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    Friday, September 11, 2020

    Destiny This Week At Bungie 9/10/2020

    Destiny This Week At Bungie 9/10/2020


    This Week At Bungie 9/10/2020

    Posted: 10 Sep 2020 03:03 PM PDT

    Source: https://www.bungie.net/en/News/Article/49553


    This week at Bungie, we're consuming stacks of Light.

    Within Destiny 2, the exodus of Io, Titan, Mercury, and Mars continues. Zavala has tasked you with spreading word of impending Darkness and keeping our beloved vendors up to speed. There are still a few more loose ends to tie up on these destinations, so get to it.

    Along your quest, you'll have some final chances to earn unique loot and fill out your collections before access to various strikes is impeded by the Darkness.

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    While the Traveler may have chosen you, it's almost time to go beyond the Light. Don't forget where you came from, though, as we're celebrating Destiny's almost-seventh birthday this week! Yeah, we know, it's been six years. But seven is darker.

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    If you haven't snagged the sweet wallpapers or seen our Stasis deep dives, head on over to our fresh blog article covering the fun! While we're celebrating the past, we're also getting ready for the future.

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    Whether you're a veteran of Destiny or have just been rez'd in the Cosmodrome, thank you for playing, and thank you for being a part of our community.


    Suit up

    A few TWAB's ago, Luke Smith took some time to run through changes to our philosophy in doling out rewards through the various activities of Destiny 2. Hit the article again if you'd like a refresher on vanity, cosmetics, and more. Today, we'll be focusing on core playlist rewards (strikes, Gambit, and Crucible).

    To quote the article, here's what you can expect on November 10:

    • We are adding a new set of Armor for the core playlists (strikes, Gambit, and Crucible).
    • This armor shares a set of new geometry, with decals and shaders specific to the activity.
    • We will create new sets like this each Year (e.g., Year 4, Year 5, Year 6, etc.)
    • This set will arrive alongside the next expansion.

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    This armor can be earned by completing activities or through vendor rank-ups. Weekly challenges are also being updated to offer avenues for players to earn higher-stat packages for these armor sets.

    Additionally, Year 4 will see the return of pursuit weapons. For those of you who may have joined our community in the last Season or two, these weapons have static perks, but allow for some customization. The final two perk columns have multiple perks to choose from, so you can tailor your weapon to your desired playstyle. Our eagle-eyed Guardians may recognize this beauty from a recent Stasis trailer….

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    Our goal is to have a pursuit weapon available per Season, earned through a focused quest. Banshee will give you a choice between Strikes, Crucible, or Gambit to earn the base model. Make sure you take a moment to think about how you want to earn the weapon, as you'll be locked in to specific objectives for whichever activity you pick.

    Once you finish the main quest, Commander Zavala, Lord Shaxx, and the Drifter will offer you an additional quest which will reward you with weapon ornaments to the theme of their respective activities. If you're omnivorous and enjoy all three offerings, all three will be available to you.

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    So, now that we've caught your eye with some fancy armor and a new sniper, let's take a quick look at how things are changing for core activities as you launch into your new adventures on November 10. Strike, Gambit, and Crucible playlists are being streamlined.

    Crucible

    Starting in Season 12, the Director will be updated to reduce the number of playlists available at a given time.

    • Featured Modes:

      • Control
      • Elimination
      • Rumble
      • Survival
        • Both Survival and Survival: Freelance will be available
      • Weekly rotator:
        • Clash, Mayhem, and Showdown
      • Private matches
      • Limited Availability

        • Iron Banner
        • Iron Banner: Freelance will make its debut in Season 12.
          • Similar to Competitive, this will be a smaller node next to Iron Banner when the playlist is available.
      • Weekend Availability

        • Trials of Osiris
        • Note: Adept weapons, rewarded to those reaching the Lighthouse, return to Trials of Osiris in Season 12. (More details on functionality to come in a Sandbox preview, currently planned for October.)

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    Strikes

    • Vanguard strikes and Nightfall: The Ordeal will be your two playlist options.

      • Each playlist will continue to offer weekly challenges for Powerful loot.
      • Nightfall: The Ordeal will continue to feature matchmaking at lower difficulties, and increased rewards for higher difficulty options.
      • Note: We're also looking to add Adept weapons to strikes in a future Season. We'll have updates closer to Season 13 on what to expect.

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    Gambit

    As covered last week, Gambit and Gambit Prime will be consolidated into a single mode. We have some additional details on specific rule changes, as well as development notes from the team on how things are changing, and the goals behind them.

    Hi Gambiteers! We wanted to give you an explanations of rules changes coming to Gambit in November, as well as a key update from last week.

    First, some goals we wrote down before we started:

    • Build a more approachable Gambit Prime, keeping the one-round format with a longer round, but without the Gambit Prime armor perks.
    • Rebalance the motes phase to last 2/3 of each match, rather than half of the match.
    • Speed up the Primeval fight (compared to Gambit Prime) to give more of the feeling of a 'boss rush.'

    We started with the Gambit Prime encounters, full stop. However, without the Reaper buffs, the Large bosses that come in enemy waves were too tanky – so we pulled them all down to miniboss or elite. The pacing should feel like how Gambit feels for a pickup group, or how Prime feels for a fully kitted team.

    We also playtested the "having the motes" phase target a score of 150, and/or have a heavier mote drain, but this allowed organized teams to steamroll even more effectively – not less. So, we pulled back to the current Gambit Prime mote target and drain.

    We started with the Gambit Prime Blockers, but pulled the Taken Captain from the Blocker lineup, as he proved a little too potent for a 10-mote Blocker. We replaced him with the Phalanx, who can be tough to kill, but not as lethal. Since we don't have the armor perks, we also had to remove the 20-mote Giant Blocker.

    We kept the invasions during mote phases at three – just like Gambit Prime – but pulled back the minimum time between invasions during mote phases from 10 seconds to 20 seconds. It never feels good to get invaded back-to-back.

