Official Destiny Thread [RISE OF IRON OUT NOW!]

KushSkywalker

Walker Lexus Ranger
Joined
Jun 9, 2012
Messages
14,992
Reputation
3,545
Daps
32,876
My friends and I just came up with a GOAT idea. Make 2 more characters the same class as yours and level them to twenty. Toys way you can switch gear between the 3. This way, you can run the raid and weekly missions 3 times.
Thats how the only level 30's got there
 

Tic Tac T O

Registered User
Supporter
Joined
May 2, 2012
Messages
5,403
Reputation
530
Daps
5,475
Reppin
TORONTO!
don't know if this was posted
http://www.bungie.net/7_Destiny-Dev-Notes/en/News/News?aid=12188
http://www.bungie.net/7_Hot-Fix---09252014/en/News/News?aid=12190

In the last two weeks there have been many surprises, bugs, exploits, world firsts, and a whole lot of fun. It's been an amazing time. We think now is a great time to step back and let you all know how we think the game is holding up and to talk about some changes we are contemplating going forward.
We will be patching some of these issues as early as today. Others may not be addressed for a month or two. Stay tuned for updates and thank you for all your feedback online.
Loot
He Who Shall Not Be Named

Long ago during development, the Cryptarch decoded engrams of a given color into gear of that same color. Early in 2014 we added randomness, both for better and worse, to the decrypting process. The result was that end-of-session engram decoding got a lot more exciting and the Cryptarch himself suddenly acquired a personality. Both of these experiences were positive additions to the game.

But we didn't adequately communicate the potential random outcomes of decryption. Players see what looks like the familiar metaphor of item identification, while the Cryptarch thinks he's opening a grab bag of loot. Rage sharding of blues ensues. Expect to see changes to address this soon.
Destiny: The Cave
The social experience of a cave farming run is amazing: the herding to get a team of Guardians all behind the line and firing in the right direction, the rush to grab the loot, the scramble when the panic wave starts, the beckoning glow from inside the cave. The speed at which the community organized around this activity was inspiring and humbling to us.

But shooting at a black hole for hours on end isn't our dream for how Destiny is played. Our hope is that social engagement in public spaces is only one part of the Destiny experience. Expect changes soon which decrease the efficiency of cave farming and correspondingly increase engram drops from completing activities.
Reward Celebration
Growing more powerful by acquiring new upgrades, gear or progression is central to Destiny's player experience. Our goal is to always celebrate when this occurs, both as a reward in and of itself and to communicate to players what is going on.

During development we sometimes prioritized making a system functional over celebrating its rewards, for example:
  • The Vault of Glass contains highly coveted loot but the actual moment of reward happens without fanfare and can be easily missed.
  • The lowest level of the Daily Heroic gives great XP and Reputation rewards, but neither of these progressions appears on the postgame screen.
We will slowly be addressing these and other issues going forward.

Social

Voice Communication
Our vision for Destiny is that all players, even matchmade players in the Crucible, Strikes, the Tower or public spaces, be able to communicate with one another in a way that promotes positive socialization. Voice communication is the easy answer, but existing voice paradigms, including those in our own Halo games, have not done enough to protect players from abusive griefing from a minority of players.

Destiny's near-term solution will be to allow players to opt-in to voice communication during matchmade activities. Work on this feature was underway at launch and should be rolled out this year in Strikes and the Crucible.

Activities

Strikes
Strikes are intended to be a fun, combat-filled romp and stomp with a big boss and cool rewards at the end. Better with cooperation, but doable in a pick up group.

Since launch we've tracked down an issue which has made Strikes more challenging than originally designed by both increasing damage taken by players and decreasing the damage inflicted by players on the boss. Expect to see this addressed soon, and for Strikes to become a little less grindy as a result (sorry, Raiders - incoming damage is working as intended in the Vault of Glass).

Balance

Our goal when balancing Destiny is to never have one player choice-- for example a choice of class or weapon-- either be so much better than the alternatives that it is the only valid choice or to be so much worse that it would always be a mistake to choose. When we are successful with this kind of balance the result is a wide set of equally compelling player builds, some of which may be preferred by one player or another but none of which is an absolute right or wrong choice.

