Do matchmaking services really work

Do matchmaking services really work. Tuesday, September 10, 2019 Tuesday, September 10, 2019 admin. Last december, making reservations, but what makes them do matchmaking service, 28, i do all the time. Check out in a while they do i kind of service from there were a result, yearlong. In the work with all depends on a match platinum, but she ... The problem that occurs with matchmaking services is two fold: 1. Most of my clients need do the inner work first before they are actually ready to meet their true love partner. The coaching makes sure that they are looking for the right person and helps them gain a greater understanding of who would be a good partner for them is first and ... “With matchmaking, [the matchmakers] do all the vetting by having the first date for you. [They] are trained to see if it’s got a real shot at working.” But to get the services and expertise of a professional matchmaker, you must be prepared to pony up a sizeable chunk of cash. Do matchmaking services really work? In this digital dating age, people can be highly skeptical of old-school matchmaking services like Kelleher International. After all, how many couples that you know found each other using a professional matchmaker? If you’re one of the skeptics, we understand. Not all matchmaking services are created equal. Do Matchmaking Services Really Work? With more and more people leading busier lives than ever, finding the right person to spend the rest of their lives with seem completely impossible. However, this need not be the case if you hire the services of an executive dating service or a team of dedicated and experienced matchmakers in Toronto to ... Below is a list of important factors to consider for you to know if a certain dating agency that offers matchmaking services is really worth the try: ... Dating and matchmaking apps tend to work ... Our goal is to get you face to face with someone you can really click with and let you take it from there. And while online dating sites leave the work to you, the It’s Just Lunch matchmaking team not only selects your matches but also coordinates the entire date so you can focus on the fun parts of dating! By 2015, online dating had ballooned into a $2 billion global industry with millions of Americans crafting clever profiles, filling out surveys and scrolling through pages of singles in hopes of stumbling on a special somebody [source: Strauss].Dating sites have become a routine facet of modern love, no longer the stigmatized virtual outlet for only the most desperate or undesirable. Another important difference is cost. Matchmaking services can cost thousands of dollars, while typical dating-site fees average between $20 and $30 per month. Matchmaking services have an obvious appeal for those who want a more personal touch, but for the cost-conscious single, dating Web sites are the better choice. DO MATCHMAKING SERVICES REALLY WORK? I often get people who corner me at parties and ask me if people have ever gotten married after meeting using our service. The answer is… of course! Thousands of people have met and married through using different matchmaking services. The thing about using a matchmaking service is that

Hard to swallow pill: Apex's issues aren't the ONLY problem. Apex Players are the bigger problem, and that means it might be you.

2020.07.06 18:40 callingFives Hard to swallow pill: Apex's issues aren't the ONLY problem. Apex Players are the bigger problem, and that means it might be you.

Edit At The Top - Thanks for gold, but don't drop any more awards on this. The last time I told people they might be the ones who are awful, I got like 19 awards and then everything I posted after that got downvoted to hell for like a month. Share, x-post, vote how you will, and I really am thankful for the recognition but man, I'm gonna get brigaded again.
People bitch (rightfully so) about quitters, teammates with 90% lower stats/levels, and specifically TTV Wraiths here literally every single day. These are real issues, problems that every person without a full pre-made has to face in addition to getting put in games without teammates at all.
There are 4 ways to play Apex. Playing to win, playing to meme/troll, playing with friends, and playing like you're a selfish piece of garbage who thinks it's TDM and you deserve every priority until you quit.
A lot of you are in the last category. A lot.
Want to have fun and try to win, but don't have a pre-made? You have a 1 in 20 chance that your randoms will be able to: 1. find the ping button 2. last the whole match 3. let you loot your own building upon landing 4. let you loot your own kills 5. cooperate in fights 6. not punch you off of ledges while you're spotting enemies 7. not spam their banner if they're killed and don't quit 8. not spam the beacon like you don't know they're dead 9. not run off alone, die, quit, and send you hate mail
If your random is a ttv Wraith (or a Wraith at all, usually) your odds are cut down to 1 in 50 that they can meet the very basic expectations listed here.
The facts are demonstrated here in the sub pretty starkly. "1v(however many), a clip of me being awesome" posts by the dozen, but no one even bothers to post team plays or cooperative action. They don't get any attention. It's just "cheer for me, look at me, I'm the best", and it's rewarded. That's not to take away from excellence, sure there are a lot of great plays, but it's another situation where individual performance is psychologically more rewarded than team play.
The marketing for Apex came from streamers who don't play like good teammates unless they're playing scrims or with their friends. Streamers, by and large, paired with randoms and just left them down until they got called out for it. The community downvotes everything that isn't making Apex out to be the best game ever while simultaneously bitching about it themselves. "It's not a bad thing if I say it, but you're a little bitch if you don't think Apex is the pinnacle of gaming" is the attitude. More selfish behavior, and it gets reinforced in this little echo chamber of a subreddit.
Essentially, the people have made the game a shitty experience. The reward system in-game isn't built around encouraging team play if you can shoot well, but the external gratification reward system around here actively discourages criticism of the game, the developers, the publisher, the active account stats that are being hidden deliberately, and any other thing that isn't kneepad lip service. The matchmaking puts experienced players as either doomed to sweat or doomed to babysit, if they even have a full team.
Apex Legends Feels Bad To Solo-Queue In, but if you replaced all of the other players with bots it would get markedly better. This tells me, plain and simple, that Apex players are what's making playing Apex suck.
How often do we see posts of how "I was gonna leave these noobs like the asshole I am, but I didn't and we had wholesome fun"? As though people need a special reward for not being absolute shit teammates. Oh, better yet- how often do we see posts of how "my team all quit, but I still won", and "There should be a penalty for abandoning casual games"?
It's pretty obvious that there's a bigger problem than shitty connectivity, overpriced events with $5 weapon charms but currency in $10 minimum increments, or the disaster that is the testing and QA department. Apex has a lot wrong with it, but the people are the. Fucking. Worst. It's like all the worst parts of CoD, R6S, and primary school jammed into one cross section of the population.
If you're unlucky enough to be a solo-queue in Apex, but you're lucky enough to get a full team, watch all the shit you can't stand other people doing and count how often you've done something similar. If you want better teammates, be a better teammate. Then at least you're not alone when you get disconnected and come back dead, or the map doesn't exist, or there's another set of skins that are broken, or a Legend's abilities stop working, or another Legend starts absorbing entirely separate roles at no cost, or the waterfall only blocks your shots, or you get jumped by a team hiding inside a rock, or you make it to level 500+ without seeing an heirloom shard, or people start shooting while they're downed, code:leaf/net/null...
submitted by callingFives to apexlegends [link] [comments]


2020.07.03 23:09 LordKeren Hyper Scape Dev Team AMA , July 3 2020 AMA Recap

AMA: https://www.reddit.com/HYPERSCAPE/comments/hkou1x/ama_we_are_the_hyper_scape_dev_team_ask_us/

submitted by LordKeren to HYPERSCAPE [link] [comments]


