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Destiny 2

Discuss all things Destiny 2.
8/5/2025 5:59:35 PM
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A more generous pity timer and Rested Light Level bonus could ameliorate some of the frustration.

The problem: Someone who grinds eight hours a day can advance their Light Level much more quickly than someone playing one hour a day. This didn't used to be a problem because we had the Pinnacle system, but now the drip feed is creating a disparity in the community. One possible solution would be more generous pity timers and some sort of "Rested Bonus" for people who can't spend all day logged on, such that someone only playing an hour or two a day is able to keep up. Meanwhile, improved pity timers would mean that even the hardcore players could continue to get more consistent rewards; maybe not in terms of Light Level, but in terms of Tiered gear. It's not a perfect solution, it would technically be unfair to the person playing eight hours a day, but maybe that could be balanced out somehow. Three light levels for the first hour of play, one light level for every subsequent hour, something like that, so that the hardcore players could still get a kind of a bonus. Being "drip fed" Light Levels just doesn't feel good. Light Levels in general don't feel good; the upgrade doesn't really feel like an upgrade. We grind Light Levels to do harder content to grind more Light Levels, that's not a rewarding loop. Better pity timers could help with that, increase the frequency of dopamine drops, higher Tier gear, higher Light Level; don't just reward continuous play, give people an occasional unexpected spike. Spiky loot feels better than being drip fed, it encourages engagement more than being drip fed; constant, low level rewards don't feel like much, we get used to them in a hurry. More generous pity timers, and some sort of Rested Light Level bonus wouldn't fully solve the frustration, but I think it would reduce the frustration somewhat. Players would feel like they're advancing their Light Levels and get rewarded more often with higher Tier loot, and that's what we want, we want to feel like we're getting more out of our time. Obviously these numbers were pulled out of my butt, IANAGD, but you get the broad strokes of what I'm saying. Lots of games have catch up mechanics, they don't have to be massive, they just have to make the one-hour-player feel like they're not getting left behind, like they don't have to spend eight hours a day to advance their character. Don't slow down the progress of the hardcore, speed up the progress of the casual, keep some disparity but bring it down in scale; the hardcore will still play as hardcore players. (Sorry about the length, I had too much coffee this morning.)

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