.)  But overall this activity is just absolutely fantastic.

Part of the quest is finding Ascendant Anchors and unlike prior hidden things we had to find these are scattered and sometimes hidden but pretty much all not too hard to find if you are actually looking for them.   I really appreciate that because I’ve been able to actually explore and look for them myself rather than getting frustrated and just looking up locations on Youtube.

I thought expunge was great last season but this is even better and I’m just thrilled with it.

Vendor rank-up changes

Vendor rank-ups for Gambit, Crucible and Nightfalls/Strikes are now all on a similar scale with bonus progress being given for activity streaks — that is, playing the same activity over and over — rather than win streaks:

From Destiny 2 Update 3.3.0 Patch Notes, at Bungie.Net

For me, this is a mixed bag.  I like that the systems are the same and that progress is similar for each.  I don’t like that the most efficient way to gain progress is to play the same activity over and over again.  I like to vary my play more than that and will get restless after about an hour of doing any activity.  Moreover, though Bungie said that breaks to go to the tower would not interrupt a streak, there does seem to be some kind of timer on it because I have lost a streak even without doing anything other than going to the tower and then taking a break.

EDIT (08/31/2021): I’ve now seen that streaks persist even overnight, so I think what happened is that I was time out to orbit for inactivity at the Tower and that reset my streak.

I would feel much better if the activity streak concept were expanded to count all daily activity rather than having to start over if you need to take a break or want to do something else for a bit.

Trials of Osiris

Bungie announced lots of trials changes, but trials will not return until September 10 so I won’t give my thoughts until I’ve had a chance to play.

___

All in all, a great start to the season.  I’m looking forward to it.

A Common Gamer’s View of Crucible

In my last feedback post, I discussed how a lot of Crucible-related posting online is marked by hostility towards and belittling of common gamers.  Yet a lot of Crucible mains bemoan the fact that common gamers aren’t as interested in the Crucible as they used to be.  These were on Twitter just this week (click the post to see the full thread on twitter):

In this post, I want to talk about my own on-again, off-again love affair with Crucible, and why I think that a lot of the suggestions made by good PvP players miss the mark.

Falling in Love With Crucible

The human element in Crucible changes all of that.  Human players are unpredictable and have nearly infinite variety in skill and weapons.  Crucible matches are not predictable in the same way PvE activities are and mastering PvP is much more difficult and involves learning a lot more than mastering PvE.

That variety — and that challenge — is what makes crucible great.  When Destiny 2 launched I was a regular but poor crucible player.  Three or four months in I sported a 0.67 k/d, and felt like I would always be bad at it — basically, I believed that crucible was just “not for me.”  An extremely kind clanmate though, urged me to reconsider, and insisted that she was sure that I could get better.  And with that encouragement, I started to try.  Moreover, since Destiny 2’s year one content was the release/DLC model, where players could get through it all quickly (which I did), playing crucible became one of my go-to Destiny activities.

And I fell in love with it.  I was usually matched with players around my level — there certainly were exceptions where I was much worse or much better than my opponents but for the most part it was pretty even.  I loved the challenge of trying to get better.  I watched YouTube videos, I watched Twitch, and more importantly I played — a lot.  I created a simple spreadsheet to track my k/d progress, since my first goal was to get to a 1.0.  And what that spreadsheet shows is that I played crucible almost every day from January to the start of Forsaken in September. And I absolutely did get better, not just as shown by my k/d improvement but also because I recognized and understood situations better the more I played.

Why I Play a Lot Less Crucible Now

I still play a lot of Crucible — far more than the average player — but certainly not every day.  Here’s why:

Matchmaking

Bungie removed skill as a matchmaking consideration from all modes except Survival/Glory.  That decision, and the communication around it, had a profound effect on how I think about PvP in Destiny.  What it said to me is that Bungie is prioritizing the experiences of veteran, good PvP players over the experiences of common gamers like me.  

The result of this is that it is now a very common experience to be in a match against players much better than me, that I have little chance against.  And I am about average.  Bad players have it even worse.  So match-for-match, Crucible is just less fun than it used to be.  

Moreover, now every time I feel like I’m in an imbalanced match I am reminded of this decision and feel resentful about it.  And if I am in a few imbalanced matches in a row, I wonder whether the population has gotten to the point that I just won’t have fun anymore.

PvE Seasonal Model

The Destiny model used to be that big releases or DLCs would drop and then there would be months in between new content.  For players that play a lot and got through everything quickly, then, PvP could be the only fresh Destiny experience available for months.  Indeed, PvP mains routinely argued then and some still argue now that Bungie should pay attention to PvP out of proportion to the number of player hours played in it because it is what gets the game through so-called “content droughts.”