2020.07.02 18:14 livingfire8357 Trying to find inspiration and hope

I never thought I would be at this point, 37m, still single and not for lack of trying. I started off being a super introverted nerdy guy who didn’t tended to get overly nervous when talking to girls. That seemed to wear off a bit in undergrad, and I managed to break through that barrier. In my late 20s, I thought I had found the one…but unfortunately, I did not really have a good idea of what love was. I suppose we were more “comfortable” than really in love, and I made the mistake of proposing to her. After a rather rocky engagement where she showed her much darker side repeatedly, I ended it. I felt like my world ended, and never thought I would get married. That was several years ago, and I fell into a deep depression. Thankfully, I met a group of friends that helped pull me out of it. Two years ago, I met a wonderful woman who I fell madly in love with. Talking to her was easy, simple and quick/witty….and it kept going for a long time. She did make some different choices in her life prior to me, and things imploded, partially due to family. Again, I felt like nothing would ever be the same, and I wouldn’t ever meet another person. We tried recently to reconnect and be friends, and once again it was easy. The killer? She was in a relationship with a guy who wholeheartedly cheated on her with multiple partners…and she thought that him “being there” trumped fidelity. Then she just ghosted me for a while saying that she started to get into an emotional tailspin after reconnecting. I completely understood, as I felt the same way. A few days later, I saw on Instagram that she’s on vacation with that guy. I’m wresting with this complex emotional soup of anger, jealousy, resignation, sadness, and a bit of happiness for her? I know I have no right to feel jealous at all as we aren’t even together. I don’t know, I think she and I won’t ever be able to resolve it, and I only want her to be happy in life. I just need to find my own happiness again.
Before we reconnected, I had tried so many different types of OLD, and well as some speed-dating events. I’m 37, a doctor, no debt, exceptional cook, kind to others, hardworking, varied hobbies and interest, life of the party and have had all my female friends call me "a catch." What am I doing wrong? Recently I signed up for a matchmaking service (the same company that does the speed-dating [which is online now]), and after giving the agent my information, the first thing she tells me is that it’ll take a long time, since most women are only attracted to men who are taller than 5’9. I didn’t think 5’7 was that bad, but my goodness that was a severe blow to any sense of hope I had. So I decided to take a break for a while, and focused more on improving my own skills and my own physique. I need to lose some more weight, so a Peloton and keto diet are on deck, which seem to be working remarkably well so far. I feel better about that, but there’s still a feeling that as I get older, I may never have the family I thought I could have…call me a dreamer, but I always imagined meeting someone who hasn’t been married either, and who doesn’t have kids, and would love to have those first experiences together. I have always been an upbeat, optimistic and hopeful romantic, but guys and gals, I’m really starting to feel the crushing loneliness. COVID certainly hasn’t helped anything, but I am just getting to a point of frustration…how do I feel re-inspired? Should I even try dating right now or should I just focus on myself? How should I cope with the potential of being a dad in my 40s? Ugh, sorry, this is a first post and it sounds so melodramatic!
submitted by livingfire8357 to datingoverthirty [link] [comments]


2020.06.30 19:18 Coachqandtybo2 How to actually improve your aim

Hello everybody, I'm an MGE (2,000+ hours) but I spent about 1,000 hours learning how to improve my aim and learning the mechanics of the game. Basically I'm bored and want to share all I've learned and some practice routines to help you improve your in-game skills.
Disclaimer: I've spent all this time studying how to get better at the game, and actually playing the game, not actually practicing all that much. I've used my practice routines I'll share later on, and I've been told my aim isn't too bad (and I've 100% improved by using them), but I can't say they'll 100% for sure work for you. Try it, and if it doesn't work for you, move on to something different.
--- Hardware ---
The first thing I want to get into is hardware because you undeniably can't improve your aim if you're being hindered by your equipment.
Your PC should be running the game at around double the server tick rate or higher at all times. For Valve's standard matchmaking, that means at least 120 fps in-game at all times and if you play a 3rd party matchmaking service such as Faceit or ESEA, at least 250 fps in-game. The game may be playable below these frame rates, but it's definitely less than ideal for your performance in-game.
You should have a 144 Hz monitor or higher. You don't really need to go above 144 Hz at any time because the benefit will typically be minimal past 144 Hz, but going higher always improves your reaction time at least a little. Also, at least for me, it's easier to follow your shot on a higher refresh rate, at least if your fps can reach that high. You won't be getting the full benefit of a high refresh rate monitor if your fps can't reach as high as its Hz value. So why do I recommend a 144 Hz monitor yet say at least 120 fps on Valve's matchmaking? Because even 120 fps (or Hz) is twice as good as 60 and shows a noticeable difference in-game. Quick tip: You shouldn't have to practice your reaction time. As long as it's around 300 ms you shouldn't be disadvantaged in-game. Hell, s1mple has a 300 ms reaction time and Time is But a Window has a 110 ms reaction time, yet I would guarantee s1mple would win the AWP battle 9 times out of 10. Also, your reaction time will heavily improve in-game for players because instead of them teleporting on screen when they peek you, they will smoothly peek out, so you actually have more to react to, thus increasing your reaction time for them much better than just standard reaction time which you can figure out on HumanBenchmark.com. Well, I mean, unless you get Xantares-peeked. Then you're screwed either way.
The ideal keyboard is mechanical, not too big and not too small, and not dog shit cheap. Other than that, you shouldn't really bother with a super fancy keyboard. I currently rock a full-sized HyperX Alloy Pro.
Your mouse is the third most important thing here beside your monitor and PC. Polling rate, as long as it's at least 500 Hz, shouldn't matter. 500 Hz and 1000 Hz has a very minimal and rather unnoticeable difference. The only things you should typically have to worry about in mice are size, tracking, durability, and accuracy. For size, you can check out RocketJumpNinja on YouTube or check out his website to find your best fit mouse. Tracking and accuracy is also something you can find out on his website, but you should really research it on your own. I don't think he goes over durability (how long it will last) so you will have to do this research on your own. I currently rock a Glorious Model O-. This mouse has a great rating from most people, but I've also used the SteelSeries Rival 600 which has had even better reviews, and I hated that thing!
Lastly, your internet should be a great concern. You should have fast enough speeds and good enough bandwidth to play the game smoothly, and you also need a good ping. This part kind of sucks because you can't always do something about this, even if you have money. In Valve standard matchmaking (64-tick) the game won't play smoothly unless you have around 20 ms ping or below. In 3rd party matchmaking (128-tick) it's a little more lenient, but you still can't really play smoothly and reliably at 80+ ms ping. This is also why all the pros always say "I would destroy you on LAN, kid!" Unfortunately, there is ping peek advantage too, so even if you have really good ping, you could get absolutely and utterly obliterated by the 250 ms ping Chinese guy on the other team who shot you before he even appeared on your screen. If that happens, you can quite literally blame the game and only yourself a little.
--- Posture + Set up ---
Posture is pretty easy. Just Google it. Arms should be close to your side, wrist should be a little above above or on the table (never EVER angled! THAT'S BAD!), legs should be at 90 degree angles, and you should be sitting straight up (but we all lean forward or back, so don't feel bad if you do too).
As for set up, if you don't have a comfortable set up you're kind of screwed. Ideally a table at just the right height and an adjustable gaming chair. Having a shitty chair or a table too low or too high can screw up a lot of your posture which screws up your game.
You need to be able to sit in the same way each and every time you sit down. Which means you should try to practice standing up and sitting down in the same position that way you don't need to mentally readjust to accommodate for how you're sitting.
--- Settings ---
Honestly, just use what you prefer and prioritize them for fps and visibility.
Your EDPI (your in-game sensitivity × your mouse DPI) should be within 800 to 1200. Find whatever works best for you. If you're playing 4:3 you should stick to around 800 to 1000 and not above, and if you're playing 16:9 or 16:10 you should stay around 900 to 1100. I personally play 16:9 at [email protected] DPI (exactly 1000 EDPI). This is my best sensitivity and it lets me do a 180 degree turn with only half my gigantic ass mouse pad. You have to be able to do a at least a 180 degree turn with your mouse pad, otherwise your sensitivity is too low!
Also your DPI and in-game sensitivity should be well balanced. They work inversely, a higher DPI or a lower in-game sensitivity will increase smoothness in-game. If the DPI is too low or the sensitivity is too high, you will experience pixel skipping which will hurt precision. That said, higher DPI comes with the side effect of leaving less room for vertical-movement error. That's why most pro players play at 400 DPI. It's not as smooth as 800 DPI but flicking horizontally will have less up and down movement error with 400 DPI than it will 800 DPI because it requires more movement per inch to cause movement. Theoretically if you're doing a vertical flick, the same thing applies with horizontal error.
(I edited this part from the original to clear some things up.)
FOV is proportional to what screen resolution you are using. For example, 4:3 has a lower FOV than 16:9, and 16:10 has a higher FOV than 16:9.
Lowering FOV usually only hurts you when switching resolutions, unless you are willing to stretch it out for a zoom effect. Otherwise you are effectively limiting your vision without any benefit other than performance.
Never switch from a non-stretched resolution to a stretched resolution unless you explicitly intend to stay on stretched resolution. The correlation between the coordinate mapping on your monitor to your mouse pad will change. This is why it's hard for 16:9 players to switch to 4:3 stretched without some time and practice.
Your crosshair is something you should experiment with. Typically a bigger crosshair is wonderful for sprays and smaller crosshairs are best for headshots. I'm not going to tell you what's best to use, and I'm not even going to tell you to use a pro's crosshair because some of their crosshairs really suck for other players!
Here is a pretty common crosshair to use regardless of what resolution you are on:
cl_crosshaircolor 1; cl_crosshairthickness 1; cl_crosshairsize 4.5; cl_crosshairgap -3; cl_crosshairstyle 4; cl_crosshair_drawoutline 0; cl_crosshair_t 0; cl_crosshairdot 0;
--- Mechanics ---
You're obviously inaccurate while moving, climbing, and mostly while jumping (jumping shots depend on what gun you're using. Mag-7? Yes, you're accurate. AK-47, nope.) You're more inaccurate at greater distance from your target because of spread (randomness in your shot applied by the game). If you stand on a ladder you're still in the "climbing" state so don't try to shoot on it. And if you're crouching, you're accurate while moving just as if you were standing still. Crouching lowers spread. The best approach to getting better aim mechanically with movement is to practice your crosshair placement, practice your movement (counter-strafes and crouch-spraying). Know that when you shift-walk you are faster to stop than if you were normally running, and know that you are most accurate at the apex of your jump.
While it's good to practice all this stuff, in-game the literal best thing you should do in all situations is move to where it's easier for you to shoot your opponent, but harder for them to shoot you. In most cases, this means taking the high ground and keeping your crosshair placed near where they're most likely going to peek. Astralis likes to keep their crosshairs neck-level from where they're aiming in case the enemy crouch-peeks, but a lot of top-tier players keep their crosshairs exactly head-level and flick if they crouch peek. This is something you mainly learn from just playing the game.
--- Practices ---
There are 3 workshop maps which I would say are 100% necessary to get better: Aim Botz, Recoil Master, and FAST AIM/REFLEX MAP - TRAINING [DUST2]. Other than that, just find a community deathmatch server. On Aim Botz you should practice your flicks, taps, bursts, and spray transfers. This is useful to an extent, but since the bots don't really move (or move like players do), I've also listed the FAST AIM/REFLEX map. On this map, it's easier to practice all of the above, but the bots move too. Always aim for the head, and it's pretty easy to figure out how to use the maps. If you don't know the spray patterns or just really aren't good at them, then you should use Recoil Master. It's great for getting your spray down.
You should only use the workshop maps for practice and in hour to 2 hour long sessions or consistently with breaks, and you should focus on practicing the thing you're worst at.
Other than that, deathmatch servers should be used for warm up before games and after practicing. While practicing is great for getting your flicks and sprays down, you need to practice against actual people too!
Valve's deathmatch servers are the worst because you will spend less time shooting people and more time looking for them.
Keep in mind the earlier disclaimer.
--- Warm up ---
Watch HaiX's video over this. https://www.youtube.com/watch?v=jNAZb8iyGv4
The warm up routine he goes over is a little intense in comparison to most pros' "I just warm up 20 minutes in Aim Botz" but I'm sure you're going to be aiming like an absolute god if you do this before each match, so it's probably worth it!
--- Confidence ---
Confidence isn't something you can practice, and I'll be damned if I am not the worst person to ask for mental advice, but it is something that improves with just playing the game. Keep your mind straight and believe you can hit your shots. The moment you doubt yourself or think about the way you're shooting, you're going to choke. Aiming should be 100% subconscious, you should not think about it mid-game, only during practice! Don't get overconfident, and ready your shot, and you are 1000x more likely to hit it than if you didn't.