    For the boss fight, we started with the Gambit Primeval fight, removed the timed Slayer buffs, increased the Primeval health and potency of the slayer buff given by when killing envoys. We respawn the envoys every 40% damage done to the Primeval – so if you get invaded and the Primeval is healed a lot, you have the opportunity to get more Slayer buffs and catch up. The fight length ends up somewhere in between the original Gambit and Gambit Prime, so we adjusted the invasion timer during the Primeval phase to match – right in between Gambit and Gambit Prime timing.

    So, overall this mode will be a little quicker than Gambit Prime – mostly due to shortening of the boss phase and the removal of the larger bosses from the fronts, but one that still gives that great Gambit feeling that you all love.

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    We see you're hungry for info, and we're excited to bring the heat. As we approach Beyond Light, we'll have more details on how your weekly rituals are changing. Economy, Eververse, Sandbox, and more. We're looking forward to talking about things like solo queue Iron Banner, but we have a few things left to tie up as we approach launch.

    Stay tuned…


    Triumph Trackers

    Last week, we announced some changes coming to Triumphs in November. Various Triumphs and Seals will soon become unavailable, leaving you to figure out which things to prioritize before the end of the Season. Partnering with some community API creators, there are now multiple options for you to create a checklist of sorts. Here's a quick list in no particular order. They're all amazing, and we hope you find one that suits you best!

    Many thanks to these creators, and we're excited to see how their portals and communities grow as we begin another year of Destiny content.


    The noble quest to vanquish all bugs

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    Destiny 2 Update 2.9.2 shipped this Tuesday, and the Player Support team has been prowling the #Help forum in search of fresh bugs to smash. Thankfully, it doesn't look like there are any major issues cropping up!

    This is their report.

    COMPANION APP

    Early last week, Bungie.net and the Destiny API underwent maintenance. As a result of that maintenance, item transfer performance using the Companion App or third-party apps became roughly 10x faster for most players. The Companion app can be used by all Destiny 2 players on any platform, console or PC.

    CONTACT FORMS

    Last week, we were investigating an issue with our Contact Forms on Bungie.net. This issue has now been resolved, and players can now use the various contact form to submit help requests on help.bungie.net.

    RESOLVED ISSUES

    Below is a list of issues that have been resolved with Update 2.9.2 on September 8. The full patch notes for Update 2.9.2 can be viewed here.

    • Players will no longer freeze when respawning in Gambit.
    • Enemies will no longer stop spawning in Hexahedron area in the Prophecy Dungeon, blocking players from progressing.
    • Players who completed Tommy's Matchbook catalyst pursuit will no longer be re-awarded it.
    • Redrix's Broadsword will now be available to reclaim from Collections.
    • Players will no longer block quest progress by acquiring Calcified Light without the quest active.

    CURRENT KNOWN ISSUES

    While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:

    • Player badge counts will sometimes not update when the Season of Arrivals Collections badge is completed.
    • The Tribute Hall's Completionist triumph doesn't count Season Collections badges.
    • Players need to complete the Exodus: Preparation quest before they can begin the Exodus: Evacuation quest for Traveler's Chosen.
    • The Artifact is sometimes enabled in Iron Banner.
    • Bounties/progress is sometimes not counted in Iron Banner.

    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.


    Stacks on Stacks on Stacks on Stacks

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    Have you consumed your daily dose of Light, yet? No? Well, go grab your Traveler's Chosen and have a stack! I heard it goes well with popcorn, a soda, and a relaxing MOTW.

    Movie of the Week: Legends Never Die

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    Honorable Mention: Thread the Needle

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    Honorable Mention: Wait, that's illegal!

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    Want a chance at the MOTW emblem? Head over to the Creations page and submit your stuff! As a heads up, we'll be getting a new emblem to hand out for MOTW in Season 12, so shoot your shot before the current offering is gone. More on that in a future TWAB.


    It's weird to think, six years ago I was sitting in my friend's garage, wrapped in a blanket, playing through Destiny for the first time after calling out "sick" from work. I think my initial character was a Hunter. The cloaks were cool, and the Golden Gun shown in the trailers caught my eye. I had no clue what Rampage was, why Suros was considered good, or why anyone would care about an Exotic Rocket Launcher.

    Fast forward to now, we have a massive community with multiple expansions, Exotics, weapons, subclasses, and more under our belts. You've fought back the Darkness, lost your Light, met a Wizard that came from the Moon, and more. And now – in only a few months – after looking at beautiful concept art since 2014, we'll finally sink our boots in the snows of Europa. We'll also be embracing Darkness abilities for the first time.

    I know I've said "we're just getting started" a few times since starting on the Community team… but every release gives us a chance to set off on a new path. Fresh experiences with a sense of wonder, challenges that push you and grow your skill, and opportunities to make new friends along the way. Thanks for joining us on this wild ride.

    Now, it's time for me to hop into Iron Banner as I hunt for a few different rolls on my weaponry. I've heard whispers from our Sandbox folk on upcoming changes to 110 Hand Cannons. Might be fun to snag a few random rolls to try out when Beyond Light ships. That conversation is for another time, though. How about next month? We'll see if this little tease makes it through editorial. If it does, I bet you 200,000 Glimmer that someone makes a five-minute YouTube video about it.

    Happy hunting.

    Cheers,

    -dmg04

    submitted by /u/DTG_Bot
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    Daily Questions [2020-09-11]

    Posted: 10 Sep 2020 06:00 PM PDT

    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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    The Dreaming City is still one of the best zones ever designed in the Destiny Franchise

    Posted: 10 Sep 2020 10:59 AM PDT

    This is just an appreciation post for how awesome the Dreaming City and the Forsaken expansion were. I've started going back to the Dreaming City recently for blind well completions to finish my Truth to Power lore tab, and I'm still blown away at how gorgeous this entire zone is. Music, layout, the art theme... It's just such an incredible space and I wish we had more of it/the Awoken in the game.

