


<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
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<title>DBO Forums - Too bad...</title>
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<title>Too bad... (reply)</title>
<content:encoded><![CDATA[<p>Tying it to mission difficulty or some other blended approach would be interesting, but also be unusual behavior for Destiny. And the interface style can smoothly support a huge number of elements. Simply dumping two Patrol &quot;missions&quot; onto the director might be the most elegant solution.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114423</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114423</guid>
<pubDate>Wed, 22 Jun 2016 10:27:44 +0000</pubDate>
<category>Destiny</category><dc:creator>uberfoop</dc:creator>
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<title>Too bad... (reply)</title>
<content:encoded><![CDATA[<p>Maybe this is the UI designer in me coming out...  but missions that are re-playable and patrol spaces are different things.</p>
<p>Patrol spaces are as close to the &quot;living world&quot; part as we're going to get right now.  It's a place designed to go and explore, rather than built from the ground up as &quot;complete x for y reason&quot;.  It's a space we should revisit over and over.</p>
<p>I'm not saying that you shouldn't be able to go to either space...  but really, if the new cosmodrome has much tougher enemies than the old cosmodrome, and more reason for me to go there, I'll go there virtually every time.  It says that the old cosmodrome patrol won't get updated in a meaningful way -- I can mostly continue to ignore it like I have been.</p>
<p>I hope it's not this way, but I expect that it will be adding a new destination, that essentially supplants an old destination, but keeping both of them as equal priority in my UI.  I think they can do better than that is all I'm pointing out.  No need for the place that an individual character most often goes to be the default for a &quot;patrol&quot; space.</p>
<p>There's still a lot we don't know...  but on it's face it sounds like a mixed bag for the interface.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114422</link>
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<pubDate>Wed, 22 Jun 2016 10:06:48 +0000</pubDate>
<category>Destiny</category><dc:creator>slycrel</dc:creator>
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<title>Changes to the Cosmodrome, we were both right. *SP?* (reply)</title>
<content:encoded><![CDATA[<p><iframe style="border:none;" width="852" height="480" src="https://www.youtube.com/embed/59GwT_Qlj0Y?autoplay=0&start="></iframe></p>
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<link>https://destiny.bungie.org/forum/index.php?id=114413</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114413</guid>
<pubDate>Wed, 22 Jun 2016 07:13:13 +0000</pubDate>
<category>Destiny</category><dc:creator>Vortech</dc:creator>
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<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p>In that case, why have overlap at all? Why not just see the wall in the distance and be unable to get there? If you can't walk from the forgotten shore to the plague lands then what's the point in even having them connected? Seems like a strange choice. Just make it separate and let us see the wall in skybox.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Might save development costs from partial geometry re-use.<br />
Use emotional connection and create contrast by using differences in a familiar scene.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Why WOULDN'T you have overlap? I LOVE the idea of seeing an area I played in, at a different time.</p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
So someone joins your fireteam and they haven't reached the point in the story where the cosmodrome changes for them. Oops. Separating them is the only practical way to do it which is why it is separate.. But they aren't keeping them separate totally, but linking them in a small way that isn't <em>really</em> linking.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
The Plaguelands and Old Russia are 2 separate patrol zones with their own landing zones.<br />
The Plaguelands ALSO happens to take place at a different point in time. Included in the Plaguelands zone is a portion of the Old Russia environment, as it looks in this new time period.</p>
<p>The problem you are describing is impossible. If you're on patrol in the Plaguelands, somebody can't join your fire team unless they've also unlocked the Plaguelands.</p>
</blockquote></blockquote><blockquote><p><br />
Yes, I know that. I just outlined why they had to do it that way.</p>
<p>I am saying since they did it that way, they can't be connected. So why do halfsies and have overlaying geometry, if the point of sharing geometry is to connect spaces?</p>
</blockquote><p>It's not like replaying the same scene with the same footage.  It's like in 12 monkeys where bruce willis keeps seeing the murder in his dreams, except with different actors as the killer.  It's the same, but different, to convey change and growth while maintaining a connection to the past.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114408</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114408</guid>
<pubDate>Wed, 22 Jun 2016 06:40:12 +0000</pubDate>
<category>Destiny</category><dc:creator>Kahzgul</dc:creator>
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<title>This. (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><p>In that case, why have overlap at all? Why not just see the wall in the distance and be unable to get there? If you can't walk from the forgotten shore to the plague lands then what's the point in even having them connected? Seems like a strange choice. Just make it separate and let us see the wall in skybox.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
Might save development costs from partial geometry re-use.<br />
Use emotional connection and create contrast by using differences in a familiar scene.</p>
</blockquote></blockquote><blockquote><p><br />
Why WOULDN'T you have overlap? I LOVE the idea of seeing an area I played in, at a different time.</p>