Hope this helps! I know it did for me. Back when I was Silver 4 at 400 hours in this game, I wish I knew as much as I do now because I could've improved so much faster.
submitted by Coachqandtybo2 to csgo [link] [comments]


2020.06.30 14:19 AcheronTheBeast Resident Evil Resistance Mobile App Idea [Feedback wanted]

Resident Evil Resistance works well on console, but with all intents and purposes wrapped around an asymmetrical multiplayer experience, it is at its heart a deck building game. For both masterminds and survivors. I believe it would greatly benefit the accessibility, the popularity, and longevity of Resistance to have a mobile companion and a decent marketing campaign for it too.
Such a thing could be possibly named:
UMBRELLA© Mobile Experiment Interaction System App (M.E.I.S. App) - a play on the in game E.I.S. mechanic.
Resistance Project Development App (R.P.D. App)
Or even simply
Resident EVIL Resistance Mobile. (RE:REM)
Point here is that there are many possible names for this, what it enables people to do and the benefits of the existence of such a thing vs its hindrances.
What the app would do:
-Allow players to build Equipment Decks for survivors.
-Enable mastermind play from mobile devices, either at full capacity or maybe in some form of making time trials for a new mode.
Downsides/Risk factors:
-The development resources needed to keep such an app up to date and balanced.
-No risk factors in letting players just customize builds.
Potential Up-sides/ Positive Advancements:
-Opens Resistance up to platforms that will increase player count.
-Open Resistance up to fulfilling its role as what it really should be, A Free To Play live service with ONLY booster microtransactions.
Another alternative to this would be enabling Crossplay and opting in to the Xbox Game Streaming program that already allows play from mobile devices. Feedback is appreciated.
submitted by AcheronTheBeast to residentevil [link] [comments]


