Work is completed on the new Destiny update
Are you a blood-thirsty competitor who craves the tears of living, breathing, thinking combatants? Is PVP the ultimate thrill that you derive from your Destiny experience? If the answer is “Yes,” you’re gonna want to read this.
Crucible Designer Kevin Yanes is among the most dangerous players we know of, we don’t enter the Crucible unless our A-Game is polished up and ready to shine. He’s here to talk about what he and his peers have observed in the competitive arena over these past seven months of Destiny gameplay. They’re about to change the way ammunition finds its way into our magazines. Kevin has some thoughts to share about the next evolution for the warrior elite among us.
Kevin goes to say “The Competitive Multiplayer Team is constantly listening to feedback – be it from people in our studio or players on forums and social media. A common thread has been the uptime, effectiveness, and usage of Special and Heavy weapons”. He also adds “At the highest level, we had a few goals in mind”.
- Make Special Ammo a more precious resource in The Crucible
- Further solidify Heavy Ammo’s role in The Crucible
- Further improve the balance of encounters by limiting high damage weapons
“The recent update to sandbox balance was the first step. Creating a new system to manage ammo drops will enable us to adjust the Crucible experience without altering other activities in your Director. We believe that making ammo more scarce and important will provide players with more choices and more memorable encounters in the Crucible. Special Ammo will spawn less frequently, it will take longer to pick up, there will be less crates located on the map and the bricks you find will provide you with less ammo.” Kevin added.
The hope is that with this update, you’ll ask yourself questions like:
- Is this snipe worth it right now?
- Should I really shotgun rush these players?
- Should I conserve ammo until the next crate?
Like Heavy Ammo, a player who opens a green crate without waiting for their teammates will deny them of Special Ammo. To prevent this, the drop radius was raised for teammates by a considerable amount. Raising the drop radius helped players understand the importance of pulling a crate as soon as they could, while ensuring that nearby teammates would still benefit from the drop. There’s already been some great plays come from those last second pulls to deny enemies and supply allies.
When asked about heavy ammo, Kevin quotes “The main thing we wanted to prevent in terms of Heavy Ammo was players trying to buffer their supply by sitting within range of a brick without picking it up. This hurts your ability to anticipate when heavy ammo would be in play during a match. By introducing despawn conditions, we’re ensuring that players will have to acquire ammo when it becomes available, or risk losing it all together. Internally, we’ve seen the arrival of Heavy Ammo create short bursts of intensity in a match that eventually reverts back to the “neutral game.” We think the transition back to regular gameplay is super important because it gives the team on the losing end of Heavy Ammo distribution a chance to rally back. Extending the inbound timer by five seconds allowed more players to get to the ammo. We’re also adding some new visual prompts, like timers and pre-spawn effects, to forecast the arrival of all ammo crates. More advance notice reduces how often players open the crate without their teammates having a chance to get to it”.
This is just a taste of the work they’ve done to refine the flow of traffic and mayhem on the battlefield, Make those shots count.
Gear changes the way you look at fight. Gear defines the strength and combat specialty of your Guardian. Gear tells a tale of which beasts you’ve slain. Gear is why we fight. And, sometimes, in moments of confusion and great tragedy, gear gets unintentionally trashed for spare parts. If you want to protect something in your inventory from being dismantled against your will, just lock it down. Highlight the item with your cursor and click down on the right thumb-stick. It’ll be safe until you unlock it. Seems like a simple enough change, right? Nope.
UI Engineer Daniel Hanson informs us that “One recurring story we keep seeing involves Legendary and Exotic gear getting accidentally dismantled by errant pets and over-enthusiastic children. We decided to empower players to protect their precious gear with Item Locking. There were some unexpected complications to work through, such as preserving the locked state on our servers when transferring gear to and from the vault. (I hear some people like to put their exotics into the vault, after all.) Thankfully, fellow UI Engineer Ricky Senft was able to help smooth out the wrinkles and bring the feature to completion. Your Icebreakers will thank you”.
Protecting your favorite items is one thing. Letting you strut your stuff wherever your adventure finds you is another. Sooner or later, your journeys lead you to the Tower. Wouldn’t it be awesome if everyone could admire your Exotic helm while you were cashing in the Bounties that would move you closer to upgrading it?
Senior Technical Artist Andrew Davis certainly thinks so and goes on to say “The Design Team came to us wondering if we could give players the option to show off their sweet helmets while running around the Tower. We all agreed that it’s important to give players every opportunity to show off the cool gear they’ve earned. It turned out to be a fairly quick UI task to turn helmets on in the Tower. Our engineers banged out the code for it in short order. All we had to do was figure out where to put the menu option. A number of locations in the UI were discussed. Character screen? Details screen? We decided that the Settings menu was the most obvious and easiest place to control this new feature”.
Now you can stress out during your descent to the Tower about having nothing to wear. We’ll keep an eye out for the fashion show – not that you don’t already look marvelous! While we’re on the subject of great gear, take a look at this article here for Xur’s location and items.