    Bungie/the other Activision studios really knocked this one out of the park.

    submitted by /u/warpmusician
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    One thing I give kudos on with the Travelers Chosen quest is that we didnt have to compete with our team for kills for progression.

    Posted: 10 Sep 2020 01:01 PM PDT

    Albeit you had to be in the same area but if your buddy killed something you also go credit for it. Please make this the norm from now on. Competing bounties and quest progression with your own team is obnoxious.

    submitted by /u/InvadingBacon
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    Big applause for bungie : this season's exotics were all good and creative.

    Posted: 10 Sep 2020 07:12 AM PDT

    Can we please get some different warlock helmet designs?

    Posted: 10 Sep 2020 04:42 PM PDT

    I was super excited to see new armor coming for Beyond Light but then I saw that the warlock helmet is the same design we have been getting for years. Square visor and an oddly shaped helmet. You know what's a cool helmet? Empyrean Cartographer or the Trials helm. It feels like almost all of our helmets are square visor or a radar dish. Please give us some different looking helmets :(

    submitted by /u/Lvl25Magikarp
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    Looks like Bungie is now letting you know when a report you made resulted in a ban.

    Posted: 10 Sep 2020 10:30 AM PDT

    This is definitely a a step in the right direction. 1 down, 10100 others to go, but it feels good to know.

    submitted by /u/Sask3Uchih4
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    Asher's Fate

    Posted: 10 Sep 2020 01:49 PM PDT

    According to one of the lore entries regarding the fate of everyone, we saw that Asher practically embraced becoming a vex.

    This had me thinking as to "Why?"

    It has just occurred to me that there is a mission named "Cliffhanger" where you are instructed to plant some form of virus into the Vex Collective. We are never given anything about what the virus is doing (I don't think), but it is said by Asher that it will prove to be quite useful.

    I think Asher is planning on becoming a vex, but the virus we planted will allow him to keep all of his memories and thoughts. This will allow him to keep the knowledge he has, while also gaining access to the Vex Collective.

    A bit brash for someone like him, but I still think it's possible.

    submitted by /u/jetsisin
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    My teammates were . . . equally efficient?

    Posted: 10 Sep 2020 08:43 PM PDT

    Potential new detail on the Bungie Store preorder poster

    Posted: 10 Sep 2020 05:09 PM PDT

    PreorderPoster

    In the bottom right of the poster, hidden amongst the rest of the characters, there's a frame next to Ana holding a little box. Admittedly, this isn't groundbreaking but that's probably Rasputin. This might've already been revealed somewhere but it's cool to see on some official artwork.

    So let's get excited for Rasputin Box.

    submitted by /u/Frikit
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    CITIZENS OF THE CITY

    Posted: 10 Sep 2020 09:15 AM PDT

    Source: https://www.bungie.net/en/News/Article/49400


    1. GENERATIONS

    Music. Under a streaked sky painted in the glowing wreckage of the Almighty, the people of the Last City rejoice. Debris burns through clouds and explodes like fireworks high above. Those who remember the Red War peer upward with cautious hope. The Warmind had done as Commander Zavala said it would, and now the Traveler—a great shield beneath a torrent—turns away any remaining danger from the fallout. Fragments of the sun-eating hulk that would have struck it instead cascade off its wide dome of Light and skip into the distance.

    Under the watch of Titans posted at the borders of every district, children run laughing through the streets with wooden rifles. Their imagination transforms the stone walkways into Warmind bunker tunnels; homes and side streets allow them to access terminals, duck behind cover, and use offshoot ventilation shafts for quick flanking maneuvers. Rufus, a large black neighborhood hound, bounces through the horde of children as a ferocious Warbeast. They swarm around to pet him, and he flops over, belly raised to the fiery sky, defeated. The older children howl at the fall of their mighty Warbeast and charge with Cabal-themed papier-mâché armor, painted red. Sparkler grenades burst and shine as if infused with Light.

    A true Guardian stands beneath the Traveler, in command of the not-so-tall forces of the Light gathered around him. His armor—slick-gold and clean to imaginative eyes—is in reality, dull and marred from ricochet dents and the imprints of close calls. His holsters: empty, save the loaded Sidearm pinned to his chest by a tight bandolier. He raises a fist to steady their hearts against the charge. The Cabal menace advances with a wild clattering. The defenders raise their wooden rifles. The Guardian drops to a knee, slams his fist into the ground, and a rift of restorative Light spreads from his touch. The children cheer.

    Their forces clash. The Cabal complain they have no Guardians.

    Rehnpeir listens to the ruckus outside as he rings soapy water from a coarse cloth. Droplets break the water's rhythm of ripples pulsing in time with the music of a passing parade. He watches the dissonance with optimism.

    "Come clean up for supper!" he calls out.

    "Not yet, Gramp! We're protecting Rasputin from the Cabal!"

    Rehnpeir's mouth curls into a smile. His grandchildren's words were spoken with careless abandon. Their idea of battle is a facsimile of heroic tales told by booming-voiced Guardians clad in legend. The children, even the older ones, barely remembered the Red War, let alone the conflicts fought on distant alien worlds. The walls had stood since their birth, and stories held tight in the throats of their elders carried little weight without the foundation of experience. They did not understand the horror that calls heroism to the fore, nor that heroes pay for fame in broken bodies and dead friends. Past strife became a tangled myth in youthful minds; an allegory of forgotten lessons amidst the City's stability.

    Their naivety warms his heart. For all the danger washing up against the gates, this day is safe. Innocence can be coddled a little longer, and maybe there will soon be a time when the people of the City remember nothing but peace.

    2. SOCIAL GRACES

    A quiet dusk settles, revealing cinder-orange blankets within bands of receding blue sky as shadows spill from the western wall. Congregations under the streetlights that were brought on by the Almighty's destruction had slowly died down since the arrival of the Black Fleet; their revelry laid to rest in tombs of speculated dread and anxiety.

