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    Friday, January 24, 2020

    Destiny This Week At Bungie 1/23/2020

    Destiny This Week At Bungie 1/23/2020


    This Week At Bungie 1/23/2020

    Posted: 23 Jan 2020 03:06 PM PST

    Source: https://www.bungie.net/en/News/Article/48652


    This Week at Bungie, the path was found.

    The Corridors of Time have been charted. Guardians from around the world took on the monumental challenge of navigating time itself, some losing their minds in the progress. We'd never shipped a puzzle of this size before, and watching the community engagement was a thrill in itself. We've seen a few requests for commentary on the creation and development of this puzzle. As always, we're happy to invite you behind the scenes and share some of the thinking that goes into the experiences you play.

    Destiny Dev Team: Over the past week, we've watched in awe as the community came together to solve one of Destiny's most complex puzzles to date. Everyone who took the time to participate in the solution will be remembered for years to come – whether you submitted a screenshot, transcribed puzzle pieces, generated maps, wrote code, worked the data, or cat-wrangled this monumental team effort. Please take a moment to congratulate yourselves. Your efforts and accomplishments were truly inspiring. Watching the first players solve the puzzle in the early hours of Monday morning was a career highlight for many of us on the Development Team.

    With the puzzle solved and the Corridors of Time closing next week, we wanted to take a moment to talk about our goals and early designs for this puzzle.

    When we started planning the puzzle, we created a few goals to guide our development:

    • Create a time maze through which any player can dive to discover secrets and lore
    • Serve as a shared community puzzle that rewards the Exotic Fusion Rifle
    • Celebrate community achievement and invite all players to partake in the reward

    With these goals in mind, we took inspiration from multiple sources in creating the early designs for the puzzle.

    The bones originated several years ago with the discovery of the Sleeper Simulant and the ensuing quest to unlock it. At the time, we recognized that the moment of discovery was reserved for the few people that happened to be online at the time when that hidden content unlocked. Similarly, the secret missions for The Whisper and Zero Hour were also moments of discovery reserved for the few people online within a limited time window to experience first. By contrast, this puzzle was meant to be experienced by everybody who wanted to be included.

    As is tradition at Bungie during our annual studio Pentathlon (which was held last Friday), many of us spend the entire day solving puzzles crafted by some of our brightest minds. This always culminates in a meta-puzzle that cannot be solved without the contribution of all of the smaller solutions. Similarly, the Corridors of Time puzzle was designed from the start to be very simple in nature, but also require require that all of the little bits come together in harmony before revealing its solution.

    The delivery of this puzzle came together as the team began exploring the concept and narrative for Season of Dawn. The puzzle seemed to fit well with the idea of the Corridors of Time, with players meandering and weaving through time to find a very specific reality. The early ideas for this space were roughly based on the idea of the cult-classic movie Cube, where you would leave one door and end up in another identical room with a new death trap waiting for you. As always, our artists delivered a mind-bending and stunning visual language that simply brought the whole experience together into something that inspires the imagination. Much like other classic movies, such as Alice in Wonderland or the Matrix, this space and the way it was connected together was done so to invoke questions like "Just how deep does this rabbit hole go? Can you just keep going on forever?", and "Is there even an end to this?"

    Again, we want to thank everyone who participated in this puzzle or cheered from the sidelines. We're actively monitoring and collecting your feedback, from the puzzle itself to the rewards contained, to inform how we build experiences like this again in the future.

    Now, we look ahead. We've got a rundown of performance issues that are currently under investigation, and another patch note preview for next week's update!


    Performance Pass

    Over the last few months, we've been gathering feedback associated with game performance. This translates to moments when you may see framerate drops during activities or long load times when accessing a menu. The team has been deep in the code, looking for potential causes of these issues.

    Next week, we'll have a few performance issues addressed in Destiny 2 Update 2.7.1, including:

    • Improved some performance issues in the Chamber of Suffering encounter.
    • Fixed an issue where players could die when transitioning from the Necropolis encounter to the Tunnels of Despair.
    • Improved a performance issue that could occur when chunks of land return, or are removed during the Sanctified Mind encounter.
    • Improved performance when receiving certain investment related messages. This could be reward acquisition, placing tributes, or interacting with Obelisks.

      • The largest impact will be in the Tower, but this should help everywhere.
    • Players who load into Crucible matches faster than their peers will no longer be put in black screen. Rather, they will remain in spaceflight until all players have loaded into the match, as before.

    Some proposed fixes are currently in development for the below items. These need to pass through rigorous testing before they'll find their way to a future edition of patch notes:

    • UI stuttering and framerate drops when loading or applying mods
    • Framerate issues in Gambit and Gambit Prime
    • Framerate issues during the Sanctified Mind encounter of the Garden of Salvation Raid
    • Framerate issues in the Pit of Heresy Dungeon, specifically in tunnel encounters
    • General improvements to performance on PC when a lot of debris is on the ground

    While our goal is to address these at the beginning of the next season, these fixes may be delayed if further issues arise. We'll be sure to keep you updated as we approach Season of [Redacted]. There are also other performance issues we're currently investigating that aren't listed above. If you've been encountering framerate drops or stuttering issues during gameplay, please make sure to post a report to the #Help forum on Bungie.net. Please include which platform you were playing on, what activity you were in, and a video if possible.


