Friday, February 27, 2015

Bungie Developer Open House - Recap!

Since the Bungie Ride Along that was scheduled for today was canceled for unknown reasons, Bungie put on a Developer Open House. From 2-4pm PST today Guardians were allowed to ask questions in the Feedback section of the Forums, and quite a few of them were answered by a panel of Bungie designers.

Answering questions today were these fine gentlemen:
Lars Bakken (aka Thug Larz), Crucible Design Lead
Derek Carroll (aka mantis), Senior Crucible Designer
Leif Johansen (aka DeadAlive23) Senior Crucible Designer
Josh Hamrick (aka iamtylerdurden), Senior Sandbox Designer
Jon Weisnewski (aka Newsk), Sandbox Designer
For those of you who weren't able to keep up with the action, or simply want a convenient way to see some of the questions, I put together this recap. I did my best to find all of the questions that were answered and eliminated the duplicate (and a few other "meh" questions). I've left all of the Developer's answers in tact but have shortened most of the questions (some of them quite substantially) for clarity sake. I have removed the names of those who asked the questions for privacy sake. If a question below has more than one answer its because it was asked several times and answered by different developers.


GENERAL

What information has a greater impact upon how you decide to tweak the weapon stats? In game telemetry or player feedback? PvE or PvP?
All of the above. We honestly take a good look at what is happening in both places... What data shows but also what the "word on the street" is. If we feel like we should take action, we then work on a solution that hopefully does the right things in both PvE and PvP. I think the recent Shotgun changes are a good example of this. - Josh Hamrick

The reward system is pretty flawed. Especially the nightfall rewards. Is there any plan to tweak the reward system in favor of player performance?
Sadly I am but a luckless Sandbox Designer surrounded by Crucible designers and don't have any real feedback for this other than that we also play every single night. I run nightfall and weeklys and raids every week and we share the same feedback with the Investment team on a regular basis. I know those guys are keeping their eyes on things just like we have been with Sandbox tweaks. - Josh Hamrick

Why can't PvE and PvP be separated for Weapon buffs/nerfs/in general?
The goal in Destiny is to allow you to make a character and have that character transcend all activities and modes. We want you to play a little bit of everything, find your favorite toys and be able to use those toys, as is, all over the game.

We also want to make sure that Destiny always feels like Destiny regardless of the mode that you prefer to play in. We want PvP players to be able to have real conversations with their PvE player friends about the various items in the game.

As with the Shotgun change this week, we do make changes where we feel like they will make a significant impact and modify where the game isn't playing as desired. - Josh Hamrick


GUNS and PERKS


Why do some armor/gun perks stack while others do not?
Most of the time, it was done in an effort to try and make sure that the game wouldn't be totally broken. We have an amazing test team, but we never really know how things are going to get combined and used until we give it over to you guys. Many of those things will change with time as we work to further refine and polish the game. - Josh Hamrick
On 4th Horsemen...

Sage literally just walked into the room to alert us that we have found that the 4th Horseman's files were overwritten during their integration into the patch... What that means to you is that we playtested the proper things, but an issue occurred before the weapon made it out of the building and the stats HAVE been incorrectly modified.

We will work on getting the weapon restored to its former glory ASAP.

Apologies all around and thank you for drawing our attention to the issue!
- Josh Hamrick


Why does No Land Beyond kinda suck?

No Land Beyond was built with a very specific play style in mind: Fast sniping, run and gun, quick scope precision shots at close range. It is primarily a PVP play style, and we wanted to give players who like this style a weapon that suits their skillset.

Admittedly, the weapon is not very forgiving to players who aren't already acclimated to playing like this. They'll probably die, a lot, trying to get consistent headshots in the crucible. Dying over and over isn't fun.

The question we need to ask in future exotic weapon patches is how much more accessible we want this weapon to be. Did we go too far in creating a niche weapon that only a few people enjoy? If we did, is that OK? Can we make it easier to use? If we did, would that turn The Crucible into a non stop No Land Beyond headshot murder fest? At surface level there are definitely things we can do to make NLB better (you have some great suggestions), but we also need to consider the wake that could incur if everyone had a super sweet one shot kill weapon in their primary slot in The Crucible.

We will definitely continue to listen to feedback and when it comes time to do another exotic weapon update, I'm sure we'll look closely at No Land Beyond
. - Jon Weisnewski


CLASSES

What was the inspiration behind the development of the Warlock skill trees?

The goal was to always make the Titan feel like a soldier, the Hunter to feel like a lucky survivalist and the Warlock... well he/she was always a magic user. On top of that, they were intended to both feel like a magic cannon and a rule breaker. While the Hunter is my personal favorite and was a bit custom built for my personal playstyle ;-), I love the way the Warlock plays. - Josh Hamrick
I think Blink makes Shotguns overpowered in PvP. What's the sandbox team's thoughts on Blink Shotgun? I would go more in depth, but I'm driving down the interstate. :)
Eyes on the road! Oprah would be quite angry with you.