    Titans reinforce aging sections of the wall and patrol the streets. Hunters form recon fireteams and slink into the surrounding wilderness, keeping tabs on enemy movements spurred by the arrival as the cover of night materializes above them. Warlocks gather en masse in the stone gardens beneath the Traveler in a desperate meditation, scouring their Light for signs.

    The remnants of socialite resistance steal away to shelters of any kind; a handful of ornery citizens still find refuge above ground in Rehnpeir's Drunken Noodle Ramen Bar. A few patrons sit behind the massive glass window, and the glow of the Drunken Noodle signage, complete with neon bowl, fills the far wall. Beyond there, shuttered shops loom silently over the shoulders of a patrolling Titan. The ramen shop stands alone, alive in a faint glow and the wafting scent of hot broth that press back the depression of nightfall.

    "Lockdown after lockdown. I'm sick of curfews," Frank sighs. "I understood it for the Almighty, but this?"

    "The Commander will handle it," Rehnpeir says and leans over the bar counter, refilling glasses and bowls with sustenance.

    "Please…" Frank's voice is thick with sarcasm.

    "I don't see a ship crashing down anymore, do you? He did it before, and he'll do it again."

    Distant melancholy hymns ebb and flow outside as the voice of a chorus rises beneath the waves of music.

    A young woman name Milley speaks up from a secluded corner table. "Zavala's a politician. What's he going to say, 'People of the City, you're all going to die.'?" She shifts in her chair. "He rolled the dice on the Almighty and got bailed out. Guardians didn't do squat."

    "Oh yeah? Big talk from someone living in their walls, under their Traveler," Jean, an old regular, calls back.

    "I was born here, ma'am." The title drips with derision. "And now, there ain't anywhere else left to go," Milley snipes.

    "Used to be, wasn't anywhere to go. Period," Jean says and glares.

    Frank nods at Milley. "Look. Guardians have had years and years, and we're still stuck in one spot. They're just in it for glory; they love running around on their little missions, playing hero." He leans back and speaks loudly. "Listen to how Shaxx yells from up in their tower. Not one word about the little guy."

    Rehnpeir cuts in. "Frank, you'd be dead in two seconds out there, and Milley… your mother was coughing up blood before—"

    "Before! Before, before… it's the same words coming out of all you geezers. You're all so caught up talking about before. What about now?" Milley asks and slaps her hand down on her table.

    The not-so-distant chorus turns onto the Drunken Noodle's street. Deeper tones of their hymn, now full and symphonic with the backing of a hundred voices, bleed into a funeral dirge. Several of the restaurant patrons, as well as Rehnpeir, crane to see the procession.

    "Dead Orbit freaks. Traveler's done good by us. Some of you don't appreciate what you have," Jean interjects.

    "I'm with Milley. Guardians aren't here for us; Traveler's looking out for itself. Legion hit us, and it didn't do jack until its life was on the line," Frank says. He stares at his bowl before turning to view the procession through the window. "It just sat there, while our homes burned. I lost my son on Titan. We don't even have his body."

    A host of citizens led by a crier in Dead Orbit black flow down the stone road. The crier's voice is crisp as they call for unity—speaking of warnings unheeded. Pleading for the like-minded to join the procession. Promising hope. Seeking to shepherd others to the intangible beyond.

    Rehnpeir refills Frank's glass with mead. "We all mourned Henry with you, Frank—"

    "It's crisis after crisis; living scared and losing. This place was supposed to be safe. Instead, we've all paid. It's time the Traveler pulls its weight," Milley says, riding the wave of Frank's frustration.

    Her argument is interrupted by the commotion outside, where a Guardian watches over the procession from the opposite side of the street. She does not flinch as a hurled bottle shatters against her helmet. Spit, glass, and stinging words. Her weapons remain slung. Her Ghost, concealed.

    The dirge wanes and moves on.

    Rehnpeir breaks the eerie hold first. "The Traveler will. They all will. We're here, aren't we? They won the City back." He points through the window. "They brought a man back from the dead!"

    "Death doesn't mean anything to them. They never suffer the consequences, and you expect them to understand what it feels like?" Frank exhales, voice tremoring.

    "You're talking out your ass. Saint-14... When I was a girl, he was like a giant... He could do anything—he would do anything to help. You don't know how it was. Guardians will get it done," Jean says and crosses her arms.

    "We'll see," Milley replies, slurping through a mouth half full of noodles.

    Quiet night settles back in the ramen bar's atmosphere. Warmth soothes unrest; the shrill violin stroke fades.

    "Glad we got that out." Rehnpeir thumps a fist against the counter twice. He looks at his patrons' grave faces. "Sake?"

    3. REFUGE

    Dead Orbit ships sweep away the clouds around the Traveler as midnight approaches. He keeps his ring by the door—in case he has to leave. He only keeps one magazine loaded, but loose brass rounds fill the gaps inside the go-bag under the coat rack.

    "If they hit, they'll come here." That's what she always says. "Right here." But Lissa was born here, and she hadn't been out there like he had.

    He doesn't know if they can leave before that happens. Gravity dragged them back here twice before: two failed excursions, though they were solitary exercises. Surely the world would kick them back again, just like it always did.

    "Third time's the charm. You'll have me. And we'll have one of the Free Capitals. Lightless and away from all this." Her latest appeal to leave.

    The Free Capitals are just rumors, buried cave-cities that pre-date the Golden Age. He had listened to patrons in his brother's ramen house sling stories back and forth over mead and sake. No one has been there; everyone has met someone who knows someone who has a story about where these cities are… but there had to be other people out there. After all, they came to the City from somewhere. He's sure there are other somewheres out there, without so much noise.

    Quiet. All day, there was nothing, and he can't get it out of his head. He needs something to fill the void that isn't talking or is at least talking about something that doesn't matter. Every person, every wave-band station is just an opinionated jukebox of the same 20 tunes.

    Skyward eyes. A bilious wave creeps over his stomach. Equilibrium flexes. His vision goes concave for a moment, like a singularity pinching at four points deep in the sky. Is the ground moving? Gone.