    Patch Note Preview, v2

    Last week, we had a short and sweet preview of what's coming in Destiny 2 Update 2.7.1. While Hard Light is creating some excitement, we have a few more patch notes addressing Quests, Seals, Exotic perks, and more.

    Investment

    • Fixed an issue that is preventing Eris from granting her final Lore entry
    • Fixed an issue where the "Green with Envy" Quest was not progressing for some players
    • Fixed an issue where the "Playin' the Odds" emblem was not unlocking correctly for players

      • This could prevent some players from fully unlocking the Dredgen title
    • Improved Black Armory Rare Bounty acquisition

      • Chances increase as you complete weekly and daily bounties
      • Guaranteed to drop from bounty completion after 5 days if completing all Ada-1 bounties

    Sandbox

    • Fixed an issue where the Heavy Handed mod could trigger from Telesto bolts
    • Fixed an issue where players could retain buffs from Wormgod Caress, Winter's Guile, and Synthoceps even after swapping armor

      • Equip restrictions on Wormgod Caress and Winter's Guile will be lifted once this patch has shipped

    We'll have a few more notes to share; expect the full list on Tuesday when Update 2.7.1 becomes available.


    A Memento in Time

    Image Linkimgur

    Keeping track of every timetable in development could make your head spin. Luckily, you have Destiny Player Support at your service, and they don't shy away from the task. Known issues, release timelines, and more can be found below.

    This is their report.

    PASSAGEWAY OF THE AGES

    With the Destiny Community changing the timeline, the Corridors of Time have become unstable and will only be available until the weekly reset on Tuesday, January 28.

    Players have until this time to collect the 19 "The Pigeon and the Phoenix" Lore pieces and the "Savior of the Past" emblem, along with a heartfelt message from Saint-14.

    UNLOCKING BASTION

    We have noticed that some players are having issues getting their Bastion Exotic Fusion Rifle quest from Saint-14. To claim the quest, players need to fully complete the Saint-14 storyline. This includes completing the following quests that can be claimed from Osiris:

    • Recovering the Past
    • An Impossible Task
    • Completing An Impossible Task

    After completing these three quests and claiming their triumphs, players can visit Saint-14 in the Tower to pick up the "Memento" quest located in his inventory.

    Players having issues may need to clear their console cache or verify the integrity of their game files on Steam then visit Saint-14.

    UPDATE 2.7.1 AND RESOLVED ISSUES

    Next Tuesday, January 28, we will release Destiny 2 Update 2.7.1. This update will resolve some issues currently affecting players. Here is another preview of some of the issues that will be resolved:

    • Players who have the Leviathan's Breath Exotic quest will now be able to access "The Arms Dealer" Strike. This quest will become available to all Season Pass owners, regardless of which Season Pass they own. Players can pick this quest up from Banshee-44 in the Tower Courtyard after reaching Power 800.
    • Progress will now count toward the Season 9: Challenges, Season 9: Rituals, and Season 9: Engagement Triumphs and the requirements for each one have been reduced so they can be completed during Season of Dawn.

    Additionally, here's the timeline for the Destiny 2 Update 2.7.1 release on Tuesday:

    • 8:00 AM PST (1600 UTC): Destiny 2 maintenance will begin. Players may experience sign-on issues during maintenance.
    • 8:45 AM (1645 UTC): Players will be removed from activities and will be unable to log in until 9 AM.
    • 9:00 AM (1700 UTC): Destiny 2 Update 2.7.1 will be released and players will be able to log in.
    • 11:00 AM (1800 UTC): Destiny 2 maintenance will end.

    CURRENT KNOWN ISSUES

    Here is a list of the latest known issues that were reported to us in our #Help Forum:

    • The Efrideet's Gift triumph isn't unlocking for players who collect 50 Iron Banner packages from Lord Saladin.
    • When resetting Infamy rank, progress gets reset for the "Get Closer" step for the Green With Envy quest.
    • The Sundial Fractaline Extractor III, obtained from the Nessus Obelisk, incorrectly states an increased chance to find Polarized Fractaline when completing Vanguard Strikes. The enhancement actually increases the chance to find Polarized Fractaline when completing the Sundial and the Menagerie.
    • The three Dreaming Tokens given to players during the Wish-Ender quest, sometimes do not all go into a player's inventory and cannot be reacquired on that character.
    • The Warlock's Arc Web no longer chain-lightnings enemies.

    For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.


    Precision and Focus

    Image Linkimgur

    This week, our selections are keeping an eye on their respective battlegrounds. In one, the slightest movement can result in a headshot. For the other, coordinating flesh and metal to produce an amazing musical cover, something you could headbang to as you march to victory.

    Movie of the Week: Revocation

    Video Link

    Honorable Mention: Zulmak Metal

    Video Link

    Winners will find a shiny new emblem in their collections within the next 365 business days! Really, I'll get to it as soon as I can. If you'd also like a chance for the emblem, submit your video to the Community Creations page.


    That's a wrap for this week. As we near the end of the season, we've got a few final stops on the roadmap. Next week, Cozmo will bring some details concerning the Empyrian Foundation, which is just under two weeks away.

    We'll see you again soon.

