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Destiny 2: Bungie's Vision for the Sequel

I'm ready for Destiny 2 but not really excited, its weird. I guess I am trying to keep my expectations in check, even though I really enjoy Destiny 1 nothing I have seen of D2 has really blown me away, its just "huh... ok".

I guess my biggest issue is that the Cabal coming to Earth just doesn't feel like that big a deal after dealing with Oryx, the Taken King. I sort of want to applaud them not trying to one up each enemy to the point where you have to go around fighting pantheons of primordial gods, but still Oryx killed trillions of people and had his own parallel universe and was just a primal force, everything after that has just felt kinda... lesser.
 
Sunbreaker? New icons for a current subclass??

IQzlh26.jpg

Yeah that is definitely sunbreaker.
 
Striker.

There's another image in the thread the shows off the Voidwalker and it has purple icons. The blue icons on the HUD would indicate Arc.

I thought about that but none of the icons is the same for what we've seen from the Striker so far, i'm looking at old footage to confirm.

There is footage of different builds in the video, that's for sure. You can confirm this looking at the character screens throughout the video.

It could also be Stormcaller, which we know it's also returning, this actually makes more sense.
 
I'm saying that the 2 minutes of new footage shown here looks more interesting than what they showed at their big hour long event back in May.
Their handling of showing off the game has just been strange.
I kind of agree, but they say in the video here, they don't want to show much at all. They want it fresh when the player first gets their hands on it.
 
Luke Smith is saying exactly what I was hoping to hear.

Building out a feeling of progress to the game world and how events and activities relate is something Destiny 1 got better at, but still was in this really weird place where disparate parts of the game didn't talk to one another. It's one of the main areas I was hoping to see improvements and it sounds like they've put a lot of work into it.

Also nice to have them straight up spell out that they're keeping a lot of the game hidden because they don't want to spoil the adventure. That's been the feeling I've had for a while, but it's good to have it out there. There's a lot of telling but not showing with the new features, but given how much of it is tied to the story, it makes sense that they'd want to hold back. Loving the hell out of the new map and activity tracker. From the UI it looks like each tab will have a "bottom half" like the main character page did.

I also love the idea of really putting emphasis on picking the right tools for the activity. Curious how locking in load outs will work - maybe a strike modifier that locks them in, for example.
 
^ it is a very good thing that they're keeping stuff under wraps...

... but I'm not convinced they're keeping much under wraps. I still feel like we've probably seen 80+% of what's new in the footage already available

So do I delete D1 once this is out?

I deleted it approximately three weeks after buying it in September 2014
 
I feel like this should've been an expansion to destiny 1. With a sequel so similar it kinda hurts to feel like I've lost all my destiny progress just for the devs to go and do a massive reset.
 
I thought about that but none of the icons is the same for what we've seen from the Striker so far, i'm looking at old footage to confirm.

There is footage of different builds in the video, that's for sure. You can confirm this looking at the character screens throughout the video.

hqdefault.jpg


The icons are definitely updated, but you clan clearly see the flashbang grenade and shoulder charge. Also, the subclass icon looks like a combination of the main Fist of Havoc and Death from Above icons.
 
I thought about that but none of the icons is the same for what we've seen from the Striker so far, i'm looking at old footage to confirm.

There is footage of different builds in the video, that's for sure. You can confirm this looking at the character screens throughout the video.

A Striker Titan shows up earlier in the video, the icon is different. The 3rd ability is also different.
 
I'm saying that the 2 minutes of new footage shown here looks more interesting than what they showed at their big hour long event back in May.
Their handling of showing off the game has just been strange.

I guess.

Nothing about Destiny 2 has blown me away, but everything that has been shown and told has kept my attention and curiosity. Showing off new environments is definitely far more interesting than destruction of Tower or new Earth's social hub, for sure.

I guess my biggest issue is that the Cabal coming to Earth just doesn't feel like that big a deal after dealing with Oryx, the Taken King. I sort of want to applaud them not trying to one up each enemy to the point where you have to go around fighting pantheons of primordial gods, but still Oryx killed trillions of people and had his own parallel universe and was just a primal force, everything after that has just felt kinda... lesser.

Ye, that will be hard beat for them. How to one up of us killing demigod in its throne world that is in alternative dimension?

