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Destiny |OT4| Get your ass to the Vault of Glass and help Timmins find better pants

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Love the queen missions. Got helm and chest.

Then tonight did another and got another helm....but also a legendary sniper. Well happy.

Need 3 more strange coins for the weekend and I can grab an exotic too.
 
Uh, why are you guys moaning about the Fallen Walker bounty?

I did it in like less than 10 minutes.

Just go into a patrol, go to the place where the devil walker is in the strike. It is an instanced area just for you and your fireteam and there is a walker there. kill the walker, then go back to orbit and redo it.

Like, really guys, some of you are not thinking when it comes to this game :P
 
What is up with the loot drops in the Crucible? Do they only award the bad players?

I just went 27-11, got nothing. Dude on my team goes 8-10 and gets rare engrams. Huh?
 
What is up with the loot drops in the Crucible? Do they only award the bad players?

I just went 27-11, got nothing. Dude on my team goes 8-10 and gets rare engrams. Huh?

I'm pretty sure it's just completely random. There doesn't seem to be a huge relation between scores and drops. The only theory I've heard tossed around is that how active you are might be related, but then you also hear more anecdotal evidence of afk'ers getting good drops. It's a mystery.
 
What is up with the loot drops in the Crucible? Do they only award the bad players?

I just went 27-11, got nothing. Dude on my team goes 8-10 and gets rare engrams. Huh?

Everybody has individual RNG at the end of the match. The other guy getting a rare has NOTHING to do with you. It's like everybody goes to the slots at the end of a match.
 
Was going for a queens bounty 20 head shots with the hand cannon when I was randomly rewarded with The Last Word exotic hand cannon for my dead last place finish.

Awesome gun but I see why people go AFK in crucible. I got a legendary emblem next map.

Its going to be a dogfight for last place, today

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What is up with the loot drops in the Crucible? Do they only award the bad players?

I just went 27-11, got nothing. Dude on my team goes 8-10 and gets rare engrams. Huh?

It's random, if they gave all the goodies to the best players only then all the bad players would quit and the community would die off in no time. Pure luck of the draw, it had nothing to do with the other guys score.
 
Sooo jealous. I ended up getting a Legendary full-auto shotgun from what we've done of the raid so far so that's still awesome, but I still don't have any exotic weapons. All we have left is the final boss so I'm hoping I at least get some cool raid gear once we finish later tonight.

omg man it's orgasmic! Barely any recoil and it's only at half stability, no upgrades......can't wait for it to be fully upgraded. Good luck man!
 
Just finished the raid for the first time.

I love this game. It has consumed me. It was so satisfying downing the boss in 3 tries today after 30+ attempts last night.

Moar raids!
 
Uh, why are you guys moaning about the Fallen Walker bounty?

I did it in like less than 10 minutes.

Just go into a patrol, go to the place where the devil walker is in the strike. It is an instanced area just for you and your fireteam and there is a walker there. kill the walker, then go back to orbit and redo it.

Like, really guys, some of you are not thinking when it comes to this game :P

Thanks for this, I forgot about that area being accessible when not in the strike.

I killed a Walker during a Public Event on the Moon, but it didn't register on my bounty. I'm guessing it wasn't a "Fallen" one.
 
Well well.

After dozens of useless legendary drops I actually got a weapon I can use.

The Comedian Shotgun.

But judging the amount of time it will take forever to actually get some great gear.

How in the world do you guys handle it?

Do the Queen's Bounty stuff dude. The gear may be ugly but it's still legendary and will get you where you want to be. As for weapons, I don't have a legendary AR or Hand Cannon yet, which is what I want, and won't be able to buy one until after next Tuesday. But you don't really need one right now either. Just level up a blue to 242 and you're good.
 
So, there doesn't seem to be a consensus on which is the best AR on the game. So GAF, which is the best you can buy and which is the best that drops?
 
The hate for this game just kind of makes me sad. I guess I get why people want to hate it but I haven't had this much fun with a game in years.

hi, are you me?

So, there doesn't seem to be a consensus on which is the best AR on the game. So GAF, which is the best you can buy and which is the best that drops?

I could tell you the stories about the best AR in the game that we tell our children to get them to bring engrams to the cryptarch that turn into greens. But nowadays all the children already have greens.
 