    Cheers,

    -Dmg04

    submitted by /u/DTG_Bot
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    Daily Questions [2020-01-24]

    Posted: 23 Jan 2020 05:00 PM PST

    New player? Please read the New Light FAQ

    Bought the DLC? Shadowkeep FAQ

    Need Guidance? Collection of selected guides

    Shadowkeep & New Light known issues

    Welcome to the Daily Questions thread! Do you have a Destiny related question that needs answering? Can't find it anywhere else on the web? Well You're in luck! Simply ask your question down below, and the knowledgeable community of /r/DestinyTheGame will answer it to the best of their abilities!

    Be sure to read the Full Year 1 Recap and the Returning Players Guide, or use the search in the top right before submitting a question, as it could have already been answered. Also, be sure to check the thread itself!

    Be sure to sort by new to see the latest questions!


    Rules


    • Absolutely no down talking. You were all new to Destiny once, so there's no need to belittle anyone just because you might know more.

    • All hateful comments that derail conversation will be removed. This thread is a place of learning, so keep it civil.


    You can find the full Daily Thread schedule here.

    submitted by /u/DTG_Bot
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    Structure your feedback in a clear and concise manner

    Posted: 23 Jan 2020 04:44 PM PST

    Full disclosure, I have been a game developer for 14 years and have worked with Designers + other disciplines with varying personalities and preferences. Despite this, they all seem to have one key thing in common.. an appreciation for clear and concise feedback.

    A few pointers.

    1) Speak for yourself.

    • The Destiny community is filled with players who differ in Age, Play time, activity preferences, level of care for how their character looks, level of care for lore.. etc. Give some context to your feelings/suggestions/problems by providing information on the things above.

    Example: As a player who devotes most of his playtime to the crucible, I wish there was a setting for Aim Down Sight sensitivity. It would allow me to be more precise with my aim.

    2) Focus on the root cause of your frustration.

    • It's common knowledge that games are complicated. There are so many moving parts that need to be accounted for when implementing features and QOL improvements. With this in mind, focus more on the source of your frustration, and less on suggesting a solution. Unless you work for Bungie, it's highly unlikely that you understand the full impact of changes you are asking for so leave it to the devs to figure out what's feasible. Suggest away, but don't be upset if things do not go exactly the way you want it to.

    3) Avoid general statements.

    Examples:

    • "The UI is too slow." -> Which part of it do you use the most? It could be that a general fix is not feasible due to time constraints, but maybe they can focus on improving the performance of a specific screen.

    • "The crucible is not rewarding enough." -> What mode(s) do you are you most interested in? What's your idea of a rewarding experience?

    • "There is nothing to chase." -> Is it because the rewards for your preferred activity do not interest you? Do you prefer a long grind if interesting new loot were added to your favorite activity?

    Hope these pointers help increase your post(s) visibility and provides u/dmg04 and u/cozmo23 with clear, quality feedback to share with the team.

    EDIT : Thank you all for the kind responses! :)

    submitted by /u/pjmara5
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    The fact that Valor resets, let alone INFAMY resets, don’t give Pinnacle drops, is kind of bonkers.

    Posted: 23 Jan 2020 08:43 AM PST

    Reset my Inafamy for the second time this season. For three weeks I've been attempting to get a 970 helmet on my Hunter to max out my pinnacle power, but it's been duplicate on top of duplicate.

    Everything is 970 except my helmet. I've been attempting the grind to Reckoner in the downtime and am very close, with the side effect of reaching Infamy reset.

    So I reset my Infamy, and what do I get?

    A helmet.

    A 969 helmet.

    The fact that Infamy and Valor resets take SO MUCH LONGER than any other Pinnacle reward activity yet still only grant Powerful rewards is honestly ridiculous. Even if it was just Infamy I'd understand, because Valor progresses faster, but still.

    Also it would be incredibly beneficial for Infamy reset to grant Enhancement Cores like Valor does.

    Edit: yes, you can get multiple resets a week if you go absolute sweaty tryhard. Some might argue that's a worthwhile reward for being said sweaty tryhard, it's only ONE pinnacle drop for hours of effort.

    However in light of Double/Triple Infamy/Valor, if the Pinnacle reward was limited to once per week for each reputation it would be perfectly fair.

    Edit 2: The very point of the Crucible as discussed in game is that the Crucible was created by Shaxx to prepare the Guardians for the Darkness by giving them a training ring. The whole point of the Crucible is to sharpen Guardians to fight better in PvE. PvP players play PvE content for better rolled weapons/armor/exotics to be better at PvP. Why couldn't PvE players play PvP to get upgrade materials and Pinnacle drops to be better at PvE content, as literally stated as the purpose of Shaxx's Crucible?

    submitted by /u/dr_gould
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    This was YOUR Puzzle | Etch YOUR Name in the Corridors of Time

    Posted: 23 Jan 2020 06:13 PM PST

    Hey everyone!

    First off, I want to thank you all. The map our team released would not have been possible without you. You all have been a pleasure to interact with and I would love to thank each of you individually at Guardiancon.

    I would like to address the issue of credits, as my inbox has not stopped on Discord with DMs from the entire community. DON'T FRET, WE WERE WORKING ON IT! The map being finished was a surprise to us as we did not expect it to be done, and we had to rush a graphic because we wanted everyone to receive it at the same time (I personally posted simultaneously to multiple team Subreddits, Discords, Twitter, and even Facebook, at the same time the streamers got the map). There are so many Guardians who brought this puzzle to life, and we want to make sure everyone can etch their name into this amazing event before the Corridors disappear forever, so we have reconfigured ghostofosiris.com with the help of u/surebob to be one giant archive of everyone who helped in some way, shape, or form. For the next two weeks, you can log on, enter your name and contribution, and after two weeks the site will be published as a massive list of all the names... ahem, reflections... that explored and mapped the Corridors of Time! If you have any questions, you can reach me on Discord at AetherLore#6111 and I'll help as best I can.