Getting deeper into Cabal as a race is interesting and from lore perspective they are very, very serious force to be dealt with. Just not quite at that demigod Oryx level in a way.

Luke Smith is saying exactly what I was hoping to hear.

Building out a feeling of progress to the game world and how events and activities relate is something Destiny 1 got better at, but still was in this really weird place where disparate parts of the game didn't talk to one another. It's one of the main areas I was hoping to see improvements and it sounds like they've put a lot of work into it.

Also nice to have them straight up spell out that they're keeping a lot of the game hidden because they don't want to spoil the adventure. That's been the feeling I've had for a while, but it's good to have it out there. There's a lot of telling but not showing with the new features, but given how much of it is tied to the story, it makes sense that they'd want to hold back. Loving the hell out of the new map and activity tracker. From the UI it looks like each tab will have a "bottom half" like the main character page did.

I also love the idea of really putting emphasis on picking the right tools for the activity. Curious how locking in load outs will work - maybe a strike modifier that locks them in, for example.

Except if you are waiting for PC release :(

I feel like this should've been an expansion to destiny 1. With a sequel so similar it kinda hurts to feel like I've lost all my destiny progress just for the devs to go and do a massive reset.

What gives that feel?

I deleted it approximately three weeks after buying it in September 2014

Edgy post, would reply again.
 
So does locked loadouts mean whatever I choose to equip I can't change, or that the game gives everyone a default loadout. Really hope it's not the latter.
 
I feel like this should've been an expansion to destiny 1. With a sequel so similar it kinda hurts to feel like I've lost all my destiny progress just for the devs to go and do a massive reset.

But compare this to Destiny Year 1 instead of Destiny in its current state. Now, imagine the changes that Destiny went through during it's lifespan and then apply that to Destiny 2. It's gonna look like Destiny Year 3 because they were probably working on Rise of Iron and D2 simultaneously and applying similar systems to both. But give Destiny 2 the time it needs to evolve and we could be playing something very different from what we're currently looking at in pre-release footage. I know "just wait a year after release" isn't the most hopeful answer for someone wanting a dramatically different Destiny experience, but that's kinda what the Destiny experience is. You play what you've got, enjoy the loop, and move on when the next content update drops.
 
Very disappointing amount of content available for being "beta". Diablo 3 "beta" comes into mind.

I wish they would call things what they are, which is a demo as opposed to a beta, but that's a decent amount of content for a demo. They showed way way too much in the Destiny 1 beta.
 
Haven't watched the video yet, but I'm assuming Loadout Lock means, stuck with whatever skills/weapons you went into the mission with.

What happens if you weren't paying attention and loadout locked with crappy weapons and continually wipe?
 
I wish they would call things what they are, which is a demo as opposed to a beta, but that's a decent amount of content for a demo. They showed way way too much in the Destiny 1 beta.

I think of it more as a test. It serves multiple purposes I guess. Stress test their systems, deployment, gets more people checking the basic mechanics, and let's people see part of what the new game is about.

Dunno if one word adequately serves all those purposes. So beta. :)
 
That's the perfect amount of content, we don't need more to stress test the game.

Diablo 3 got stress tested for sure too, but because people wasn't able to actually test the game mechanics properly rest was utter garbage at release. I hope at least in PvP we get to really good look into sub-classes and weapons so possible balance issues can be found and made known.
 
Haven't watched the video yet, but I'm assuming Loadout Lock means, stuck with whatever skills/weapons you went into the mission with.

What happens if you weren't paying attention and loadout locked with crappy weapons and continually wipe?

Restart the activity but change your loadout beforehand, I suppose?
 
I also love the idea of really putting emphasis on picking the right tools for the activity. Curious how locking in load outs will work - maybe a strike modifier that locks them in, for example.

Looking at it that way would lead to players taking roles via weapon load out (I.E. "I'll lock in 'Super Good Advice' for Prison/Oracles".) You would probably want player loadouts to be visible in the lobby for something like that though.

Anyway, who knows.
 
So the portable shield and super icon are updated or old.

The shield is new, but it's also the same one used earlier in the video. The reason I think the super ability icon is different is because I believe it changes based on the modifiers you've for your sub-class.

Currently, you have your base sub-class which would be Fist of Havoc but you can also modify it with Aftermath or Death from Above (there's a third one, but I can't remember the name) and I believe that's reflected in the D2 iconography.
 
