Proud of our core raid team @_DestinyRising It was whirlwind to keep our group in the top 100 as we optimized best we could, keeping the same folks only. Loved the Eclipse contest mode! #DestinyRising#destiny2
My original understanding of cryo's design. More coordinated and powerful teams clear PvE quicker and can start PvP rotations. I thought it was meant to be a "PvE race" at the start. However, random monitors allow players to completely bypass PvE and rotate immediately.
What if clearing ALL PvE (in starting area) granted bonus security clearnace. PvE builds actually have a function. Teams need to decide if they can efficiently clear the PvE and then rotate or if they should stay with level 1 and risk entering control for cards (and other players).
@MarathonDevTeam Hey Dev team! Any thoughts on the UI visual bugs that keep happening to the main interface and during runs when looting? Aka stuff not loading. Love y'all!
For months now have been affected by this in Marathon at least a few times per session, I haven't really been able to find info on the issue or a fix but numerous updates, driver updates later it's still an issue in multiple menus, lagging images for items and info, runners are like a blue silhouette loading the actual visuals type deal
@asalisbury do you have any knowledge or had this issue come your way before?? help me see my things please!
We’re making a change to address cases where shots against Spectre Shielded players could appear to not register after the shield broke. When the Nightfall Refresh goes live tomorrow, if a player using a Spectre Shield keeps firing after becoming invisible, their invisibility will now flicker after 0.2 seconds instead of 0.9 seconds. This restores aim assist against them sooner during a fight, while preserving the shield’s intended ability to help them reposition and escape when they stop engaging.
We’ve also made changes so gunfire is more reliable against invisible players. In practice, that means fewer moments where you’re aiming at a Spectre Shielded player, but your shots appear to miss while they’re invisible.
Full details arriving in tomorrow's patch notes!
We've seen more questions about the Sentinel S'phticide Shell and wanted to give you a heads-up that we'll be releasing it with Symbiosis in December.
Just a reminder, if you have already killed the Compiler and successfully exfilled, or you do so between now and December, you will be credited the style once it's live.
We're in the final stages of polish, but here's another quick peek:
I think the extraction mode has some main pain points that are making it hard to engage with (especially like what my understanding of an extraction shooter is) in my experience. These are my thoughts:
Main problems:
- "BR gameplay" ~ hunting lobby before doing PvE
- Spawn rushes
- Harsh death spirals pricing players out
- Unrewarding, unexciting loot
Contributing factors/problems and potential solutions from my experience:
- Dinner bells & other sounds being too identifiable/obvious makes both POIs (close sounds) and the map (far, cross POI sounds) feel too small. Also feels impossible to play stealthy and avoid players.
- Economy & loot on maps aren't great, it often doesn't feel worth looting the map, even for materials it feels stingy. This leads to players absolutely being the best source of loot, so they constantly hunt each other.
- I'd like more value for materials/barter. The store has decent options, but is still very limited for solid competitive weapons to use against some of the larger power spikes. A greater selection of buildcrafting atoms for barter as well as recipes for weapons/schemas would make it feel far more self-sufficient to play the way you want, rather than having to rely hunting other players - while making the map loot feel worthwhile.
- Death spirals price players out as a result of limited stock on essentials & buildcrafting items, little to no way of efficiently building up resources (mats & credits), and limited competitive options (like the bully) not being present. After enough deaths, it feels like its simply time to stop playing with no way to catch back up without hunting other players. Surviving players in the population hoard and stock up seemingly unlimited amounts of utility and resources that are limited stock daily, making the gap larger.
- Runs are all or nothing, resulting in nothing for most. Requiring exfil to feel like progress was made, prices out players most of the time. I'd like to see more "direct deposit" and ways on the map (maybe DCONs?) to transfer things to the vault mid run. Increased rewards for contracts that feel like they make progress (even on death) would be helpful. An insured slot system (on a cooldown of some sort, similar to DMZ) could help as well.
- Spawn system is too predictable, and there isn't enough events/opportunities to do early into the match. Players use the dead air as opportunity to clear the map of other players before doing things that might be vulnerable or worthwhile. In Cryo, spawn rushes feel to variable and don't allow players to progress through the map as the game would suggest. I feel side door connecting rushes should be level 3, and more ads spawn in the wings to reach that - allowing most pvp to happen in the middle.
Whoever made it to the bottom of this wall of text, thanks for reading <3