    This is YOUR puzzle, and we were proud to help you put it onto paper. These are YOUR Corridors of Time! May you forever be known as Guardian, Hivesbane, Crota's End, Kingslayer, Young Wolf, Godslayer, Ghaul's End, Hero of the Last City, Avenger of Cayde-6, Nightmare Banisher, Vanguard's Trusted... Cartographer of the Corridors of Time!

    Hexagonally yours,

    Aetherlore (Corridors Inc Dev/Art Team)

    Edit: Link is fixed. Typos are going to get me killed.

    submitted by /u/Grimmfinity
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    In PvP I am in the top 1%

    Posted: 23 Jan 2020 07:07 PM PST

    of deaths. 0.9% to be precise :(

    submitted by /u/BigFruitFace
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    Valor Resets should give masterwork materials, Glory rank ups should give high stat gear

    Posted: 23 Jan 2020 06:39 AM PST

    Crucible players have zero methods to getting Enhancement Prisms and Ascendant Shards, and can only get high star gear once a month from Iron Banner.

    The lack of any meaningful reward from playing PvP is really just so disappointing at this point to anyone who enjoys the PvP of Destiny.

    And I know Trials is probably coming back, but truthfully I don't think Trials should be the only method of getting good rewards from PvP as long as Competitive is going to exist. Not only that but it's also safe to assume that Trials would be a weekend only event, meaning at least half the week you wouldn't have a gear reason to play PvP.

    submitted by /u/PastorSan
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    Make content “taller” not “wider”.

    Posted: 23 Jan 2020 06:59 AM PST

    This is something Datto has said before and is worth discussing in regards to the seasonal model and how Bungie develops and deploys content.

    I get that for various reasons, Bungie is averse to adding more long-term content to the game. While I may not agree with it, I'll offer this as an alternative to adding content: add on to existing content instead of adding short term content.

    I'll give an example of something I would like to see that illustrates my point.

    Gambit Prime. I can use pretty much nothing but things that are already in the game to iterate on Prime and add something substantial to it.

    What if every Friday at the daily reset, a Trials of the Nine style card appeared on the Gambit Prime director slot. Prime is longer than PvP matches, so let's say the card goes up to 5 wins and up to 2 losses.

    Getting to 5 wins in a row would unlock the Haul (the same space used for the Xur bounties/Reckoning) where you get a pinnacle reward and guaranteed masterwork materials once per character.

    Boom. A fun, repeatable additive to content that many players already enjoy that uses assets already present in the game coding.

    Another example I could give is making the matchmade versions of Ordeals into a rotating playlist that offers strike specific gear as well as the already present rewards. As well as bringing back Vanguard ranks and rewards for hitting certain ranks like Zavala's ship he offered at rank 50.

    Both of these aren't very substantial in and of themselves, but I think would give long term repeatable content that strike/gambit players would enjoy and would make that already existing content "taller" or "deeper".

    submitted by /u/PastorSan
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    Repost from #destiny2 sub: Animated subclass menu art done with pixamotion

    Posted: 23 Jan 2020 06:46 PM PST

    Credit goes to the artist who worked on these. I just animated them with an android app called pixamotion.

    https://imgur.com/a/kI8aOX2

    Edit: Warlock ones here - https://imgur.com/gallery/YsOEFjX

    submitted by /u/Evil-Chicken_Ghost
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    Intent behind IB quest: get people to use off meta loadouts and show them other things exist in the crucible. The reality: a frustrating crucible experience that incentivizes bad playing over winning.

    Posted: 23 Jan 2020 07:40 AM PST

    Could we please be unshackled for quests like this? I completely understand the rationale behind it, but the reality is that for most players it's not fun to have to use a specific loadout to make progress.

    It makes people care less about the objective and more about reckless playing with weapons they don't like using. I will admit that this questline would be better if it were IB clash, but in control you're gonna have a bad time.

    Edit: By off META I suppose I was really only referring to the scout part. SG/HC are pretty META.

    Edit 2: I'm not shouting "this whole quest design is broken, Bungie clubs baby seals and bedded my mom!" I'm not simply complaining, I'm just saying that if I am sitting in PvP (a mode I usually enjoy) and I find that this quest is sucking the fun out of it for me, then can't we figure out a better path forward?

    submitted by /u/The_Skyhiatrist
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    It should be possible to preview Shaders on Ornaments in the Eververse store.

    Posted: 23 Jan 2020 07:58 PM PST

    We all shouldn't have to find out after acquiring an ornament that it has static colours that don't take shaders. Twice this week I've gotten ornaments like this, both the Virulent cloak and the Hazard of the Cast ornament. I would never ever buy ornaments with Silver because of this, I would hate to spend $15 only to find out after that the bright acid green on the Virulent cloak is permanent.

    https://i.imgur.com/O8iUM7g.jpg

    I wish Bungie could acknowledge this as an issue and change it.

    submitted by /u/pek217
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    To the few still playing Destiny 1, I salute you.