The way weapons and abilities collide with other weapons and abilities is always being looked at. Blink is sweet. Shotguns are sweet. Together they are super sweet. We know this. This play style helped us settle on shotgun range values for the 1.1.1 patch. And I should be clear that I'm NOT saying "1.1.1 shotguns make blink & shotgun more balanced". :) But I do think the range change helps in this case.

Blink is also not necessarily an easy play style out of the box. People who are good at it, are GOOD AT IT, and are probably just as lethal with other non-blink movement modes.

We will definitely continue to monitor this, and any other interesting power spikes that come from weapon and ability combinations. -
Jon Weisnewski
Why does Shoulder Charge one-hit but Throwing Knife does not?

TK has a longer range and keeps you out of harms way. Also, SC is a bonus and is not the Titan's melee upgrade. - Josh Hamrick
Why is Bladedancer such a terrible Orb producer?
We turn all sorts of knobs to properly (or so we try) balance each class and super. Orb production is one of those knobs. Bladedancer has other PvE benefits besides producing Orbs that the other supers don't have. - Josh Hamrick
What inspired each individual subclass super?  

The Titan was intended to be a hard hitting soldier, the Hunter a lucky survivalist and the Warlock was a glass cannon magic user. Now some of this evolved through playtesting and feedback, but that was the idea.
- Josh Hamrick
Did you design supers to fill a specific role, such as Healer or Tank?
Yes, using the ideas above we built supers for each class and then designed builds around those supers. Again this is something that drastically evolved with playtesting and feedback. Some super made it straight through from day one and others were the replacement of a replacement of another that didn't work out as well. - Josh Hamrick
If possible, any hints on the possible 3rd subclass?
I don't currently have anything to say about that =). - Josh Hamrick
Why did you make it so each class is missing a specific damage when it comes to subclasses?
The better to tease you with, my dear... - Josh Hamrick


CRUCIBLE

Any chance the larger maps (Bastion and First Light) will be put back into normal rotation, even at a lower rate?


There's always a chance we bring them back in at a low rate, especially now that we have better control over maps getting repeated. It's something we're always talking about. - Lars Bakken
Why are the crucible rewards so scarce, given at random to the players (seemingly always the worst player), and are more often than not very low quality or of no use?
Crucible rewards are on the low side for sure, an issue we intend to address in a future update.

The rewards are random to encourage everyone in the game to play it to completion, rather than only the "winners" staying. - Derek Carroll
Why did you choose to limit special ammo to the degree in which you did? Why not more or less? 
We're always evaluating the Ammo economy. This was our first stab at it, but we're never done.
I'm really happy with the Heavy change, especially in 6v6 games where it could last much too long. We want it to be short, bursty, and this change should make that better. - Lars Bakken

Any plans to move the zones around in Control? Or is spawn flipping to get that precious C point a part of your game design?

We're always looking at heatmaps and other data to make adjustments to maps! Personally, I really like the Shores of Time layout for Control, but Destiny allows us to make changes like those if we find something out-of-place. - Derek Carroll
Will there be any new Crucible game types besides Inferno coming in the future?

Inferno is the next one up, but it is far from the last. :) - Lars Bakken

YES!
For Destiny's launch, we focused on delivering a small set of solid gametypes that we believed in. Stay tuned. - Derek Carroll

Will the Inferno game mode be permanent? I think I would play more Crucible if it were permanent instead of every now and again. It's a great idea and I think inferno will attract many more players.

You haven't played it yet, so your confidence is inspiring. :)

There's always a possibility that it could be permanent, depending on how you all react to it. We want to stay fluid, and keep the option open. - Lars Bakken
Thanks for the feedback. The advantage of debuting modes like Inferno in the rotating playlists are, among other reasons, the bigger the population, the better the match-making. Having mode variants leave and come back from time to time raises the overall quality of the experience for everybody. If we see big enough consistent numbers of players over a long enough time line, that opens the conversation of finding a more permanent home for mods like these. In the future, we want a healthy ecosystem of modes that balances playlist quantity with quality, as it gives us the most room to make new, awesome stuff. But, community feedback on what modes & variants you want to see in Destiny will always be super helpful to us. - Leif Johansen

In PvP, the Vex Mythoclast was a disaster, but nerfing it caused issues for PvE players. Have you considered outlawing specific weapons in certain activities?

One of the big bets we made with Destiny was having a unified player inventory across all activities. I wouldn't want to add a bunch of rules for weapons you can/can't use under certain circumstances, and we spent a lot of time making sure weapons behave the way we expect them to. The Vex Mythoclast is the outlier of all outliers, so congrats to those players who have earned it (though I'll stick with Thorn, thanks). - Derek Carroll
 How does supporting Destiny's PvP differ from Halo's?

In some ways it's similar (adding new playlists, updating map glitches, adjusting spawns), but there are some pretty big differences too. The biggest being that in Destiny we have an ever evolving game, which means we can continually change all sorts of things. You've already seen all the stuff we added/changed in a patch, just look at 1.1.1 to see.   

As far as the Design process, we have some pretty interesting challenges in Destiny that we never had before. Namely that you bring your character everywhere with you. - Lars Bakken

I would like to know the developer's take on ranks in Crucible. Perhaps inferno could evolve to be the ranked playlist? Is this even a topic of discussion? Why or why not?

