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Destiny

Discuss all things Destiny.
Edited by Gabe: 2/4/2015 4:24:53 AM
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Gabe

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[url=https://www.bungie.net/en/Forum/Post/98401132]Due to its length, this thread has moved. [/url]

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  • Pretty awesome ideas, sparrow part is my fav, make sure you add in no more massive gear reset and we can talk....

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    • Here's a Raid idea: All programmers for the new Raid work on fixing Day 1 release glitches then work on the new Raid once all glitches have been confirmed to be fixed.

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    • 6/10 too much story and detail. - IGN

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    • Very good. But I have to say that is too long... even for a raid... that would take so long to code and create that destiny 3 will be out at release.

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      • this is incredibly mismatched and inconsistent. yet i have yet to read one thing i don't like.

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        • Nice read. Not too keen on the two parts needing sparrows. Definitely the beginning chase bit but I not so much the elevator area. Lots of potential though!

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        • You have some great ideas but I'll offer some constructive criticism due to the fact that your ideas tread a little passed what the engine could possibly handle. 1. Sparrow vs Tank is a fantastic idea. However, if you're escaping from the tank via a complicated maze a la gorgon maze, it would have to be extremely large pathways and a very large map to allow for a tank to navigate the same pathways while shooting at you. As much as I like the idea of the tank following a maze, I would almost prefer a sparrow race to the raid entrance via a very treacherous path...almost sparrow platforming. Ex: - Thin paths where if you aren't careful in your navigation, you fall to your death - Hurtful material (lava) that you can't traverse without taking damage or exploding your sparrow - Cabal Turret towers firing down on you during your "careful navigation" - Sparrow platforming via timed boosts to make it to next platform 2. Charging a reactor via sparrow is another great idea but execution can be simplified without the strain required to create the encounter for bungie. You have to weigh function vs cost in development. The idea you have can be just as effective and a lot quicker to develop if there were 2 "charge stations" in the room where active sparrow guardians can ride up to the station and boost on it to speed up the charge / descent process. Hell, this would give an actual benefit to people that have raid sparrows that gain an extra R2 boost. 3. I don't even think a high-end PC can render 128 vex in a game that looks like Destiny. This is a cool encounter idea but the replications just aren't possible on consoles. As a modified version of this encounter I would: - Rather than replicate enemies upon defeat, upgrade them. - Start with a room of 2 goblins, upon killing them and opening next room, those 2 goblins get back up as major goblins - Next room with 2 hobgoblins, kill them, they turn into majors -- maybe 2 harpies spawn too - Next 2 minotaurs that upgrade into major minotaurs - Last encounter can throw in 2 praetorians and a major Hydra. That basically takes your idea of 128 replications and consolidates it to a similar encounter, just as difficult, but with less than 20 adds. If the system can handle more adds, each can be upped by 1 or 2 enemies. 4. This is a great idea, as well. Without knowing the intricacies of Destiny under the hood, I wouldn't know the cost to develop a mirror match encounter like this. To simplify this encounter in a similar way, I would do a simon says kind of event. Ex: - Upon entering and starting event, each guardian gets assigned a certain color aura. - Event starts with a control node (oracle type object) that spawns with a certain color. - The player that matches color of control node must shoot it until it changes color via controlled fire. If a burst of fire hits as it changes color, they receive the debuff you describe and get thrown off the ledge. - Meanwhile, other guardians are shooting Cabal adds filtering into the room to protect Psion Mind. - When control node changes color, next guardian of matching color must shoot it. - After one cycle of each guardian firing at this control node successfully, buff is granted and team can damage psion mind. After psion mind reaches 20% health, it auto-enrages. At this point adds stop filtering in and control node starts to cycle from slow to randomly switching colors quickly. Players must coordinate to shoot it during the proper color. If a burst misses or lands on a different color, they are hit with debuff and thrown off ledge. - After successfully doing enough damage, buff is reenabled and psion mind can be finished. Again, I love your ideas and think they are great. I just tried simplifying them a little for the sake of development cost and time while maintaining the essence of the encounters you created.

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        • Good start, very interesting. [b]Don't forget to add armor, weapons and raid exotic.[/b] Want the complete layout!

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        • Like the sound of this man!

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        • Bump

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        • Bumpppp

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        • Great idea. Very creative.

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        • i like you. people like you are what make games like starcraft and counterstrike playable until the end of time. i honestly believe if the community had access to the development tools we would make better things then bungie could ever dream. https://www.youtube.com/watch?v=pD5qgFTKMgI

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        • Great ideas, to bad bungie won't give it the time of day.

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        • Silly OP, Bungie doesn't listen or care about fan ideas

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          • Edited by ToxZen: 2/2/2015 3:56:48 PM
            Running from the tank would be my fav part I hope it would be like a maze where there's dead ends and only one exact route to victory so it's challenging at the same time

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            • BUMP!

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            • Quality. Good job man

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            • BUMP FAM BUMP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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            • Great idea for a raid

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            • Bump!

