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GameInformer article about Destiny raids (Destiny)
by CruelLEGACEY , Toronto, Monday, August 22, 2016, 17:31 (3108 days ago)
Game Informer just posted an interview with Gavin Irby, Raid team lead at Bungie.
Lots of talk about the design process of the raids, things they learned from the PC MMO space, etc.
There is very little on the new raid... nothing I would consider to be a "spoiler" aside from a screenshot of the new armor sets (which most of us have already seen). Just some vague talk about the thematic approach to Wrath of the Machine.
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Page 2 has spoiler screenshot
by bluerunner , Music City, Monday, August 22, 2016, 17:36 (3108 days ago) @ CruelLEGACEY
Technically the first picture could be considered one, but if you watched the last stream, it's not a spoiler now.
I was so glad to finally have non-hive or taken raid armor, but that armor is not what I was hoping for. Looks like it will just be infusion fuel.
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Sorta... Yes if you're completely dark, I suppose...
by Ragashingo , Official DBO Cryptarch, Monday, August 22, 2016, 17:57 (3108 days ago) @ bluerunner
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Page 2 has spoiler screenshot
by CruelLEGACEY , Toronto, Monday, August 22, 2016, 18:17 (3108 days ago) @ bluerunner
Technically the first picture could be considered one, but if you watched the last stream, it's not a spoiler now.
I was so glad to finally have non-hive or taken raid armor, but that armor is not what I was hoping for. Looks like it will just be infusion fuel.
Yeah I'm really not feeling the new Raid armor, either. The VoG armor and weapons all had this cool aesthetic... like it was built by guardians who had gone down into the Vault, and used whatever they had available to them (Vex scraps, mostly) to build this gear that was designed specifically to fight the Vex. It was clearly of the Vex, but we still looked like Guardians. But the Crota and Oryx armor both had this look like it was designed to attend a costume party. "Off to fight Hive? Better try to look like one!". It looks like the clothing our enemies would wear, not what we would build to fight them.
This new set... I just don't know. Looks like the uniforms of an alien race that make a 1-time appearance in an early episode of Star Trek TNG or something. Not digging it.
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Page 2 has spoiler screenshot
by CyberKN
, Oh no, Destiny 2 is bad, Monday, August 22, 2016, 18:19 (3108 days ago) @ CruelLEGACEY
I just don't know. Looks like the uniforms of an alien race that make a 1-time appearance in an early episode of Star Trek TNG or something.
Sold
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I like that armor!
by dogcow , Hiding from Bob, in the vent core., Monday, August 22, 2016, 18:37 (3108 days ago) @ CyberKN
edited by dogcow, Monday, August 22, 2016, 18:48
I just don't know. Looks like the uniforms of an alien race that make a 1-time appearance in an early episode of Star Trek TNG or something.
Sold
Lol.
You know, I kinda like the armor. I wonder, do us Titans like it more than the other races?
Edit: But I think I prefer this year's Iron Banner armor more... if only it were symmetric.
Edit2: Wait, is that a loin cloth on the titan? I don't see a towel hanging off to one side! SWEET!
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I like that armor!
by CruelLEGACEY , Toronto, Monday, August 22, 2016, 19:16 (3108 days ago) @ dogcow
I just don't know. Looks like the uniforms of an alien race that make a 1-time appearance in an early episode of Star Trek TNG or something.
Sold
Lol.
You know, I kinda like the armor. I wonder, do us Titans like it more than the other races?Edit: But I think I prefer this year's Iron Banner armor more... if only it were symmetric.
Edit2: Wait, is that a loin cloth on the titan? I don't see a towel hanging off to one side! SWEET!
I definitely like the vibe of the new Iron Banner armor quite a bit more than the new raid or Trials sets. It looks like gear that was actually made to fight in, which a surprising amount of Destiny's armor lacks, IMO.