2020.06.27 23:50 spandus Mega Rant

I'm getting so fucking tired of this game honestly I barely even want to play it anymore but I made myself keep going because I wanted the event gear that they decided had to be a timed exclusive for some reason because ADDING CONTENT TO THE GAME AND THEN REMOVING IT IS SUPER SMART AND HEALTHY FOR THE GAME????
I try to get orders done every day because they make the steel gain pitiful through regular play because you're not supposed to unlock things by playing the game because this is after all a Ubi$oft game and they want to give you the least amount of enjoyment possible so that you're more likely to spend money, but then they make the orders fucking unbearable shit like capturing 20 zones so that you have to fuck around like an idiot fenagling people in and out of the zone and crying when your teammate rushes in to defend a zone that's about to be captured. Or how about completing 12 matches as a vanguard??? Oh yeah do 12 fucking matches as the class that has the least fucking diversity that's real smart design. If you don't like warden raider or kensei go fuck yourself basically. Doing 4 tribute matches is a shitty order too, you can rarely find a tribute match so you have to turn matchmaking off and play with bots and the bots on your team will always be braindead asswaffles who die in 1v1s even though they're a higher level bot than the enemy, so either your tribute match will end in the first 2 minutes or it'll go all the way into overtime so getting 4 done can either be the quickest order or the longest, and on top of that IT ONLY GIVES YOU 750 XP! On the topic of orders that give 750 XP, the allied warrior order is easily the worst order and obviously the most hated one in the game, but have they removed it??? NO! Because they want you to harass your friends into playing the game to boost their player count. The whole order system fucking sucks. If you don't play for a few days you miss out on the only meaningful steel gain you have and if you do play constantly it doesn't even give you enough to do.
This game is full of stupid ways to try to get people to play it when they don't want to anymore because it's a LiVe sErViCe multiplayer game that tries to stretch one game into 5 years of content instead of just making a game and then making a sequel for people who enjoyed the first one. The entire live service design is self defeating because it incentivizes making the game worse to extract more money out of players, and ubisoft expected a fucking fighting game to be as popular as a shooter game so they made For Honor follow the same dumbass formula as rainbow six, except it actually works in rainbow six unlike this fucking game. I remember the older Soul Calibur games before SC6 hopped on the same fucking live service bandwagon actually had you unlock the characters THROUGH GAMEPLAY! IMAGINE THAT? UNLOCKING GAME CONTENT BY PLAYING THE GAME??? IN A REASONABLE AMOUNT OF TIME BASED ON COMPLETING OBJECTIVES RATHER THAN GRINDING FOR ABSTRACT VIRTUAL CURRENCY CALCULATED TO TAKE SO LONG THAT PEOPLE ARE MORE LIKELY TO PAY TO SKIP IT???
Then they realize that fighting games aren't popular enough so they decide they need market appeal for China so they hamfist the fucking wu lin into the game in an obvious marketing move. Of all the wu lin the only one I like is zhanhu because their armor actually looks good, even though there's not much variety too it. Other than zhanhu you have Screechy McEarbleed, Oldman Shinkick, Captain Hook, and Stick Man. They all have a few things in common. One, they're all kind of crappy, two, they're all loud as fuck, and four, dodge attacks. Even though they're not very good characters they successfully manage to be the most contradictory annoying motherfuckers ever. It doesn't help that half of the fucking bots in AI matches are tiandis, doing dodge attacks that you can hear from across the map and so slow that you could parry it by slamming you face into the controllemouse. Everyone's probably noticed that while both the male and female version of tiandi like to recite an entire fucking shakespeare play every time they do any attack, the female one is decidedly more annoying. You may have also noticed that the female zhanhu has waaaaaaaaay louder out of stamina panting and long fall screams. I don't know why they did this, but it's annoying.
I'm not going to lie I haven't played pvp in this game since april of 2017 and I credit that choice with my mostly intact sanity, and I think if I hadn't stopped playing pvp I would have quit a long time ago, but the AI modes are for the most part more relaxed and easier to enjoy in general, but it's not without issues. The obvious one is that occasionally a level 3 bot finds it's way into your relaxed rep grind, and then suddenly you're standing on a bridge with your ps4 over your head about to finally rid yourself of this game. Fortunately the level 3 bots have been tuned down a lot, but there's still issues with the AI in this game that aren't even exclusive to the high level bots.
Most people know that the bots react by reading your inputs, and a such even level 1 bots dodge things that players can't dodge consistently, like gladiators toestab. I've dodged that move maybe 4 times ever and the level 1 bots dodge it with about 50% accuracy. Also characters that rely on lightspam to do any meaningful damage like orochi or nuxia are basically shit tier against AI because they have the same likelihood to block a fast light attack as a slow one.
Level 2 bots take a considerable leap. Level 1 bots don't execute, don't guard break, don't use revenge, and rarely use combos. In contrast, level 2 bots do execute, they do guardbreak (and counter guard break), they do use revenge, and seem to get it as soon as a second person even looks at them, and they use most of their moveset, but they still don't feint or parry. Level 2 bots are hardly unassailable, but they definitely amplify everything that's annoying about fighting bots, and if you have a bad team it's even worse. Level 2 bots with a good team is actually more fun than level 1s but you're not going to get good teams most of the time.
Also here's an unexpected thing that pisses me off: LADDERS! Half the time I go up a ladder my character goes up a few rungs then goes back down, and right before climbing onto it you slow down for some reason, but when a bot grabs the shield banner in breach they get sucked halfway up the ladder as soon as they go near it.
While we're on the topic of breach I have a few things to say. I actually like breach, it gives pretty good rewards and it's probably the most fun AI mode, but there's still problems with it. The first is that some characters just kind of suck for breach and if your team isn't coordinating you might end up being the only one defending the ram as peacekeeper who can't do shit to the pikemen. It's also pretty clear that defending is faster than attacking, but you do get more xp for winning as attackers than defenders to be fair. The bots know as soon as the shield banner spawns but to be fair if you're paying attention to the clock so do you, but if feels pretty unrealistic they way that the bots know instantly, honestly it'd be better if it just showed on screen as soon as it spawned so that everybody knows.
The most annoying part of breach though is probably the commander. He's just a bullshit artist and there's no debate about it. Some people think that he has to be otherwise he'd get destroyed instantly but this is a rant so fuck constructive criticism. His overhead unblockable that does 60 damage and knocks you down IS BULLSHIT not because of the move itself because that shit is fucking easy to avoid, the bullshit part is that if you get hit by something else while he's winding up you can't parry it when it hits you. If you're locked onto him and you get hit by any other enemy there's a window where you're stunned and can't parry his attack that KNOCKS YOU DOWN AND TAKES HALF OF YOUR HEALTH. Or if he shits out a grenade and you roll away to not get hit by it then he hits you with his heat seaking overhead attack that knocks you down and takes half of your health. And if you don't roll the explosion staggers you and you can't dodge or parry his attack that knocks you down and takes half of your health. If he knocks you down with revenge you can get up in time to not get hit but it's sketchy.
There's also his zone attack which is just the highlander zone attack but unblockable. The issue with this move is that sometimes you just can't parry it??? am I the only one who has this issue?! Sometimes you can dodge the first and if you try to parry the second it just does a heavy attack like the old unlock exploit with raider where they would unlock as they did the unblockable so you couldn't parry it. Fortunately that got fixed but I have no fucking idea what's up with the commander doing that. There's also some light attack that he does that does 60 fucking damage but only if it hits you while he's locked onto someone else?? No idea what's up with that either but it fucking hurts my damn feelings. There's also the issue of revenge. For some reason the commander is able to get revenge even when only one person is attacking him. Fortunately it's just an interrupt and it doesn't actually shield him at all but it's still fucking annoying. Then there's the issue of infinite revenge if he gets pushed out of his arena. I get why they did this but it's honestly just the worst. People just keep attacking him instead of letting him walk back to the place where he isn't invincible and you can't do anything about it other than wait for them to die.
Speaking of boss battles, let's talk about Test your Metal. Or Mettle. Idk. It's fun if you have a good team and awful if you don't, because this is an obligate multiplayer game and your enjoyment will be determined by how awake your teammates are. If your teammates all leave they get replace by level 3 bots. Don't expect these level 3 bots to be good though. For some reason as soon as they're on your team they forget the controls. I wouldn't have too much issue with test your metal if there weren't daily orders requiring you to play it. I'm not always in the mood for something difficult and forcing me to play this annoying ass game mode and on top of that requiring me to revive 3 people is not okay. First off revive orders are stupid in general and I hate them but also the enemies in test your metal actually know how to do executions so even if your whole team dies in a round you might not be able to revive them. There's a lot of annoying things about the specific enemies in test your metal too, like Tozen and his fucking arrows, Gudmundr and his slow ass fake out heavies that do 50 damage, Appollyon and her 60 damage attack that completely depletes stamina, and everything about Ranja.
If you've been playing for a while you may remember the first test your metal, it was hard but fun, and people generally liked it. Then they removed it. This seems to be something ubisoft likes to do, add a fun PVE mode to a mostly pvp game then delete it. If you play rainbow six you might remember the quarantine event. That was a lot of fun and they clearly put in a lot of work, then they removed it. At least for that they're planning a full game for it, but I don't know why they're so against having PVE content for this game. Arcade is fucking laughable, tied to a $30 expansion that comes with characters that you either might already have or might not even want, and the mode itself isn't even that good. I've only played it once when someone invited me to play it with them since you don't need the expansion to join someone else who has it, and it wasn't that great. This game has a really fun combat system that's pretty unique, and it's totally squandered by being a PVP focused multiplayer game. I don't know why Ubisoft does this, they take really great ideas and fucking ruin them just to make a little more money. I guess they have to keep their bank accounts full to keep Vivendi away. If a well made singleplayer game with a combat system like For Honor ever got released I'm pretty sure they'd lose like 30% of their players.
TL;DR Ubisoft is ruining this game by intentionally designing it to be manipulative to get you to play it more and spend more money instead of just making a game worth playing.
submitted by spandus to ForHonorRants [link] [comments]


2020.06.27 15:35 TheRWBYNook Fan Fiction from The RWBY Nook.