Exotic Weapons
Exotic Weapons are designed to look, feel and sound overpowered, but to not actually break the game. We hope these weapons challenge the way players think about their loadouts and expect their idiosyncrasies to sometimes be a little frustrating. We find ourselves wanting to collect them all and hope players feel the same way.

Not all our Exotic Weapons currently live up to this promise. In particular those weapons received from completing exotic bounties including Thorn and Bad Juju have disappointed many of us who have gone through the great effort to obtain them because, despite looking and sounding amazing, they feel underpowered. We're here to offer some advice: don't shard those guns. Their time will come.

Auto Rifles
The Auto Rifle archetype is designed to appeal to players who like to throw up a wall of bullets and not worry if a few miss their target. It is intended to inflict sustained damage at close to medium range, but to lose effectiveness at longer ranges.

Today the Auto Rifle is too effective at long range, even beating Scout and Pulse Rifles in some circumstances. Expect stability and/or damage adjustments to the Auto Rifle to address this in the weeks ahead.

Scout Rifles
Scout Rifles are for players who like to keep their enemies at medium range and hate to miss. They are intended to be an awkward weapon to use at close range but to be dominant-- as long as you land your shots-- at medium and longer ranges.

Scouts just aren't hitting hard enough today when compared to other precision weapons. We'll be addressing this soon.

Shotguns
Shotguns are for those situations where you need to deliver a massive spike of damage, right now, to the thing standing next to you about to do you harm.

Today shotguns are effective beyond their intended range, especially when upgraded with that intention. Expect changes soon to address shotguns which push the envelope of what it means to be close quarters.
Thank you for helping us drive these changes. Keep sharing. Keep talking. We’re watching and listening.
--Bungie
Hotfix as of September 25
Missions
  • Reduced drop rate of engrams following a hard wipe [fixed in 1.0.1.4]
*Clarification: This effect only lasts for a short period of time immediately following a hard wipe
Queen's Wrath Event
  • Material rewards for dismantling Queen's Wrath gear will no longer provide ascendant materials, but missions will continue to drop Legendary items

World
Destinations

  • The Hive of the holy “Treasure Cave” have realized the futility of their endless assault on Skywatch and have retired to lick their wounds and plan their next attack.
  • Respawn timers for monster caves in Skywatch have been normalized to 40 seconds (increased from 6)
  • Respawn timers for monster caves in Forgotten Shore have been normalized to 40 seconds (increased from 10)
  • Respawn timers for monster caves in Ember Caves have been normalized to 40 seconds (increased from 10)
  • Respawn timers for monster caves in the Shattered Coast have been normalized to 40 seconds (increased from 10)
  • Respawn timers for monster caves in the Barrens have been normalized to 40 seconds (increased from 20)
Treasure Cave is gone. The Dark Beyond is still viable but they are making it seem like completing missions, strikes, patrols etc will offer better loot when completed. what they should work on for the next fix is top players in the crucible should be guaranteed an item
 

Tic Tac T O

Registered User
Supporter
Joined
May 2, 2012
Messages
5,403
Reputation
530
Daps
5,475
Reppin
TORONTO!
:blessed: they are nerfing auto rifles and buffing scout rifles
yeah there's not a lot of variety I feel in the Crucible. I want to use my legendary pulse rifle (its called Fair and Square :mjlol:) but when everyone spraying and praying at you with ARs from all angles forcing me to switch back to one of my 5 different Shingens I have in my stash its kinda lame

Scout rifles do work in PvE as is, so I wonder how they are going to buff them
 

Tha Gawd Amen

Mamba Mentality
Supporter
Joined
Nov 17, 2013
Messages
8,467
Reputation
3,280
Daps
28,557
Reppin
#ByrdGang
yeah there's not a lot of variety I feel in the Crucible. I want to use my legendary pulse rifle (its called Fair and Square :mjlol:) but when everyone spraying and praying at you with ARs from all angles forcing me to switch back to one of my 5 different Shingens I have in my stash its kinda lame

Scout rifles do work in PvE as is, so I wonder how they are going to buff them
Got level 28s and shyt using green shingen-c's. Want to use my exotic scout rifle in PvE but it gets out gunned from medium range by auto rifles.