We just don’t have the same content droughts anymore, and as a result there has never been more to do in PvE in Destiny.  Under the seasonal model, the story evolves throughout the season and new content is revealed throughout the season.  In season fourteen, for example, we started out with overrides, got Vault of Glass, then got expunge missions, the master Vault of Glass and Grandmaster Nightfalls.  And this on top of seasonal events like Solstice of Heroes, weekly challenges that were revealed week-by-week, and new triumphs and a seal to chase.  I don’t need PvP to keep Destiny fresh, there is PvE stuff for me to do all the time.  And even if there isn’t, by the time I run out I have played so much Destiny that I may just try another game rather than play PvP if the PvP isn’t fun.

Survival Isn’t Fun Enough

Since Survival does consider skill in matchmaking, I find those matches more fun than most other forms of crucible.  But Survival in its current form isn’t enough.  First, it is a single game mode with no objective other than to kill the other team.  A little variety would go a long way.  Second, Glory is not a meaningful ranking system.  Instead, it is just a progression system like Valor that measures longevity and playtime.  If either of these issues were addressed I’d be more inclined to play Survival, but in its current form it’s not a playlist that is fun enough to play very often.

The PvP Community is Unwelcoming

PvP veterans seem to like nothing more than talking down to common gamers.  They love to talk about how “trash” we are, how we’re “bots,” how we’re using “dad rifles” or “low skill” weapons, and to otherwise insult us.  Moreover they don’t at all hide that as far as they are concerned, only the quality of their experiences matter, and the quality of our experiences is irrelevant except to the extent that they need opponents to stomp.

Just the day after posting about the poor reception videos about improvement in PvP get, Pattycakes tweeted out this:

As his video shows, when good players ask for instant respawns in regular PvP, what they are really asking for is more opportunities to spawnkill their opponents over and over so as to get montage-worthy clips for their videos.  And it’s not as if they don’t know what that means for the experience of the other player — anyone who plays PvP a lot has had the experience of getting a bad spawn and getting spawn killed, and we all know how frustrating it is.  It is pure selfishness.

I could write pages and pages of examples, but anyone who follows Destiny online has seen what I’m talking about.  Common gamers are not stupid and it is not particularly appealing to play in a “community” where people value you only as cannon fodder.

What Would Get Me To Play More Crucible

There is one thing that would get me to play more crucible: fun.  If the activity is fun, I will play.  If it is not, I may play if I really want loot associated with the activity, but then as soon as I get that loot I will stop.

The suggestions most PvP mains make for crucible miss the mark because they don’t sufficiently take into account that “fun” is a bigger driver of playtime than “loot.”  Some suggestions, like “instant respawns,” are just pure selfishness that would actually make the game less fun for common gamers and would lead to less of us playing.  Also in this category are many PVP mains’ suggestions about weapon and ability tuning, which mostly amount to “buff what I like to use and nerf everything else.”  Others that might have some potential benefit for common gamers, such as just “more loot” or purely random matchmaking in trials rather than card-based matchmaking, have a much greater benefit for the good PvP players than for common gamers.  Those types of changes are not going to get players like me to play crucible more.  

Until crucible is more fun — not more rewarding, more fun — common gamers like me will continue to stay away and even those of us that generally like and enjoy PvP will play less than we otherwise would because we just can’t get our friends to play with us anymore.

Joe Blackburn on Crucible: A Response About Communication

Today, Bungie’s Joe Blackburn put out a twitter thread about Bungie’s development plan for crucible, including plans for new maps, reprised maps, reprised game modes, and new game modes.  In response, I’d like to offer some feedback on how Bungie communicates crucible changes to the playerbase.

Anyone who pays attention to online posts about Destiny knows that PvP mains — including many prominent content creators — post a lot about the Crucible.  Unfortunately, a lot of PvP mains pepper their posts with comments belittling and bullying common gamers.  This primarily takes two forms:  First, there are comments suggesting that our experiences don’t matter — this is primarily seen in discussions about matchmaking in which PvP mains assert that their need to ‘relax’ should trump the common gamer’s desire to have a fighting chance in a match.  Second, there are comments suggesting that our opinions don’t matter — basically, arguments that Bungie should cater to the desires of good players and ignore the desires of the rest of us because the good players play more Crucible matches than the average Destiny player.  And all of this is delivered with an elitist sneer, with anything different than the good player’s preferred subclass and loadout derided as ‘low skill’.

The internet is the internet, and it’s easy to ignore (or block) obnoxious people.  That’s true of even prominent creators, because as we’ve all learned while some are great people, some are most decidedly not.  It is another thing entirely when people at Bungie, who have created and are creating this game that we have come to love and make a part of our lives, say things that suggest that Bungie itself agrees with the posters described above.  When Bungie does that, it really hurts.

