Dreams-Visions
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Stole this from a post on reddit that summarizes the podcast:
- "We're not making Halo again..."
Bungie, pls understand
Stole this from a post on reddit that summarizes the podcast:
- "We're not making Halo again..."
Bungie, pls understand
Well, I liked bloom as a mechanic and as a way of modeling a weapon's inherent accuracy. I wonder if we'll see it here after all the complaints about it in Reach.
Well, I liked bloom as a mechanic and as a way of modeling a weapon's inherent accuracy. I wonder if we'll see it here after all the complaints about it in Reach.
- "We're not making Halo again..."
Bungie, pls understand
Which is good if its a matter of a tactic that can be used as a counter and less good if its a build you need to counter. In the first case it comes down to player skill during a match and how well a player can read the situation and adapt their firing and movement to compensate, and in the second it comes down to team coordination and rock/paper/scissors situations where what you spawn as determines more of what you're capable of.I summarized (in detail) a lot more about PVP:
Lars responds with "Something can be powerful as long as it can be countered or get around it."
Yeah, bullshots are pretty neat.IQ is stunning!
Details sound interesting, but I'm a little weirded out by how defensive he seemed over the balance question. I hope I'm just reading too much into that.
I don't like FPS or MMO games yet somehow this one looks appealing to me. If the reviews are good I may give it a shot.after I'm done with Dark Souls II
Really looking forward the game but cant help being a tiny bit disapointed of the shiny Halo-esque look of the game now compared to the original artwork who were a bit more gritty. I think the design suffer from it, being way to close from Halo now, hell, it's a new franchise and the overall design looks fantastic, why not stick to the og artworks instead of going for the Halo bloom/shine ?
I guess this isn't new thread worthy, but a bunch of new shots here:
http://www.allgamesbeta.com/2014/01/destiny-screenshots.html
I think they're new.
Urk linked to these and more in the previous page.
There's a day/night cycle?Both Mars! I actually grabbed a series of the second shot as the sun rose and set. It's really striking how unique the same frame can look during different times of day.
I am looking forward to Bungie's skyboxes, not gonna lie. Especially after the still JPGs in Halo 4
tl;dr: lol halo 4 rip halo
Yeah, bullshots are pretty neat.
I actually love how clean and colorful it looks, especially after how bland Reach's aesthetics were 90% of the time.Really looking forward the game but cant help being a tiny bit disapointed of the shiny Halo-esque look of the game now compared to the original artwork who were a bit more gritty. I think the design suffer from it, being way to close from Halo now, hell, it's a new franchise and the overall design looks fantastic, why not stick to the og artworks instead of going for the Halo bloom/shine ?
There's a day/night cycle?
Stole this from a post on reddit that summarizes the podcast:
Yeah. Apparently things happen differently at night.
Loved the latest podcast Urk, really interesting conversations. Would love to hear about A.I. soon.
This game already looks infinitely better than Halo 4 because of the skyboxes.
I guess this isn't new thread worthy, but a bunch of new shots here:
http://www.allgamesbeta.com/2014/01/destiny-screenshots.html
I think they're new.
My favourite so far:
Yeah, I'm going to try to rope someone in for the next show to talk combatants. Busy team, the enemy variety is nuts, but I think it would make for a really cool conversation.
What looks exciting to you?
Damn, it's a bad thing when you post something you think is new, but it turns out it was already posted just a page before.
Forever second
Details sound interesting, but I'm a little weirded out by how defensive he seemed over the balance question. I hope I'm just reading too much into that.
at the moment, alien: isolation
at the moment, alien: isolation
Looks fantastic! But why would you expect a game like this to be that? Same reason I don't complain that DriveClub doesn't look exciting because it's not The Order 1886.
i...wouldn't expect a game like this to look like that? you asked me what i find exciting at the moment and i answered.
Thanks for the summary, gonna have to give this a listen. I'm so glad we're finally getting PvP info.I summarized (in detail) a lot more about PVP:
Lars Bakken (sp?) gave out most of the info:
- On GameInformer: "Lots of things we weren't ready to talk about." Talked high level, but didn't want to commit to things that were incomplete or incorrect.
- Finally at a place where Bungie can finally start being concrete and letting external people play PvP. So far feedback has been positive.
- Lars is excited to see how the story mission are coming together. Got to play them (using the winter build). Was really good and Marty's music was amazing as always.
- Lars played the "raid stuff" with Luke Smith. Can't mention much, but when he plays all the different activities they all really come together. They talk about an "experience for every mood."
- Talk about "balance" comes up - Lars says "we're not making Halo again. That should be exciting for people." The combat sandbox is pretty different, the way it feels and move is kinda familiar, but the moves, nades and build, are much different.
- Your build gives you a unique way to approach a game based on the gametype and map.
- At first glance it seems chaotic and confusing, but the execution is actually pretty simple.
- The hunter, for example, will be on the outskirts and picking people off. So if you want to counter, you should be a close range guy and close the gap.
- A titan smashes you in close range or wait for you to come to them. So there are different skills and play styles depending on your build.
- Blink is harder to use than double jump, but more skillful and useful in combat.
- Skill isn't just about thumbs, but building your character and using it properly. It affects how you navigate maps and holding the "powerful" positions of the map.
- Certain gametypes focus on holding "powerful positions." You have to consider defensive techniques based on what enemies might use.
- Mentions an "arc blade"
- It's not about players being higher level, it's about learning the map and your character. Apparently the "level" doesn't make you more powerful.
- In halo "I'm really streaky, but I'm more consistent in Destiny." Found themselves being more strategic so they can unlock supers and help the team anymore. You can't die and accelerate your loss.
- Destiny is a game that blends "skill" and "tactics."
- Arc prox grenade is a proximity mine that attaches to a surface and shoots out electrical damage 4 separate times. Might not get kills with it, but it hurts enemies and allows you to finish them or force them to go a different direction.
- Map design - they really wanted to make them predictable even with all the different movement modes. Still highly predictable if you understand the systems.
- Satisfying to connect with a "super" but also satisfying to make people "miss their supers."
- Someone is in super power mode and you can still shut them down and it "feels so good."
- "Balance" comes up as a major issue.
- Talks about how the term "balance" gets thrown around when someone doesn't like something or isn't good at something.
- Lars is asked what should the audience know when they think about "balance" in Bungie. Lars responds with "Something can be powerful as long as it can be countered or get around it."
- On day one of Destiny, based on the community response, bets are people are going to be 75% hunter. "I'm gonna be a leet sniper!" lulz.
- People are going to be debating and trying different builds to figure out what works with the prevailing strategies and teamwork, etc. And a few weeks later the community will adapt to that tactic and people will then counter that tactic with a different team build. It's a constant rock, paper, scissors.
- Jump, slide, etc. are mentioned as ways to evade getting shot. Slide is incredibly useful for breaking the line of sight.
- When you use your movement modes (double jump,etc.) you put yourself in "weapon down." You make a choice. You can glide, but you can't just sit in the air and fire at people. You have to decide.
- Regarding map design - really prioritized making maps work well with vertical movements without making it cheap or exploitative.
- Map called "rooftops" with a big dynamic fan on it.
- Maps are made specifically for competitive multiplayer. Different place than the "public events."
- Competitive is a big switch from the rest of the game. It switches from "all players are united to defend the galaxy" to "die you motherfucker." In other words, you can't get attacked from other players unless you choose to play competitive.