Destiny |OT5| New patch out Tues., Master Rahool reportedly crying into his robes

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The proposed changes sound good.. But they need to hit as soon as possible. All this talk of "soon", specially coming from Bungie, doesn't inspire any confidence.
 
Anyone who was spending hours at the cave is playing the game wrong.

Farm your marks and get geared out, no need for farming that cave at all.
 
MOOOOOOOOOOOARRRRRRRRRR

oh god, why ?!
1oWVXwV.gif
 
Sooo they patch everything EXCEPT the bugs? Well, only a week left until Smash Bros 3DS. I think I'm done with this mess when that game comes out.
 
Can someone copy/paste for those of us at work

On September 9th the Bungie team traded late nights building Destiny for late nights playing Destiny with all of you. We'd looked forward to that day for years, knowing that it would bring millions of fresh eyes into our world and quickly change many of our plans and priorities. We were not disappointed.

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

.
 
So the dev blog summarized:

adding voice chat to crucible and match-made teams
Changing engram system
nerfing auto rifles for PvP
nerfing Shotguns for PvP
buffing Scout riflesfor PvP

All good changes. cant wait.
 
Its weird to me that best way to play this game is 3 of the same class, do daily heroic 3 times, do 3 daily publics. Then for the week do heroic/nightfall on each guy, then raid 3 times. Just pass gear from one char to the next on same class. The bounties and reputation are pointless once you have gotten a purple for each slot, no reason to do strikes, pvp, or bounties once youve completed getting purples. Do daily/weekly/raid then logoff.
 
lol bungie is literally making it up as they go

what on earth did they think was going to happen? why does queens wrath even exist?

I felt the same way. Bungie doesn't seem to do any forward thinking about anything in this game. They just do stuff and figure it out later.

Obviously the intent is to get the same chest piece only with a queen symbol painted on it. That's all i can think of right now.
 
Glad to see Bad Juju getting a buff soon, as well as scouts. Hopefully the pulse rifle will get some love too. Bungie pls.
 
i mean, there's plenty of places that are good to farm other than the cave. it's just that the cave is the easiest, most brain dead and most leechable. you could spend the same amount of time elsewhere and get similar drops, you just have to put in slightly more work than just standing still holding the trigger

again, this isn't about the cave. its about their lack of understanding the problem that they created and how that this type of farming - which is going to pop up somewhere else - is the player response to the screwed loot system

them attacking this instead of doing the simple thing like making elites/majors more likely to drop, bosses, or even previously beaten story missions offering loot on completion would've solved the problem almost entirely
 
Their wording for the voice chat thing is really weird.

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.

Then why wasn't it in the game in the first place??????
 
If I'm not interested in the emblems/shaders/armor that the Queen offers, is there any reason to take her bounties and max her rep?

i.e. are there any unique exotics she offers or anything cool beyond what the vendor has?
 
But shooting at a black hole for hours on end isn't our dream for how Destiny is played.

This quote in particular is troublesome to me. Why should we play the game that Bungie wants us to play? Isn't it up to the players to play how they want to play?
 
Can someone copy/paste for those of us at work

Sure thing.

Destiny Dev Notes
by DeeJ

On September 9th the Bungie team traded late nights building Destiny for late nights playing Destiny with all of you. We'd looked forward to that day for years, knowing that it would bring millions of fresh eyes into our world and quickly change many of our plans and priorities. We were not disappointed.

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
 
I feel like I want to play it, but when I come to my senses and see what there is to play, I don't. There just isn't enough. The last 3 days have been spent shooting at the cave, PVP with the sole aim of trying to finish bounties and strikes in the random hope of getting some engrams. Everything I've done has been done with the intention of getting slightly better gear.

So am I missing something? Is there anything else left to do? I've done the story. Everything I am doing is just taking me back to a place I've already visited 20 times. I'm just grinding for gear, but for what reason?

Game is small. Very nice, but small, and I'm feeling like it just wont do.
 
Bungie seems to still be treating the game like its in Beta. Alot of things they just didn't think through, and they even admitted to it.
 
Anyone who was spending hours at the cave is playing the game wrong.

Farm your marks and get geared out, no need for farming that at all.

The cave is nothing. We all knew that would take hit at some point.

However for them to put something in the game a day ago which they had to realize people would do for the ass shards and then yank it is bullshit.
 
So the dev blog summarized:

adding voice chat to crucible and match-made teams
Changing engram system
nerfing auto rifles for PvP
nerfing Shotguns for PvP
buffing Scout riflesfor PvP

All good changes. cant wait.

A Hunter using a scout rifle in this game is such a foreign concept. I guess I'll adjust.
To be honest, the only reason I went AR, is because it dominates PvP.
 
The cave was an exploit. I get that.

The ascendant shards from Queen legondaries was not an exploit. It was a decent reason to actually replay story missions.

All motivation to play is now gone.

I feel the same way. The patch might have killed the game for me. There's nothing left to do.
 
no no no

instead of making strike bosses drop more than the occasional silken codex or loot consumable, #1 priority is to go directly at the cave - which is nothing more than a symptom of the bigger problem at hand. someone will find a new loot cave and have it broadcast wordlwide by the end of the day

That's what I meant, they should have made doing other activities worthwhile when they nuked the loot caves.

and fuck, of course I miss out on the ass shards from queen, I have like 6 tokens saved for tonight...
 
Really lame about the Queen's Wrath gear... I hope they add something useful to the Queen's Vendor in the tower other than mediocre rare weapons that require Queens Rep Rank 3 to purchase. I should have dismantled all my queens gear when I had the chance. Definitely won't bother with the rest of my queen's bounties or mission tokens now.
 
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