Because I believe that Bungie does care about the common gamers’ crucible experiences, I think that when these issues have come up in the past it has been inadvertent.  So I’d like to highlight a couple of instances, explain how they made me feel, and respectfully suggest how it might have been done differently.

First, in the June 11, 2020 TWAB announcing the removal of skill-based matchmaking from most crucible modes, the first of the listed reasons for the change was to “Respond to Community Feedback.”  But “community feedback” on that issue was never one way.  Indeed, many, many players preferred skill based matchmaking and the community discourse overall — as opposed to just PvP mains — was much more evenly split on this issue than on many, many other issues.  A reference to “Community Feedback” without acknowledging the views of those of us that preferred SBMM strongly suggested that Bungie just didn’t care about the common gamer’s opinion.  It suggested to me that Bungie didn’t care about my opinion, despite my having played thousands of matches in the Crucible.  It hurt.  Some greater explanation as to why Bungie was choosing to increase the number of unfair matches in spite of the impact of that on the common gamer’s experience, or explanation of how the change wouldn’t hurt that experience, would have gone a long way.

Second, in the May 27, 2021 TWAB about the mid-season stasis changes, Kevin said “we agree with many in the PvP community who say that Stasis is too dominant in the Crucible for too little effort or skill required.”  In a subsequent twitter conversation, he clarified that what this meant was that many stasis abilities provided too much benefit for the effort involved — which is fair enough.  But in putting a point like this in terms of “skill,” Bungie is — consciously or not — adopting the same use of the word “skill” that the posters described above use to belittle common gamers and their choices about subclasses and loadouts.  That felt to me — and others I know — like Bungie was joining the chorus belittling us.  That also hurt.  All the more because it felt gratuitous.  Some stasis abilities were too strong, and therefore extremely frustrating.  That was all that needed to be said.  As anyone who has read Sirlin’s Playing to Win: Becoming the Champion knows, there’s an excellent argument that in those circumstances using stasis is evidence of skill, not of its absence.

To anyone at Bungie that has taken the time:  thanks for reading this, and thanks for all of your hard work and for creating these fantastic experiences.  I hope this provides some understanding about how the way things are communicated may hit in a way you don’t mean or intend. I can’t wait to see what you bring us in the future.

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.

What Kind of Destiny Player Are You?

Earlier this week, dmg04, one of the Destiny Community Managers at Bungie, tweeted out a thread that started with this tweet:

I’m pretty pleased to see this expressed by someone at Bungie, because it is not something that is obvious from online discussions about Destiny 2.  I love Destiny and I love to talk about Destiny, so I’ve participated in a lot of public and private discussions about the game.  And I’ve come to realize that the game is vast enough and deep enough that many people play differently than I do.

Here are some differences in the way people play, both well-known and obscure:

  • PvE main vs PvP main:  The granddaddy of them all, because many players who primarily play PvE dislike PvP and many PvP mains look down on PvE players.
  • Loadout perfecter vs Dabbler:  Some players like to find the best weapon in each slot for them and then use those weapons almost exclusively.  Some players like to use different weapons as the mood strikes.
  • Social vs. Solo:  Some players play primarily alone; some players play with others as much as possible.
  • Armor is fashion vs Armor is stats:  Some players care primarily about the look of their character’s armor.  Some care primarily about the stats the armor provides.
  • One class vs. Three classes:  Some players play exclusively or primarily on one of the classes.  Some players play each of the three classes more or less equally.
  • Enjoys difficult content vs. Doesn’t enjoy difficult content:  Some players really like to be challenged by the game.  For others the learning curve on some content is so steep that it is not enjoyable for them.
  • Loot driven vs. Experience driven:  For some players a major part of the enjoyment is acquiring a sought-after piece of loot.  For others the loot is secondary to whether the gameplay itself is enjoyable.

I’m sure there are many more I could list, and of course these are not binary (all players love loot, for example, and all players change weapons sometimes).  But it bears keeping in mind if you discuss the game with others or even just pay attention to the Destiny Discourse that other players will likely have different desires and opinions that you do if they don’t play like you play.

I’m a PvE main that loves PvP, and a loadout dabbler.  For me, armor is more stats than fashion.  I play and love all three classes.  I enjoy difficult content.  I prefer playing with friends though the majority of my time is solo play.  I am more experience driven than loot driven:  I can only “farm” for so long because I don’t enjoy doing the same thing over and over even in pursuit of tasty loot.  On the other hand I can enjoy playing PvP for hours with basically minimal rewards.

What kind of Destiny player are you?