Our members bring unique fiction to the coffee table. The stories from The RWBY Nook make our creative space more vibrant; they are as abstract decor, filling a room with character and charm.

That is why The Nook would like to present a fraction of our works, each submitted by the author to represent themselves and the community.


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TheGoose2012

In RWBY's Shadow
Lilly Azura always dreamed of a new beginning at Beacon. But when some familiar faces quickly grab the spotlight, can she and her team really do anything to climb out of RWBY's shadow? An OC-centric story set in Volumes 1-3.
Beacons of Love
Training to fight the Grimm can be hard. Dating can be even harder. With some extra time off before the Tournament, can Honey and Randi help their classmates find love? And why exactly is Yang laughing so hard next door? A comedic spin-off to In RWBY's Shadow in which Honey and Randi set up a matchmaking service at Beacon.
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Kiki Yushima

One-Week Flower
One week. That's the longest she can remember somebody for. How can she complete the year-long project when assigned a partner she'll forget every Monday? Ishuukan Friends inspired AU.
you'll take flight soon
What happens when a first-generation Faunus from Menagerie goes to the mainland in the wake of the Faunus Rights Revolution?
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Avistar123

Bonded Through Blood (Ongoing)
Pyrrha had met many Vampires in her career as a Huntress. Of all the Vampires she had faced however, a Vampire that didn't want to drink blood was certainly a new one as was the fact that this Vampire was turned by the sole survivor of a family long believed to have been eliminated. Read on as Pyrrha attempts to restore Jaune and finds a far more sinister foe waiting for the 2.(Vampire AU)
Strange Fates, Stranger Destinies(Ongoing)
Set in an altered version of Remnant where a string of various natural disasters rapidly effect the people giving them magical abilities and turning them into hybrid creatures of myth, follow the adventures of Team RWBY as they try to make their mark in this strange and unforgiving new world complete with monsters, hybrids, magic and dark entities. (Dark Fantasy AU)
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Koil-Overs

Roses & Thorns
The unoffical Epilogue after all the events of RWBY & Den of Wolves.
Mostly a book of short stories based on fables that includes some of RWBY & Den of Wolves' Cast.
[CURRENTLY INCOMPLETE AND WILL BE UPDATED HERE AND THERE Would recommend to wait to read this once Den of wolves is completed]
Den Of Wolves
Two years have passed since the Fall of Beacon, many have scattered, some were lost. Few lost themselves the day that the academy fell. After transferring and graduating Atlas Academy due to accelerated training team C.Y.I.N. has had to endure endless waves of task under the order of Ironwood. When they finally get relaxing mission it all turns cold when they discover that there's more to see in the shadows of the Den.
[CURRENTLY IN THE WORKS, IT IS MY PRIORITY ONE TO FINISH THIS BOOK.]
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Omeg12

A Royal Test
Being adopted isn't all that bad. But if you happen to have been adopted by the wealthiest family in Remnant, then your life might get just a little bit complicated. Especially if you are stuck in the most intricate sibling rivalry of all times and the Beacon Academy is your battleground.
Black Out The Sky
It is almost funny how one person's decisions can change the fate of the world they live in, either for better, or for so much worse. In this timeline, there was never a team called RWBY. The heroes were not strong enough to repel the forces of darkness. White Fang was free to bring Remnant to its knees... and then remake it in their own image.
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Evan, the 2623 Guy

A Tale's End, A Journey Begins
Anyone ask for Summer shenanigans? No? Too bad you're getting them. While writing another RWBY story, I took a bit of time to write this bit of family levity. This was inspired by the announcement of a RWBY Fairy Tale show and the speculation that comes from such a thing. I can't really say too much else on this as I just want you to enjoy it.
Dolts, Dines and Disasters
I was given a prompt to make a fluff story and this is the result of said prompt. I might have gotten a little out of control, and it certainly went a lot longer than I'd thought it could, but clearly, things happened. This is my first true "ship fic", wherein a relationship is front and center, the driving force of the plotline.
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ClemPrime13

To Comfort A Weary Knight
Minimal Fall AU (Pyrrha is still dead, Ruby is still out cold) It's been a week since the attack on Beacon, and our heroes are still licking their wounds. But a certain knight had his heart broken, and he needs help to put it back together. Part 1 of Minimal Fall AU.
Don't Want Your Absolution
Minimal Fall AU, It's the first term back after the Miracle at Beacon, and teams RWBY and JNR are starting their second year. There's just one problem. They know about the maidens, the relics, Salem... They'll have to juggle their school work and stopping the forces of evil from dividing humanity and killing them all. At least they get extra credit for it. Part 2 of Minimal Fall AU.
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yoshi3000

Remnant's Four Shadows
AU - The Brother Gods had their champions to do their bidding, but the Goddess of Time has had enough of their foolishness. It was time, she got her own champions. A new timeline, four heroes with varying pasts, and the road ahead to save Remnant. They are Team YUKI, Remnant's Four Shadows.
RWBYverse Is Infinite
A collection of snippets, challenges, omakes, and the works showing the infinite situations of the world of RWBY. This will pieces that can be reacted to, so RWBY React writers are welcome. Reviews cherished. Pairs will vary from piece and piece along with the AUs. Genres also vary.
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Scipio Smith

SAPR
AU MLP Crossover:
Sunset Shimmer fled from Equestria in search of the destiny that Celestia sought to deny to her. She dreamed of finding great glory and power in a strange new world. But she emerged on the other side of the mirror in a harsh cruel world beset by demons and troubled by division, conflict and racial animus: the world of Remnant.
Now, years later, Sunset has completed her studies at Canterlot Combat School and is ready to attend Beacon Academy. She hopes that in the more progressive Kingdom of Vale her appearance as a pony faunus will not be held against her the way it was in Atlas, and she can rise as high as her talents permit and seize with both hands the destiny she still yearns for.
Sunset finds herself assigned to lead three fellow freshman at the Huntsman Academy: Jaune Arc, who dreams of becoming a hero elevated above all others; Pyrrha Nikos, a peerless warrior who has everything that Sunset wants and hates everything about it; and Ruby Rose, a simpler and more honest soul who simply wants to save as many people as she can, and who might just light the way to their salvation. Together they form Team SAPR, and together they might just show Sunset Shimmer that friendship can be...magic.
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Riggy

Hereditary
Ruby Rose, a girl who always wanted to be a huntress, finds herself elevated to Beacon Academy two years early. With no real friends save her sister, she does her best to adapt before the machinations of those plotting against the peace that the world of Remnant has known her whole life become too much to handle. Now a semester has come and gone, and Ruby Rose has found herself adjusting well to life at Beacon. She has friends in both her team and team JNPR, and has found two best friends in Jaune Arc and Pyrrha Nikos. Unfortunately, she and her sister's partner, Blake Belladonna, discovered Roman Torchwick has allied himself with the White Fang, and now as she attempts to focus on her life at Beacon, the machinations of the one behind the recent chaos in Vale draw ever nearer.
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Srlojohn That Keyforge Guy

A Change of Perspective
Set after the end of Vol. 6, with an alternate vol. 7. Neo has been put down by Cinder one too many times, so she runs runs off to get along by herself. However, after a situation dumps her right into the arms of the protagonists, both sides must learn to set their animosities aside. Silent Knight shipping
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The RWBY Nook is thankful to all of our members for their contributions.