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The warlock gear is symmetrically shambolic
by kidtsunami , Atlanta, GA, Monday, August 22, 2016, 18:29 (3108 days ago) @ CruelLEGACEY
I mean seriously, it looks so dopey.
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The warlock gear is symmetrically shambolic
by Chewbaccawakka , The Great Green Pacific Northwest!, Tuesday, August 23, 2016, 15:37 (3107 days ago) @ kidtsunami
It's like if Bastion, Kit, and Batman had a child.
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GameInformer article about Destiny raids
by Ragashingo , Official DBO Cryptarch, Monday, August 22, 2016, 18:01 (3108 days ago) @ CruelLEGACEY
I liked the little bit of Raid philosophy they touched on. King's Fall was admitted to being very highly mechanical with little variation in the best way to solve things. For Wrath of the Machine they said they were shifting a bit to something where you could overlevel it a bit more and master it a bit more in terms of fun vs everything must be done in *this* exact order, no exceptions.
I'm happy to hear that. :)
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Boy, their approach is weird...
by Korny , Dalton, Ga. US. Earth, Sol System, Monday, August 22, 2016, 18:59 (3108 days ago) @ CruelLEGACEY
edited by Korny, Monday, August 22, 2016, 19:09
So having very controlled damage windows during boss fights became a really important aspect of making those encounters work for us. You’ll notice we very tightly control the damage windows and make that an important event.
Maybe it's just me, but "Damage Windows" are a very not-entirely fun aspect of a Raid, and it may be one of the reasons that I (and other folks) love Vault of Glass so much. With the Templar, once you got past his shield (which was an important task entirely controlled and communicated by the Relic holder), players could actively keep his shield down permanently by blocking his teleport. With Atheon, the players could create a scenario where damage against the boss was optimized, but it wasn't a mandatory thing (and the Flawless Five took him out without a single Time's Vengeance buff).
That's a thing that bothered me with King's Fall. Most of the encounters involve a lengthy setup, followed by a short window in which you can do damage to the boss, rinse and repeat. Golgoroth was the only Boss that subverted that by putting control in players' hands without game-controlled clockwork, and sadly, players more often than not choose to play it safe anyway by going into the repetitive "One Pool" cycle (Challenge mode Golgoroth with second damage pool is best Golgoroth).
And even worse, it feels like only a few players are ever really doing something important. The rest are either standing around in arbitrary spots, or they're "floaters" who don't really have anything better to do than add control. VoG was great, because players felt like they had a wealth of strategies and options, not simply waiting to make the arbitrary steps to create that small "damage window".
Have you learned anything the hard way? Is there anything you’ve learned that you should never do?
Yeah, I mean certainly that’s one of them. We have two golden rules of bosses, [they] are that the boss has to be able to threaten you from any location and you can’t use geometry to avoid it. Those are actually the two rules to direct what we’re going to do. We understood that from Vault of Glass on.
But VoG and Crota both had areas where folks could catch their breath (and even exchange taunts with Crota). The Oryx fight was stressful because it's just constant movement and gunfight from beginning to end. Which has its place, for sure, but to say that its avoidance is a "Golden Rule", you're just making for another "if any of you screw up at any point, it's all over" scenario that heavily loomed throughout all of King's Fall. Folks need a place to fall back, to regroup, and rethink mid-boss-fight.
When you guys first started developing raids for the first time, philosophically were there things that set a raid apart from the rest of the content in Destiny that you’re like ‘Okay this is what makes something a raid as opposed to a strike?’
The fact that we can account for you having voice communication is big.
[Insert side-eye at Cruel]
You’re only going to let the one guy pick the sword who’s amazing at the sword. We sort of had this naive idea like people are just naturally going to share responsibility and people will distribute it among themselves. That's actually the opposite, we learned early on people want to concentrate responsibility on the fewest number of people as possible. The only way they will break that is if we force you to.
And yet, we still have the "Runner", the "First Platform" folks, etc.
