I-Shayz-I wrote:So then what does Dust have that Destiny does not?
-Higher amount of variations that are possible
-While you can slowly progress to make your character into a specific playstyle, there's currently no way to augment certain traits that you want to excel in
-A repair tool (health levels aren't high enough in Destiny to have healing be a helpful thing)
-Large maps that allow for tactics, rather than rush and spam gameplay
-A non-linear skill tree (you just unlock variations/upgrades to your character as you progress in Destiny, similar to CoD)
-Calling in vehicles (you have a speeder-bike that can be summoned, all other vehicles just spawn randomly on the small PVP maps)
-A top-down view of the entire map available in real time
-Equipment that can change the flow of battle or give you an advantage tactically, like uplinks and scanners
-Tacnet system that displays enemy information (Destiny has a sectional radar to tell general direction)
-A skill system that allows you to play casually and not have to grind to get better stuff (i.e. passive sp)
-Suits and deaths that matter and are worth/cost something
I appreciate your analysis, thanks a lot. I can't wait for the Destiny beta to drop.
But some of the points you made bring up some issues I've been having with Dust lately.
I don't think there's actually a higher amount of variation. This is evinced by the overwhelming number of heavies/tanks/cloaky scouts and ACRs/SGs/HMGs. So, without real balance between the "options", there aren't many options for players that care about good, fair fights, more than the easiest path to a high KDR. Bear in mind my usual fit involves a basic scout suit and basic ScR.
The TacNet system is nifty, but it's also a crutch that rewards players with older characters (ie, dropsuit electronics upgrades). From what I've seen of Destiny and heard from its developers, players are supposed to get information on their friends/foes based on the way they look. Not sure how this works in practice, but it sounds sufficient to me.
Not sure how passive SP in Dust "allows" casual play, but there's a strong sentiment in the community that Dust is pay-to-win (or at least, pay-to-have-a-much-much-higher-likelihood-of-winning). Assuming two players of generally the same video game experience/skill start characters at the same time, and one plays daily with boosters, while the other logs in once a week without, the former player will almost unquestionably come out on top of any one-on-one with the latter, and it has little to do with inherent skill. It's almost universally agreed that Dust is not in any way a fun or approachable game for casual or new players.
Which brings me to my next point: I don't care at all about the cost of anything I lose because I run cheap gear and go ISK/KDR positive. This is not only because
dropships are expensive, and I like to crash them, but because I have become majorly anti-tryhard these past months, and dislike playing against people that actually feel like they're losing something when they die in-game. Or that think they're good because they coordinate with a bunch of their protobros to stomp on a bunch of MLT randos in Ambush. I would much prefer that everyone has access to the same equipment from the start, and that skill has to do with the way they use that equipment, versus the amount of time they've had a character. As someone pointed out a while ago, the idea that you need a whole different skillset to use another type of rifle is ludicrous, as is the idea of skill in a weapon or module somehow changing its physical properties (a la, +X% clip capacity/level, or +X% better armor efficacy per level--how does knowledge = more/stronger against bullets?). I have fun pewpewing fake faces, not keeping an inventory gear, so I buy hundreds and hundreds of the cheap crap I use and forget about the marketplace for a month.
Anyway, Dust
does (EDIT: did) have a lot going for it, and it
is fun as hell--I just wish that balance was a priority, it was easier for noobs to get into, and that it wasn't built around rewarding sh!thead "tactics" and playstyles.