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D2: Time spent drowning in the pollution of trinkets
I've been a Guardian since D1, but i am seriously falling out of love with the franchise given the current state of D2.
Wall of text incoming, click away now if needs be.
The game has become polluted - too many bounties from too many sources, too many currencies to purchase too many trinkets, too many resources to make ultimately meaningless modifications to my gear (something else becomes meta, power creep in the next season makes that effort redundant, etc.).
Throw in "commute time" between vendors and really the game becomes less about fun and experiencing that power fantasy in a beautifully crafted universe, and more like work. And that is before you add the natural frustration foibles like poor load-times, error codes, bugged gear, nerfs to your favorite weapon, FOMO/unsoloable content, Cheating/AFK/Tea-bagging/stealing kills or resources and the general gobshitery player interactions in an MMO can cause.
It's exhausting, surprisingly unrewarding given the amount of loot thrown around the place, and certainly not how i want to be spending what precious game-time I have.
Excluding Silver (Not going there!), a disproportionate amount of the precious time i have to play involves managing the limited space in my inventory/vault/postmaster and matrix management of Bounties, Quests, Patrols to farm some or all of the following of this non-exhaustive list:
- Laurels (currently)
- Medals (currently)
- Legendary Shards
- Gunsmith Materials
- Gunsmith Telemetries
- Mod Components
- Enhancement Cores
- Enhancement Prisms
- Ascendant Shards
- Upgrade Modules
- Crucible Tokens
- Vanguard Tokens
- Trials Tokens
- Iron Banner Tokens
- Emperor Calus Tokens
- Arcology Tokens (deprecated with Forsaken, but still may be in players inventories)
- EDZ Tokens (deprecated with Forsaken, but still may be in players inventories)
- Nessus Tokens (deprecated with Forsaken, but still may be in players inventories)
- Io Tokens (deprecated with Forsaken, but still may be in players inventories)
- Mars Tokens (deprecated with Forsaken, but still may be in players inventories)
- Mercury Tokens (deprecated with Forsaken, but still may be in players inventories)
- Dusklight Shards
- Alkane Dust
- Microphasic Datalattices
- Phaseglass Needles
- Simulation Seeds
- Etheric Spirals
- Baryon Boughs
- Helium Filaments
- Collector Synths
- Warmind Bits
- Encrypted Warmind Bits
- Ghost Fragments
- Phantasmal Cores
- Phantasmal Fragments
- Modulus Reports
- Weapon Mods
- Armor Mods
- Bright Dust
- Bounties: Taking a leaf out of the Triumphs book, I vote NO active engagements with bounties at all. Instead, let the system assume i have collected relevant/all bounties and measure that progress passively. Then as i play the game my way, just inform me that i have earned stuff. There doesn't seem to be a problem doing that on valor or glory rank up, so for general game-play just let me know that I am making progress in a similar but less obtrusive way. Maybe leverage something like the weekly milestone completion banner to provide a message from your Ghost indicating "
has been monitoring our progress on and it looks like we've completed . As a token of gratitude, has been transmatted to our ship to help us continue the fight." If we wanted to see what vendors have what bounties active, and how far along we are to achieving that bounty, we should just be able to see that from the director or if needed, get that info from the vendor as we are cashing in our tokens. The bounty grind just morphs into the natural game-play grind while still letting me monitor progress and complete bounties
- Tokens: Ugh. From a non-technical perspective, this could be a lot simpler and actually recognize the investment and skill level of players. So, here's an idea: what if all different flavors of tokens were consolidated/re-categorized/repurposed into 4 general types: Mission (Vanguard and all Location vendors), Incursion (Raids, Menagerie and end-game PVE), Warrior (Crucible, Iron Banner and Trials - endgame PVP), Pursuit (seasonal events, time-bound activities, weekly milestones)? Bringing us down from 10+ tokens to 4 - and hey presto - less stuff to manage/track and the secondary benefit of more inventory space. With respect to the token economy, the availability of tokens and the cost of Rewards from in-game vendors could scale with the difficulty of the activity. For example, success in Trials may offer more Warrior tokens than say success in Valor-playlist Crucible, with Trials gear costing more Warrior tokens than Crucible gear. However, if i do enough Valor-playlist Crucible activity for long enough, I should be able to amass enough Warrior tokens to finally get that more prestigious Trials reward. Similarly for Raids, and seasonal/time-bound activities could be supplemented as needs be if players are find themselves running against an impending season/event conclusion. This may better acknowledge the skill/effort dynamic while respecting the progression and time invested into both and not alienating players who are solo/less skilled/less time to play.
- Materials: These are more interesting now as a lore item than as a resource or currency. At some point in the game (after the campaign or initial leveling) "learning" the properties or usage of the material should reduce the need to go off an collect it later in the game to fulfill a bounty. At that point, just let Ghost "synthesize" it from doing location based activities to ultimately provide Mission tokens, or if i decide to interact with a material out in the wild, it's handled by either auto-completing bounties or pooling towards Mission tokens.
- Gear: Less gear, better gear and vastly simplified approach to managing it as the game ages. We're close to this with infusion/masterworking/mod slots, and the way weapon upgrading worked in D1, but it could be better. The gear I choose to retain means something to me, so let me continue to invest in that gear in the way i want. Getting an inferior version of something I have shouldn't be a waste, it should be a possibility to use it to augment a better piece of gear over and above power level. While infusion increases Power Level, being able to fine tune or max out a piece of gear (to a game-protecting threshold for that piece of gear) is an attractive composition for many players. Building on the Mod Components/Masterworking idea, allow dismantling a piece of gear to extract its perk/attribute components. Enough components can be used to re-roll entirely (D1 folks, remember that?) or augment that perk on my preferred piece of gear to the max allowed for that specific piece of equipment (weapon forge). Same for armor (Armor forge). I mean, it's not like we don't have max attributes on gear anyway, we can still have RNG, and perks/attributes can still be capped to prevent certain things from becoming insane. And if things do become insane, the entire player base has a path to share in the insanity while still being exposed to some degree of RNG.