    He rubs his eyes until his vision runs blurry. Everything is normal.

    He wants to walk through the trees outside to where the Firebreakers made their stand. To clear his mind.

    There is too much noise.

    Hunters come and go, returning bloodied with alarming frequency. Future War Cultists welcome offloading refugees to the final battle with wide smiles. Fewer caravans appear. It's mostly jumpships now, Dead Orbit over the Tower hangar.

    His mother used to tell him the Guardians held the City at Six Fronts; they held at Twilight Gap, and they will hold so long as we still have hope in them. They wouldn't lose to this. They wouldn't leave for this. Third time's the charm.

    submitted by /u/DTG_Bot
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    Friendly reminder that holding down jump (spacebar/A/X) instead of just pressing it results in increased jump height. (Especially useful for Hunters since that applies to double and triple jump as well.)

    Posted: 10 Sep 2020 06:26 AM PDT

    I used to think this was common knowledge, but after realizing that some of my clanmates actually didn't know that, I figured I might as well tell you guys also.

    submitted by /u/Hvirotmir
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    Saint-14, meet Oryx

    Posted: 10 Sep 2020 09:48 AM PDT

    I humbly apologize if I have teabagged you by accident

    Posted: 10 Sep 2020 02:03 PM PDT

    There's an adjustment period going from hunter to titan

    submitted by /u/Hypercane_
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    Traveler's Chosen with with Karnstein Armlets makes top tree Nova bomb a fun tree without having to use Contraverse Hold

    Posted: 10 Sep 2020 04:04 PM PDT

    The combination of Traveler's Chosen and Karnstein gives top tree the ability Regen Contraverse hold does while Karnstein gives top tree great survivability like bottom tree, it's not as good but you don't have to worry about dying or being squishy as you now have health constant health regen, essentially making entropic pull have 2 functions now, (grenade Regen and healing you although Karnstein works without a full melee charge, just any melee kill procs the health regen)

    I typically pair this with a one-two punch shotgun like Python for beefier targets, proc one-two punch and now your melee does significantly more damage.

    If you guys have other great combinations with Traveler's Chosen across any class please do post them in the comments

    submitted by /u/Ramen-My-Noodle
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    YEEEEESSSSS, I finished solo flawless POH!

    Posted: 10 Sep 2020 03:11 PM PDT

    After MANY hours of attempting it, I finished it! Just wanted to express my UTMOST JOY!

    Edit: thank you for the award kind stranger! :)

    Edit 2: thank you for the OTHER award, kind stranger!!!!!!!!!

    Edit 3 (and last): y'all gotta stop! Thank you guys so much!

    submitted by /u/GoodOrdeals
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    Gotta hand it to Bungie, this season hasn't been that bad.

    Posted: 10 Sep 2020 08:15 PM PDT

    This season has been fairly decent, much better than last seasons. While we havent had much in new content, we have had a fair few gems.

    The exotics have been ON POINT. Probably the best part of this season. Witherhoard was great right off the bat. It had a few bugs that got fixed, but overall is still an awesome gun at add clearing. Ruinous Effigy my not have the much usability, however it saves its self for one simple reason: It is so much damn fun to use. Turning people into Void orbs, then using said orb against their teammate in crucible is really funny. Travelers Chosen has been my favorite exotic this season, which it's only down side is its lack of a catalyst. It feels great to use, looks amazing and has so much potential with builds. Once it gets a catalyst, it probably wont ever leave my inventory.

    The writing this season has also been phenomenal. Eris's talk of the darkness builds on suspense that has been present since the Beyond Light reveal stream. The lore tabs are all so eerie, and let's us see a small portion of what is to come. However the dialog between the Drift and Eris during the Contact event is so damn good. You can feel the tension between them, and when Ghost chips in it only adds more. It is very clear that none of them trust each other and are all partaking in said event for their own reasons, Drifters being a bit more nefarious.

    Story hasn't changed much, I was kinda hoping for new story missions with the Evacuation quest, sadly they were all old and resused missions.

    Bungie keep up your awesome work, but maybe add a bit more to the story? It would be nice to see more of what happens to the destination vendors, especially Asher. We better get a cutscene of the darkness invading the Pyramidion, only to find Asher at its center waiting for it.

    submitted by /u/Pand-roo
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    Warlock armour and ornaments

    Posted: 10 Sep 2020 03:05 PM PDT

    Bungie, after looking at the screenshot for the FOTL ornaments/armour as a warlock main, I need to say something.

    First let me say the warlock set looks pretty cool, BUT, theres a big issue with variety that the warlocks are sorely missing.

    Take a look at the EV archives screen for warlocks, and look at the options.

    80% of them dont look like armour or look battle ready. They look formal, or upper-class. Not to mention the disgusting dish helmets.

    Then you look at the Cormorant Blade set, and to a lesser extent, the Empyrean set, and they look like an armour set reminiscent of D1.

    My warlock in D1 looked tough. He had chunky gauntlets, mercenary-esque cloaks and a normal shape/style helmet.

    Why are you so insistent on making us look like scholars when some of us want to look like soldiers?

    Everytime a new ornament set comes out, the hunters always have the cooler looking gear, with the titans right on their cloaks.

    The hunter arms from the Luxe set were tops, and the hunters helmet for the upcoming FOTL look sick, like the Scarecrow from the Arkham games. Warlocks get a bib.

    Warlocks got shafted with their solstice glows as well because theres less cracks in the armour, so our glow is less impressive, where the titan and hunter are beacons of energy.

    You have shafted us enough in PvP, dont keep wrecking us in Dresstiny as well.

    submitted by /u/adamski316
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    Towerthought: The Pyramid Ships taking control of Mercury, Mars, and Io is going to eliminate more Red Legion than we ever were able to.

