Destiny - Destiny 2 Development Roadmap 04/11/2018


Destiny 2 Development Roadmap 04/11/2018

Posted: 11 Apr 2018 02:17 PM PDT

Source: https://www.bungie.net/en/News/Article/46735


Since the beginning of this year, we've been setting more specific expectations for the work we're doing to support Destiny 2. With some Season 2 updates in our rear view mirror, it's time to look further into the future. Before we take a look at our development priorities, Game Director Christopher Barrett has some commentary on our goals for this summer, and beyond.

Barrett: The team is very excited to extend the roadmap and share with you some of the big stakes we're putting in the ground. Recent updates have focused on immediate issues to the live game, but in the coming months our vision for the future is converging with critical player feedback to deliver transformative changes to Destiny 2.

We'll be diving deeper into each one of the listed items soon, and there's even more we can't quite talk about yet, but for now it's all hands on deck to make sure we deliver on our promise to restore Destiny 2 to the hobby we all love.

Here's the new roadmap, spanning the entire summer:

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The community has been talking a lot about some of the things we're developing for Season Four. Our goals for these features are to give you more control over how you configure your loadouts in Destiny 2 and give you more reasons to play the game over time. We also want to bring back those exciting moments when you acquire the perfect weapon. To make this happen, updates like Weapon Randomization, Weapon Slot Changes, Gear Collections, and Records will be delivered to all players.

We now have a plan for Raid Prestige changes (including Raid Lairs) and will update where it will land in the next Development Roadmap. Mod Changes are being incorporated into our new plan for Weapon Randomization.

On May 8, with the beginning of Season Three, we're also launching the second expansion to Destiny 2. It's called Warmind, and it will send you to new places to meet new heroes and battle new enemies. You'll earn new loot and master new activities. Today, we're naming it and dating it. You'll learn more in a reveal stream on April 24. Mark your calendars and follow us on Twitch.

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Season Three marks the beginning of a new plan for how we deliver Crucible content. For every player of Destiny 2, we'll be releasing all of the new Crucible Maps being developed for Warmind into matchmaking. The same goes for the maps we released with Curse of Osiris. To keep the community in the Crucible unified, everyone will see new arenas in matchmade playlists like Quickplay, Competitive, Trials of the Nine, Iron Banner, as well as the new weekly rotators that include Rumble and Mayhem. That means more opponents for everyone. With the arrival of Private Matches, players will need to purchase each Expansion to have exclusive access to play those Crucible maps with other players in a private match. This plan goes into effect on May 8 with the beginning of Season Three.

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The usual conversation about our creative process will continue. Expect to learn more about the new features on the roadmap as we delve deeper into developer commentary. If these plans change – and plans have a way of doing that – we'll keep refreshing this roadmap on a monthly basis.

Thanks for coming along with us on this journey, thanks for your feedback, and thanks for playing.

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Bungie: The Old Tower as a Crucible Map. Enough Said.

Posted: 11 Apr 2018 07:36 AM PDT

The old Tower looks AMAZING in the Homecoming mission. Now that we don't get to replay it anytime we want, how about turning it into a Crucible map?

Instead of flames, make them smoldering ruins...it shows some time has passed. But you could close off a few sections and voila.

AND...That courtyard where we had the Queen's Wrath event in D1 Year 1? You know that place is destined to be Control Point B.

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The exotic masterwork for the wardcliff coil should track how many times I have killed myself with it

Posted: 10 Apr 2018 11:15 PM PDT

Whatever mods 2.0 is, it won't fix anything unless it comes with a perks 2.0 update.

Posted: 11 Apr 2018 09:30 AM PDT

Problem with guns in this game is not just fixed rolls. It's that the perks themselves are either downgrades from the D1 variants or not present. Improving perk synergy is only part of the problem. A complete rework of perks within the existing sandbox is necessary. Let's look at one of the best D1 snipers- LDR 5001 as an example.

A god rolled LDR would have triple tap, casket mag and spray and play. Let's say that mods 2.0 allows us to randomly roll an extra perk on something like a maestro- There would still be no spray and play and triple tap would be the neutered version we have currently. A maestro with the hypothetical mods 2.0 would still not scratch the itch that god rolled weapons have to people who want them back. The perks on the guns themselves need some love before we talk about random rolls.

Buffing rampage, kill clip and grave robber are good starts but more perks like icarus, life support, grenadier, rifled barrel, rangefinder, LITC etc need to added to the perk pool for the upcoming mods rework to really shine. Once that's done we can talk about having randomly rolled weapons. Without that we're not going to be getting any god rolled LDR's because the current sandbox wouldn't support it.

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D3 Bungie adds a laugh track to ghost and cayde, place your bets

Posted: 11 Apr 2018 02:42 AM PDT

I mean surely after years of players asking for less jokes and a more serious tone Bungie surely will double down on the comedy.

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I drew the Titan Emblem in Nebula style!