I'm still putting in work with this exotic hand cannon though :blessed:
 

The Infamous

Superstar
Joined
Aug 9, 2012
Messages
12,213
Reputation
3,683
Daps
37,829
I finally beat that demon and all they gave me were six strange coin :mjcry:

All I want is ascendant shards :mjcry:

I do public events, nothing.

I do strike missions, nothing.

I might be taking my talents back to Battlefield :to:

The public event gives you a guaranteed ascendent shard or ascendent energy from the postmaster. Make 2 other characters, do the public event for both of them, gather your ascendent shard or energy from the postmaster, put into your vault and pick it up on your main character.
 

The Infamous

Superstar
Joined
Aug 9, 2012
Messages
12,213
Reputation
3,683
Daps
37,829
don't know if this was posted
http://www.bungie.net/7_Destiny-Dev-Notes/en/News/News?aid=12188
http://www.bungie.net/7_Hot-Fix---09252014/en/News/News?aid=12190

In the last two weeks there have been many surprises, bugs, exploits, world firsts, and a whole lot of fun. It's been an amazing time. We think now is a great time to step back and let you all know how we think the game is holding up and to talk about some changes we are contemplating going forward.
We will be patching some of these issues as early as today. Others may not be addressed for a month or two. Stay tuned for updates and thank you for all your feedback online.
Loot
He Who Shall Not Be Named

Long ago during development, the Cryptarch decoded engrams of a given color into gear of that same color. Early in 2014 we added randomness, both for better and worse, to the decrypting process. The result was that end-of-session engram decoding got a lot more exciting and the Cryptarch himself suddenly acquired a personality. Both of these experiences were positive additions to the game.

But we didn't adequately communicate the potential random outcomes of decryption. Players see what looks like the familiar metaphor of item identification, while the Cryptarch thinks he's opening a grab bag of loot. Rage sharding of blues ensues. Expect to see changes to address this soon.
Destiny: The Cave
The social experience of a cave farming run is amazing: the herding to get a team of Guardians all behind the line and firing in the right direction, the rush to grab the loot, the scramble when the panic wave starts, the beckoning glow from inside the cave. The speed at which the community organized around this activity was inspiring and humbling to us.

But shooting at a black hole for hours on end isn't our dream for how Destiny is played. Our hope is that social engagement in public spaces is only one part of the Destiny experience. Expect changes soon which decrease the efficiency of cave farming and correspondingly increase engram drops from completing activities.
Reward Celebration
Growing more powerful by acquiring new upgrades, gear or progression is central to Destiny's player experience. Our goal is to always celebrate when this occurs, both as a reward in and of itself and to communicate to players what is going on.

During development we sometimes prioritized making a system functional over celebrating its rewards, for example:
  • The Vault of Glass contains highly coveted loot but the actual moment of reward happens without fanfare and can be easily missed.
  • The lowest level of the Daily Heroic gives great XP and Reputation rewards, but neither of these progressions appears on the postgame screen.
We will slowly be addressing these and other issues going forward.

Social

Voice Communication
Our vision for Destiny is that all players, even matchmade players in the Crucible, Strikes, the Tower or public spaces, be able to communicate with one another in a way that promotes positive socialization. Voice communication is the easy answer, but existing voice paradigms, including those in our own Halo games, have not done enough to protect players from abusive griefing from a minority of players.

Destiny's near-term solution will be to allow players to opt-in to voice communication during matchmade activities. Work on this feature was underway at launch and should be rolled out this year in Strikes and the Crucible.

Activities

Strikes
Strikes are intended to be a fun, combat-filled romp and stomp with a big boss and cool rewards at the end. Better with cooperation, but doable in a pick up group.