Why?

Destiny 1 had next to no challenge because it had cookie cutter weapons and you could always adjust to any situation at any given second. Loadout lock sound very interesting to me as it forces fireteam to do some planning at beforehand and not YOLO hotswap 24/7 during mission.

Saying Destiny 1 had "next to no challenge" is simply false. But even if you think it was easy, it certainly was not because you could swap weapons. That doesn't make sense.

For the hard activities in the game, that isn't going to do crap for you. How is being able to switch to another weapon during a Raid boss or doing a Nightfall going to give the game "no challenge?"

And if you swap heavy weapons, you lose a good amount of the ammo you had, so you would need to pop a synth -- which has a 5 minute cool down.
 
I wish they would call things what they are, which is a demo as opposed to a beta, but that's a decent amount of content for a demo. They showed way way too much in the Destiny 1 beta.
They did show way too much in Destiny. But if the demo is Homecoming and the Strike then I will probably pass but I'm sure there is some emblem tied to the beta. So, yeah, I'm playing.
 
Saying Destiny 1 had "next to no challenge" is simply false. But even if you think it was easy, it certainly was not because you could swap weapons. That doesn't make sense.

For the hard activities in the game, that isn't going to do crap for you. How is being able to switch to another weapon during a Raid boss or doing a Nightfall going to give the game "no challenge?"

And if you swap heavy weapons, you lose a good amount of the ammo you had, so you would need to pop a synth -- which has a 5 minute cool down.

I stopped playing after I platted and farmed living shit out of TTK so I don't know if challenge level of content went up after that.

So yes, I feel it took away good amount of challenge when you were able to kit out cookie cutter build (abilities and weapons) for every possible Strike and Raid encounter. First 1 to 4 clears were fun and challenging by nature of them being still fresh so you need more practice for timings etc., but after that you just go through motions for 1-2 hours if running with premade teams.

Having activities with loadout locks could be very interesting and make for some very cool sessions if you are unable to kit out team to be super effective for e.g. every raid encounter.
 
Man Luke Smith is fantastic at explaining stuff, wish he would talk more since he can both give actual answers and tell you why they're doing it, as opposed to DeeJ's non-answers.
 
"Yeah, we were like, more of the same, because you know, people did the same strikes hundreds of timmes".

"Then obviously microtransactions, this game let me tell you, is going to be a trend setter when it comes to helping you make your wallet lighter".
 
^ it is a very good thing that they're keeping stuff under wraps...

... but I'm not convinced they're keeping much under wraps. I still feel like we've probably seen 80+% of what's new in the footage already available



I deleted it approximately three weeks after buying it in September 2014

Edgy!
 
Waste of time, but at least it encourages people to play and learn the ins/outs of the modifiers. So many times people use inefficient loadouts, especially in Nightfalls.

The solution is to actually pay attention then.

You can't expect a game developer to cover laziness or lack of attention to what's going on. That's just unreasonable, so you should expect to be inconvenienced.
 
I really wish that 1) the game was coming out on PC in tandem with consoles and 2) you could have your character move between platforms.

It's made it annoyingly tough to decide when to jump in.
 
I feel like this should've been an expansion to destiny 1. With a sequel so similar it kinda hurts to feel like I've lost all my destiny progress just for the devs to go and do a massive reset.

Considering what we know about the engine troubles bungie had with Destiny 1, getting everyone onto a new game with improvements to the engine was probably easier than having to add on more to D1. D1 was a mess at launch and while TTK fixed a lot with the game itself, they were probably still very much feeling the effects of the base game. Going 10 years with that as a base would of probably held them back a lot.

Also I think Luke Smith basically confirms in the video we'll just be seeing regular sequels to Destiny instead of 2 becoming the base for the new 10 years. As he talked about numbered sequels being times where they can get new people to the franchise onboard. Aka expect to not carry your D2 character to D3, though maybe it won't be a complete restart like D1 to D2.
 
I really wish that 1) the game was coming out on PC in tandem with consoles and 2) you could have your character move between platforms.

It's made it annoyingly tough to decide when to jump in.

The lack of cross-save between PC and PS4 cost them a sale from me, would have double dipped otherwise. I know a lot of people would have done the same, really strange they didn't get it in there.
 
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