If you are interested in joining The RWBY Nook - a place for RWBY fanfiction authors to share and inspire - then reply to this post with your RWBY fanfiction works and express your interest in joining our community.

Happy Weekend!

submitted by TheRWBYNook to RWBY [link] [comments]


2020.06.24 19:29 DTG_Bot Playtesting in the Cloud

Source: https://www.bungie.net/en/News/Article/49132
Tyler Duncan and Jeff Fox are on the front lines of what’s happening with Destiny development. As members of the Bungie Test team, they help to organize the testing of the game across many different groups within the studio. They’re used to seeing the latest builds of the game and helping to coordinate testing – from playing through scenarios and activities to organizing mass PVP sessions involving dozens of Bungie employees.
Testing happens in every videogame studio and the more testing you can do, the better. The function is so essential to a studio’s day-to-day operations that it’s easy to take it for granted. From designers to developers, engineers to marketing folks, Bungie team members are often invited to playtest sessions. You show up to the playtest lab, put on the headphones, play for a while, and then share your experiences with others. That fundamental process of play, feedback, and communication is part of the lifeblood of a game studio.
It's so essential, in fact, that the alternative – developing games without that rigorous testing – is unthinkable. So what happens when all of these time-tested and finely tuned processes get upended by something like the COVID-19 pandemic? How do you continue to carry on such an important development practice when everyone is working remotely?
As Fox and Duncan will tell you, you get creative.
Before we talk about adapting to new circumstances, let’s paint a picture of a typical test at Bungie. Like most game studios, Bungie has playtest labs where developers can gather on regular basis to test a build of a game. As you might expect, these labs are constantly busy, with lots of teams looking to book time to get a session in and to share feedback with each other about how a particular area of development is going. Maybe it’s the scenario team who is testing out the difficulty of a particular mission, or the audio team making sure that the weapon sounds are where they want them to be.
In general terms, testing can be broken up between traditional QA (quality assurance) testing and playtesting. Traditional testing is about analyzing and validating design and engineering implementations. Are there bugs or glitches that need to logged and fixed? Are things working as intended? On the other hand, playtesting is about the intended experience for players. Does an event have the desired effect on the player? Does it convey the right mood? Is it fun to play?
As playtest coordinator at Bungie, Duncan’s role is focused on organizing playtest sessions across the studio. “[It’s] a very hybrid role,” said Duncan, who has been with the company for almost three years. “It’s more akin to a lab manager. We have to do a lot of similar to IT work, in terms of troubleshooting [things] like hardware and software issues. We have the test background, so we know how to debug through things, how we get audio up and working.” There’s also the organizational aspects, working with teams to decide which content is going to be tested, which team members will attend the tests, and more.
A typical busy week at Bungie HQ will see the playtest labs being used every day, with multiple sessions per week, scheduled and set up in advance by Duncan and his team. It’s no wonder then, that the playtest labs are some of the busiest parts of the studio during a normal week.
Enter the COVID-19 crisis and the idea of “normal” has been thrown out the window. In late February, Bungie began a massive effort underway across all parts of the studio to gear up for an extended period of remote working. That meant everyone would be leaving the studio… including testing. No more playtest labs, no more in-person sessions to play and discuss. In short, things were changing.
Facing the Problem “It was the whole stages of grief,” said Duncan, when asked about his initial reaction to the news that they weren’t going to be allowed in the studio any longer. “There was definitely some denial at first. My team specifically was like, ‘Oh, we don't need to be home. There's a lot we can do in the studio.’”
Initially the team talked about using the potential down time as an opportunity to tidy up and make some improvements around the labs.
“[We thought] we could do things like improve the hardware, do a lot of the manual labor that needs to be done to get re-organized,” said Duncan.
At the same time, the team was already aware that a pause in playtesting wasn’t going to be acceptable. “We [were] thinking about how do we help teams playtest from home,” he said. “We were doing an exploratory process [asking], ‘What are our different options? What is viable and not viable?’”
The complications of remote testing while working from home pile up quickly. There’s the basics of making sure that everyone has a powerful enough machine to play on (in the case of PC testing). Then there are the inherent security risks with removing expensive development kits from the studio. And with internet connections being what they are, it’s unreasonable to expect remote testers to use their home bandwidth to download a new build of the game remotely each time they wanted to hold a testing session.
With these restrictions in mind, how do you continue the rigorous testing schedule that is one of the keys to shipping new Destiny experiences on time?
The answer, it turns out, was in the cloud.
Enter Stadia Jeff Fox has been with Bungie for seven years, working as a test lead. Alongside Duncan and others on the Test team, Fox has helped test a huge variety of Destiny gameplay, including activities, matchmaking, networking, and more. His most recent project was launching Destiny 2 on Google’s then-new Stadia streaming service.
“It was definitely unique because we’d been historically on traditional platforms – Sony PlayStation, Xbox, PC,” Fox said. “Going into this weird new streaming platform in the cloud was a unique challenge. It was also really exciting from that perspective as well; once you’ve been in QA long enough, everything is kind of very similar. So getting a fresh new perspective on a different platform opens up new challenges [and] it’s always great to move into that.”
By the launch of Destiny 2 on Stadia, Bungie developers and testers were becoming more familiar with the platform. That experience, combined with a workflow that was designed for ease of use, and it wasn’t long after the studio-wide “work from home” orders were issued that the idea of shifting a chunk of all-up testing onto the Stadia platform came up.
“Using Stadia in the ‘work from home’ transfer seemed like the easiest thing we could have done, and the fact that we already had our game stood up on that platform made it kind of a no-brainer to start looking into that,” Fox said.
Whereas a traditional test session is preceded by a relatively lengthy process of propping a build onto multiple consoles or PCs in the testing lab and working through any technical snafus that may crop up, testing on Stadia was a relative breeze.
“On Stadia we can publish a build in a way that all of the instances we use automatically get the build distributed to them at the same time,” said Fox. “We're able to very easily get a pool of up to 300 instances or so with the game ready to play at a click of a button, which is fantastic. You can't do that any other way when we're running a big studio playtest like that.”
Testing also places a high level of importance on uniformity of setup – in a playtesting lab, everyone is using the same equipment as much as possible. As Fox pointed out, this is even easier with Stadia. “It's all cloud-based,” he said. “There is no physical hardware in studio. You can use a variety of compatible controllers. The best thing about developing Stadia [is that] there's literally no hardware at all on the desk. It's all in the cloud so we didn't have to worry about that at all.”
While playtesting with Stadia has its distinct advantages – ease of setup for both players and coordinators, hardware uniformity – it’s taken some work to get there. That’s in part because traditional playtesting success is often the result of long-standing rituals and routines. The teams schedule a test session, the coordinators work to get the lab set up with the correct build, and everyone knows the process of where and when they need to be at the lab. It’s a scripted routine that is the result of a lot of learning over time.
Moving to a new system requires new communication paths, and new rituals to form, not to mention the very real changes that have come when an entire studio is learning to function remotely. It’s something that Bungie’s Test team is still focusing on as the weeks go on.
“In terms of stabilizing and having a normal day to day, we've just about got there,” Duncan said. “[The] first thing was, let's get teams playtesting again. Then we started to transition to wrapping our old team rituals or processes back into the Stadia thing.”
While there’s still more work to go, the team is feeling good about the progress made so far and the potential this kind of cloud-based testing has for Bungie. That’s in no small part due to Bungie’s willingness to adapt, said Fox.
“I was surprised at how quickly people were able to pick up on the process,” Fox said. “Generally when you say, ‘Oh yeah, we'll stream it over the network. It will be fine!’ people are [going to be] pretty skeptical. But the overall feedback has been really good. This is working for us now during work from home.”
Duncan is even more bullish on the future.
“This is going to change everything,” said Duncan. “We are in a new tradition. Just because we used to have every team playtest in labs [in the past], it doesn't mean we stop doing that. But the process is evolving and changing. And we need to continue to be flexible.
“The future is now. What we thought was impossible is definitely not the case.”
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2020.06.24 19:29 DTG_Bot Playtesting in the Cloud