    Posted: 10 Sep 2020 08:27 AM PDT

    Maybe the Darkness isn't so bad...?

    submitted by /u/iblaise
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    3D Modeled Custom Exotic Hand Cannon Fang Update - Catalysts and Ornaments

    Posted: 10 Sep 2020 04:22 AM PDT

    I'm back with an update on my Fang exotic hand cannon! Thanks again for all the support on the original post, your comments really inspired me. There were plenty of great catalyst ideas, so I wanted to show off some masterworked versions along with some recolors ornaments.

    https://imgur.com/a/U9tyugP

    The first major change was replacing Outlaw with Rapid Hit. The consensus seemed to be that since the Fang would mainly be used against tankier enemies that might not die in one mag, Rapid Hit naturally made more sense as a perk. I also bumped the base rpm up to 110 to make it not feel too similar to Eriana's Vow.

    Dragon's Ascent – "Each stack of Dragon's Teeth increases rate of fire and stability."

    This is the only version of the weapon I decided to keep as a 100 rpm. To make up for this slow rate of fire though, this catalyst will add a fire rate and stability increase with each precision hit. I imagine the fire rate increase would max out at around 125-130 rpm with respective stability.

    Triple Double – "Rapidly landing precision hits will return two rounds to the magazine."

    Bringing this perk back from the CHAOS DOGMA from Destiny 1, this one is pretty straight forward. More bullets, more fun.

    To Ashes – "Precision hits while Dragon's Teeth is fully stacked will set the target on fire."

    After three precision hits, the weapon gains a bit of a damage boost in the form of a burn. I can't quite remember if setting enemies on fire makes them slightly flinch repeatedly or not, but hopefully it doesn't affect them too much that it makes landing precision hits harder.

    Sharpened Teeth – "This weapon can deal precision damage through elemental shields."

    Since the weapon is only a kinetic, it can suffer against enemies with shields. This catalyst means that you won't always have to swap weapons to actually damage them. Being able to land precision hits even with elemental shields up allows for them to be taken down quicker and allows the exotic perk to start stacking immediately. It won't give it the other shield interactions that energy weapons normally have though.

    Lastly, I just wanted to share something interesting. When playing with the gun's height maps in Marmoset Toolbag, I accidentally turned it into a Taken themed hand cannon(?)

    https://imgur.com/a/emNmt31

    Thanks to those who gave catalyst suggestions. Once again, please let me know what you guys think! I love reading all the comments and answering questions. I'm also currently finishing up another new exotic concept, so keep an eye out for that one soon!

    submitted by /u/Aerocendance
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    I really hope there is a work in progress for linear fusion rifles as I still do not understand what their purpose is.

    Posted: 10 Sep 2020 06:46 PM PDT

    Everything seems to outclass heavy linear fusions. They are.......crap...no other way to say it. I don't care if its 2 or even 3 seasons from now where a fix is introduced. i just want to know if there is one in the future. At this point, they make better weapon parts than actual guns.

    submitted by /u/wikiweak
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    With the new Lore, a Lord has arisen. - Happy Birthday Destiny!

    Posted: 10 Sep 2020 07:12 AM PDT

    https://imgur.com/a/SI7vM0h

    "Whatever happened to Cayde's chicken?" - Ana

    "Saint has anointed it as some sort of 'Pigeon Lord'" - Zavala

    Ana's locked jaw melted into a smile.

    RIP Cayde-6 - bbarks

    submitted by /u/bbarks
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    Burning Maul needs a rework. Needs actual combos and strategies.

    Posted: 10 Sep 2020 08:50 PM PDT

    Ever since BM came out, it's always been a boring super. In the beginning, it sucked ass. Later seasons, it revolved only around the slam. The light attack the super has is brainless, uncreative, and terrible all at the same time. It's just spin to win. To this day, I have never seen this attack used competitively, or usefully in PvE. Does laughable damage, has little reach, and drains tf out of super energy.

    All the super is based around is the slam. The slam makes it good, but far too one-dimensional. The super should get actual combos like the RoI battleaxe. It would be so badass if the hammer could spit flames like a flamethrower at mid distance. It would alao set it apart from other melee supers.

    Edit: On a side note. I feel that Bungie has a oversimplistic approach on how to balance Titan melee supers. Burning Maul is one example. When Bungie buffed Spectral Blades and Burning Maul, they reworked various aspects of SB, and only buffed one aspect of BM. Which was the slam. The whole super was arranged around only one move. Same thing happened to Striker. When it came to changes, FoH started to revolve around the shoulder strike. Especially on bottom tree. No point of slamming. This has to change. Make supers complex.

    submitted by /u/WardenTitan
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    Making sense of vaulting (Be warned: it's long)

    Posted: 10 Sep 2020 09:20 AM PDT

    TL;DR – Since this is going to end up a massive wall of text, here's the short version. D2Y1 was largely rejected by the player base. Unfortunately, many of the problems impacted parts of the core design. The efforts in fixing the player experience has created an unstable system that is impossible to maintain and has reached its practical limit for expansion. Content vaulting and weapons retirement provide a means of re-architecting the game while preserving as much of player investment as possible. This is Destiny 3.

    Why do this?

    If you want to understand product management and project rescues, then read on.

    Just by way of background, by training I am a software engineer and a clinical scientist. Of the 36 years of my career, from 2000-2017 I was a product manager, with about 8 years of that also building my company's R&D team as director of business systems development. That last 3 years, I've shifted to quality to establish good engineering practices across the company that bought my old one out. A big part of the job for the last 20 years has been analysis of development practices for both internal teams as well as our 3rd party vendors. Exercises like actually help me do this in my real job. Besides, much of this is accumulated notes or IRL comments that I've been sitting on for some months. This wall of text simply collects it all together.

    I continue to see discussions on vaulting as well as gear retirement. Understandably, a lot of people are upset about both. On the vaulting, it's usually about losing content that you paid for combined with the limited amount of new content coming in. With regard to gear, which has most of the anger, the issue about losing weapons in which you have made investment. This is compounded by the massive re-issue of guns you already have this season and seem to be expected to grind yet again.

    If you look at this as a gamer and fan of the franchise, this really doesn't make a lot of sense. In fact, a lot Shadowkeep and even parts of Forsaken don't make sense.