    Posted: 23 Jan 2020 09:46 PM PST

    Yesterday I had the fun idea of reinstalling Destiny 1 and all of its DLC, and to my surprise, I was queued for the weekly heroic strike within 10 seconds! Not only that, crucible queues were lightning fast, and I even saw fresh accounts (level 5-20s) in the tower!

    My love for that game used to be bigger than any mountain, lower than any valley, and to see people experiencing it for the first time brings a smile to my face. Not only that, but the people who still play it carry on the legacy of the game and how great it was.

    Thanks D1ers, you're simply amazing.

    submitted by /u/DArkGamingSiders
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    If I was to pay for a season pass on the release of a season and real life happened and I wasn't able to play for 3 months I'd be screwed.

    Posted: 23 Jan 2020 01:45 PM PST

    This didn't happen in forsaken. If you had the annual pass and you didn't play until opulence released you could still experience all the season of the drifter and season of the forge content, story lines and get the exotics. Currently I'm looking at a lot of travel for work (to a lot of areas with middling internet access or weak hotel connections) meaning that even if I did take my laptop with me I wouldn't be able to realistically enjoy D2. Because of that I am sitting here wondering "should I even get the next season pass?" if I don't but I find myself with some free time I'm going to be less interested in playing D2. This season system really needs to be looked at, it's not conducive to people who want to enjoy the game at their own pace. You either play every week or you don't play at all.

    submitted by /u/Drillingham
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    Bastions biggest problem is the perk "Saints Fists"

    Posted: 23 Jan 2020 03:52 AM PST

    If it was "Saints Face" the gun would likely be way stronger.

    submitted by /u/reicomatricks
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    Hey Bungie, the updated hand cannons Old Fashioned and JQK were great additions with unique roll capabilities. But I believe they still have old firing animations. (console specific) Any word on this?

    Posted: 23 Jan 2020 06:54 AM PST

    Im not alone here, and I welcome any criticisms to the contrary, but these hand cannons (specifically on console) seemed to have retained their old, unwieldy firing animations before Bungie updated hand cannons.

    Can one of the community leaders check into this?

    Also, sound off below if you agree or disagree, but when I equip either of these hand cannons after using anything else like rations, waking vigil, etc, I notice a huge difference in the gun model "flying off the screen" and the way it reacts when receiving any incoming flinch.

    If this is the case hopefully they can be updated in a future patch as I have some neat rolls, but just can't bring myself to use them currently.

    submitted by /u/Golandrinas
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    Optimized Bounties For 1/23/2020

    Posted: 23 Jan 2020 10:00 AM PST

    Thank you all for coming. We've gathered here to celebrate the life of my mentor. My inspiration.

    They called her Bounty's End.

    Patrolsbane.

    HVT Slayer.

    The Young Wolf Who Killed 20 Fallen With Void Grenades.

    Heroine of Rocket Launcher Multikills.

    The woman who avenged the loss of Cayde-6's Treasure Maps.

    She cleared hundreds of bounties that I cannot recall.

    And she died doing what she does best – collecting Crucible tokens.

    Ages ago, she made a Public Event Heroic for me. And then she inspired me to make them Heroic myself. And I am glad that she did, because Traveler help us, she is gone.

    And there is no one to kill 8 Nightmares on Io now.


    Step 1 - Ask Shaxx how she died collecting tokens. It's hilarious.

    Step 2 - Pick up these dailies. Check here for the Weeklies.

    Tower Bounties

    • Saint XIV – No Challenge Too Great – Kill 25 Challenging Enemies
    • Saint XIV – All Powerful – Kill 15 Challenging Cabal Enemies
    • Saint XIV – Strictly Enforced – Kill 1 Cabal Champion
    • Saint XIV – A Good Eye – 40 Precision Kills
    • Zavala – From Downtown – 2 Multikills With Your Super
    • Shaxx – Coordinated Fire – 5 Assist Kills
    • Shaxx – High Energy – 5 Kills With Energy Weapons
    • Shaxx – Peak Efficiency – Kill 2 Opponents in a Single Life
    • Shaxx – Scorcher – Kill 7 Enemies in Scorched
    • Drifter – Blockade – Send a Small, Medium, and Large Blocker in Gambit
    • Drifter – Elite Executioner – Kill 10 Challenging Enemies
    • Drifter – Fistful of Motes – Bank 25 Motes

    Planetary Bounties

    • Eris Morn – Moonstreak – Kill 50 Enemies on the Moon Without Dying
    • Eris Morn – Element of Surprise – 15 Streak Kills With Energy Weapons
    • Eris Morn - No Safe Harbor – Kill 25 Hive in Sorrow's Harbor
    • Devrim Kay – Generator – Create 10 Orbs of Light in the EDZ
    • Devrim Kay – Deadeye – 10 Precision Kills in the EDZ
    • Devrim Kay – Front Line Defense – Kill 30 Cabal in the EDZ
    • Spider – The Great Equalizer – Kill 35 Fallen in Thieves' Landing
    • Spider – Sharpshooter – 25 Precision Kills on the Tangled Shore
    • Spider – Flotsam and Jetsam – Kill 35 Hive in the Jetsam of Saturn
    • Spider – Lost in the Gulch – Clear the Trapper's Cave Lost Sector

    Step 3 - Follow these steps (any order):

    1. Last day we're doing Tangled Shore, as you should have enough/be close enough to the Bastion quest steps to close them out. Head there, complete the three non-Lost Sector bounties by doing the Public Events in both Thieves' Landing and Jetsam of Saturn. Turn in these bounties, and if you've completed the Bounties/Public Events/Challenging Enemies step, the next step will take you to Trapper's Cave anyway, so clear it while you're there. (15 minutes)

    2. Fly TO THE MOOOOOOOOOOOOON and pick up Eris's bounties. Jump to Sorrow's Harbor and jump into an Altars of Sorrow event to clear all three lickety-split. (5 minutes) Make sure you apologize to anyone else in the event for not sticking around to the end.