</blockquote><p>I agree.  Revisiting old areas which are now different (and/or when you are different) is a great feeling.</p>
<p>Part of why I thought mission 2 was so dumb.  Part of it is just part of mission 1 backwards.  Should have waited until after the black garden to have us repeat areas like that.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114407</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114407</guid>
<pubDate>Wed, 22 Jun 2016 06:37:55 +0000</pubDate>
<category>Destiny</category><dc:creator>Kahzgul</dc:creator>
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<title>This clinches it (reply)</title>
<content:encoded><![CDATA[<p>The Guardians are living in a Vex simulation, and Bungie are the Vex.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114405</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114405</guid>
<pubDate>Wed, 22 Jun 2016 05:26:40 +0000</pubDate>
<category>Destiny</category><dc:creator>narcogen</dc:creator>
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<title>Too bad... (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Besides it breaks immersion.</p>
</blockquote><p>No more than any of the other story missions taking place in the same space but at a different time, don't you think?</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114403</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114403</guid>
<pubDate>Wed, 22 Jun 2016 05:06:53 +0000</pubDate>
<category>Destiny</category><dc:creator>marmot 1333</dc:creator>
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<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I see where you are coming from, but I will always know that it's 'fake' because it's two different instances.</p>
</blockquote><p>So is AotCR and Two Betrayals.</p>
<p>And The Storm and Floodgate.</p>
<p>And Mombasa Streets and Tayari Plaza etc.</p>
<p>And Sword Base and The Package.</p>
<p>I don't really see the issue; they're different world states, and at some level it makes more sense than combining the experiences of characters whose events are wildly diverged. Unless the Destiny universe works the same way as the Dark Souls one.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114399</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114399</guid>
<pubDate>Wed, 22 Jun 2016 04:21:06 +0000</pubDate>
<category>Destiny</category><dc:creator>uberfoop</dc:creator>
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<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><p><br />
I am saying since they did it that way, they can't be connected. So why do halfsies and have overlaying geometry, if the point of sharing geometry is to connect spaces?</p>
</blockquote><p>It's not written anywhere that shared geometries <em>have</em> to be connecting spaces. If it worked that way, Story missions such as &quot;Blighted Coven&quot; couldn't exist. They share geometry simply to show the passing of time, and to save some time/money on available playspace.</p>
<p>Just think of it as a new area instead of a junction.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114398</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114398</guid>
<pubDate>Wed, 22 Jun 2016 04:20:19 +0000</pubDate>
<category>Destiny</category><dc:creator>Korny</dc:creator>
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<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><p>if the point of sharing geometry is to connect spaces?</p>
</blockquote><p>The point isn't to connect spaces.</p>
<p>Not in the &quot;shared-world game&quot; sense, anyway.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114397</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114397</guid>
<pubDate>Wed, 22 Jun 2016 04:17:33 +0000</pubDate>
<category>Destiny</category><dc:creator>uberfoop</dc:creator>
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<item>
<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p>In that case, why have overlap at all? Why not just see the wall in the distance and be unable to get there? If you can't walk from the forgotten shore to the plague lands then what's the point in even having them connected? Seems like a strange choice. Just make it separate and let us see the wall in skybox.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Might save development costs from partial geometry re-use.<br />
Use emotional connection and create contrast by using differences in a familiar scene.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Why WOULDN'T you have overlap? I LOVE the idea of seeing an area I played in, at a different time.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
So someone joins your fireteam and they haven't reached the point in the story where the cosmodrome changes for them. Oops. Separating them is the only practical way to do it which is why it is separate.. But they aren't keeping them separate totally, but linking them in a small way that isn't <em>really</em> linking.</p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
The Plaguelands and Old Russia are 2 separate patrol zones with their own landing zones.<br />
The Plaguelands ALSO happens to take place at a different point in time. Included in the Plaguelands zone is a portion of the Old Russia environment, as it looks in this new time period.</p>
<p>The problem you are describing is impossible. If you're on patrol in the Plaguelands, somebody can't join your fire team unless they've also unlocked the Plaguelands.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
Yes, I know that. I just outlined why they had to do it that way.</p>
<p>I am saying since they did it that way, they can't be connected. So why do halfsies and have overlaying geometry, if the point of sharing geometry is to connect spaces?</p>
</blockquote></blockquote><blockquote><p><br />
Again: the point of sharing geometry is NOT to connect spaces. It's to connect EXPERIENCES. I explored the Cosmodrome in the current time; in September, I'll be able to explore it again in the time of the Plaguelands. That's super-cool, and I'm really happy about it.</p>
</blockquote><p>I see where you are coming from, but I will always know that it's 'fake' because it's two different instances.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114396</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114396</guid>
