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Re:The science of Destiny 2's 'uniquely complicated' netcode by walrus01 on Monday November 13, 2017 @06:24PM (#15691216)
As a gamer - I bought it used for $40 and find it a great entertainment value. I don't even have xbox live gold, so I don't play Crucible matches or other online PVP stuff. It's provided dozens of hours of entertainment for two people, both of whom have gone through the whole campaign. It's easy to spend $40 going out to see a movie in theatre. We have two characters in the power level 230-240 range and are nowhere near done exhausting the additional post-campaign quests and adventure missions.
Re:The science of Destiny 2's 'uniquely complicated' netcode by flavmartins on Monday November 13, 2017 @06:45PM (#15691322)
Wait until you get to the 300 range and the endgame is really revealed. It'll disappoint big time. Weak.
Re:The science of Destiny 2's 'uniquely complicated' netcode by nightski on Monday November 13, 2017 @07:21PM (#15691516)
Maybe if you are looking for it to take over your life or something. My group of friends just did the Nightfall strike and the Leviathan raid (both of which have features that change up each week) and it was one of the most fun experiences we have had online in quite a while.
Re:The science of Destiny 2's 'uniquely complicated' netcode by b4lancesh33t on Monday November 13, 2017 @08:31PM (#15691862)
For historical flavor, Destiny had a widely reviled endgame early on too. On release, Vault of Glass did not exist, nor a lot or the daily and weekly activities. Not saying that excuses a similar dearth of content in d2 but it is worth knowing.
Re:The science of Destiny 2's 'uniquely complicated' netcode by RussellDussel on Monday November 13, 2017 @11:38PM (#15692705)
Vault of Glass released merely weeks after launch, just like how Destiny 2's raid (Leviathan) did too. A lot of Destiny 2's complaints about end-game aren't about the quantity of content, it's the lack of incentive to play it; loot from the raid is underwhelming, loot in general doesn't offer anything to chase with fixed rolls and everything feeling much more homogenous (less perks on items and perks are less impactful), big design changes to PvP that massively affect the way games play out.