    If you look at this as a software lifecycle subject matter expert, however, there is a real rationale to the apparent madness. I first began to suspect this in exploring the Tangled Shore after Forsaken was released. I became certain when seeing what we got back of the Moon and the nature of the Vex Offensive in Shadowkeep. To understand, we need to recap the history of the game in a very simplified manner.

    This Historical Perspective

    The problems actually began in Destiny 2, year one. It's pretty well known that there was a lot of last-minute redesign of a lot of the game's design. There was also a huge design investment in the game's online store, as well. The honeymoon lasted, maybe, a month. Underneath the surface of the original campaign, it turned out that there just wasn't much. Except in Eververse, where we kept being herded in hopes of squeezing money out of our pockets. The player base was quickly in revolt and Curse of Osiris, at the end of the year didn't help. In April of the next year (2018) Bungie help a "community summit) in the effort to get things back on track.

    Ever since, what we have been getting as players has been an effort to recover from this mess. A lot of words have been wasted on the cause, but in a product rescue, that retrospective comes later, and damage control comes first. Another casualty of these kind of rescues are engineering discipline and good testing.

    The "rescue" was, of course, Forsaken. It was a brilliant piece of work. No, it wasn't perfect, but it was exactly what players needed to remain confident in the franchise. In addition to a lot of high-quality content, we got revised weapons systems, a significantly revised and improved armor system, improvement across the board in game flow and advancement, and the beginning of a re-envisioning of Eververse and its role.

    This was followed by the release of Shadowkeep, which brought us back the Moon from the original game, added more content, introduced a seasonal model, and further reduced the importance of Eververse. This was accompanied by the departure of Activision as the publisher. The split now allowed Bungie to chart its own course. A lot of people considered this a rather weak release, but I believe it was an extremely important one because it was Shadowkeep that established the first steps for what we will be getting in Beyond Light.

    The Engineering Consequences

    At the end of the day, that reworking, bandages, and rescue left the games code and architecture an absolute mess. All the noble plans about building maintainable code had gone out the window in the rescue. What they ended up with was hard to maintain, heavily patched, and inherently buggy. However, it accomplished the needed purpose and bought them time.

    Here's the thing, Beyond Light is not simply a new content drop. It is a major redesign of the entire game and its architecture.

    A few additional points to keep in mind.

    • The original deal was for 3 Destiny games to be released.
    • There has been a long-stated desire by many fans to see Destiny's original game content released under the new (i.e. D2Y2/Y3) engine.
    • Bungie employs an agile development lifecycle. I see what may also reflect elements of LEAN or even a transition to something like SAFe, though that could be easily coincidental. Important concepts here are continual release cycles and minimally viable product (MVPs).
    • Many of the problems players have with the game are largely engineered in. To change them would require a major re-design of the architecture and internals of the game.

    My first inkling, as I said, came in Forsaken while exploring the Tangled Shore. In particular, it was the Hive ship in the Jetsam of Saturn. Exploring this location, it struck me that there was someone at Bungie who really wanted to bring back the Dreadnaught. The primitives needed to rebuild it were certainly there.

    Then, we got the Vex Offensive in the Shadowkeep expansion. The similarities to Venus and/or Vault of Glass cannot be missed by anyone who was an OG player. We also had the Risk/Reward and Pain and Gain missions taking us back the Cosmodrome. For me, that clenched it. There were teams at Bungie that were re-engineering original Destiny into Destiny 2. All three of these were minimally viable product to get Dreadnaught, VoG/Venus, and the Cosmodrome. All this while having our original Moon back and slightly expanded.

    While all this was going on, we were hearing plans of further expansion of the game as well. I was a bit worried about this, actually, because I knew what kind of mess their code base and architectural design had to be. I've been down that road myself. It takes years to recover. Still, I was watching the seasonal activities as well as events (such as Solstice, Dawning, Festival, etc.) and it's clear to any experience software engineer that they were building and testing elements of the game from which they could build more.

    The Present

    Enter the Season of Arrivals. We get some interesting story. We get an event that should bring back some memories from Court of Oryx. We hear the announcement that the Cosmodrome will be coming back as well as the Vault of Glass raid. Hmm… go back and take another look at Vex Offensive and Pain and Gain. Minimally. Viable. Product.

    But the other shoe drops. Content being pulled is announced. We find gear being capped and effectively retired. We get what appears to be simple re-releases of a lot of existing gear with upgraded caps combined with far too little new equipment. In fact, something like half the released content to this point is going away, including some content that was just released with this season.

    Bungie explains the vaulting as a necessity because the game is far too massive to maintain and expand effectively. Content is being vaulted out, new content will come in, other old content will be vaulted out.

    It's somewhat similar with weapons. We're told this is being done to make room for new and better weapons. We're also told we'll probably be seeing some old stuff coming back. In fact, we are seeing that cycle already. My god-roll Gnawing Hunger has been capped at 1060 PL. The new Gnawing Hunger is capped at 1360. The only difference is the maximum power. We are also seeing a rush of old gear, some going all the way back to year 1, coming back with the new power cap.

    Same gun. Same perks. Different cap. What the hell is going on? Naturally, a lot of people were upset about having to "re-grind" the same weapons. The thing is, Bungie is damn near giving the higher power cap guns away. In fact, they are in such profusion because of the abundance of Umbral Engrams and the ease of focusing them, that it is hard not to get what is actually a better version of the gun.

    And when one particular piece of gear may not be updated, there is an equivalent that is as good or better. There is one exception and that is light machine guns. Other than that, the entire armory is undergoing a refresh where the vast majority is simple re-issue with little more than an increased maximum power.

    For me, at least, what is going on is obvious. Remember that last bullet point I made about how much of the aspects that we are upset about are baked into the design? To make corrections would require a major re-design. That is what these re-released guns and armor are all about.