    3. Fly to Earth and grab Devrim's dailies. If the Winding Cove or The Gulch has a Cabal Public Event about to start, head there to clear all three bounties. If not, hit up a Cabal Lost Sector (Excavation Site XII, Pathfinder's Crash, Skydock IV, The Pit, or The Quarry). (5 minutes)

    4. Play one match of Scorched. (5-10 minutes)

    5. If the Scorched match did not clear all Crucible bounties, play one match of Iron Banner. (10 minutes)

    6. Play one-to-two matches of Gambit Prime. (10-20 minutes)

    7. Run one Sun Dial. (15 minutes)

    8. Run one Hive Strike. (15 minutes)

    Total Non-Elemental Non-Weapon-Specific Bounties Cleared: 23 Dailies, 5 Weeklies (Shaxx Weeklies, Drifter Points Weekly, Obelisk Strike Boss Weekly, Zavala Hive Weekly)

    Total Time: 80-90 minutes.

    Note 1: This'll be the last day of Spider for a while. I added them last week and this week to build up Ghost Fragments and prepare to stack Spider Bounties for the Bastion quest. But since you only need 10 bounties, and today marks the third day of 4 bounties, anyone not doing WANTED can still clear it today.

    submitted by /u/DeerTrivia
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    I made a model for the concept exotic created by u/NikkoJT, "White Whale".

    Posted: 23 Jan 2020 01:17 PM PST

    On the list of concept exotics that u/NikkoJT posted yesterday, this sniper in particular caught my eye, so I took a shot at making a model of it.
    https://imgur.com/gallery/Dc3rotJ
    Feedback/criticism is appreciated!

    submitted by /u/Breadical
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    Who is buying Upgrade Modules for bright dust?

    Posted: 23 Jan 2020 11:58 AM PST

    Please reveal yourselves so we can all judge you accordingly, thanks

    submitted by /u/Skywalker66662
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    To the Guardians that stayed even when one was being a derp

    Posted: 23 Jan 2020 05:53 PM PST

    Today my little cousin, a 8 years old curious girl, decides that she wanted to play Destiny 2

    I let her play two strikes, even when i was hesitant because i know it would be frustrating for both parties.

    So, thank you two guardians for pushing on and making this enjoyable for her even when she was busy chasing a thrall instead of shooting the boss.

    And im so sorry for not being able to say no to her and just load into a planet and probably being a pain for those that just wanted to breeze through the strike.

    I hope RNGesus bless you two with all the exotics in the world.

    submitted by /u/An1maGlacies
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    Ghosts 2.0 - An attempt at solving the problem of ghost perks, seasonal mod slots, and champion mods

    Posted: 23 Jan 2020 11:57 PM PST

    The new Ghost 2.0 interface.

    The Problems

    So some problems I wanted to try and fix with this is making ghost shells cosmetic, making seasonal mods easier to start to use, and the over-restriction of loadouts that the champion mods are causing.

    Shells as cosmetics

    Currently any shell without Guiding Light is useless. Most of the ghost shells you can buy or unlock are just instant dismantles if they can't roll the right perks. With this, shells would work the same way as projections and would be swapped by left clicking on the ghost slot in the current inventory.

    Right clicking would bring up this interface. Ghost perks would then become mods, dropping and unlocking to be slotted in the center row. The left two slots would be for exotic tier perks, the first right one is for common perks, and the last is for Guiding Light. Guiding Light can then be a perk that unlocks when a ghost is fully upgraded/other unlock conditions. This lets players use whatever shell they want and can expand on the mod system into ghosts.

    Seasonal Mods

    Right now using the new seasonal mods are a huge hassle. Using them requires grinding out the new armor which invalidates the previous god rolls and using a exotic means you're missing out on a mod slot. While I get the intention was giving a reason to grind out the new armor but acquiring new pieces with the stats + affinity you want could take a while. Which wouldn't be a problem but with mods that will go away, it feels bad not being able to really effectively use them until the season is well on it's way.

    With this, the seasonal mods will be moved to the outer ring section of the interface with the ghost having it's own energy. The ghost could level with the artifact or with the new activities, with the full energy and slots unlocking along the way. This would give the full five slots regardless of the loadout and get people using the seasonal mods earlier and allow players to spend the rest of the season trying out builds.

    Champion Mods

    So one of the biggest complaints right now is how restrictive champion mods make the PvE endgame. It stops being about what is fun but rather what the game forces players to use. Here I also get the intention was to highlight under used weapon types but this makes the endgame less enjoyable.

    The proposed idea here is that the bottom most slot will apply the various anti-champion effects across all weapons of an ammo type. So if you wanted your special weapon to be anti-barrier you'd pick the mod in the picture. All the mods would be pre-unlocked. What this achieves is allowing any weapon including exotics to be used in the endgame. But the restriction being you have one effect on one ammo type. This can then be combined with the seasonal weapon specific mods to highlight weapons and let people deal with multiple champion types if they choose. So players aren't forced to use the highlighted weapon types but there is still incentive to.

