@Destiny2Team I'd love to see Scout mods back. It's really tough on people who focus on mechanics to get enough ammo back, especially when they aren't also running 200 weapon stat.
Hey Community,
The Weapons and Armor Sandbox team has been absorbing a lot of feedback this week around the ammo economy changes in Edge of Fate and we’re eager to share details on where we think the system is and where it will go.
First, we wanted players to have more control over ammo acquisition, being able to know when it will drop in combat.
Second, we wanted to provide buildcrafting options to generate ammo, with some tradeoffs, that we could evolve long-term with more buildcraft support options. In Edge of Fate, Ammo can be built into through the ammo generation stat, mods, and perks in weapons, and the weapon stat and ammo tuning mods in armor.
Lastly, we wanted to slightly reduce ammo gains for players who don’t invest in the stat at all while providing more ammo than pre-Edge of Fate values if folks invest more, even enabling and supporting the running of double special ammo builds in PVE.
However, we missed the mark on some of our targets and as we’ve absorbed feedback from the community, we want to make some additional changes. In v9.0.0.3, which just released today, we've made a few targeted adjustments and have more coming in the next few weeks and then even more planned in the long-run. We’re committed to updating and balancing this core system to promote healthy buildcrafting diversity and to construct a fun living sandbox for players to engage in.
In v9.0.0.3, players will see the following:
🛠️Increased Rocket Sidearm ammo per ammo brick (5 to 6 base, 10 to 12 enhanced ammo brick)
⚔️Swords
🛠️Fixed a bug that was reducing their total ammo
🛠️This also increases their ammo per brick slightly
🛠️Fixed some Area Denial Frames only getting 1 ammo per brick, they will now get 3 base and 6 enhanced.
We’re currently playtesting the following changes, which are subject to change, with an eye for most to ship in 9.0.0.4 planned to release on July 29.
🛠️Players at the lowest end of ammo investment (0 stat, 0 mods), will see ammo progress faster providing more bricks.
Ultimately, our initial tuning here was a bit too punitive and we want to bring it a bit closer to pre-Edge of Fate values while still encouraging a bit more buildcraft investment to procure ammo more regularly.
🛠️Increase the ammo per brick for some additional weapon types.
🛠️Buff the Ammo Generation stats for some exotic weapons that are lagging behind so they generate ammo faster.
In the long run, we want to address the following additional feedback items to ensure a healthy ammo system for the game that can expand and provide more unique playstyles.
Provide a better method of highlighting ammo drops or recovering ammo if it falls off the map or into unreachable locations.
Improving how assists generate ammo for players.
Continue to build more sandbox combat hooks for generating ammo, enabling players to feel like they specialize in ammo generation.
‼️Marathon was originally built around a "Living World Server" concept, but Bungie scrapped it for a session-based structure after running into complex design issues.
"One of the things that we shifted away from was this concept of what they called at the time, the 'Living World Server,' which is: you can drop in at any time and drop out at any time," game director Joe Ziegler said.
"Now, while that sounds conceptually appealing, one of the challenges we ran into is that when you enter the world, you don’t really have a strategic map in your mind of the variables that you’re playing against.
"And so when you enter the world, you could walk out into the open and immediately somebody is to the left of you, or the world in front of you has been looted already, or the case might be.
"And trying to solve those problems became very, very complicated.
"Whereas if we decide to go, 'Hey, we’re going to go for a session-based thing,' then it’s easier to say, 'Oh, at the beginning of the session, this is what’s true about the world.'
"And then it can decay from there as you think about it and adapt to the different ways that other players have been interacting with it.
"So that was a big, that was one of the bigger changes."
@TauCetiGG@TheFPSPodcast Knowing what's true about the world makes people optimize and streamline the process, the routes. Living world would've given more natural unpredictability. Experienced players learn player spawns and where they can get in time by instinct. That's a bit too much knowledge to have
@TauCetiGG@TheFPSPodcast The Cycle walked with it, don't see why Marathon couldn't run with it. Sessions make people rush to the loot spots ahead of others. Accepting that you can't know if a place has been looted before you get there and look for the signs of looting made for more meaningful gameplay.