Soloing Sekrion is a bitch and a half, but doable. Always having to deal just enough damage to only spawn a small number of Vex, hoping like hell that a minotaur doesn't sneak up behind you and stick a shaft up your aft. But it is still a turret boss in the end, and if the only challenge comes from the distractions, well maybe they need to kick it up a notch.

So what I'm thinking is that maybe for Sekrion's ultimate ballad dealie is that it can split its bottom section off and that section flies to the periphery where we usually pop and shoot from and it starts flying opposite the direction Sekrion's shield rotates, and it's pulsating a somewhat damaging pulse as it flies along, and you have to keep running from it because if it gets too close, the pulsing damage becomes instant death. Sometimes it should speed up and that's when you have to get closer to the center of the arena and risk getting shot by Sekrion so you can clear your way to the other side, and the central floor is lava arc damage enhanced.

As it is now, if you drop down, even alone, there is a spot you can hunker down in and plink away at Sekrion and only a quarter of ONE of his guns will ever touch you, and the Vex that spawn can be taken care of in short order. The only thing wearing at you is the time it takes to get it over with. It is... subpar.

Not like I'm asking for Abosolute Virtue or anything, just... come on. Turret bosses suck. Agree with me.
 
The hate for this game just kind of makes me sad. I guess I get why people want to hate it but I haven't had this much fun with a game in years.

Any game this popular is bound to draw hate from some very vocal people.
I've been having a great time with my 80+ hours and look forward to many more.

At this point I pretty much paid $1 per hour. That is a pretty damn good value!
 
Just finished the raid for the first time.

I love this game. It has consumed me. It was so satisfying downing the boss in 3 tries today after 30+ attempts last night.

Moar raids!

I did the raid last week and this week with pick up groups from destinylfg.net, and I have to say it's easily the best part of the game. You can tell they put a lot of time into crafting that raid. I really hope they find a way to make it easier to get groups together in-game so that more people can see the raid.
 
Okay, so here's part one of my thoughts/review of Destiny.

Destiny’s a curious game. A product years in the making, it’s Bungie’s most ambitious project to date, and a franchise they hope to be working on for the next ten years.

To get it out of the way quickly: I enjoy it. I think Destiny’s a good game, but there’s definitely many ways Bungie can improve upon the experience through patches, expansions, and make more major changes for the eventual sequel.

I’ll start with what I don’t like, and please keep in mind that I’m not a game developer. Any suggestion or idea I propose may or may not be reasonable due to manpower or technical logistics.

Anyway, let’s get started.

There’s a lot to be said for repetition in Destiny. While I do think the game’s multi-use areas aren’t as monotonous as the internet makes them out to be (hardly anything is what the internet makes it out to be), the game is indeed repetitive, and there’s a bunch of things Bungie can improve upon in the sequel.

Let’s start with the most conspicuous, most visible, most-likely-to-be-stuck-in-our-heads, refashioned task in Destiny: pressing square to deploy your ghost.

You do it in every mission, and by halfway into the game you can guess, with a more-than-reasonable chance, what’s going to happen next: wave(s) of enemies. A simple, obvious suggestion, which I’m sure Bungie is already working towards, is more variety in mission objectives.

But there’s another thing Bungie can do they might want to ponder about. If Bungie wants to keep ghost-scanning as a mission variation, there’s a much more natural way to implement it: remove the required button-holding and have your ghost scan an object by some other trigger (say a guardian gets within a few feet of it). Not only does this remove the annoying task of holding down a button to launch your ghost at several points in a mission, it makes the battles and the overall pacing flow significantly better.

Allow me to offer an example from a mission I enjoy, “The Archive.” The finale is set in an interesting space that offers many opportunities for fights to play out in an unpredictable and great way – and they do! I always enjoy fighting in this encounter.

The only problem is the pacing’s all wrong.

There are three “breaks” within the fighting, so to speak. Well, two if you don’t count the first time you deploy your ghost. When you first arrive in the actual archive, you set up your ghost as you usually do. Cue wave of enemies. Once you’re finished with them, your ghost says something about a Servitor draining power, so you to take out that enemy and its group.

That’s when things grind to a halt. Once you dispatch with the necessary aliens, you have to walk over to a certain spot and have your ghost do what it needs to do. You then fight another group of enemies and have to walk over to another part of the space and do it again. It’s monotonous and completely disrupts the flow of the encounter.