Source: https://www.bungie.net/en/News/Article/49132
Tyler Duncan and Jeff Fox are on the front lines of what’s happening with Destiny development. As members of the Bungie Test team, they help to organize the testing of the game across many different groups within the studio. They’re used to seeing the latest builds of the game and helping to coordinate testing – from playing through scenarios and activities to organizing mass PVP sessions involving dozens of Bungie employees.
Testing happens in every videogame studio and the more testing you can do, the better. The function is so essential to a studio’s day-to-day operations that it’s easy to take it for granted. From designers to developers, engineers to marketing folks, Bungie team members are often invited to playtest sessions. You show up to the playtest lab, put on the headphones, play for a while, and then share your experiences with others. That fundamental process of play, feedback, and communication is part of the lifeblood of a game studio.
It's so essential, in fact, that the alternative – developing games without that rigorous testing – is unthinkable. So what happens when all of these time-tested and finely tuned processes get upended by something like the COVID-19 pandemic? How do you continue to carry on such an important development practice when everyone is working remotely?
As Fox and Duncan will tell you, you get creative.
Before we talk about adapting to new circumstances, let’s paint a picture of a typical test at Bungie. Like most game studios, Bungie has playtest labs where developers can gather on regular basis to test a build of a game. As you might expect, these labs are constantly busy, with lots of teams looking to book time to get a session in and to share feedback with each other about how a particular area of development is going. Maybe it’s the scenario team who is testing out the difficulty of a particular mission, or the audio team making sure that the weapon sounds are where they want them to be.
In general terms, testing can be broken up between traditional QA (quality assurance) testing and playtesting. Traditional testing is about analyzing and validating design and engineering implementations. Are there bugs or glitches that need to logged and fixed? Are things working as intended? On the other hand, playtesting is about the intended experience for players. Does an event have the desired effect on the player? Does it convey the right mood? Is it fun to play?
As playtest coordinator at Bungie, Duncan’s role is focused on organizing playtest sessions across the studio. “[It’s] a very hybrid role,” said Duncan, who has been with the company for almost three years. “It’s more akin to a lab manager. We have to do a lot of similar to IT work, in terms of troubleshooting [things] like hardware and software issues. We have the test background, so we know how to debug through things, how we get audio up and working.” There’s also the organizational aspects, working with teams to decide which content is going to be tested, which team members will attend the tests, and more.
A typical busy week at Bungie HQ will see the playtest labs being used every day, with multiple sessions per week, scheduled and set up in advance by Duncan and his team. It’s no wonder then, that the playtest labs are some of the busiest parts of the studio during a normal week.
Enter the COVID-19 crisis and the idea of “normal” has been thrown out the window. In late February, Bungie began a massive effort underway across all parts of the studio to gear up for an extended period of remote working. That meant everyone would be leaving the studio… including testing. No more playtest labs, no more in-person sessions to play and discuss. In short, things were changing.
Facing the Problem “It was the whole stages of grief,” said Duncan, when asked about his initial reaction to the news that they weren’t going to be allowed in the studio any longer. “There was definitely some denial at first. My team specifically was like, ‘Oh, we don't need to be home. There's a lot we can do in the studio.’”
Initially the team talked about using the potential down time as an opportunity to tidy up and make some improvements around the labs.
“[We thought] we could do things like improve the hardware, do a lot of the manual labor that needs to be done to get re-organized,” said Duncan.
At the same time, the team was already aware that a pause in playtesting wasn’t going to be acceptable. “We [were] thinking about how do we help teams playtest from home,” he said. “We were doing an exploratory process [asking], ‘What are our different options? What is viable and not viable?’”
The complications of remote testing while working from home pile up quickly. There’s the basics of making sure that everyone has a powerful enough machine to play on (in the case of PC testing). Then there are the inherent security risks with removing expensive development kits from the studio. And with internet connections being what they are, it’s unreasonable to expect remote testers to use their home bandwidth to download a new build of the game remotely each time they wanted to hold a testing session.
With these restrictions in mind, how do you continue the rigorous testing schedule that is one of the keys to shipping new Destiny experiences on time?
The answer, it turns out, was in the cloud.
Enter Stadia Jeff Fox has been with Bungie for seven years, working as a test lead. Alongside Duncan and others on the Test team, Fox has helped test a huge variety of Destiny gameplay, including activities, matchmaking, networking, and more. His most recent project was launching Destiny 2 on Google’s then-new Stadia streaming service.
“It was definitely unique because we’d been historically on traditional platforms – Sony PlayStation, Xbox, PC,” Fox said. “Going into this weird new streaming platform in the cloud was a unique challenge. It was also really exciting from that perspective as well; once you’ve been in QA long enough, everything is kind of very similar. So getting a fresh new perspective on a different platform opens up new challenges [and] it’s always great to move into that.”
By the launch of Destiny 2 on Stadia, Bungie developers and testers were becoming more familiar with the platform. That experience, combined with a workflow that was designed for ease of use, and it wasn’t long after the studio-wide “work from home” orders were issued that the idea of shifting a chunk of all-up testing onto the Stadia platform came up.
“Using Stadia in the ‘work from home’ transfer seemed like the easiest thing we could have done, and the fact that we already had our game stood up on that platform made it kind of a no-brainer to start looking into that,” Fox said.
Whereas a traditional test session is preceded by a relatively lengthy process of propping a build onto multiple consoles or PCs in the testing lab and working through any technical snafus that may crop up, testing on Stadia was a relative breeze.
“On Stadia we can publish a build in a way that all of the instances we use automatically get the build distributed to them at the same time,” said Fox. “We're able to very easily get a pool of up to 300 instances or so with the game ready to play at a click of a button, which is fantastic. You can't do that any other way when we're running a big studio playtest like that.”
Testing also places a high level of importance on uniformity of setup – in a playtesting lab, everyone is using the same equipment as much as possible. As Fox pointed out, this is even easier with Stadia. “It's all cloud-based,” he said. “There is no physical hardware in studio. You can use a variety of compatible controllers. The best thing about developing Stadia [is that] there's literally no hardware at all on the desk. It's all in the cloud so we didn't have to worry about that at all.”
While playtesting with Stadia has its distinct advantages – ease of setup for both players and coordinators, hardware uniformity – it’s taken some work to get there. That’s in part because traditional playtesting success is often the result of long-standing rituals and routines. The teams schedule a test session, the coordinators work to get the lab set up with the correct build, and everyone knows the process of where and when they need to be at the lab. It’s a scripted routine that is the result of a lot of learning over time.
Moving to a new system requires new communication paths, and new rituals to form, not to mention the very real changes that have come when an entire studio is learning to function remotely. It’s something that Bungie’s Test team is still focusing on as the weeks go on.
“In terms of stabilizing and having a normal day to day, we've just about got there,” Duncan said. “[The] first thing was, let's get teams playtesting again. Then we started to transition to wrapping our old team rituals or processes back into the Stadia thing.”
While there’s still more work to go, the team is feeling good about the progress made so far and the potential this kind of cloud-based testing has for Bungie. That’s in no small part due to Bungie’s willingness to adapt, said Fox.
“I was surprised at how quickly people were able to pick up on the process,” Fox said. “Generally when you say, ‘Oh yeah, we'll stream it over the network. It will be fine!’ people are [going to be] pretty skeptical. But the overall feedback has been really good. This is working for us now during work from home.”
Duncan is even more bullish on the future.
“This is going to change everything,” said Duncan. “We are in a new tradition. Just because we used to have every team playtest in labs [in the past], it doesn't mean we stop doing that. But the process is evolving and changing. And we need to continue to be flexible.
“The future is now. What we thought was impossible is definitely not the case.”
submitted by DTG_Bot to DestinyTheGame [link] [comments]


2020.06.20 12:31 Inferno_Fox_is_toast My Opinions on Destiny and Its Future

This is probably going to be my first and only post on here. I want to be plain honest with all of you guys here at DTG because I am very passionate about this game.
To start off, I have accumulated around 800 hours on Destiny: around 300 hours before they swapped to steam and 500 on steam. So, I think I am able to properly express my opinions. And before people start gatekeeping me saying that I have a tiny amount of hours compared to them, this isn't a flex, this is a statement showing that I am not just complaining. I put in the hours to be able to form my opinions.
I'm going to try to break my thoughts down into categories so I can make things a bit more coherent.

