Will I be able to play the Destiny beta on my PS3 or 360?
Yeah, you get to choose which platform you want to play the Beta on.
Will I be able to play the Destiny beta on my PS3 or 360?
Yeah, you get to choose which platform you want to play the Beta on.
Can it be both? Or would I need two codes?
Good to know, thanks for finding and posting that. I too thought it was taking damage away to make them more difficult.
Just hearing the excitement in Dan's voice when he was talking about the game made me so much more hyped. IIRC, he said something about inviting a "top guild" to come test the raid(Glass), and it took them 14 hours to clear it.E
16 hours and they failed to clear.
Destiny OT | This is our Destiny
right Dax?
16 hours and they failed to clear.
16 hours and they failed to clear.
That's my kind of content. Not looking forward to all the bitching that's gonna happen though. "I DON'T HAVE TIME FOR THAT KIND OF CONTENT, NERF IT FOR EVERYONE."
If it's well designed I don't think you'll see people complaining about the difficulty.
Never saw too many complaints about Halo 3's Legendary difficulty (or ODST's).I don't think I've ever seen any game design choice for any game ever that doesn't at least have a vocal minority complaining about it. I don't have your kind of faith in the community.
Nah, you'll have people talking about how the raids are just there to soothe the egos of elitists who are just in it for the gear.If it's well designed I don't think you'll see people complaining about the difficulty.
Never saw too many complaints of Halo 3's Legendary (or ODST's).
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16 hours and they failed to clear.
16 hours and they failed to clear.
I wonder what the hell takes so long? Just the sheer number of enemies i guess? Cant be the size of the "area" or map.
So is this a raid in the traditional sense, in that there will be a learning phase but eventually you'll be able to get it down in a (relatively) small amount of time? Happy enough if that's the case. ^_^It doesn't necessarily have to be the size of the map, but getting all the players through a particular obstacle without dying or something like that.
16 hours and they failed to clear.
It's not uncommon for new raid-style encounters. I mean, even being able to look up the boss fights online and have strategies handed to you, raids in other games can take 2-4 nights of 2-3 hours sessions. Considering these guys probably were just thrown in and had to figure things out on the fly, I can see spending 16 hours in there without finishing.I wonder what the hell takes so long? Just the sheer number of enemies i guess? Cant be the size of the "area" or map.
6 People. The "standard approach" is that there's a lockout system of sorts, where the raid will hold your progress for some given period of time. (A few days, a week maybe) So you spread it out.robo said:If not how the heck are you gonna get 3 guys to be able to play for 16 hrs right of the bat.
So is this a raid in the traditional sense, in that there will be a learning phase but eventually you'll be able to get it down in a (relatively) small amount of time? Happy enough if that's the case. ^_^
No way...16 hours and they failed to clear.
OK, so this would require a static group and schedule. Assuming that's the case, I'll be interested to see how that goes.Edit: 6 People. The "standard approach" is that there's a lockout system of sorts, where the raid will hold your progress for some given period of time. (A few days, a week maybe) So you spread it out.
In most cases you can take hours/days/weeks to learn an encounter, but eventually be able to clear it in an hour or so. This is more skill based (by which I mean the structure of the fight can't be as rigid as a standard MMO), so as I say it'll be interesting to see how that pans out.Not much of the raid has been revealed. I don't even know what a typical raid involves.
Destiny |OT| DestinyGAF raid schedule: Mon/Wed/Fri 11:00 to 03:00Destiny |OT| RAAAIIIID?!?!
Yeah, Destiny is going to attract a lot of MMO players that wouldn't necessarily complain about a hard FPS setup.. but will, without hesitation, scream from the mountaintops of the interwebs about how "badly designed" this raid is because they can't beat it.
So is there a place to thoroughly research skills and armor types for each class? I want to plan my magician to be as op as possible.
Thanks. Format is a bit confusing since I can click on anything. Then again I didn't get too far in the alpha when I played it, it might be like that.It seems to be a POC, but here is a skill tree "calculator":
http://birkholz.github.io/destiny-skills/
MMO players will be use to it. It'll be the CoD and Battlefield type of players that will complain about it. Et. see the number of people who had a difficult time with the spider in the Alpha because they thought it was just a bullet sponge.
16 hours and they failed to clear.
Well it is a bullet sponge, but it's all relative. It may take 30 minutes to take down the Devil Walker for lower levels, but higher levels were able to do it in less than 10 minutes. Similarly, that Captain who gave you trouble because his shield recharges before you can reload your weapon to finish off his health bar will go down in 3 shots when you level passed him.
Still, it'd go a long way to make fighting them more interesting if they didn't just stand in one place.
Not much of the raid has been revealed. I don't even know what a typical raid involves.