It's great to get folks to participate, but I feel like Skolas' Devouring Essence was an inspired step in the right direction by combining Random selection with choice, and the need to adapt mid-fight, and maybe precision-jumping wasn't the best way to play this out. That said, I do love that some of our more... flawed players... got to practice and improve their jumping skills, which is really great... It'd just be ideal if the entire fight didn't hinge on them nailing it 100% every single time...
I think what you are actually describing though is the experience that players have when – like I went into a raid for the first time playing people who have played it before. Because that is truly bewildering. People are giving you all kinds of instructions. ‘I don’t know why I’m doing this, I just have to stay here and shoot this thing and now people are yelling at me for some reason because something happened and I don't understand what it is.'
Definitely the biggest issue with raids, and why some folks, like Rev, haven't really done them. The feeling that you're the screw-up just because you don't know, combined with folks wanting to Get It Done. How do you combat that? Clearly by making it mandatory that you do things perfectly the first time throughout the encounter, or else the team wipes. Fun!
I think when you look back, people talk a lot about the magic of Vault or what that experience is, there are so many people where we were all sort of exploring it together and none of us knew what to do and it was new to us. So that’s not a moment that’s very easily re-creatable, because now we all have expectations and we go to it thinking ‘well let’s see, this is like that encounter and this is going to be like that encounter.
The issue is a bit more complicated. With VoG, the mechanics had been seen before, to different degrees. Platforms were in Crucible and in some story levels. Confluxes were from public events, The Templar was similar to Sekrion. Throughout the raid, we also learned that Oracles were a bad thing to be destroyed, and that the Relics could block damage and heal teammates. These things showed up at the first part of the raid, and at the end, in different ways. If you just throw new stuff at folks, and demand tons and tons of trial and error for them to learn exactly how they're supposed to do things and where to stand, it's not fun for new folks.
And then with King’s Fall we really wanted to push the boundaries of mechanics, and I felt like Vault of Glass is sort of like raid middle school. Now it’s like, ‘let’s do raid high school and raid college, you know?’ Let’s take a higher level class and sort of see what we can do with it. That feels like sort of the limit that I want to go in that direction so. It’s always like what is some new way of looking at the raid experience with some new lens.
Definitely what it felt like. "How do we make it even more complicated? How do we demand more precision than last time? How do we avoid people exploiting, or learning multiple ways around it?" Personally, I didn't like it. I don't necessarily need my next raid to be more complex than the last, I just want it to be as fun and unique. I remember when we first the the abyss run in Crota's End, and it was a new experience that was a ton of fun. Then you look at the Basilica portion in King's Fall, where someone can die with one glyph to go, and it's a wash.
It’s weird to say that it’s disappointing, but King’s Fall kind of went like clockwork. The most efficient way of playing turned out to be the way we designed it, which is good but at the same time there were no big surprises.
When the entire encounter is set up against players by strongly discouraging improvisation and experimentation, that's what happens (still, there will always be Warlocks). I value fun over precision. I remember when we took Tex through her first Crota's End, and the entire final fight was the definition of FUBAR, but we still recovered and beat it without a single wipe. Great times. Oryx is just frustrating to play.
I mean it’s better that than the player goes through all this effort to get some exotic weapon that just feels like “ehhh.”
Let's give them two Shards instead.
We started with some highfalutin' ideas and literary themes that we were trying to achieve, and through iterations it actually became about smashing s--- into other s---. So I guess the smart version of [the RoI Raid theme] would be collision.
Hopefully it doesn't have an odd contrast by demanding precision. I want a mess to be a glorious mess, so that we rise from the debris...
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Great rebuttals/responses. +1
by CyberKN
, Oh no, Destiny 2 is bad, Monday, August 22, 2016, 19:06 (3108 days ago) @ Korny
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Boy, their approach is weird...
by CruelLEGACEY , Toronto, Monday, August 22, 2016, 19:12 (3108 days ago) @ Korny
When you guys first started developing raids for the first time, philosophically were there things that set a raid apart from the rest of the content in Destiny that you’re like ‘Okay this is what makes something a raid as opposed to a strike?’
