The Lamonster
Member
You'll also notice when events start in patrol the game outright forcibly despawns the existing enemies in the area to open slots, heh
haha I never considered that to be a constraint of the engine but it makes sense.
You'll also notice when events start in patrol the game outright forcibly despawns the existing enemies in the area to open slots, heh
Given the end result and various GDC talks, I think it was never supposed to be a huge open world game, one of the big 'errors' during the promotion of vanilla Destiny.
Considering the horror stories from their in house engine, I hope they figured something out for D2.
What isn't dynamic about Golgoroth? That is the only "boss" I would say that is actually super fluid in how you approach the encounter. Many different ways you can actually handle it. When I first did the encounter, I saw it as ping ponging Golgoroth across all the orbs. I always thought the single orb method felt "cheap" and avoiding the actual unique and fun mechanic they had (literally holding aggro and aggro swapping).
Golgoroth and the bridge from Crota's End are my two favorite singular encounters in the raids thus far. The closer they get to actual MMO raid mechanics, the better and more interesting the encounter designs become.
I would have liked Golgoroth's challenge mode to somehow restructure the fight slightly so that aggro swapping and moving between the orbs or whatever different damage spot would have been necessary.
Like I said apart from having an option to gaze switch or do single orb what's dynamic about it? Even you only mention those two when you say they are dynamic.
Yes and No.
Last gen really restricted the way the zones of the maps worked. So instead of having these huge connecting zones, we got all these chunks connected via callways, valleys, and corridors.
You can tell in one of the first videos where they showed the Spider Tank. You can see a group of Guardians arrive from over the side of the wall that would be "The Blast" zone. We know now that this isn't an actual connection. To go from the Divide to the Blast you have to go through the Rocker Yards and some interior areas.
Plus, when you have enemy limits, telling you you only get to have 28 enemies per zone, you're not going to build a great big zone that's mostly barren since you can't really fill it.
I like them too. The bridge more so than Golgoroth, but yeah. I hope they bring back the design of Vault of Glass more so than King's Fall. King's Fall was simply too exacting (especially Oryx) and too tedious to be fun. Every fight played out the exact same way.
Atheon and Crota at least had some wiggle, some give...that made it all more interesting and fun to play. (Especially Atheon).
I think we're saying the same thing. Current gen will be able to scale up many facets, but that won't change the underlying technology and its architecture. It will still 'hub' based, flipping between shared and private instances of areas. I was more referring to the famous 'see that mountain? You can go there' which sounded more like a silly marketing message. My point is that it was never designed to be an open world comparable to a Bethesda of Rockstar game.
What isn't dynamic about Golgoroth? That is the only "boss" I would say that is actually super fluid in how you approach the encounter. Many different ways you can actually handle it. When I first did the encounter, I saw it as ping ponging Golgoroth across all the orbs. I always thought the single orb method felt "cheap" and avoiding the actual unique and fun mechanic they had (literally holding aggro and aggro swapping).
Golgoroth and the bridge from Crota's End are my two favorite singular encounters in the raids thus far. The closer they get to actual MMO raid mechanics, the better and more interesting the encounter designs become.
I would have liked Golgoroth's challenge mode to somehow restructure the fight slightly so that aggro swapping and moving between the orbs or whatever different damage spot would have been necessary.
I'd talked to a loose-lipped person in the know who said it would be very, very little to transfer over. But players from D1 would have a care package of some sort in D2.
That said, D2's still in early stages, so that's subject to change.
And of course I can't divulge any sources so feel free to disregard my post as worthless conjecture.
I can see few things, or a combination of a few things happening:
-only grimoire score will carry over
-characters carry over, but everything will be reset because of 'story reasons'
-changed or new subclasses (I do think that it will be very hard to balance another subclass per class)
-all content will be new
-content might include reused assets
To be honest, I wouldn't mind if Bungie found a way to keep most of the existing stuff and just expand on that, I would love to see a gigantic playground in a few years.
SOMEONE PICK UP THE RELIC!!!!!Atheon and Crota at least had some wiggle, some give...that made it all more interesting and fun to play. (Especially Atheon).
Grimoire score is the worst part of the game so I'd really prefer if they didn't bring that over. "Grind 100 rumble wins hurr durr".
Grimoire score is the worst part of the game so I'd really prefer if they didn't bring that over. "Grind 100 rumble wins hurr durr".
Yeah, that's near the AI limit. Prison of Elders is also the max AI limit.
Guardians also count against the limit, so raids actually had a lower entity cap due to them taking slots. Same with Patrols, since those can hold 9 guardians per instance. And you saw in that recent Luke Smith interview where the opening of the Vault of Glass was constrained because they wanted the start of it to be in a public space, so it had to accomodate both a full raid team and patrol teams coming through it. You'll also notice when events start in patrol the game outright forcibly despawns the existing enemies in the area to open slots, heh
The bridge in Croats end?
Where you have to hold the pressure pads down?
OR:
Just cheese it and get it over with in 2 minutes.
Croats end from start to finish was pretty pathetic, cheese the first level by walking round the edge of the map, hopping on the rock at the end, sniping the two ogres, job done.
Failing that, ONE hunter starts the level with blade dancer and Kapris sting (the gloves with the bugs on) runs through the whole level invisible and hops on the rock etc etc.
Bridge, fire team jumps on top on the castle, one player stays behind forces adds to spawn, sucides, ads despawn, you only have to kill the gate keeper.
One player runs across the bridge, literally sits down and does nothing and the rest of the team snipes the ads from the other side, Job done.
Hall way - Jellyhorn.
Witches- Jellyhorn.
Croata, ward of dawn, ledge, jellyhorn.
Profit.
Awful, awful raid.
The kings fall/end what ever it's called is better, but it's just far, far too long, and gets pretty boring very quickly.
lol I like Oryx but i can promise you no one is going to be rerunning Oryx hard mode after Rise of Iron comes out. Not like how people run Crota and Atheon for fun. You can finish both raids in 30-40 minutes. Perfect Oryx HM run takes 12 minutes itself. and one fuck up costs you the entire run.
Fuck that.
That said, the oracles and templar part is way too long as well. its like a 20 minute encounter.
Nope. Just that theyre reskins. And it's not implied, sadly it just is.Are you implying that you fight a Taken Captain and a Fallen Captain the same way?
lol I like Oryx but i can promise you no one is going to be rerunning Oryx hard mode after Rise of Iron comes out. Not like how people run Crota and Atheon for fun. You can finish both raids in 30-40 minutes. Perfect Oryx HM run takes 12 minutes itself. and one fuck up costs you the entire run.
Fuck that.
That said, the oracles and templar part is way too long as well. its like a 20 minute encounter.
Oryx fight is cool and all logistically but its my least favorite raid boss to run. It's just not that fun and like you said it's too involved for it's own good.
For me, Atheon is still their best raid boss to this day. Golgy is pretty good too.