We didn't do ranks in the Crucible right out of the gate for a number of reasons, but they could make an appearance someday. Inferno playlists will add some cool variety, but I don't think they are "the way" to play Destiny. - Derek Carroll

How does Bungie feel about the current class balance in PvP? Do any supers lead the pack as far as kills per match? Do you guys feel like you'll take another pass at it, or that it is fine as is?

Great questions.

We're pretty happy with the overall balance in PvP, and we can say that because we have a metric ton of data on it. It's actually really close across the board, much closer than we would have thought.

Having said that, I imagine at some point we'll take a pass at it again, but you never know what the future may bring.
- Lars Bakken


Will we ever see the introduction of pure objective based game modes, such as Domination, Assault, or CTF?

Maybe someday!

The real answer is that our initial collection of gametypes were designed to promote teamwork without putting undue pressure on any one player. There's no way for one player to "lose the game" instantly the way a bad flag-runner can in CTF. As Destiny evolves, we will add more complexity/variety in our gametypes as we see fit.
- Derek Carroll



Iron Banner

With the tweaks to level differences, is the gametype working as intended?
Yeah, it's pretty close at this point. 2.0 update to the Power Differences really helped. We're never done tweaking though. - Lars Bakken

Will the map list be refined in the future?
Yeah, we meant to have 3 more maps in the last one, but the 1.1.1 patch came out just a little too late. Expect Asylum, Anomaly, and Burning Shrine to join the playlist for the next go round. - Lars Bakken

Will we ever see Iron Banner applied to more than just Control?

That's something we're talking about internally. - Lars Bakken

How many motes of light have been spent reforging weapons?

Don't know the numbers, but I bet DeeJ could dig them up.
- Lars Bakken
Awesome change to the headshot bounty - big thank you to whoever made that change.
I'll let them know. :)
- Lars Bakken



Miscellaneous

Does Bungie actually care?

Yes, we care. We can't listen/respond to everyone, and we certainly can't make everyone happy.

We try to make a bunch of people happy, and I think we're doing pretty well on that score. - Derek Carroll

I know this is for the Devs, but DeeJ, is your name supposed to be pronounced D-J or just similar to siege but with a D?

It's actually pronounced "Bob". Freaked me out too. - Josh Hamrick

Xur's Inventory - 2/27-2/28 (Destiny News)

Xue has set up shop in the Tower once again to feat on your Strange Coins!

This week Xur can be found at edge of the balcony overlooking the city near the Speaker, PAST the large door.
As always, he will be here until 1:00 am PST on 3/1.

His inventory this week includes the following:
(text color of gun type indicates damage type where applicable)
(click the links for full stats)

Exotic Weapon
- Universal Remote (Shotgun (Primary)) - 17 Strange Coins


Exotic Armor
- No Backup Plans (Titan Gauntlets) - 13 Strange Coins
- ATS/8 ARACHNID (Hunter Helmet) - 13 Strange Coins
- Heart of Praxic Fire (Warlock Chest) - 13 Strange Coins


* Indicates Dark Below Expansion items.

Other Exotic Items
- Exotic Shard - 7 Strange Coins
- Exotic Engram (Helmet) - 23 Motes of Light

Exotic Upgrades - 1 Exotic Shard and around 7500 Glimmer each
- An Insurmountable Skullfort (Titan Helmet)
- Crest of Alpha Lupi (Titan Chest)
- Achlyophage Symbiote (Hunter Helmet)
- Mask of the Third Man (Hunter Helmet)
- Skull of Dire Ahamkara (Warlock Helmet) 
- Voidfang Vestments (Warlock Chest)

- Bad Juju (Pulse Rifle)
- Thorn (Hand Canon) 
- Invective (Shotgun)
- Universal Remote (Shotgun (Primary))
- Super Good Advice (Heavy Machine Gun)
- Thunderlord (Heavy Machine Gun) 


Curios
- Fusion Rifle Telemetry (5) - 1 Strange Coin
- Sniper Rifle Telemetry (5) - 1 Strange Coin
- Machine Gun Telemetry (5) - 1 Strange Coin
- Void Drive - 23 Strange Coins
- "Emerald Coil" - 23 Strange Coins

Be sure to follow @DestCentralBlog on Twitter for updates! 

Thursday, February 26, 2015

Weekly Update - 2/26 - Inferno Control and Mobile Vaulting (Destiny News)

Enjoying the latest patch? I know I am. But in the wake of Patch 1.1.1, the Bungie Weekly Update has arrived and we have more to talk about!

This week DeeJ once again talked about some new features that are on the horizon, and even one that just came today!

Mobile Vault Access
Both the web and mobile versions of the Destiny Companion were updated earlier today with a new feature. This feature will allow us to transfer weapons, armor and items from our characters to our vault and vice versa.

Using the Destiny Companion to access the Vault can be done when you are logged off from Destiny, or when you're online, even in the middle of an activity like a Nightfall. Now you no longer have to go through the tedious task of switchcing characters, going to the tower, then repeating just for the sake of switching a weapon or a material.

