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Recent reviews by Where's My Tomboy gf

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4 people found this review helpful
1,794.9 hrs on record (1,713.8 hrs at review time)
The developers of the game are completely out of touch with their player-base and the changes they make for the game reflect it. They have a very predatory monetization that prey's off their player-base's frustration, they achieve this goal through harming the gameplay loop as well as increasing the amount of time it takes to progress through the game.

I have put in my fair share of time into the game and have only finished 2 air and 2 ground tech trees out of the 20 other ones that exist in the game, not even to count the additional naval trees that have a much worse and drawn out grinding experience than the other 2. The game-modes and maps are designed in a way that heavily relies on your team and the enemy to continue to battle for in game currency and experience to continue to be rewarded evenly and plentifully throughout the match, but because of the combination of both a poor spawning system (utilizes "respawn points" which get harder to gain throughout the match because of the increasing scarcity of enemies and increased cost of points to respawn new vehicles for every respawn) and horrendous map designs (many of them can have teams engaging in combat from short distances outside spawn or even while they are still in their spawn points) it can lead to frustrating game-play as no matter you're winning or losing a match there will be less players and therefore less currency and xp to be earned.

Many of the maps in the game don't even fit right for vehicle combat and just expedite this issue, with city maps being some of the worst offenders. Players can sit in nooks and crannies that have slivers of sight-line to players leaving their spawn for fast and easy kills leading to players of the other team to be discouraged from continuing the match. Longer range maps are no better, they have players spawn in fields in most of them allowing the enemies to fire into their spawn from kilometers away, again discouraging players from continuing to play in matches.

Realistic air battles are the worst offender. Despite having solved the issue of cramped maps in all battle-rating ranges most players in matches will fight in head-on dogfights resulting in most players of one team being taken out of the match immediately leaving low rewards for those who were hoping for a pro-longed match.

The developers could easily fix some of these issues through utilizing mechanics that are already in the game through implementation across multiple types (arcade, realistic, and simulator battles) of game-modes and could benefit most if not all of the player-base.

This is my opinions of the current state of the game and my advice is to not play it, the developers have abandoned any kind of further development of the game-modes that could increase the quality of life and aren't just band-aid fixes for surface level issues.

TLDR: game bad because devs don't care
Posted 27 June, 2023. Last edited 27 June, 2023.
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No one has rated this review as helpful yet
35.0 hrs on record (27.9 hrs at review time)
epic
Posted 15 August, 2021.
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1 person found this review helpful
113.6 hrs on record (7.2 hrs at review time)
The game feels unfinished and bungie clearly doesn't know how to bring back what made og destiny good. Some of the problems that I face with this game can be in gameplay or mechanics that affect how you increase power level.

Gameplay Issues
  • Every boss in the game has invincibility phases after a certain amount of health has been depleted, these phases don't require the player to perform some sort of action or do anything to deactivate these phases, instead the player just has to wait until the game decides that enough time has passed for the player to have the ability to fight back against the attacks that have continued during this phase
  • When a gun gets balanced for pvp it affects the balance of the weapon in pve, I don't know why bungie decided to balance weapons like this but it ruins the pve for me when I can't use my favorite weapon in pve because bungie decided it was too powerful in pvp
  • Exotic gear underpowered, there are plenty of exotic guns and armor pieces in the game that are known to be garbage when compared to other exotics, but what really irritates me is that exotic gear can be garbage when compared to a lower tier item

Mechanic Issues
  • This game has a few time walls and one huge one almost ruins the game for me, I'm talking about the time wall that prevents you from leveling up for a week if you've reached the soft cap, this terrible mechanic sneaks up on you just when you think you're about to be high enough level for some of the more rewarding activities (like raids) but you quickly find that what was going to be maybe 5 or so hours just turned into 3 weeks because bungie doesn't know how to slow down progression enough to keep their players from flying through content and it becomes a boring mobile-like game where you log on once a week just to get your high level gear that might not even be for the right gear slot, so you might have all high level items except for your helmet all because of luck.
  • Another mechanic issue this game has is the fact that even after you reach a high enough level to participate in a raid, the gear you get from it could be trash, simply because gear has randomized stats and perks that can affect how powerful it is, resulting in a huge letdown when the gear that you've been grinding to get turns out to be a worthless pile of junk do to this randomized stat pick.

Conclusion
The game feels as if bungie threw away everything that they fixed on destiny 1 just because they couldn't find what they did right, and this results in a game that just lacks a finishing touch that even indie devs can apply to their games. I also feel that this might not make it far in the reviews because this game's community has entered a circle jerk when bungie left activision and they're all just trying to say that they can do no wrong, but that isn't true, and this game is proof of that.
Posted 13 December, 2019. Last edited 13 December, 2019.
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