MMO players will be use to it. It'll be the CoD and Battlefield type of players that will complain about it. Et. see the number of people who had a difficult time with the spider in the Alpha because they thought it was just a bullet sponge.
A ton of baddies that are stronger than normal dungeons enemies but still nothing compared to bosses. Multiple bosses throughout the raid. Puzzles and traps.
http://i.imgur.com/tbM8z.gif
A ton of baddies that are stronger than normal dungeons enemies but still nothing compared to bosses. Multiple bosses throughout the raid. Puzzles and traps.
IMO, the Devil Walker was very much going into bullet sponge territory. Even if you figure out to shoot the legs and then the neck ( which is pretty obvious and shouldn't be hard to figure out ), it didn't really do anything apart from shooting things at you. It sits in the same area all the time and there's no need to get in close enough for his close range attacks to be effective, so in the end, you're just shooting at him for several minutes, occasionally hiding behind a bit of wall so he doesn't hit you back. The only real threats were being under-leveled or doing something stupid like standing out in the open and / or getting overrun by the other Fallen that respawned constantly. There were no real phases and the 'shoot legs > shoot neck > repeat'-routine was not really exciting to do for several minutes.A ton of baddies that are stronger than normal dungeons enemies but still nothing compared to bosses. Multiple bosses throughout the raid. Puzzles and traps.
Good natured MMO players will be used to that but there's plenty of MMO players who complain encounters into oblivion (when they're listened to). But yes, pure FPS players will probably claim "bullet sponge," not realizing that it's necessary in order to have encounters that have phases and patterns and aren't easily cheesed.
IMO, the Devil Walker was very much going into bullet sponge territory. Even if you figure out to shoot the legs and then the neck ( which is pretty obvious and shouldn't be hard to figure out ), it didn't really do anything apart from shooting things at you. It sits in the same area all the time and there's no need to get in close enough for his close range attacks to be effective, so in the end, you're just shooting at him for several minutes, occasionally hiding behind a bit of wall so he doesn't hit you back. The only real threats were being under-leveled or doing something stupid like standing out in the open and / or getting overrun by the other Fallen that respawned constantly. There were no real phases and the 'shoot legs > shoot neck > repeat'-routine was not really exciting to do for several minutes.
I would've loved it if there had been less respawning Fallen guys / Captains in favor of a more mobile Spider Tank.
At least Sepiks teleported around a whole bunch + being able to hit his weak spot meant he could hit you.
This sounds like a lot of fun!
IMO, the Devil Walker was very much going into bullet sponge territory. Even if you figure out to shoot the legs and then the neck ( which is pretty obvious and shouldn't be hard to figure out ), it didn't really do anything apart from shooting things at you. It sits in the same area all the time and there's no need to get in close enough for his close range attacks to be effective, so in the end, you're just shooting at him for several minutes, occasionally hiding behind a bit of wall so he doesn't hit you back. The only real threats were being under-leveled or doing something stupid like standing out in the open and / or getting overrun by the other Fallen that respawned constantly. There were no real phases and the 'shoot legs > shoot neck > repeat'-routine was not really exciting to do for several minutes.
I would've loved it if there had been less respawning Fallen guys / Captains in favor of a more mobile Spider Tank.
At least Sepiks teleported around a whole bunch + being able to hit his weak spot meant he could hit you.
If it's well designed I don't think you'll see people complaining about the difficulty.
I would be surprised if they take that sort of approach though. It's really up in the air at this point, because they could do a node+branches design for the raid so that you don't take much time to get to any single encounter, allowing you to jump in and out and take the bosses out in whatever order you wish. In that sort of design, you could have maybe 3 of 7 possible encounters defeated, and you can look for people to go take down any of the 4 remaining.OK, so this would require a static group and schedule. Assuming that's the case, I'll be interested to see how that goes.
Can. Key word!Dax, GAF Comedian Extraordinaire.
If it's in a game, it can be complained about. First Law of Gaming.
Can. Key word!
I mean, for any game mechanic you can probably find someone who doesn't dislike it. I should've said you won't see a lot of people complaining about it. As I've said, I didn't see too much complaining (or rather, none at all) for Halo 3's Legendary difficulty.
I would be surprised if they take that sort of approach though. It's really up in the air at this point, because they could do a node+branches design for the raid so that you don't take much time to get to any single encounter, allowing you to jump in and out and take the bosses out in whatever order you wish. In that sort of design, you could have maybe 3 of 7 possible encounters defeated, and you can look for people to go take down any of the 4 remaining.
In a linear raid where you must beat boss #1 to get to #2, #2 to get to #3 and so on, you're in a bit more constrained, and arguably more tied down to a single group. I personally don't think we'll see this sort of approach because it would be counter to the "jump in and do something awesome" philosophy Destiny seems big on.