<pubDate>Wed, 22 Jun 2016 04:16:57 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p>In that case, why have overlap at all? Why not just see the wall in the distance and be unable to get there? If you can't walk from the forgotten shore to the plague lands then what's the point in even having them connected? Seems like a strange choice. Just make it separate and let us see the wall in skybox.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Might save development costs from partial geometry re-use.<br />
Use emotional connection and create contrast by using differences in a familiar scene.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Why WOULDN'T you have overlap? I LOVE the idea of seeing an area I played in, at a different time.</p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
So someone joins your fireteam and they haven't reached the point in the story where the cosmodrome changes for them. Oops. Separating them is the only practical way to do it which is why it is separate.. But they aren't keeping them separate totally, but linking them in a small way that isn't <em>really</em> linking.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
The Plaguelands and Old Russia are 2 separate patrol zones with their own landing zones.<br />
The Plaguelands ALSO happens to take place at a different point in time. Included in the Plaguelands zone is a portion of the Old Russia environment, as it looks in this new time period.</p>
<p>The problem you are describing is impossible. If you're on patrol in the Plaguelands, somebody can't join your fire team unless they've also unlocked the Plaguelands.</p>
</blockquote></blockquote><blockquote><p><br />
Yes, I know that. I just outlined why they had to do it that way.</p>
<p>I am saying since they did it that way, they can't be connected. So why do halfsies and have overlaying geometry, if the point of sharing geometry is to connect spaces?</p>
</blockquote><p>Because the spaces are still connected, just in 2 different timelines.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114395</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114395</guid>
<pubDate>Wed, 22 Jun 2016 04:13:59 +0000</pubDate>
<category>Destiny</category><dc:creator>CruelLEGACEY</dc:creator>
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<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p>In that case, why have overlap at all? Why not just see the wall in the distance and be unable to get there? If you can't walk from the forgotten shore to the plague lands then what's the point in even having them connected? Seems like a strange choice. Just make it separate and let us see the wall in skybox.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Might save development costs from partial geometry re-use.<br />
Use emotional connection and create contrast by using differences in a familiar scene.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Why WOULDN'T you have overlap? I LOVE the idea of seeing an area I played in, at a different time.</p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
So someone joins your fireteam and they haven't reached the point in the story where the cosmodrome changes for them. Oops. Separating them is the only practical way to do it which is why it is separate.. But they aren't keeping them separate totally, but linking them in a small way that isn't <em>really</em> linking.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
The Plaguelands and Old Russia are 2 separate patrol zones with their own landing zones.<br />
The Plaguelands ALSO happens to take place at a different point in time. Included in the Plaguelands zone is a portion of the Old Russia environment, as it looks in this new time period.</p>
<p>The problem you are describing is impossible. If you're on patrol in the Plaguelands, somebody can't join your fire team unless they've also unlocked the Plaguelands.</p>
</blockquote></blockquote><blockquote><p><br />
Yes, I know that. I just outlined why they had to do it that way.</p>
<p>I am saying since they did it that way, they can't be connected. So why do halfsies and have overlaying geometry, if the point of sharing geometry is to connect spaces?</p>
</blockquote><p>Again: the point of sharing geometry is NOT to connect spaces. It's to connect EXPERIENCES. I explored the Cosmodrome in the current time; in September, I'll be able to explore it again in the time of the Plaguelands. That's super-cool, and I'm really happy about it.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=114393</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114393</guid>
<pubDate>Wed, 22 Jun 2016 04:13:36 +0000</pubDate>
<category>Destiny</category><dc:creator>Claude Errera</dc:creator>
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<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><blockquote><p>In that case, why have overlap at all? Why not just see the wall in the distance and be unable to get there? If you can't walk from the forgotten shore to the plague lands then what's the point in even having them connected? Seems like a strange choice. Just make it separate and let us see the wall in skybox.</p>
</blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
Might save development costs from partial geometry re-use.<br />
Use emotional connection and create contrast by using differences in a familiar scene.</p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
Why WOULDN'T you have overlap? I LOVE the idea of seeing an area I played in, at a different time.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
So someone joins your fireteam and they haven't reached the point in the story where the cosmodrome changes for them. Oops. Separating them is the only practical way to do it which is why it is separate.. But they aren't keeping them separate totally, but linking them in a small way that isn't <em>really</em> linking.</p>
</blockquote></blockquote><blockquote><p><br />
The Plaguelands and Old Russia are 2 separate patrol zones with their own landing zones.<br />
The Plaguelands ALSO happens to take place at a different point in time. Included in the Plaguelands zone is a portion of the Old Russia environment, as it looks in this new time period.</p>
