This is not a doom post. I love the game, and like most of you, I want to see it survive and grow for years to come.
Bungie has nailed core things that should be built on, but everything else should be fair game for dramatic overhaul. Incremental improvements will not get us to the moment the game needs: a refreshed perspective for outsiders, a reason for new players to try it after hearing so much slander, and a reason for old players to pick it back up knowing their experience will be different. Bungie needs to swing at dramatic changes and live or die with the results, not inch forward and bleed out slowly.
Perimeter 2.0, new player on-boarding, faster kit-making, cleaner UI/UX: none of it is bad. It just doesn't reach the 0-to-1 moment of bringing players back or giving anyone a buzz-worthy reason to grab the game for the first or second time. The focus on a more robust PvE experience, while not personally exciting to me, feels well-founded and like their closest attempt at a bigger swing. I don't touch on PvE in my ideas below but feel free to add yours.
So: what are your huge, dramatic ideas, the kind that spark an "oh shit, they totally changed it, it's on sale, let's try it"?
A few of mine to start. All of them carry major risks, and the existing player base will probably dislike parts. Being okay with that is part of my point.
Funnel everyone into just one or two rotating maps.
Right now the base is split across 3 or 4 maps, solos/duos/trios, Cryo, Ranked, and experimental modes. Six thousand players spread across a dozen mode-and-map combinations. Funnel all of them into one or two active maps at a time instead. Maybe it's a single map for solos and duos plus one for trios, both rotating every 60-90 minutes. Maybe you kill Ranked entirely. Loot would need rebalancing and some maps would need reworks, but you'd finally have the population density to actually improve matchmaking and match quality.
And that density is what lets matchmaking get smarter. Not just kit value, but MMR, vault value, skill signals, blended so the game can lower the floor for newer and more casual players, the ones we most need to fall in love with the game, without walling everyone into gear-matched lobbies. Because the other half of the magic is loading in on a modest kit and walking out with a huge come-up, the goal isn't to sort everyone into their own tidy bracket. It's to have enough players in the pool that the game can protect the newer player from the worst mismatches while still leaving room for the underdog run.
Make TTK longer.
**edit** totally understand the counterpoints here that it actually benefits the sweats. Maybe this isn't the move but I also didn't mean to add like 3 seconds to the TKK. Maybe half a second. Regardless, what I was trying to get at was that the fights are too fast and punishing for new players, it's a turn off. TTK was my attempt at addressing it, but I'm sure you guys have better ones...I just think we have to acknowledge it's not a great experience for incoming new players to get wiped and have no idea what happened or why
Faster TTK has its benefits and it's part of the game's identity. But most of us would agree the best gameplay is the extended fight, where your build, your skills, and your team strategy all have time to matter. Even a drawn-out loss stings way less than a quick obliteration. Some of my favorite rounds yesterday were 10-minute fights we ended up losing.
Fast TTK is also why sweats can tolerate it and new players can't. For sweats and jobless heathens like myself, the game is effectively slower: our information parsing, map knowledge, and mechanics are high enough that losing more infrequently like total bs. Maybe we're caught off guard or something unexpected happened but we understand what the hell just happened and why. New players don't have that game knowledge, and might never have the spawn rotations memorized, are on white and green shields that get one-tapped, often even just by other newbies. That robs the players we most need of the deeper combat we all love, and worse, it robs them of ever learning to play. It's like sports: I can improve at basketball if the pace lets me understand it over time, but put me on a court against even the worst college player and I'd be too outclassed to even understand what was happening or learn anything. Forced PvP makes it worse, because there's no way to embrace a playstyle that avoids fighting.
I'm not saying remove the sneaky ambush pick or the punish for bad positioning. I'm saying there has to be a version that isn't this binary. How to fix it, I'm agnostic, but we shouldn't gate the best experiences in the game behind the worst ones.
Dramatically lower the bar to baseline gear.
The amazing gunplay and the buried-but-great build crafting are gated too hard, even for my level 450 ass. There should still be loot rarity, chase items, and the thrill of a lucky drop, that ceiling is fine. It's the floor that's the problem, both how high it sits and how long it takes to reach. New players should get baseline versions of all the equipment quickly, so they can explore the depth that makes the game special instead of grinding just to reach the starting line.
I'm not attached to the exact method, but a few directions:
- Simplify factions so each owns a lane (Traxus your gun merchant, Sekiguchi your implant merchant) and speed unlocks so all of them are open by level 100.
- Keep the rarest stuff as lottery chase items, but make the tier just below loosely target-farmable so there's always a concrete goal even if the jackpot stays luck-based via higher tier content.
- Simplify salvage and make it flexible. One blue neurochem should be worth 20 green and vice versa.
- Make schemas more valuable and easier to use, maybe as blank templates you can print by rarity, maybe remove the usage cap.
- Let us lock a piece of gear we love as a blueprint: I spent the time to figure out what my preferred gun is and what mods I like, so let me commit it to a schema and re-roll a copy of it for a scaling salvage or currency cost, with a capped duplicate slot so you can't run it nonstop.
- Make currency, the thing that's supposed to be the lowest common denominator, actually work like one: able to buy almost anything, including salvage.
Every one of these points the same direction: keep the chase and the luck at the top, but stop making players grind up to the baseline. If we want new and returning players to stay, let them reach the fun faster, and let the rest of us reach the depth without the friction.
The point isn't a free build or endless free items, it's a goal you're always working toward. Every bit of random salvage or currency becomes deterministic progress toward getting your favorite build back in your hands, instead of clutter you'll scrap or sit on.
Add a click-and-go roguelite mode.
The most popular mode this game has had was sponsored-kit Night Marsh. It did two key things: (1) click-and-go, and (2) equal starting points. Build a mode entirely around that.
Everyone starts with the same sponsored kit, so there's zero setup and no advantage at the door. You run a gauntlet of three maps, keeping what you find, and the loot gets richer the deeper you push. Exfil a map to bank your haul and advance; exfil the mode entirely at any point and everything you've found, you keep. Die, and you lose the whole run. No loadout screen, no risk to your own stuff. Click and go.
The hook is the push-or-cash-out decision. Map three has the best loot, but by then you're carrying everything from one and two, so the deeper you go the more you stand to lose. Bank after map one, or gamble it all for the map-three pull. Roguelite tension in a loop, the same risk/reward pull the rest of the game runs on, stripped down to something anyone can jump into cold.
This is the mode you put on the store page and hand to streamers. It's what a lapsed player clicks when the game's on sale, and where a new player learns the gunplay and loot loop without getting one-tapped on a white shield first. And because the loot feeds your real stash, it's not throwaway, it's a reason to keep loading in. The "oh shit, let's try it" moment, made into something you can actually click.
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None of these are safe, and I don't expect all of them to be right. But they share a spine: get more players into the same spaces, lower the wall between a new player and the parts of this game we already love, and give everyone a reason to load back in by increasing progress agency and balancing the player experience so that even loses can offer more enjoyment. That's the swing I want to see. Bungie built something with real depth, the problem was never the core, it's that too few people ever get far enough to feel it. What are your big ones? What would make you text your old squad get back on?