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Destiny 2

Discuss all things Destiny 2.
Edited by lettuceNcarrots: 12/9/2025 12:56:35 AM
1

Matterspark *Feels* Frustrating Though Refreshing

I finished playing the campaign missions during the Open Access week for Edge of Fate. I have to say that I have mixed feelings about it. The storyline was pretty good. I wondered about The Nine and this was some interesting insight into their “dimension” and lives. The maps were beautiful and well-made. And there were mechanics and changes in the game that made it much more enjoyable overall. But the matterspark mechanic drove me nuts at times. I know I’m not the only one – I’ve seen comments here and there about it. Please don’t misunderstand, the mechanic itself was pretty neat. But it didn’t *feel* good. For example, there were many times I missed the little tunnel entrances and sort of ping pong back and forth trying to get into the tunnels. Then I would often fall off platforms or cliff edges because the spark kept moving even though I had slammed the brakes with a full reverse. And when jumping platforms, it appears I jumped far enough when in fact, I didn’t due to the new viewpoint perspective. And lastly, speaking of viewpoints, the angles from which you could see/move the viewpoint around was sometimes limited even if I were perched on the edge of a platform. In general, it was a good, refreshing mechanic that was a bit overshadowed by those small OCD-like sensitive movements. I posted a video showing a few of those examples (I didn’t capture everything, sorry). I don’t have any ideas on how this could be improved. If you were to make the movements less sensitive, then it doesn’t feel “spark-like”. It wouldn’t appear to feel like you’re this ball of energetic electrical energy that’s got some chaos to its personality. But without such an adjustment, it also didn’t feel good. Felt unnatural. I know, not very helpful or descriptive feedback, but hopefully this is still useful insight! Edit 1: In thinking about this a bit more, for the tunnel entrance bouncing, just throwing an idea out there... so similar to how you have aim assist for console players, maybe a "funnel" assist for each entrance? So unbeknownst to the player, the spark gets sort of "funneled" into the tunnel. This way, you wouldn't have to make the entrance larger. And by not having to make the entrance larger, it doesn't take away the feeling of how precise one has to be. The player would still feel a bit of anxiety to hit the target entrance square on but just happens to always get it 100% or 90% of the time without realizing their spark is being "funneled" into the tunnel. As for the platform jumping... I think it has more to do with a lack of contextual perspective. If I were holding a sword and jumping, I would still have some perspective of where my feet should land, the distance between my body and the platform, etc. But the spark is just a sphere. As a person, I lack a perspective of being a sphere. I lack dimensional context, if that makes sense. Edit 2: Thought of a potential solution to the uncontrollable speed - would adding a sort of "wind lines" whenever there's a certain amount of spark speed create the effect of fast movement while the actual mechanic is controlled movement? Would this give the illusion of fast and uncontrolled speed? Edit 3: Maybe, the spark object is more sensitive to player movements/commands in wide open spaces where falling off a ledge/cliff doesn't matter or doesn't kill the player. In such an area of the map, the spark can behave with exaggerated lack of control. But when the spark enters an area where more control is needed (such as platform jumping), then the spark responds better to the player's movements/commands. Since there are more "open" areas than dangerous areas, the player's overall impression of the spark's mechanic is lack of control; it's an illusion that fulfills the desire to convey wildness of movement while quietly providing the player with control (non-wildness, non-chaos) when it matters.

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  • I also completed the campaign this week, ended up getting some help on the very last boss as the darkness zone paired with having to platform jump with the matterspark was driving me crazy and I think this is part of the problem: Bungie introduced this new feature and it had its uses, but they just went too far with it and put it everywhere, combined it with mattermorph, and in the end just turned lots of players off it in the end.

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