    Further Features

    Not in the image but there would be a slot for shaders, and the kill trackers/stat trackers could be another slot potentially.

    Thanks for reading!

    submitted by /u/TheSpaghetti
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    How to Run the Show in Iron Banner

    Posted: 23 Jan 2020 10:05 AM PST

    Been seeing a lot of whining about Iron Banner about VSing stacks, weapon cheese etc. None of this matters as much if you know what to do. You don't even need a full fireteam to run the game where you and a few others can hard carry the match.

    Even most stacks I've come across just think its about gangbang mega slaying out or zerging cap rotations. 80% of the match win is about MAP CONTROL. Made a post in Crucible Playbook awhile ago and it's so relevant in IB.

    Map control is to force an enemy to spawn where they don't want to, whether it's split or in a very bad spot. Taking that weakens their ability to group or cap nodes. On specific maps especially in control games you can force this naturally by only taking certain points.

    Often you lose control when an ally fucks up to force their spawns back into a favorable position while forcing your team to the bad spot. This is why if you're winning you don't need to push in, you make them push out if they want to make a play otherwise you just stay ahead, keep picking off those kills from good positions and control heavy. Don't be that guy to just go for blood when ahead and give up your advantage to chase for kills. Great way to throw games

    Most often you get control back by pushing with supers to force them out of their favorable map position, then as they're respawning you take their map spot and force them into the bad spawns. If you don't have supers you need to work as a team to outshoot them from their favorable positions then push in to take that zone from them

    Lesson 1 - You DO NOT and should not push for 3 caps unless your entire FT is heavily coordinated. Why:

    • When you 3 cap you're spread way too thin to defend all 3
    • When the hunt is over, spawns are all reset = you lose map control.
    • You're giving up a guaranteed 2 score per kill for a temporary powerplay for 3 per kill, at which you go back down to 1 per kill
    • You're actively leaving the key zone undefended or underdefended to get the 3rd
    • Unless your group can control this, you're better off not giving this up (details below on how to do this properly)

    Lesson 2 - Cap and hold TWO points.

    Which two make or break your game here. I see a lot of people thinking cap home node, then rush B node. Stop blindly shoving towards B node!!!!!!!!!!!! Especially looking at you Pacifica/Burnout. Even if you're not capping those zones, don't even go out close to that area since having line of sight to their spawn will make them spawn somewhere else you dont want them to.

    • Midtown - you absolutely don't want to be stuck at A to get spawn sniped and unable to leave that area. Controlling B and C without pushing into A gives you map control and forces their spawn in a terrible spot. You get anywhere close to A, you're throwing the game by allowing opponents to spawn out of A while your dying allies now spawn A.
    • Dead Cliffs - Same as Midtown. You DO NOT want A and want to control C and B areas to also control heavy and force their spawns in the back which makes then go through chokepoints to try to get out. Again, going anywhere close to A is throwing the game.
    • Legion's Gulch - you want A and C, never B way the fuck in timbuktu and easy pickings when taking those launchers out.
    • Solitude - want C and B, not A
    • Wormhaven/Citadel/Eternity/Endless Vale/Convergence/Altar/Bannerfall/Meltdown - B is the control point. Either other side doesn't matter since you can flip spawns for the easy side A or C cap but holding B also controls heavy and wins the game. No reason to push into their spawn if it leaves the key node B vulnerable
    • Pacifica/Distant Shore/Burnout/Radiant Cliffs/Twilight/Widows - You want A and C. Those are both the home spawns on game start and I see a ton of people rush B. You're throwing the game already by doing so. A and C controls heavy and are easily defendable with a patrol going in between the two points
    • Fortress - Hold B and C. Heavy spawns in the rocks between them, and easy to defend/patrol between both. A makes you cross a no mans land to get to C and chokepoint to get to B.
    • Rusted Lands/Fragment - A and B has sight to heavy. C is off on it's own
    • Gambler's Ruin - just alt F4 out. Fuck this map

    Lesson 3 - How to let blueberries be useful.

    • Even if you have a 3 stack, you can run the show. You 3 be the ones capping and controlling those key nodes above and let your blue berries go try to slay if they refuse to be useful at all. Let your blueberries do the dying while you play survival holding those nodes
    • Even if they trade 1 for 1 every single time, you'd be getting 2 points while the opponents get 1.
    • If they try to push you, work to get picks to score 2 for 0.
    • Use supers to defend the nodes while you have them. Force enemies to use supers just to try to dig you out of that map location. AKA you get 2 points per kill still while they get 1 each for super kills. You'd likely have heavy to combat their supers as well
    • Most opponents I see play ring around the rosy zerg strat. Easy win. They ring around to leave that key location, you stay there and hold it once they zerg out of there. Your blueberries will (should...) cap the node they spawn on since most IB maps have one key node and two flip nodes that dont matter. Hold the one key and either flip spawning nodes to always score more.
    • This shows it's really not about capping nodes at all. It's just about HOLDING the key ones.
    • There's many times where I even solo queue IB and just hold that key node, sit on that key node which usually also gives heavy access to clear enemies while the rest of the blueberries duke it out.
    • It's near impossible for the other side to win while holding a single node the entire game. If they literally outkill you 2 to 1 then they deserve that win.

    Lesson 4 - Controlled 3 capping & spawn anchoring.