A tutorial for how to use this feature can be found in the official Weekly Update. DeeJ also hinted that Bungie is still working on additional Vault space.

Inferno Control
A new variant of Control, called Inferno Control will be debuting this Tuesday. This variant features simplified scoring, less heavy ammo, and no tracker (radar). This is intended to emphasis skills like gun combat, map knowledge, teamwork and strategy.

This game mode is featured on smaller maps, due to the absence of the tracker. Maps for this week's rotation include The Anomaly, Firebase Delphi, Twilight Gap, Rusted Lands, Shores of Time, Blind Watch, Asylum, The Burning Shrine, The Cauldron, and Pantheon. 

Inferno Control will be here for one week. After that it will become a regular part of the special playlist rotation.


That's everything for this week! Be sure to read the official Weekly Update for interviews with Bungie developers responsible for the new features, and also for a visit from the DOC and the Movie of the Week!

Don't forget to check back tomorrow/tonight for Xür's complete inventory for the weekend, and follow on Twitter @DestCentralBlog

Wednesday, February 25, 2015

Patch 1.1.1 is LIVE! (Destiny News)

Just a few hours ago, Patch 1.1.1 for Destiny officially went live. This is one of the biggest patches since Destiny's launch back in September and brings quite a few bug fixes, tweaks, and even a few small new features.

There really is a lot to cover in this update, which is to be expected since this update has been the topic of the last four Bungie Weekly Updates. Here's a very brief overview of some of the changes this Patch brought.

Weapons
The most significant changes come in the form of various tweaks to weapons, including perk fixes and overall tuning of specific weapon types.

Auto Rifles
- Received a 2.5% reduction to base damage
- Reduced effective range

This brings the Auto Rifle more in line with Bungie's vision for it to be effective and optimal at close to medium ranges.

Pulse Rifles
- Received a 9.7% increase to base damage

This makes Pulse Rifles optimal at medium ranges, and slightly more effective at close and long ranges. Designed to make Pulse Rifles a more appealing weapon type. Red Death is once again a two-burst kill in the Crucible if you can land all critical hits.

Hand Cannons
- Reduced effective range 
- Reduced initial accuracy

Hand cannons are intended to be most effective at medium ranges, and designed to be less effective when shots are not paced properly. 

Fusion Rifles
- Received a wider blast pattern on the burst cone
- Now starts with a smaller amount of ammo in Crucible

Fusion Rifles are arguably one of the most controversial weapons in Crucible up to this point. Their previous stats and mechanics made them immensely effective in most scenarios. These changes are designed to make them most effective at medium ranges, and places a large emphasis on the player's combat foresight.

Shotguns
- 2x damage buff in PvE activities
- Reduced high-end range values
- Damage falloff now starts sooner
- Now starts with a smaller amount of ammo in Crucible

Shotguns are designed to be most effective at close ranges and are meant to be paired with/complement a melee attack. Charging an opponent with a shotgun is meant to be an intense timing game.

General
- Armor perks that allow you to carry extra heavy ammo will no longer inadvertently cause to you lose heavy ammo upon respawn
- Over-penetration values for any weapon with armor-piercing rounds have been decreased
- Two-second cooldown added to Shoot To Loot perk to prevent extra ammunition gains
- Various changes to other perks including Dark Breaker, Snap Discharge, Thunderer, and Full Auto

A complete and comprehensive look at the changes made to the specific weapon types can be found on the official Weapon Tuning page.


Activities 
A few changes have been implemented to Strikes. These will have a direct and noticeable impact on the way players participate in these activities.

Strikes
- The Weekly Nightfall is now a Matchmade activity. Players with fireteams of less than three will be paired with the appropriate amount of players needed to complete a full fireteam
- For full fireteams, the chance of repeating a strike back-to-back is reduced


Crucible
Numerous changes have been implemented into Crucible across all of the current gametypes.

- Crucible maps are less likely to repeat for full fireteams
- Guardians no longer drop heavy ammo when killed
- Guardians drop significantly less special ammo when killed
- Weapon and gear rewards now have appropriate power level
- All game modes are unlocked simultaneously, with an improved notification
- Bug fix

Iron Banner
- smaller raps are in rotation
- the "Focused Aggression" bounty (previously requiring 20 headshots with an Auto Rifle) can also be completed with Pulse Rifles, Scout Rifles, and Hand Cannons


Items
Several bug in regards to items have been fixed.

- An issue where Xur did not seel Exotic Engrams on certain dates has been fixed
- Ammo Synthesis can now work when a player has a full inventory
- Other fixes


User Interface
A few change to the user interface were made, bringing about a new feature.

- Inventory now displays Reputation for all vendors and factions, and also tracks weekly marks progress
- Other changes


Grimoire
- Fixed the way in which several Grimoire Cards were unlocked
- Fixed the Grimoire Score values for multiple cards


In this update there were also a few technical updates, in addition to more updates in each of the areas covered above. Please check the Official Patch Notes for full coverage.

This update has been a long time in the making. There's no word yet on what the next update will bring, or even when it will come. However, DeeJ started a thread on the Bungie Forums asking what the "three most requested changes" for Destiny are, hinting at the fact that this next update may include fixes that the Community has been asking for.