@BrighterSide83@TauCetiGG In strategy games makes you unable to see enemy units beyond certain range of your units as well as having landscape covered until you send a unit to scout it.
I think here it could mean like a map in GTA V / RDR 2 story mode where places you haven't visited are just blank.
@falloutplays I've never even seen Hull Breach roll normally at the start or in the 2nd/3rd part of the Nether.
The only way I managed to get both catalysts is by jumping OOB in Hall of Souls :/
@Destiny2Team The only thing it lacks from being on par with Incandescent is making the gun be able to discharge it itself, without relying on abilities/aspect.
A glimpse into our internal Community x Sandbox team chat. When talking Palindrome perks, Rolling Storm has some fun opportunities when mixed with Ignition damage...
Do you see the vision?
@A_dmg04 Also, can we get resonance damage resist chest mods? The dread (especially weavers and attendants) hurt so bad and we have next to no way to mitigate that damage. Hell, in contest mode a speaker sight healing build couldnt out heal the damage my team was taking during dps phase.
@A_dmg04 It would be nice if we could choose where to go ourselves in Nether Explore for it's namesake. Doesn't feel nice when you're trying to help a clanmate get Barrow Dyad but it keeps sending you in the Founts.
@Destiny2Team It may be an odd thing to say but I'd actually appreciate it dealing more self-damage to kill reliably in 2 maybe 3 shots. Would make it easier to wipe and the way it is now it's so low I really just ignore it outright.
We've seen conversations around Slayer’s Fang’s ability to do self-damage and apply Weaken to yourself if you're hit by the ricocheting projectiles. Note, the Weaken is only applied while Nightsworn Sight is active, while the self-damage always happens. This is intentional for both gameplay and narrative reasons and we wanted to give a bit of insight into our thought process.
A lot of ricochet projectiles or explosives do self-damage (Sleeper Simulant can even kill the user) and it’s an important balancing measure. If you are taking a cheeky shot around a corner or just firing from the hip, the self-damage provides a balance to ensure high risk, high reward usage.
On the narrative side, Slayer’s Fang is aware of its use as a tool for destruction and doesn’t lend its power to its wielders easily. You may find that if you mishandle Slayer’s Fang, the gun with a mouth for a barrel may just bite back a little. With the ultimate Slayer Baron weapon in your hand, you may not fear dreams nor teeth, but you will want to handle it with care.
So, appropriate for its design and narrative goals, Slayer’s Fang does a little damage plus a short Weaken instead of outright killing the player. As always, we are happy to see the feedback and will continue to adjust sandbox atoms accordingly.
Hey everyone! We made a "little" video where I chat about what we're making on the Marathon team and what we've been up to in the dark all this time. It's not a gameplay reveal or anything, but if you're interested in hearing the latest, check it out below.
Much ♥
@P_Betar@Ziegler_Dev "Thief" and "Stealth" aren't names that fit in a class system, they fit specific, limited playstyles. There is a class system in the ARG documents that could allow these to be options players can build into or even mix together but I fear that may have been scrapped since then.
GIVEAWAY: We are giving away a bunch of access codes for the upcoming Destiny: Rising Closed Alpha test. To enter:
- Follow @DestinyBulletn & @TauCetiGG
- Like & Repost
- Comment who your favorite character is in Destiny
Ends in three hours. Good luck! 💙
@Destiny2Team Any chance of changing Shield Throw to match Threaded Spike to complete Captain America fantasy where titans could catch their shields? Would also make it a bit closer to bonk hammer's availability.
Good morning! (Well... afternoon, evening, or night wherever you may be located.)
Got any questions for us before the weekend? May not be able to respond to all, but happy to see what's on your minds.
@DattosDestiny I didn't mind Surges. What I did mind was the lack of Overcharged Weapons, which would've allowed use of Kinetics as well as things you can pick in Artifact.
I used Microcosm during contest and kept up with Still Hunt. No chance of that when the gun is not compatible with surges.
kitchen is closed, vid cancelled, enjoy buildcrafting* (*using the exact same loadout every single run anyway because it's meta and i'm just trying to get this done)