Posted: 11 Apr 2018 08:13 AM PDT

Something for you Titan Mains ;)

https://pre00.deviantart.net/8910/th/pre/i/2018/100/d/e/nebula_titan_logo__by_emilymeganx-dc8fh7u.jpg

Here's the timelapse video too!☺️ https://youtu.be/A-DVFj-qJY0

I hope you guys like it!

submitted by /u/emilymeganxart
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We haven't played The Arms Dealer (NF) in 3 months, and other non-fascinating Nightfall Facts

Posted: 11 Apr 2018 06:51 AM PDT

Finding a little extra time to kill, I decided to do something thoroughly unproductive. So I pulled up a spreadsheet and did some "analysis" of the Nightfall strike history. Why, you ask? Because I felt the rotation favored a couple of strikes over the others, and wanted to know more.

Following a complex process of gathering data aka visiting all the weekly reset threads, I put together this sheet and here are some of my "observations". If you're a better data analyst, feel free to add in your own!

  • We haven't played The Arms Dealer in 3 months. The last time it was active was the week starting on January 9. (If you played it on Jan 15 it hasn't been three months yet, but you get the point)

  • The Pyramidion is the only strike that's been active for Nightfall at least once a month, not including April. We played it twice in March, and more than 25% of the time in 32 weeks.

  • Exodus Crash has the lowest number of appearances in the list, with just 1.05. The 0.05 is for the people who were able to complete it in week 8 before it was swapped out with The Arms Dealer due to a bug. We haven't seen it since.

  • The Arms Dealer is the only strike which got consecutive appearances as the Nightfall (week 8 and 9), due to the above mentioned bug.

  • Tree of Probabilities is the only strike which we didn't play with a countdown timer, and also the first strike that we played with the new timer.

  • The average guardian requires 25 completions (either normal or prestige or a combination of both) to get the newly introduced Nightfall exclusive loot.

I made up that last one. But it does seem true, right? ;)

Edit: Do check out /u/STAIKE 's comment for some more numbers and predictions on what the next Nightfalls might be!

submitted by /u/SepiksImperfected
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Bungie should make the Last City a Patrol/Social Space...

Posted: 11 Apr 2018 09:05 AM PDT

Imagine going to a Destiny version of starbucks and getting a coffee that's 200 glimmer and boosts movement speed by 50% for five minutes...

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Grenade Launchers need to be reworked for crowd control instead of single target DPS

Posted: 11 Apr 2018 10:59 AM PDT

If we consider how Rocket launchers are used, they're best for single targets in and out of the crucible. Having cluster bombs make certain RLs unique since they have better crowd-killing capabilities.

In their current form, Grenade Launchers are used in the same way except you need to use way more ammo and time to get the effective DPS out of them on one target compared to RLs.

 

In my opinion, reducing RL blast radius and doubling or even tripling the blast radius/damage of GLs would help better define the two archetypes' roles.

You would be able to shoot 4 grenades into a crowd and clear it out in seconds instead of wasting them on a captain that would die to 1-2 rockets instead. Just my two cents of feedback.

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Would it be possible for PC players to get the Veteran Dialogue options on PC?

Posted: 11 Apr 2018 07:45 AM PDT

Roadmap should be today (Deej tweet)

Posted: 11 Apr 2018 01:31 PM PDT

https://twitter.com/DeeJ_BNG/status/983902978137456641?s=19

Since I've posted it in a couple threads already.

deej tweeted in a response that roadmap should come out today.

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Can the Karnstein Armlets please be un-nerfed?

Posted: 11 Apr 2018 08:08 AM PDT

In the spirit of reverting previously nerfed game aspects to their original state (such as shoulder charge), can the Karnstein Armlets also go back to their original function? I miss them. They went from a favorite exotic to forgotten status overnight.

Remember, we want to feel powerful and do cool things.

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Give Us the Ability to Select Torrent as a Nightfall Modifier at the Cost of Point Values

Posted: 11 Apr 2018 09:39 AM PDT

I really miss having torrent as a Nightfall modifier. Being able to spam grenades and rifts in the Pyramidion was an incredibly fun time. With the new Nightfall system we are missing out on this so my suggestion is to add Torrent as an option in the Nightfall challenge card and sacrifice say 10% or 20% (or whatever) in point value per enemy killed. This would make grinding for the mission specific loot more fun and at the same time would still make it balanced from scoring perspective.

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To reflect the communities desire for a trailer for the next expansion the sidebar has been updated. ༼ つ ◕_◕ ༽つ GIVE TRAILER ༼ つ ◕_◕ ༽つ

Posted: 10 Apr 2018 05:46 PM PDT

If you can't see the subreddit sidebar here is what it looks like: https://i.imgur.com/CCogVjT.png

༼ つ ◕_◕ ༽つ GIVE TRAILER ༼ つ ◕_◕ ༽つ

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Overall, the idea is simply: Activity-Specific Loot. Enabling exotics to come from everywhere isn’t truly rewarding.

