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Ballzagnaaa

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    Our Mission at MVP is to build a positive gaming community for Our Clan mates to enjoy, Whether You're a casual or Hardcore Gamer,If You like to Raid,Fight in the Crucible or Both. Our aim is to be a top tier group with a focus on Skill, Team Building, Communication and Fun. I'm Burst the Founder of Hey Im MVP, Before I became a Guardian I am proud to have competed at both Blizzcon and MLG gaining achievements and awards that still stand today. During this time I received sponsorship from several major eSports manufacturers and organisations, I want to to bring some what I learnt back then to Destiny Players here at 'MVP. If You want to be part of a rapidly expanding Clan that puts Your Destiny experience First, Playing alongside a winning Group that understands the true value of a team and has the ability to take You where You want to go Then You're MVP material and we want You on Board. Your journey begins today Guardian... [b]Welcome to MVP[/b]

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originally posted in:Ballzagnaaa
4/5/2015 2:40:20 AM
2

What do you make of all the changes Bungie is making to Destiny

As part of Bungie's continued effort to improve theDestiny experience overall, the developer has outlined new changes coming to the game's least-played raid that should make it easier for players to complete. Destiny is never finished," Bungie said as part of its latest Weekly Update. "We'll keep updating it, polishing it, revising it, and pushing its boundaries until you pry it from our cold, dead… You get the idea." In addition to stamping out "toxic" players, Bungie is planning to tweak Destiny's endgame through the upcoming 1.1.2 patch. "The Raids are living content for us. We play every week and experience them in the same ways as any other player. In 1.1.2, we have an opportunity to make some targeted fixes," senior designer Gavin Irby said. "We prioritized a list of items based on community feedback and tried to hit the ones that have been the most important to players. In particular, we wanted to improve the Atheon and Crota boss encounters. They’re challenging enough without the game getting in your way." Meanwhile, Destiny activities engineer Sean Chan said the upcoming game update should eradicate a number of bugs--a process that was no easy task. "Fixing bugs for the Raid is most challenging in two ways: figuring out went wrong and devising a safe way to fix it that won’t break the rest of the game," he explained. "The Raids have some of the most edge-casey content in the game, so the bugs can get really tricky. For example, we had a bug where players weren't doing damage to Minotaurs with the Relic shield. Turns out that the complicated hit test we use to detect a melee hit just missed the combatant because of the long-legged shape of its body. Some of these bugs were truly baffling, but we dug deep and went to great lengths to improve things." Bungie is also making various changes to Destiny's Strikes through the upcoming 1.1.2 update. User research lead John Hopson said Bungie is specifically targeting the Ceberus Vae III Strike, which has one of the lowest completion rate of any Strike in Destiny. In short, this Strike should be getting easier. The Cerberus Vae III Strike is arguably the longest and hardest Strike in the game. It has one the lowest completion rates of any of the Strikes," he said. "Even when players complete it successfully, it takes longer than almost any other Strike activity at 27 minutes on Normal difficulty. When it's appeared as the Nightfall, it's actually had the lowest completion rate of any Strike activity in the game. The Dust Palace Strike isn't quite as hard, but it still takes longer to complete successfully than the average Strike at 23 minutes on Normal difficulty." As a result of this feedback, Destiny production engineer Brenton Woodrow explained that the Cerberus Vae III Strike will become easier once the new patch is applied. This will be done by reducing strength and health for major enemies, among other things. "Our goal was to ease the difficulty for the least-completed Strikes. In order to do this, we focused on the final boss encounters, which were fairly lengthy on higher tiers," Woodrow said. "We addressed this by reducing the strength for several of the major combatants. We also felt that the bosses themselves could use some tweaking. We reduced Valus Ta'Aurc's health by a third and reduced the Psion Flayers' shields by about 15 percent. We locked these changes after several playtests with the designers and feel that they bring these encounters in line with the rest of the Strikes." Bungie has not announced a release date for Destiny's 1.1.2 patch.

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  • Edited by SoIidus Snake: 4/7/2015 12:22:37 AM
    The changes outlined for 1.1.2 are necessary and a very good thing. What is not so good however is the way the Destiny developers keep messing with the weapon balance. The sandbox guy who deals with changes to the guns really needs to stop blanket patching of weapons because of the PVP element of the game. Whilst I completely agree that certain (individual) weapons require "taming" for the crucible , the changes to auto rifles and hand cannons introduced in patch 1.1.1 were completely OTT and for the most part not required and have had a negative impact on the PVE element of Destiny , The element of the game that most people bought the game on the back of. Most auto rifles are high rate of fire and low impact and most now are unusable in the higher lvl content , hand cannons did require a nerf to damage drop off at range but in no way did they require a nerf to first shot accuracy. Bungie said they wanted to reward snap shooting with HC's (and that they were working as advertised ) this is noticeably more difficult now as even when properly aimed and often even at close range a crit shot will miss. Bungie needs to stop listening to PVP crybabies and stop right now neutering the tools of our trade , if they keep going the way they are going with PVP nerfs that effect the PVE game they will be taking the excitement out of destinys arsenal making all weapons just a series of PVP balanced stats. I made a post about this before 1.1.1 even dropped , the post garnered solid support from the community ... have a read see what you think. heres the link https://www.bungie.net/en/Forum/Post/99656519/0/0 Its long btw....... but worth reading all the comments and replies as some good points are raised by most involved :) Pulse rifles needed a buff , so did shotguns in PVE (although they are a little OP now) a better buff would have been to up the damage by 50% again and extend the range to further than melee distance. I love Destiny , I started playing at the Beta , then on XB1 on release before recently switching to the PS4 version ... I have amassed too many hours... but these weapon balancing changes are driving me nuts ... if there was one reason that would stop me playing it would be this. apart from this ..and with the changes outlined in 1.1.2 - I do think the game is finally moving in the right direction :)

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