The fact that we can account for you having voice communication is big.
[Insert side-eye at Cruel]
*CruelLEGACEY dances
We started with some highfalutin' ideas and literary themes that we were trying to achieve, and through iterations it actually became about smashing s--- into other s---. So I guess the smart version of [the RoI Raid theme] would be collision.
Hopefully it doesn't have an odd contrast by demanding precision. I want a mess to be a glorious mess, so that we rise from the debris...
That's why Crota's End is my favorite raid to replay to this day. I think VoG is a better raid, but CE benefits from how "loose" it can be. You can jump in with a group of 6 (or 5, or 4, 3... even 2) and just sort of crash through it. You can have a super efficient run where a team nails everything and 15 minutes later you're done and you all feel like superheros, or you can trip your way through a comedy of errors and still be done in 30 minutes and spend the whole time laughing.
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A bit criminal you only focused on the negative. :(
by Ragashingo , Official DBO Cryptarch, Monday, August 22, 2016, 19:28 (3108 days ago) @ Korny
I mean, come on man. It was basically an admission of what we've all been saying. That King's Fall was far too much clockwork and one mistake causing a wipe. If you'd just quoted the next answer you'd see that the new goal of the new Raid is:
...let’s make something that just purely about fun. Put control in your hands, play up the strengths of the Destiny sandbox so it’s sort of leaning the pendulum in the other direction.
King’s Fall has this property of where even if you’re over-leveling the mechanics don’t get easier so it still maintains this high difficulty, which at the time we felt was a virtue because people specifically wanted it and had been asking for it, and I think maybe now the community might be ready for something a little different that they can actually overlevel and get some mastery over.
To me that's highly encouraging, but all I felt from your post was doom and gloom. You last sentence, especially, seems to ignore the quotes above... :(
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A bit criminal you only focused on the negative. :(
by Kahzgul, Monday, August 22, 2016, 19:37 (3108 days ago) @ Ragashingo
I mean, come on man. It was basically an admission of what we've all been saying. That King's Fall was far too much clockwork and one mistake causing a wipe. If you'd just quoted the next answer you'd see that the new goal of the new Raid is:
...let’s make something that just purely about fun. Put control in your hands, play up the strengths of the Destiny sandbox so it’s sort of leaning the pendulum in the other direction.
King’s Fall has this property of where even if you’re over-leveling the mechanics don’t get easier so it still maintains this high difficulty, which at the time we felt was a virtue because people specifically wanted it and had been asking for it, and I think maybe now the community might be ready for something a little different that they can actually overlevel and get some mastery over.
To me that's highly encouraging, but all I felt from your post was doom and gloom. You last sentence, especially, seems to ignore the quotes above... :(
I agree - this is massively important. KF was, in my mind, a failure overall because it's soooo boring to replay. The mechanics are such that you're doing the exact same thing every time. The discussion of the change in approach for RoI makes me think it'll be really fun and a lot more about improvising, which is where raid encounters really shine.
A bit criminal you only focused on the negative. :(
by Mad_Stylus, Tuesday, August 23, 2016, 05:42 (3107 days ago) @ Ragashingo
I kind of liked how punishing KF could be at times, if only because it was thematically fitting.
I mean, Oryx is this gigantic threat. He exists on a cosmic scale, a physical god in his own home turf. He dwarfs all previous challenges immediately, in size and in apparent power. That its challenging is fitting, in its way.
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A bit criminal you only focused on the negative. :(
by Kermit , Raleigh, NC, Tuesday, August 23, 2016, 08:35 (3107 days ago) @ Mad_Stylus
Yes. It totally fit and that's one reason it was so satisfying to finish. Replaying it could become a chore.