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Destiny |OT16| Enrage is here, there, everywhere...

LukeSmith

Member
The announcement of how upgrading exotics and purchasing new vendor gear works in HoW will draw first blood.

No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
 
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)

The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

MEGATON
 

Namikaze1

Member
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
I'm loving everything I'm reading here!
 
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

tumblr_inline_mqgstrt3S91qz4rgp.gif
 

Jinjo

Member
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

Holy shit! Get hyped!

Hawkian time to edit your sinoid graph again lol.
 
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

I can attest to the fact that drop rates were much improved for CE compared to VoG.

It took me 43 hard mode clears of VoG to get the Vex between 3 characters.

We are glad you are listening and I look forward to how you will take our feelings and reactions into practice with House of Wolves.

Honestly, more than anything, I just want more Vault space. She's gonna blow!
 
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
:O
Mah body is ready

Btw much appreciate you stopping bye and sharing this and discussing with us in this OT. It can be a sharkfest sometimes 😉
 
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

Wow, thanks luke and thanks for stopping by!
 

DNAbro

Member
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

okay im getting a bit excited.

also this post needs to go on reddit. they were a bit mad at you today.
 

jaaz

Member
Thank you Luke for coming into our Destiny community and giving us an insight into your design philosophy. We love your game as you can see!
 

SnakeEyes

Banned
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
Thanks Luke, much appreciated with the reply :)
 
Regarding the limitations created by Shards Luke, I think the game is due for a currency conversion system.

Trade ascendants for radiants, vanguard marks for crucible marks, etc.

I have almost 600 shards with nothing to do with them.

Thanks so much for stopping by Luke!
 

Deku Tree

Member
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

Wow! Such great news! Thanks so much for communicating this to us! It means a lot...

In before planet destiny reports on this post as if they got a private interview with Luke Smith.
 
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

This is good news, good news indeed <3 Well chuffed
 
Just played against another crucible team using nothing but Hawkmoons and Fatebringers.

Must be nice being able to use OP'd weapons in multiplayer that you did nothing to earn.
 

WipedOut

Member
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

Wow!!! Awesome News!

The real million dollar question or should I say request. How about letting us bring along our favorite weapons to the new level cap. IE Fatebringer!!! I don't have the new hand cannon yet but this is without a doubt still my favorite and most used gun in the game.

I understand maybe not the vanguard and faction weapons but I don't think RAID weapons should be made obsolete when new content comes out.

Wish List by most people
1. Upgrade RAID weapons
2. The ability to reroll legendary weapons like we can in Iron Banner. Give that poor gunsmith a bigger roll, he is feeling neglected.
 

LiK

Member
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.

I need Hawkmoon, bro.

Agreed on both counts, Kadey.

As a player, I feel pretty good about the drops that come out of Crota's End.
As long as it's not his poop.
 

Jinjo

Member
Regarding the limitations created by Shards Luke, I think the game is due for a currency conversion system.

Trade ascendants for radiants, vanguard marks for crucible marks, etc.

I have almost 600 shards with nothing to do with them.

Thanks so much for stopping by Luke!

Not more (convuluted) trading, less currencies and a more streamlined economy in general is what Bungie is striving for hopefully. The radiant shards were definitely a problem/bottleneck in levelling this time around. Going for a new better raid piece could send you back by almost a week even if you put in only one shard node.
 
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.


That would be great. Myself and others in my group who play regularly have not been as invested in the game since those systems were introduced. Just feels kind of pointless with expansions coming so soon. Looking forward to seeing some changes.

lesbian bears FTW

Still waiting for vault space, bugs and glitches information.

.

gao gao
 
Luke's not wrong about CE drops being better than VOG. Did VOG every freaking week and missed only the first week and I didn't get my very first armor drop till the first week of Crota's end.

This time around all I'm missing is the helm and I already have an Obsidian mind, so not so bad.
 

zewone

Member
No it won't.

Nothing specific to announce at this time, but the mistakes we made with the DLC1 reward economy will not be repeated:

Mistakes like:
  • Vendor gear invalidating the effort of VOG Raiders
  • Upgrading an Exotic reseting its talents

Our philosophy about rewards/loot continue to evolve as we see how players play and react.

We will continue to improve acquisition stories and frequency (My understanding of the perception is that Crota's End drop rates are much improved vs. Vault of Glass: footnote below), lessen the grind and get players to the fun parts of their arsenal faster.


On CE drop rates vs. VOG:
The Forever 29 meme was a killer for us.

We sat down and talked about the rewards for VoG and the rates vs. CE and ended up with the following:
  • increase drop rates globally in CE: we wanted dedicated players to be around 32 or real close by the time Hard mode came out.
  • increase the variability of perks that a given piece can roll.
    the goal here: players would reach 32 easier than 30, but would have more customization and options to build the perfect set (in terms of stats, perks, weapon affinities)
The part where this didn't work as well as we'd hoped is with the Shard economy. Shards are a are a barrier between you and equipping a sweet new piece of gear.

We want fewer barriers to equipping upgrades. The shard economies erect these barriers between players and the new piece of gear they just got.

We're not intending to adjust the shard economy for this Tier -- we don't want to invalidate player effort (again). But removing the barrier between that new drop you're excited to get and actually being able to equip it as a member of your arsenal are something we will do going forward.
This is the best communication you guys have had in months. Thank you.
 
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