When the next update does occur or when we receive any information, I'll be sure to cover it!

Keep checking back for more posts! I'm trying to post something as often as I can. Check back tomorrow for my analysis of the Weekly Update, and again on Friday for Xur's complete inventory for the weekend, and don't forget to follow @DestCentralBlog for tweets and updates throughout the day!

Tuesday, February 24, 2015

Destiny Maintenance is Complete!

Bungie just tweeted that the server maintenance for Destiny is completed! You should now be able to access Destiny again.

This maintenance paved the way for Patch 1.1.1, which is due to come sometime this week!

Friday, February 20, 2015

Bungie Ride Along: Cosmodrome - Recap

Bungie is about to do another Ride Along on Mars. For those who haven't seen the last Ride Along in Old Russia, or simply want a refresher, here's a recap!

This edition of the Bungie Ride Along was in the Cosmodrome. Nearly every area in the Cosmodrome was covered in some way or the other on the walking tour lead by DeeJ and Lead World Artist Rob Adams. There was also an amazing amount of concept art and in-progress renders that were shown during the nearly two-hour stream.

General
To start off, Lead World Artist Rob Adams talked about some general thoughts that inspired the look and feel of the Cosmodrome. The designers wanted to create an area depicting what they believed an area like the Baikonur Cosmodrome in Kazakhstan might look like 30-40 years into the future. But, to bring this in line with the story of Destiny, they also wanted to evoke feelings and imagery of nature ascendent over humanity. This is a popular theme of Destiny's design, so this element was crucial to the overall setting. Throughout the Cosmodrome, we can see that many of the structures and facilities are damaged simply by the passage of time, not by any human means. This explains the stark lack of things like holes left from bullets and grenade explosions and the overwhelming presence of elements like rust, collapsing structures, and similar things.

On the subject of why Russia was picked as a location, Rob Adams stated that it made sense from a realistic point of view and that it was important to have a familiar location in order to make the invading forces (the Fallen and Hive) seem appropriately more alien and invasive

The Steppes
The look of the rock formations in this area of the Cosmodrome were influenced by rock formations in the real-life Kazakh Steppe. This resulted in a look that was not only geographically accurate, but also visually appealing and suitable for creating "pockets" for encounters with Fallen enemies.

Transition Spaces
These are the smaller areas between the larger areas of the map. Examples include the large dip between the Steppes and Mothyards, the Lunar Complex, the winding canyon between Mothyards and Forgotten Shore, and Dock 13. Smaller areas such as these provide a memory buffer between the larger areas of the Cosmodrome and helped make the game feasible on last generation consoles.

The Divide
The working name for the Divide was simply "Graveyard." Rob Adams said that this originated from the original backstory of the area, which meant for the area to be the scene of a battle between the Cosmodrome's para-militarized security forces and an annexed civilian population desperately trying to board a Colony Ship to leave Earth during the Collapse. The original intent was to scatter numerous civilian vehicles around this area, similar to the area outside of the Wall where players start the game. Unfortunately, this was scaled back due to a number of reasons, including limited memory space and artistic reasons.

This brought up the question, "So, was the Wall meant to keep out the Fallen or the Human population?" According to Rob Adams, the answer is that it was meant to be ambiguous, and that a case could be made for either. Perhaps one day we'll find out more in regards to this backstory.

The Skywatch
The backstory of the Skywatch is that this is the location where communications between Earth and its various colonies were sent and received. This explains the numerous satellite dishes that can be seen throughout the area.

Forgotten Shore
This area was loosely inspired by the Aral Sea, even though in real life it is quite a distance from the Baikonur Cosmodrome. One way the design team wanted to show that much time had passed between the Collapse and the current time in the game was through the apparent change in bodies of water. The grounded ships imply that the water level was once much higher, giving depth and longevity to the area's history. 

Miscellaneous
During the stream, both DeeJ and Rob Adams briefly touched on a few unrelated things. Rob Adams noted during a fight against a Devil Walker that Bungie is aiming to make more bosses like the Devil Walker in terms of things like boss phases and player engagement.  

A viewer asked if we will ever be able to visit the Last City, to which Rob Adams said that there are many people at Bungie who would like to. This could mean that something like this is being considered for future Destiny titles or even expansions.

When asked about the origin of the name "Jovian Complex" and it's relation to Xur (who is a Jovian), they both almost immediately said they couldn't answer or even comment on the matter.

Xur's Inventory - 2/20 - 2/21 (Destiny News)

And so, Xur rises out of the ashes...

This week Xur can be found by the Crucible Quartermaster.
As always, he will be here until 1:00 am PST on 2/22.

His inventory this week includes the following:
(text color of gun type indicates damage type where applicable)
(click the links for full stats on the Destiny Database)

Exotic Weapon
- No Land Beyond* (Sniper(Primary)) - 17 Strange Coins
Exotic Armor
- Crest of Alpha Lupi (Titan Chest) - 13 Strange Coins
- Radiant Dance Machines* (Hunter Boots) - 13 Strange Coins
- Voidfang Vestments (Warlock Chest) - 13 Strange Coins

* Indicates Dark Below Expansion items.