    Anchoring means you hold that spawn zone to keep it yours. You just need to have one person there with LoS to the zone so no opponents will spawn there. You'll need knowledge of all spawn points on the map to properly anchor and force where the opponents spawn

    You can spawn camp them by knowing where they will spawn when your team is going to wipe them on one side of the map in zone 1, have the anchor hold zone 2, so you know they will all spawn in zone 3. Controlling spawns is immensely important at the high level and something most people don't consider

    IE. Burnout. We want A and C. Remember we never want to push B unless it's controlled? This is something we coordinate in full stacks when we have supers up and want to use them. We 5 man push out to the bad B node outside, wipe them all, fast cap B and run back inside. Let them all spawn inside at C by having the anchor sit at A who has their super up, then A goes wipe all of them as to force them back outside. We know they're respawning at C, from A anchoring and B being held by the rest of the group. Lets us use supers without losing the good map positioning and gets two teamwipes of controlled scoring

    Ready for the downvotes and naysayers crying about only vsing 6 stacks of unbrokens 24/7 all with LoW and HHSN, but whatever, they're not ready to learn how to play anyways and will resort to excuses to make up for shortcomings. Just saying that I play at a diamond IB elo and have legend multiple times so with SBMM I'd be facing more unbrokens than the average, and this is how map control wins games

    submitted by /u/Kir-ius
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    Please let people go back to the Cosmodrome

    Posted: 23 Jan 2020 10:10 PM PST

    Now, not the entire Cosmodrome, I'm talking just the Risk/Reward quest version. I'd love to go chill in the Cosmo while helping new players with the first mission, and killing the walker tank. I miss just relaxing in the Cosmodrome, it's a huge nostalgia factor. Thanks!

    submitted by /u/ConlonCreations
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    Ultraworld Emblem Giveaway!

    Posted: 23 Jan 2020 09:36 AM PST

    Hello!

    this is a post to give away the emblem you get for buying from Bungie store during season of dawn.

    the only requirement is to place a comment and you'll be added to the raffle.

    winner will be picked when this post is 24 hours old, and the winner will have to confirm he redeemed it within 24h of receiving it.

    This is the emblem in question.

    Good luck everyone!

    submitted by /u/wolfahmader
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    Destiny is a mixed bag of missed opportunities.

    Posted: 23 Jan 2020 02:51 PM PST

    Destiny is a shooter, but it's not challenging enough to amount to anything more than a glorified shooting gallery.

    Destiny is a role playing game, but it's less about being able to play how you want, and more about chasing arbitrary rewards to keep you playing for as long as possible; even after it stops being intrinsically fun.

    Destiny is a competitive multiplayer game, but no one is on a level playing field.

    Destiny is a game with a rich backdrop, but stories are started and never resolved.

    But hey, at least it's pretty and has good sound design. I guess?

    submitted by /u/iguessthiswasunique
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    I want to see and feel more of humanity in Destiny

    Posted: 23 Jan 2020 12:00 AM PST

    With this season heavily involving Saint-14, I've been thinking more and more about this kind of topic. Saint-14 actively interacts with the human population of the world. Why don't we? I feel it could give some serious depth to the Destiny universe if we were more involved with the humans of The Last City.

    I want to know why we fight back the Darkness every day. I want that to matter to me. I want to save and protect the families making their way to the City walls. I want to care about the normal people that have to live in this harsh and unforgiving universe. I want to be a shining beacon of hope for them when they need it most.

    The lore and characters talk a lot about children of the City. I want to see them! I want watch as they play Guardian and pretend to throw flaming hammers, or cast void bombs. I want to see the excitement in their eyes when they see a Guardian like ourselves. I want to see their costumes during Festival of the Lost. I want to personally reassure them that they can sleep sound, as I and many other Guardians are there to protect them from the bad guys.

    I want to feel like I'm making a difference on a smaller scale. I want to remember the names and faces of families I've saved when they needed a hero most. I want people to care about, and people to think of when I fight the next Ghaul or Oryx, and remember that the reason I'm fighting is all for them.

    Fighting alien Gods and all is really awesome, don't get me wrong. But I really hope more emphasis is put on the humans that we protect in the future of Destiny, and we get to see, first hand, the difference a Guardian can make.

    This is just something that i've wanted to ramble about for a little while now. Thanks for hearing me out.

    submitted by /u/goldfish7740
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    Class items have become the least interesting and most redundant obtainable gear since Armor 2.0. Consider reducing their drop rates from non-pinnacle sources, or do something to make them more meaningful.

    Posted: 23 Jan 2020 08:40 AM PST

    Considering that they have no stats and can also have ornaments applied to them, there are very few reasons to keep or upgrade class items - especially when they drop from common activities. Unique mod slots on seasonal or activity-based class items can be worth considering, but outside of that they have basically become irrelevant.

    Last night I dumped several hundred Iron Banner tokens on Saladin and this whole notion was really reinforced on me. About half of my drops were warlock arm bands, which means that about half of my drops were not even worth looking at before I deleted them, which means that half of my time invested in Iron Banner was for nothing.

    I understand that getting a random gear drop is like getting a scratch-off ticket, and that odds are you aren't going to get anything valuable. But getting class items can feel like getting a losing scratch-off ticket that has already been scratched off. You are denied the thrill of there being a chance that it could be useful to you.

    submitted by /u/NoctisNoctua
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