<p>The problem you are describing is impossible. If you're on patrol in the Plaguelands, somebody can't join your fire team unless they've also unlocked the Plaguelands.</p>
</blockquote><p>Yes, I know that. I just outlined why they had to do it that way.</p>
<p>I am saying since they did it that way, they can't be connected. So why do halfsies and have overlaying geometry, if the point of sharing geometry is to connect spaces?</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114392</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114392</guid>
<pubDate>Wed, 22 Jun 2016 04:11:06 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<item>
<title>I think you&#039;re confused about how it works (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><p>In that case, why have overlap at all? Why not just see the wall in the distance and be unable to get there? If you can't walk from the forgotten shore to the plague lands then what's the point in even having them connected? Seems like a strange choice. Just make it separate and let us see the wall in skybox.</p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
Might save development costs from partial geometry re-use.<br />
Use emotional connection and create contrast by using differences in a familiar scene.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
Why WOULDN'T you have overlap? I LOVE the idea of seeing an area I played in, at a different time.</p>
</blockquote></blockquote><blockquote><p><br />
So someone joins your fireteam and they haven't reached the point in the story where the cosmodrome changes for them. Oops. Separating them is the only practical way to do it which is why it is separate.. But they aren't keeping them separate totally, but linking them in a small way that isn't <em>really</em> linking.</p>
</blockquote><p>The Plaguelands and Old Russia are 2 separate patrol zones with their own landing zones.<br />
The Plaguelands ALSO happens to take place at a different point in time. Included in the Plaguelands zone is a portion of the Old Russia environment, as it looks in this new time period.</p>
<p>The problem you are describing is impossible. If you're on patrol in the Plaguelands, somebody can't join your fire team unless they've also unlocked the Plaguelands.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=114389</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114389</guid>
<pubDate>Wed, 22 Jun 2016 03:41:54 +0000</pubDate>
<category>Destiny</category><dc:creator>CruelLEGACEY</dc:creator>
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<title>This. (reply)</title>
<content:encoded><![CDATA[<blockquote><p>So someone joins your fireteam and they haven't reached the point in the story where the cosmodrome changes for them. Oops.</p>
</blockquote><p>What's the issue, compared with not-geometrically-overlapping unlockable content?</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114386</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114386</guid>
<pubDate>Wed, 22 Jun 2016 03:10:44 +0000</pubDate>
<category>Destiny</category><dc:creator>uberfoop</dc:creator>
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<title>This. (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><p>In that case, why have overlap at all? Why not just see the wall in the distance and be unable to get there? If you can't walk from the forgotten shore to the plague lands then what's the point in even having them connected? Seems like a strange choice. Just make it separate and let us see the wall in skybox.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
Might save development costs from partial geometry re-use.<br />
Use emotional connection and create contrast by using differences in a familiar scene.</p>
</blockquote></blockquote><blockquote><p><br />
Why WOULDN'T you have overlap? I LOVE the idea of seeing an area I played in, at a different time.</p>
</blockquote><p>So someone joins your fireteam and they haven't reached the point in the story where the cosmodrome changes for them. Oops. Separating them is the only practical way to do it which is why it is separate.. But they aren't keeping them separate totally, but linking them in a small way that isn't <em>really</em> linking.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114385</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114385</guid>
<pubDate>Wed, 22 Jun 2016 03:07:22 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>Too bad... (reply)</title>
<content:encoded><![CDATA[<p>...they are doing it this way though.  I wish the patrol itself would turn into the plaguelands, and then just like normal and heroic selectors on missions, have a toggle when entering the area.  Because most of the time it will be like the legacy strike playlist -- I'm happy that it's there but really don't use it.</p>
<p>Besides it breaks immersion.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114384</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114384</guid>
<pubDate>Wed, 22 Jun 2016 02:52:50 +0000</pubDate>
<category>Destiny</category><dc:creator>slycrel</dc:creator>
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<title>+1 (reply)</title>
<content:encoded><![CDATA[<blockquote><p>The idea of seeing a true evolution of the environment is one of the most exciting things about this expansion for me. I love the idea of seeing the passing of time.</p>
</blockquote><p>Agreed. A living, changing world was supposed to be one of Destiny's key features, but up until now that has run up against their &quot;shared world&quot; philosophy. It put them in a box. Glad they've broken out.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=114383</link>
<guid>https://destiny.bungie.org/forum/index.php?id=114383</guid>
<pubDate>Wed, 22 Jun 2016 02:52:34 +0000</pubDate>
<category>Destiny</category><dc:creator>Kermit</dc:creator>
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<title>*Snerk* (reply)</title>
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<link>https://destiny.bungie.org/forum/index.php?id=114382</link>
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<pubDate>Wed, 22 Jun 2016 02:38:08 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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