Other Exotic Items
- Exotic Shard - 7 Strange Coins
- Exotic Engram (Chest) - 23 Motes of Light

Exotic Upgrades - 1 Exotic Shard and around 7500 Glimmer each
- An Insurmountable Skullfort (Titan Helmet)
- Crest of Alpha Lupi (Titan Chest)
- Achlyophage Symbiote (Hunter Helmet)
- Knucklehead Radar (Hunter Helmet)
- Sunbreakers (Warlock Gauntlets)
- Voidfang Vestments (Warlock Chest)

- Hard Light (Auto Rifle)
- MIDA Multi-Tool (Scout Rifle)
- Bad Juju (Pulse Rifle)
- The Last Word (Hand Cannon)
- Invective (Shotgun)
- Plan C (Fusion Rifle)


Curios
- Auto Rifle Telemetry (5) - 1 Strange Coin
- Fusion Rifle Telemetry (5) - 1 Strange Coin
- Shotgun Telemetry (5) - 1 Strange Coin
- Heavy Ammo Synthesis (5) - 1 Strange Coin
- Void Drive - 23 Strange Coins
- "Emerald Coil" - 23 Strange Coins

Be sure to follow @DestCentralBlog on Twitter for updates!

Thursday, February 19, 2015

Weekly Update - 2/19 - Weekly Strike Matchmaking and More! (Destiny News)

Evening Guardians!

DeeJ just posted this week's Bungie Weekly Update, and it's already quite controversial! Unlike the last few Weekly Updates, besides maybe the Weapon Tuning announcement, the changes announced, like the fix for disappearing heavy ammo and the reputaiton track, have been met with almost unanimous open arms.

This week, however, Bungie announced that they will be implementing Matchmaking for the Weekly Heroic Strike. For the people out there who want to do it with a full fireteam, or for those who simply need the help, this is undoubtedly a welcome change. So far, there is no Matchmaking for the Nightfall Strike, due to the Nightfalls "kick to orbit" feature.

What many people don't like about this system is that it is not optional. The only way to avoid the system is to start the strike with a full fireteam already. So, this means that if you have your favorite strike partner, you will be forced to play with a third player, whether you want to or not.

What do I think about this change? Personally, I hate it. For the longest time I have gone through the Weekly Heroic as a duo with my best friend for all of our characters. Despite not having a full fireteam, we're more than capable of making our way through the strike. Even when it's  little bit difficult, we like the challenge so we don't mind. Its a fun way to play Destiny with just one friend, and I'm really disappointed that now I will either have to wait for another one of our friends to get on, or subject myself to playing with a random person that will most likely do nothing but frustrate me.

I get that there are people who legitimately need matchmaking in order to beat the Strike. I have no problem with that. I get that this is also a way to prevent people from mooching rewards by joining before or during the boss fight. But why this? Why couldn't the matchmaking have been optional? On top of that, why couldn't the ability to join in progress (or join past a certain point) just be removed for the weekly? Why does a system that only benefits a small minority have to be forced on other people and interfere with the way they enjoy playing the game? The worst part is, now the mooching will just become worse.

-Now people can join matchmaking, walk away, and mooch off of the hard work of the other two players.
-Now we are even more limited in how we can choose to play the game
-Now completing a Weekly Heroic without dying will be even more of a challenge with trolls and griefers who like to splatter teammates with their sparrow.
-Now many people who strongly dislike playing with randoms are forced to do so in order to complete a very basic part of the game.

This system should have been optional. Myself and many others have no need for it, and more importantly don't like that it is forced upon us.


Now that I've got a bit of that out of my system... The Weekly Update also covered a bit of other changes that will be coming with Patch 1.1.1. These include:
  • Xûr will stop forgetting to bring his Exotic engrams when he visits.
  • Iron Banner will work as previously promised, with a greater variety of maps in rotation as well as a couple of new Bounties that give you more control over which weapon you can use to complete them.
  • Strikes and Crucible Maps will be less likely to repeat themselves when you stay in a matchmaking playlist with your Fireteam.
  • Grimoire Cards will drop when you expect them to.
In addition, DeeJ said that there is some "other stuff" that will be detailed soon.

Anyway, that's all for today. Let's see how the Community reacts to these changes. There's already a lot of strong feelings on both sides, and I imagine that will continue for a while.

As always, be sure to check out the official Weekly Update for more specifics, a visit from the DOC and the Movie(s) of the Week!

Check back later tonight or first thing tomorrow morning for Xur's complete inventory for the weekend. Or if you're just interested in the weapon he is selling, check my Twitter feed @DestCentralBlog

Thanks Guardians!

Friday, February 13, 2015

Xur's Inventory - 2/13-2/14 (Destiny News)

Get those Strange Coins ready, Guardians!

This week Xur can be found in the lounge at the back of the Hangar.
As always, he will be here until 1:00 am PST on 2/15.