    No. Players are not seeing a difference in the guns. If we were, that would be a sign that the job wasn't done successfully. The underlying design of the weapons and armor is being massively redesigned. I believe a big part of this involves removing the bandages and changing to a revamped architecture that is maintainable but is transparent to the end user.

    That is also why Bungie is practically giving the gear away for so little effort. We are being re-equipped to be able to play on the modern architecture. It also explains why exotics are exempt from these changes. If I understand right, exotics aren't just exceptions for game play, they are exceptions from a design standpoint as well. Their very nature makes them adaptable, or perhaps a better way of saying it is, better able to inherit, the new design.

    The end result is an armory that is architecturally more consistent, with more manageable code, tighter design, and more easily validated.

    The same is true for the content cycling through the vault. It should be obvious that re-architecting entire worlds is going to be a bit more complex than simply updating weapons and armor data structures, classes, and methods. For that to be fully successful, they will need to be taken completely offline. There are going to be a lot of considerations for what goes offline and when, based on complexity of the redesign as well as the needs of the game's story narrative.

    So, Mars, Mercury, Titan, Io all go away. The coming of the Cosmodrome and a new world, Europa, take its place. In doing the Cosmodrome, I wouldn't be surprised if the EDZ was also reworked (internally, at least) in the process. I will take a guess that the Moon will require little, if any, rebuilding because it is recent enough to reflect much of the redesign efforts. In that case, it would be little more than a routine maintenance. Nessus would have to remain, since we need something strongly Vex to get us to Vault of Glass from a narrative perspective, even though the associated raid and Leviathan locations will be heading off for upgrades. Because of the pieces going away, the main campaign will obviously get vaulted for now, as well.

    Like the weapons, the places that come back may look familiar and will play the same. However, they will be very different under the hood. They will be much better optimized. I would expect them to take a much smaller footprint. They will certainly be much more easily maintained and consistent in design. They will also be easily testable. Finally, I am hoping that the story/narrative engine is better optimized for campaign and narrative development.

    I've seen comments in DTG wondering if there is going to be that third game originally contracted with Activision. I believe what we are seeing here is the anticipated Destiny 3. However, it is being released in a way that attempts to minimize of loss in investment players have made in their characters. It is also being done in a way that favors the storytelling and progression of the game.

    The Future

    So where does this take us? If I'm right, then some predictions could be made. We had foreshadowing of VoG and Cosmodrome through the MVPs, and now know they are coming. With the Cabal moving to the background, it makes sense to see Mars go for a break. When it comes back, I would expect to see a Mars that has both D1 and D2 elements harmonized.

    I don't know what will happen with Venus. I would really like to see that content back from a nostalgic perspective, but I don't really know how important it is for the narrative. One could argue that Nessus can fully take its place. I hope it does come back though. The good news is much of the technical primitives seem to exist for it. It becomes a matter of justifying the effort of porting the maps, narratives, and strikes.

    Titan is similarly problematic. It's a vast resource but is largely unused. Outside of its role in the D2Y1 story, it really doesn't have a major contribution. However, it does have a lot of investment in location development with the Solarium, Sinking Docks, and Tidal Anchor largely unused.

    Mercury is much the same, though I think it may be a bit more important from a story perspective because of its ties to the Vex. That we had a season focus on Mercury, a return of Osiris, and a return of Saint-14, I take as a sign it will certainly be back. However, we won't really need it until the story focuses on the Vex again, so it may be awhile before we see it back.

    The same is true of Io. It's the home of a lot of activity, a central Vex location, but only has the single Strike and the Whisper quest as significant elements. It's another place we may not see again until the Vex are central to the story.

    I'm not sure what is going to happen to the Tangled Shore or the Dreaming City. The Tangled Shore is going to be hard to shut down. Spider, the strikes, it's importance to the narrative; all these are going to be hard to replace. The Dreaming City, however, could easily be vaulted until Mara Sov returns in the story.

    Finally, there is the location that started this whole train of thought.

    What about the Dreadnaught? Personally, I'm sure we are going to see it back. They building blocks are all there. We have the graphics elements in the Tangled Shore. Even in this season, I see aspects of the Dreadnaught in the Contact public event. However, I would bet that the Dreadnaught would likely be the most difficult part of the original game to bring forward to the D2 environment. That said, I find it hard to imagine going down the roadmap Bungie has given us with Savathun without bringing us back to the Dreadnaught.

    The Endpoint

    I'm pretty confident of what I've written up to this point. If I'm not right on the money, I'm sure I'm solidly in the ballpark. This endpoint though is hugely speculative.

    Remember that the purpose of vaulting is to make the content manageable. Bungie has talked about content cycling, going away, returning, but they haven't really discussed where it ultimately goes. The assumption is that we won't see the entire game at one time again. I don't think that is necessarily the case.

    I believe Luke Smith, at least, has a hope of being able to have the entirety of the Destiny franchise released as a single piece of content. We've seen that he can think big; sometimes too big. However, if the redesign is successful, the code base is optimized, testable, and reliable, there is no reason that most, if not all, of the entire game could not come back. I'm not saying it will happen, but I certainly believe that somewhere in his – and likely others at Bungie's – mind, that dream is floating around. Cut out the dead code and bandages, optimize assets and architecture, and we may all be surprised at what may be accomplished. Hell, I'm doing much the same on a couple of enterprise level systems that dwarfs this game with the same sort of "thinking big." (This analysis is actually, warm-up for parts of that job. If you've had to do that kind of work before, you understand.)

    At the very least, we will have major locations added back permanently, with some of the secondary places (e.g. Venus, Titan) returning as needed for story. Like I said, in this part I'm making pure speculation. I hope I'm right. I think I'm right. Being completely wrong wouldn't surprise me, at least where getting back all the content in a single game is concerned.

    There's a lot more that could be said, but I'm already at the 3000-word point. If you made it through all this, then I'm impressed and grateful. I probably should have broken this into parts. If nothing else, at least I'll have something to point back to when I get the "told you so" moments.

    submitted by /u/Celebril63
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