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            • Bump

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            • [quote][i]Phobos, as seen from Mars[/i] I think we can all agree that the raids are where Destiny shines. The raids exhibit unique gameplay mechanics that challenge players to work together and to overcome for the game's best loot. So let's make more. Be creative and be original. Here's my shot. [u][b]Black Iron[/b][/u] Named after the Cabal's black blood (which may or may not contain iron like human blood) and the metallic appearance of most of the raid. This raid is focused on the Cabal and the Vex. It takes place on Phobos, one of Mars's moons. The moon is hollow and the Cabal have used this as an advanced research facility for their armies; Mars's very own Area 51; perhaps even Cabal's own [i]Death Star[/i]. You must infiltrate the facility and weaken the Cabal to hinder their militaristic advancements. [u]1. Goliath Encounter[/u] After landing on Phobos you are immediately greeted by an advanced Goliath tank. While having some visual similarities to the Goliath like the one in the mars strike, it is invincible and cannot be destroyed. It carries a deadly arc hull that kills at a touch. All you can do is get on your sparrow and race ahead as it chases you shooting in your general direction. You weave through the valleys and tunnels of Phobos's porous surface. To end the encounter you must take the correct route which leads to a canyon which your fireteam jumps across on sparrows while the Goliath falls to its doom. You arrive in front of the facility's entrance and begin the Black Iron raid. [u]2. Reactor Encounter[/u] The facility itself is dark yet clean. The floors and walls are dark blue steel. Pipes that carry a black oil pulsates a white light that lead you down the hall into an enormous open room. The shape of the room is that of the inside of a cylinder except with concave curved and smooth walls. The walls are clear, showing more intricate pipes of black oil. In the center is a reactor. To begin the encounter you turn on the reactor, which electrifies the walls showing energy running through the walls and at the same time circular ceiling opens up and cabal forces pour in. After defeating your first wave of Cabal your Sparrows come online and you must charge the reactor by riding on the concave walls via centripetal force. In doing so, the room slowly turns and descends as if it were an elevator. More Cabal forces pour in at the same time but the ceiling gets further and further as you descend. The enemies get stronger the deeper you go. Only 2 sparrows are online at a time and rotate through the guardians so you must keep switching who is charging the reactor. If no one charges the reactor, the reactor overheats, and after a certain time it explodes killing everyone in the fireteam. After fully descending the reactor stops, its ceiling closes preventing Cabal to drop in. It turns pitch black for a moment, then a faint light turns on revealing a single door which opens slowly. [u]3. Exiled Vex Encounter[/u] Your fireteam goes through the door through a small hallway that is dimly lit. Its not long before the hallway turns into a cavern. Stalagmites and stalactites cover these enormous caverns; the galaxies' rarest crystals can be found here, too. When you reach the other end of the caverns you find a large hatch. In doing so, you receive a hindrance: [i]Chill of Phobos[/i]. Your weapons have frozen up and jammed. You are forced to switch to your solar weapons if you want to survive the incoming horde of Exiled Vex. When you reach this hatch a single Vex Goblin shoots at your fireteam. Your fireteam laughs as it is quickly demolished. As the wise Destimy player you are, you notice this wasnt your typical "brass" Vex Goblin. It looked refined white in color, not unlike the Precursor Vex, but unlike any Vex they did not spill the white radiolaria fluid. Instead it was black oil. The hatch opens as a result to another enormous room of caverns with another closed hatch on the other end. Little did your team know, opening the hatch had initialized the dead Vex's reconstruction protocol. The Vex you had killed then puts itself back together except in doing so, it created another Vex. You cannot advance onto the next room without destroying all the Vex. So without a choice, your team demolishes this pair to unlock the next room, now with 4 vex at your tail. What was four soon becomes 8, then 16, then 32, 64, 128, and so on. Before long you are overwhelmed by the amount of Vex. Without a way to stop the insanity you reach the 11th room which contains an already opened hatch on the other side that leads to the next area. Your fireteam scrambles onward now ignoring the exponential army of now dark Vex at your behind, for even a team of Gjallahorns would barely dent this army... Why are there Vex in a Cabal base? Why did they look different and why are they exiled? [u]4. Psion Mind Encounter[/u] The countless calculations and beeps of the Vex behind you echo as you escaped a certain death. The last hatch had closed behind you and you are back to a metallic hallway. Much like in the beginning, the hallway is of blue steel and more pipes of black oil pulse a light that leads you forward. Cabal guards patrol the halls but they are quickly dispatched of. You finally enter a large room. The pipes that had been there from the start all lead to this room. They all lead up, like a series of vines reclaiming what was once theirs. It culminated to the center of the ceiling where a large Psion was being fed this black oil, straight to its brain. It hung there dormant. Shooting it will activate its shield and begin the encounter, detaching the walls from the floor and leaving your fireteam into a large floating platform. Falling would be certain death. When the encounter begins Cabal jump up onto the floating platform trying to stop you and your team: the intruders. After defeating a wave, the Psion Mind summons guardians. They are exact replicas of your own guardian, except they appear darker, almost as a silhouette. They will mimic whatever you do. If you move forward it moves back. If you shoot it, it will shoot back at the exact same time. Shooting your own doppelganger will cause it to shoot you which gives you the hindrance: [i]Possessed by the Mind[/i]. During which you cannot control your own guardian, instead it will begin walking toward the edge. Your fireteam must shoot you if you're possessed to break the Mind's control. To not become possessed you must shoot someone else's doppelganger and hope that the your fireteam isn't in the doppelgangers crossfire. When the doppelgangers are gone, you gain the temporary aid: [i]Will of Light[/i] in which you can use to penetrate the shield and damage the Psion mind. After a certain amount of time, the Psion becomes enraged, summoning doppelgangers that are independent of you, firing at you whether or not you fire back. Defeating the Psion Mind will detach it from its pipes, leaking black oil onto the platform, which disintegrates and your fireteam falls deeper into Phobos. **To be Continued** Please bump so more people can read this. I want feedback and your own ideas for encounters. Maybe your own raids as well! Thanks![/quote] BIZZZZUMP

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            • Bump

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            • Bump!!

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            • Bump

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