His inventory this week includes the following:
(text color of gun type indicates damage type where applicable)
(click the links for full stats)

Exotic Weapon
- Ice Breaker (Sniper) - 17 Strange Coins

Exotic Armor
- Helm of Inmost Light (Titan Helmet) - 13 Strange Coins
- Crest of Alpha Lupi (Hunter Chest) - 13 Strange Coins
- Light Beyond Nemesis (Warlock Helmet) - 13 Strange Coins

* Indicates Dark Below Expansion items.

Other Exotic Items
- Exotic Shard - 7 Strange Coins

Exotic Upgrades - 1 Exotic Shard and around 7500 Glimmer each
- Crest of Alpha Lupi (Titan Chest)
- Helm of Inmost Light (Titan Helmet)
- Crest of Alpha Lupi (Hunter Chest)
- Knucklehead Radar (Hunter Helmet)
- Apotheosis Veil (Warlock Helmet)
- Sunbreakers (Warlock Gauntlets)

- The Last Word (Hand Cannon)
- Ice Breaker (Sniper)
- Patience and Time (Sniper)
- Gjallarhorn (Rocket Launcher)
- Truth (Rocket Launcher) 
- Super Good Advice (Heavy Machine Gun)


Curios
- Scout Rifle Telemetry (5) - 1 Strange Coin
- Hand Cannon Telemetry (5) - 1 Strange Coin
- Fusion Rifle Telemetry (5) - 1 Strange Coin
- Plasma Drive - 23 Strange Coins
- "Emerald Coil" - 23 Strange Coins

Thursday, February 12, 2015

Weekly Update - 2/12 - Reputation Tracker! (Destiny News)

Evening Guardians!

In the week's update, just like the previous two weekly updates, we were given a glimpse into what the next Destiny Update will include. This week, DeeJ highlighted a new feature that will help us keep track of our various forms of Reputation!

Bungie's User Interface Team has been hard at work on a new feature for our Inventory that will allow us to see our current reputation for the Cryptarch, Vanguards, Crucible, Factions, and Eris Morn. The new feature will also allow us to keep track of how many Vanguard or Crucible Marks we've earned for the week.

The best part about this feature is that, just like the rest of our Inventory, we can access this feature from any location, whether that be in the middle of transit aboard our Ships, or in the depths of the Hellmouth during a Raid attempt on Crota's End. 

 Image Copyright Bungie.

This feature, just like the fix for the Heavy Ammo glitch and the massive weapon tuning, will be launched with Destiny Update 1.1.1, which is still slated for sometime this month.

Check out the complete Weekly Update over at Bungie for an interview with the head of the User Interface Team, a routine visit from the Destiny Operations Center, and the Movie of the Week!

See you soon Guardians. Don't forget to check back early tomorrow morning for Xur's complete inventory for the weekend! I expect you to check the instant you get out of bed!

On a side note, I know I promised my take on and analysis of the Weapon tuning changes over this past weekend. Unfortunately I was a bit busy, and I want this to be extra special, so it will be coming some time.

Friday, February 6, 2015

Xur's Inventory - 2/6-2/7 (Destiny News)

It's Xur time, Guardians!

This week Xur can be found to the right just after entering the hangar.

His inventory this week includes the following:
(text color of gun type indicates damage type where applicable)
(click the links for full stats)

Exotic Weapon
- Plan C (Fusion Rifle) - 17 Strange Coins


Exotic Armor
- The Glasshouse* (Titan Helmet) - 13 Strange Coins
- Don't Touch Me* (Hunter Gauntlets) - 13 Strange Coins
- Sunbreakers (Warlock Gauntlets) - 13 Strange Coins

* Indicates Dark Below Expansion items.

Other Exotic Items
- Exotic Shard - 7 Strange Coins
- Exotic Engram (Gauntlet) - 23 Motes of Light


Exotic Upgrades - 1 Exotic Shard and around 7500 Glimmer each
- An Insurmountable Skullfort (Titan Helmet)
- No Backup Plans (Titan Gauntlets)
- Achlyophage Symbiote (Hunter Helmet) 
- Crest of Alpha Lupi (Hunter Chest)
- Light Beyond Nemesis (Warlock Helmet)
- Skull of Dire Ahamkara (Warlock Helmet) 

- Hard Light (Auto Rifle)
- SUROS Regime (Auto Rifle)
- MIDA Multi-Tool (Scout Rifle)
- Thorn (Hand Canon) 
- Ice Breaker (Sniper)
- Super Good Advice (Heavy Machine Gun)


Curios
- Hand Cannon Telemetry (5) - 1 Strange Coin
- Shotgun Telemetry (5) - 1 Strange Coin
- Rocket Launcher Telemetry (5) - 1 Strange Coin
- Plasma Drive - 23 Strange Coins
- Void Drive - 23 Strange Coins

Thursday, February 5, 2015

Weekly Update - 2/5 - Weapon Tuning and More! (Destiny News)

Hello Guardians! Bungie has been quite vocal today, releasing both the Weekly Update and a Patch Preview today, and both before 1 pm!

Like the last Weekly Update, this update gives a small preview of what's to come in the next patch for Destiny. Perhaps this week's information is a bit more exciting, but it is definitely more controversial and may ruffle some feathers (you've been warned)!