Posted: 11 Apr 2018 02:45 AM PDT

The idea of a weapon coming directly from a specific activity is exactly what makes people do that one single activity. Imagine this scenario: you see a dude running around with a cool gun. You say "Wow! That's a cool gun! How do you get that?!" The dude says "From this weeks nightfall." You suddenly have the drive to WANT to do nightfalls now. But then the actual scenario is this: "Cool weapon! How do you get it?!" Dude says "just a random drop". Oh. Ok. Drive is gone. There is no way to chase the weapon. You HAVE to just wander around doing something but the drive to do ANYTHING isn't there. You KNOW the weapon can drop, but you don't know the proper way to make that one specific gun drop. It's not a hunt anymore. That's shooting blindly into a forest at night and walking over anything you happened to kill. If you made just ONE thing come from ONLY ONE KIND OF ACTIVITY, you have now given thousands of players a reason to do it instead of ignoring it. If there's an exotic gun that can only come from a rare yellow boss wandering each lost sector, suddenly there are thousands of players diving into every cave and crevice hunting it down just for one gun but now feel much more rewarded than actually getting the reward itself.

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Can we get a night time crucible map on the roof tops in the Last City?

Posted: 10 Apr 2018 04:20 PM PDT

You might remember the second to last mission "Chosen" in the campaign. Jumping from roof to roof making your way to Cayde's teleporter. Can we please get a night time crucible map on the roof tops? I'd like to blow people off the edge with Tractor Cannon.

Here is a video reminder of the mission: Chosen

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If Season 3 does in fact begin on May 8th, you have 27 days left to earn the Crucible Helmet ornament. One win a day is all it takes.

Posted: 11 Apr 2018 10:59 AM PDT

I know the state of the Competitive playlist is less than stellar, but if you can stomach it I definitely think that helmet ornament will be one of those things that you're proud of owning once people can't get it anymore. If you haven't started yet, you've got less than a month to get it if Season 3 does start on the 8th of May. Play until you win and then quit, once a day, and you'll get the ornament. There are also quite a few posts popping up on the LFG sites looking for more people to help grind out the ornaments. Go get that ornament before it's too late!

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Do you think our fourth subclass, if we get one, will be bestowed upon us by Calus?

Posted: 11 Apr 2018 07:35 AM PDT

Reading the lore of Calus Shadows they all get equipment and abilities as rewards from Calus, like the Ace Defiant being given a ship and energy blades. Maybe the raid quest line will culminate with us earning the rank of Shadow and being given gifts by Calus as well?

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Please bring back the Bannerfall map

Posted: 10 Apr 2018 10:10 PM PDT

We used to have a fortnightly PvP private night in my clan for D1. Every 2nd game was on Bannerfall. Such a great map. My fav from D1. Please Bungie, bring back Bannerfall!!!

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Are there plans to use the Farm again?

Posted: 11 Apr 2018 01:21 AM PDT

The farm is one the better space that bungo has ever created...So we is it obsolete now? I don't think has been brought enough but this place would be great clan spaces. I know this game is in a bad place right now with more important things to fix/add first, but I really hope they make it great again.

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Regardless of what People feel about the current state of the game, I will still be here cheering you on Bungie

Posted: 11 Apr 2018 12:40 PM PDT

Why were artifacts removed?

Posted: 11 Apr 2018 01:47 AM PDT

Why? It gave an extra light level chase (along with ghosts having light levels) and allowed for unique gameplay to be implemented. Is Bungie really that lazy, trying to do the absolute bare minimum?

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Skullfort broken by 1.1.4.1?

Posted: 11 Apr 2018 01:27 AM PDT

Loaded up tonight and it seems that Skullfort health regeneration is no longer proc'ing.

Top tree Striker with full melee charge: Melee is not consumed but also does not discharge. Shoulder Charge works properly.

Removed Skullfort & switched to bottom tree to confirm that health regen does indeed work, so this appears to just be confined to Skullfort.

Anyone else seeing this behavior?

EDIT: Correction, melee IS consumed, but immediately refilled. However, there is no Arc discharge during melee, just the standard uncharged melee & animation.

EDIT EDIT: Since I have switched between trees frequently while using Skullfort maybe I've confused myself regarding what's actually going on. However, it felt like it was behaving very differently last night. Perhaps sleep deprivation has played a role... Along with my own "density", I don't know. I will therefore concede to the many who've answered, and their experience.

Apologies for any confusion. 😬

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Destiny needs fun game modes. Preferably something new like Infection in Halo. Either that or give us back Rift/SRL.

Posted: 11 Apr 2018 11:14 AM PDT

Either as Taken, Hive, Siva...We have options as far as what kind of "Infection" and what mechanics the infected would have. Locked, preset load outs would be a must.

I could honestly see having a "fun" game mode being a huge help when it comes to making things more positive around the Destiny community.

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