Since launch we've tracked down an issue which has made Strikes more challenging than originally designed by both increasing damage taken by players and decreasing the damage inflicted by players on the boss. Expect to see this addressed soon, and for Strikes to become a little less grindy as a result (sorry, Raiders - incoming damage is working as intended in the Vault of Glass).

Balance

Our goal when balancing Destiny is to never have one player choice-- for example a choice of class or weapon-- either be so much better than the alternatives that it is the only valid choice or to be so much worse that it would always be a mistake to choose. When we are successful with this kind of balance the result is a wide set of equally compelling player builds, some of which may be preferred by one player or another but none of which is an absolute right or wrong choice.

Exotic Weapons
Exotic Weapons are designed to look, feel and sound overpowered, but to not actually break the game. We hope these weapons challenge the way players think about their loadouts and expect their idiosyncrasies to sometimes be a little frustrating. We find ourselves wanting to collect them all and hope players feel the same way.

Not all our Exotic Weapons currently live up to this promise. In particular those weapons received from completing exotic bounties including Thorn and Bad Juju have disappointed many of us who have gone through the great effort to obtain them because, despite looking and sounding amazing, they feel underpowered. We're here to offer some advice: don't shard those guns. Their time will come.

Auto Rifles
The Auto Rifle archetype is designed to appeal to players who like to throw up a wall of bullets and not worry if a few miss their target. It is intended to inflict sustained damage at close to medium range, but to lose effectiveness at longer ranges.

Today the Auto Rifle is too effective at long range, even beating Scout and Pulse Rifles in some circumstances. Expect stability and/or damage adjustments to the Auto Rifle to address this in the weeks ahead.

Scout Rifles
Scout Rifles are for players who like to keep their enemies at medium range and hate to miss. They are intended to be an awkward weapon to use at close range but to be dominant-- as long as you land your shots-- at medium and longer ranges.

Scouts just aren't hitting hard enough today when compared to other precision weapons. We'll be addressing this soon.

Shotguns
Shotguns are for those situations where you need to deliver a massive spike of damage, right now, to the thing standing next to you about to do you harm.

Today shotguns are effective beyond their intended range, especially when upgraded with that intention. Expect changes soon to address shotguns which push the envelope of what it means to be close quarters.
Thank you for helping us drive these changes. Keep sharing. Keep talking. We’re watching and listening.
--Bungie
Hotfix as of September 25
Missions
  • Reduced drop rate of engrams following a hard wipe [fixed in 1.0.1.4]
*Clarification: This effect only lasts for a short period of time immediately following a hard wipe
Queen's Wrath Event
  • Material rewards for dismantling Queen's Wrath gear will no longer provide ascendant materials, but missions will continue to drop Legendary items

World
Destinations

  • The Hive of the holy “Treasure Cave” have realized the futility of their endless assault on Skywatch and have retired to lick their wounds and plan their next attack.
  • Respawn timers for monster caves in Skywatch have been normalized to 40 seconds (increased from 6)
  • Respawn timers for monster caves in Forgotten Shore have been normalized to 40 seconds (increased from 10)
  • Respawn timers for monster caves in Ember Caves have been normalized to 40 seconds (increased from 10)
  • Respawn timers for monster caves in the Shattered Coast have been normalized to 40 seconds (increased from 10)
  • Respawn timers for monster caves in the Barrens have been normalized to 40 seconds (increased from 20)
Treasure Cave is gone. The Dark Beyond is still viable but they are making it seem like completing missions, strikes, patrols etc will offer better loot when completed. what they should work on for the next fix is top players in the crucible should be guaranteed an item

The Dark Beyond is useless too now: 'Reduced drop rate of engrams following a hard wipe'
 

DeeZ

There is an imposter among you.
Joined
Jun 1, 2012
Messages
436
Reputation
-30
Daps
140
Reppin
Next Door
I know. Turned in 10 in the past 12hrs. :mjcry:

I'm in legendary gear/weapons from head to toe(minus my boots) I just want an exotic for the collection :lolbron:
Might have to hit Xur for an Exotic Gear this weekend.
 
Top