That's right, bring on the buffs and the nerfs. But first...

I talked yesterday about the rumored release date change for the House of Wolves Expansion. The rumor is that the release is now slated for May 19th, instead of the previous March 10th date. This has been somewhat confirmed by Bungie today, with DeeJ stating that the Expanion will drop sometime in Q2, which is any time during the months of April, May and June. Since May 19th is practically right in the middle, this date may be pretty accurate.

DeeJ also hinted at the fact that soon we may be given some details on what Bungie is planning for "this fall." Of course, that is likely a reference to the "Comet" Expansion that's rumored to come out sometime this September. Although I doubt that we will be hearing anything beyond very broad hints any time in the near future, it's still exciting to actually hear Bungie acknowledge that they have stuff planned beyond House of Wolves.

On to the weapons...

In the Update Preview released today, the Dev Team announced that the next patch for Destiny will also include a fair amount of weapon tuning, in addition to the already mentioned fix for our Heavy Ammo disappearing. Auto Rifles, Pulse Rifles, Hand Cannons, Fusion Rifles, and Shotguns are each receiving their own handful of tweaks that Bungie hopes will create a more balanced sandbox, both in the Crucible and in the Wild (PvE). I'll go into each of these different weapons a little bit below.

Auto Rifles
  • Reduce base damage of Auto Rifles by 2.5% (averaged across Rate of Fire stats, higher RoF took less of a reduction than low RoF)
  • Reduce effective range values so that damage falloff and accuracy are a stronger factor in combat decisions
  • Range reduction is less severe in the higher stat values, so now your range stat is more critical to long distance engagements
Pulse Rifles
  • Increase base damage of Pulse Rifles by 9.7%. DPS is now more in line with other primaries
Hand Cannons
  • Reduce effective range
  • Damage falloff starts closer to the shooter, and follow up shots are less accurate at long ranges
  • Slight reduction to initial accuracy
    • This is unnoticeable at close to medium range, but underscores the range intentions when used from far away
Fusion Rifles
  • Blast pattern on a Fusion Rifle burst cone is a little wider
    • Close to medium range volleys are largely unaffected, but at a distance the projectiles are less likely to land hits on a single target
    • This reduces the reliability of landing a one hit kill at far range, and makes the weapon better at spreading damage into a group
  • Initial starting ammo is reduced across all ammo stats. This is change primarily affects The Crucible
    • Starting a Crucible match, you’ll have less Fusion Rifle ammo in reserve
    • In PvE activities we persistently track your ammo. We only use initial ammo values if you are logging in for the first time, or starting a Crucible match
Shotguns
  • Increase damage by 2x (100%) against all non-Guardian combatants (aliens)
  • Reduce high end range values - damage falloff starts sooner, so Crucible players with long range shotguns need to be a little closer for successful one hit kills
  • (Like the Fusion Rifle) Initial starting ammo is reduced across all ammo stats in the Crucible:
    • Starting a Crucible match, you’ll have less Shotgun ammo in reserve
    • In PvE activities we persistently track your ammo
    • We only use initial ammo values if you are logging in for the first time, or starting a Crucible match

The preview also said that Scout Rifles, Snipers, and Heavy Weapons will remain mostly unchanged in this next update. I will give my thoughts an analysis on these changes in a post sometime this weekend. 

Be sure to check out both the official Weekly Update and the Update Preview for a more details and explanations.

Feel free to share your thoughts in the comments. And don't forget to check in later tonight or sometime tomorrow to see Xur's complete inventory and location for this weekend!

Wednesday, February 4, 2015

Destiny: House of Wolves Release Date Pushed Back?

There are many rumors floating around on the internet that the released date of the next Destiny Expansion, the House of Wolves, has been pushed back from March 10th to May 19th. This is an extra 10 weeks, which at will release will make the time since Dark Below, the first Expansion, just over five months. 

There's no official announcement yet, but there's plenty of speculation as to why this may be. Some are speculating that the development cycle is behind and the the extra time is needed bring House of Wolves just barely up to the same standards set forth by The Dark Below. Others, being more optimistic, are speculating that this extra time will be used to make much needed changes and improvements that take into account player feedback, criticisms, and concerns.

Over all, the latter group feels that the delay will ultimately result in a better Expansion. There is also the possibility, however slight, that Bungie will take this time to add more content to the Expansion in some form or another, since one of the primary criticisms of Dark Below was its general lack of content. While this idea does seem a little bit too good to be true, it's still a possibility and would definitely justify the delay, in my opinion, at least.

This new release date is also much closer to the rumored released date of the "Comet" Expansion. Another possibility for the date switch is to decrease the gap between House of Wolves and Comet as much as possible in order to retain a large portion of the player base during a lengthy stretch time when there will presumably be no new content outside of the possibility of Crucible playlists. The new release date is also much closer to summer, which should be a welcome change for younger Guardians hoping for some new content during their time away from school.

Details and even rumors so far are very sparse. I will be on the lookout for any official word from Bungie or Activision on this matter. At this point, I guess the only thing to do is hope for the best and wait for any more news to surface!