- Exotics: As someone else pointed out, all exotic weapons having anti-barrieanti-champion rounds is a really sensible idea.
- Vendors: In honor of Cayde-6, how about some "downsizing" elsewhere in the game. FWC, NM and DO are essentially useless at this point so either remove them, or give them something to do. Ikora? Amanda Holiday? Holy living f%#* the Farm!!!??? And for the love of God, can some vendors be closer together so to reduce the commute time? Assuming we can't just have all the folks move to the tower, off the top of my head, a re-org of vendors may make them more meaningful reduce time wasted in transit:
- Tower - Courtyard (Item pick up and material exchange):
- Postmaster (Lost Items)
- Tess (Eververse)
- Rahool (Engram Exchange)
- Gunsmith (Weapons Forge - exchange resources and materials for weapons or weapon mods)
- Benedict (Armor Forge, repurposed from Raid handler - exchange resources and materials for armor or armor mods) - moved to where Seasonal *Events are initiated in the Courtyard, so where Eva Levante is for Guardian Games.
- Tower - Hangar (PVE/Vanguard Center of operations):
- Zavala (Missions Progress check [also available via the director], exchange Mission tokens for Vanguard Gear [Tier 1], Strike-specific Gear [Tier 2], Nightfall-specific Gear [Tier 3]) - moved to where Arach Jalal (DO) is.
- Ikora (Incursions Progress check [also available via the director], exchange Incursion tokens for Menagerie Gear [Tier 2], Raid Gear[Tier 3], replace functions from Benedict/Werner) - moved to where Lakshmi-2 (FWC) is.
- Hunter Vanguard (Uldren?) (Adventures/Lost Sectors/Patrols Progress check [also available via the director], exchange Mission tokens for Location Gear) - Located where Cayde was.
- Amanda (exchange glimmebright dust for non-eververse Ships, Sparrows, Transmats, how about Drake Tank stock-up anyone?)
- Tower - Warrior Row (PVP Center of operations):
- Shaxx (Crucible - exchange Warrior tokens for Crucible [Tier 1] rewards)
- Saladin (Iron Banner - exchange Warrior tokens for Iron Banner [Tier 2] rewards)
- Saint-14 (Trials - exchange Warrior tokens for Trials [Tier 3] rewards) - moved to where Zavala is
- Tower - Bazar (Consensus Center of operations - or remove entirely):
- New Monarchy (exchange Mission tokens for NM Gear)
- Dead Orbit (exchange Mission tokens for DO Gear) - moved to where Hawthorne is
- Future War Cult (exchange Mission tokens for FWC Gear) - moved to where Ikora is
- Speaker (if they ever return... maybe exchange Mission tokens for Ghosts) - moved to where Eva Levanta was for Dawning events.
- Tower - Annex (Pursuits Center of operations):
- Drifter (Gambit - exchange Pursuit tokens for Gambit Rewards)
- Ada-1 (Forges - exchange Pursuit tokens for Black Armory Rewards)
- Earth - the Farm (Clan Center of Operations and Seasonal Events):
- Eva (Seasonal Event MC, exchange glimmebright dust for non-eververse Cosmetics, Emotes, Finishers) - moved to where Shaxx was on the Farm
- Hawthorne (Clan - Clan Stats, Clan-earned Engrams, guided games/sherpaing) - moved to where Hawthorne originally was on the Farm
- Tyra (Engram Exchange)
- Postmaster (Lost Items)
- Devrim (Earth/Fallen soundbites some of which are added as lore, EDZ Progress Check [also available via director], Exchange Mission tokens for EDZ Gear [Tier 1])
- Eris (Hive/Taken/Moon soundbites some of which are added as lore, Moon Progress Check [also available via director], Exchange Mission tokens for Moon Gear [Tier 1])
- Lectern (retire - move function to Eris)
- Tangled Shore:
- Spider (Scorn/Reef soundbites some of which are added as lore, Tangled Shore Progress check [also available via director, Exchange Mission tokens Tangled Shore Gear [Tier 1])
- Dreaming City:
- Petra (Awoken/Dreaming City soundbites some of which are added as lore, Dreaming City Progress check [also available via director], Exchange Mission tokens Dreaming City Gear [Tier 1])
- Failsafe (Leviathan/Collapse soundbites some of which are added as lore, Nessus Progress check [also available via director], Exchange Mission tokens for Nessus Gear [Tier 1])
- Werner (retire - move function to Ikora)
- Asher (Vex soundbites some of which are added as lore, Io Progress check [also available via the director], Exchange Mission Tokens for Io Gear [Tier 1])
- Sloane (New Enemy soundbites some of which are added as lore, Titan Progress check [also available via the director], Exchange Mission Tokens for Titan Gear [Tier 1])
- Ana Bray (Cabal/Clovis Bray soundbites some of which are added as lore, Mars Progress check [also available via the director], Escalation Protocol/Seraph Quests, Exchange Mission tokens for Mars [Tier 1]/Escalation Protocol [Tier 2]/Seraph [Tier 3] Gear)
- Osiris (Timelines soundbites some of which are added as lore, Infinte Forest/Sundial Quests, Mercury Progress check [also available via the director], Exchange Mission tokens for Mercury [Tier 1]/Obelisk [Tier 2]/ Sundial [Tier 3] Gear)
- Brother Vance (retire - move function to Osiris)
- Weapon Forge (retire - move function to Osiris)
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