There might be some technical reason, but I would have much preferred if the ghost flew around the archive repairing the facility. The same tasks get performed, but you don’t have to interrupt what you’re doing and can place yourself strategically for the next fight. This logic can be extended to almost every other mission in the game, and suddenly the game feels surprisingly less repetitive without even doing anything to the type of objectives, fights, or areas the player faces.

It also makes the encounter feel more and alive and gives the whole experience more character. Remember Guilty Spark flying around the Pillar of Autumn's engine room in “The Maw”?

***

"What if you were doing something and ran into another player?"

That sentence basically captures Bungie’s goal with Destiny, and they accomplished it reasonably well. Do I need to go into (okay, I’ll talk about it later) how amazing it is to be in the public space walking to do a story mission and a public event happens where you team up with two or three other guardians?

Bungie accomplished this idea reasonably well in Destiny, but their execution left a lot to be desired in terms of variation. I don’t see Bungie changing their structure for Destiny (or Destiny 2) fundamentally, but there are ways to significantly diversify the missions and strikes while keeping the overall layout in mind.

Throughout Destiny, players often tread through the same areas in story missions and strikes, contributing to the game’s overall sense of sameness and can leave one feeling drained. “I already played through this in X story mission,” you say to yourself while doing a strike. Rather than exciting, the fight becomes something you have to trudge on through.

Not only that, but you can visit most of the areas featured in story errands and strikes in patrol mode, further adding a sense of repetition. You just played through that area in patrol mode, so now you’re gonna play through it again in this story mission?

Let’s start with patrol mode because almost everything connects through that. What I would suggest, firstly, is block off the areas that are used for story and strikes – players can be teleported through the obstacles set up while their siphoned off into their own game – while in patrol mode, ensuring players can only access them for the appropriate activities.

In addition, or if that proves too difficult to implement, expand what areas players can explore in patrol mode only. If players have more to explore while in patrol mode, the areas actually used for campaign and strikes will seem less consequential, and thus less repetitive. If they don’t visit the areas as often, it’s not something to trudge through.

Take the Citadel in Venus patrol. That tall, hauntingly beautiful structure you can see from anywhere on Venus can only be accessed through patrol mode. Well, limited access. You can only go so far before you’re stopped by a forcefield that surrounds an elevator (or, at least, I assume it’s an elevator…there are swirly things going ‘up’). None of the strikes or story missions touch it. I would have loved to have been able to explore more stuff like that exclusively in patrol mode for all the planets.

Additionally, by expanding areas you can only access in patrol mode, it makes the world feel more alive because there’s more to this planet you’re one besides the missions and strikes you do.

Of course expanding the playing spaces in patrol mode comes up against manpower resources, so I personally would be willing to sacrifice one or two of the small side missions we have on each planet for a more fully realized patrol mode/overworld.

And then there’s, of course, the easy suggestion of not using the same area for different story missions and strikes.
 
Bear the Load

Destiny has a lot of loading screens. A LOT of loading screens. Loading in the morning, loading in the evening, loading at supper time. This sucks.

The silver lining is that, during just about every kind of load screen in the game, you can access your options menu which includes your gear screen and inventory. Rather than hanging out in orbit: as soon as you or your fireteam finish a mission, get into the habit of immediately selecting your next destination and launching, then fiddle with your gear, play with shaders, perform upgrades to weapons/abilities, dismantle unneeded pickups, inspect your teammates, check if you need to replenish any of your synthesis stacks, consider what pieces or armor upgrades you need to aim for next, and so on.

Elect a fireteam leader who is good at doing this reliably (immediately launching rather than idling in orbit). The load/travel time is also a great opportunity during co-op for members to get drinks, take a bathroom break,
read GAF,
et cetera.

If you get into kind of a rhythm doing this, you can actually play with relatively little downtime despite the frequent loads.

Great tips over all but this one especially. People complain about the load times and I'm like... there's loading? lol
 
I'm level 24 and would like to any daily/queen/vanguard stuff.

Pm me your pan name and I will add you so hopefully we can play stuffs.

Tired of doing crucible cuz I'm solo at the minute.
 
Working on this exotic hand cannon bounty, the void damage bit doesn't seem to be too tough. After a game of clash and a game of rumble pit (which I destroyed) I have 69 out of 500, so that seems to be a decent pace. I have both a shotgun and a rocket launcher that deal void damage.
 
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