Current State of Destiny

Let's start with the now. Currently, Destiny is in an interesting spot. After the lackluster Season of the Worthy, we came into the Season of Arrival with mixed feelings. And so far, people seem to enjoy it. While nothing much has changed overall, Bingo is staying true to their idea of what Destiny should be. This is where problems start to arise for me.
Destiny has not had any major gameplay changes for a long time. And that's not really that big of a deal. People play D2 for the amazing gunplay, intriguing story, and easy pop-in and play accessibility. But after time goes on, this gets boring. The gunplay that we loved so much has numbed us to what we loved about it. The story that we are invested in is slowly getting washed out by layers and layers added, hidden behind paywalls, secret areas, and grimoire cards. And that easy pop-in accessibility feels ever more useless with the more games that have this same feature.
Without any substantial updates, we slowly get bored and more annoyed with what we have, even if content is continuously given to us.
And I believe last season was really what brought these thoughts into my head. Now, to be fair, I have not played Season of Arrivals or Season of Worthy, but I was keeping tabs on it with friends who were playing and watching others play. My experiences were molded watching and hearing others experience it themselves. But before I get even more hate saying that you can't judge something without playing it, let me just say it's destiny. Once you played a certain amount of the game, you know how things are meant to be played. So I really didn't miss anything by not playing these seasons. I've thrown balls at towers before. I have turned in bounties to get items.
The core gameplay has not changed, so I don't need to play it to give my own opinion on it.

Gameplay

I have talked about the core gameplay a lot now. But what really am I talking about? What I am addressing are things like, Weapons, Bounties, Quests/Missions and Classes. All of these I believe meld the "core gameplay" that I am discussing. This may be different from others, so I apologize if they are not inline with everyone else's.

Bounties

Oh boy. Where do I even start? Bounties have become way too involved with Destiny 2's loot and XP grind. For just a simple click of a button, you can get XP and other stuff!!! Now in moderation, this can be perfectly fine. I think bounties are healthy and they give a little extra to the players when doing other things. The issue lies when bounties are the other things that we are doing.
Players have gotten so absorbed in doing bounties for every vendor. Once you do them, you either get off, or you go to your next character and do the same thing over. This is less like playing a game, and more like working a 9-5 job. While some people may find this routine enjoyable, I do not. Again, this is about voicing my opinions. The issues that revolve around this from my basic idea of what a game is. A story or idea that we control for the sake of enjoyment and entertainment. I believe that this routine grind goes against this principle. Now, I'm not just going to complain and say that it's bad and stop there. When you criticize something, you should give feedback. So, how can we change bounties?
There are three factors to bounties that I want to take a look at:
-Who gives the bounties
-How many bounties can be obtained overall
-What the bounties give
Who Gives the bounties
Every vendor gives bounties except the Cryptarchs (and Eververse). This is an issue. Granted, a player is not going to grab every single bounty from every single vendor every time. But we are approaching this severity. The amount of bounties we can obtain is a fairly large number and this is the main focal point of the Destiny 2 grind. The last season I played was Season of Dawn. And all I remember is grabbing bounties, and doing the sundial. Well, that and working on a puzzle with thousands of other people and working on a goddamn spreadsheet, which was actually more fun to me than playing the game. So how can we change this? Limit the amount of vendors who can give out bounties. Season of Dawn? Limit it to vendors that have some correlation with the season: Osiris, Saint 14 and others that try to help in the situation.
How Many Bounties can be Obtained Overall
This kinda goes in-hand with what I just previously said. Limiting the number of total bounties available. I believe bounties should be larger, more grander. A smaller pool, for a larger reward. I know Bungie wants to choke hold players to keep them playing, but hear me out. With less bounties to deal with, that gives more time for players to do what they actually want to do. I will go over that part later on. Bounties should be more of a "Weekly" level of rewards and rarity. Again, I will round all of these thoughts into something a bit more coherent once I go over my points.
What the Bounties Give
Bounties are used mostly for XP for the seasonal pass and the current season’s currency to get loot. Whatever it may be, bounties right now are nothing more than just a way to get further ahead in the season pass. I hate saying they are useless, but they are useless. Not in the literal meaning, but the figurative sense. There is no use to them. So what do we give bounties? Well with what I have said so far, I think we need to make the pool of things larger. Make what you get for bounties feel more rewarding. More XP, a choice of a seasonal weapon, and maybe something else?
Now that I have gone over everything, lets put this all together. Smaller amount of larger bounties, players can get the same amount of XP but with less work. Now they have more time, they can work on things that should be more important.

Quests/Missions

This section has the biggest potential compared to the rest. Their lore is crazy. Crazy good. But sadly the lore has been put behind a fairly opaque screen. It's honestly really sad. Such a vast world thrown to the back for people to dig up. The saying one man's trash is another man's treasure is kinda how I see it. Bingo HAS the lore and they put it out there. But they don't give it the light of day; at least easily. With their main quests being the main attention grabber of the story, they don't give a whole lot to work with despite being enjoyable and some of the most fun I have had. Sadly, there are not many main quests you can do. With a total of 40 mains quests across the main story and 4 major DLCs. Once you do them, there isn't any replayability. Except missions like Whisper or Zero Hour, or Strikes. There is no way to replay these besides going to a new character.
I think there should be some way to replay main story quests. This is nothing significant, but more of a personal wish. I think missions will be taken less for granted with the addition of replayability.
But enough of that, what does missions and quests have anything to do with what i'm talking about? Well, thanks for asking. With less bounties, what are guardians going to spend their time doing? Gambit? Crucible? No.
What I think we should do is add smaller quests, but not patrol or lost sector small. Resupply missions for EDZ, extermination of hive missions on Titan. Something larger, more time consuming. The Universe of Destiny is supposed to feel alive. Our decisions are supposed to feel like they make an impact. We had to collect enough fractaline to unlock Trials of Osiris. This felt like we did that ourselves. We impacted this. (To be honest, I wish Bungie would double down on things being player controlled. What I mean is that, like Niobe Labs, they won't touch anything until the community does it, or give actual repercussions for not destroying the Almighty for example. Guardians should not be perfect, nor invincible. Let us mess up. Let us lose things. Show there are consequences in this ever growing, breathing universe.) With missions like these, they can feel more interactive for the new players, and gives more things to do for players who want a grind. The more you contribute, the better the rewards you can obtain at the end of the week. XP, weapons, hell, maybe even silver. But give players a reason to play.
To give an example of what I am talking about lets take the Resupply missions for EDZ. Every week, players can make the decision to help resupply the EDZ or not. If you resupply, the fallen will not overrun the EDZ and you can push them back from their territory for a weekly public event. With a reward of a possible unique exotic and other unique items, this will give players something to work towards. However, if they don't resupply the EDZ, then the same weekly event will turn into a different boss event to push back the invading fallen. This can be a different unique exotic, or the same but a different way of getting it. After players get everything along those lines, let players choose what they want to get E.G. experience, a weapon of their choice (for the area), selection of shaders instead of just buying them back, or others things. This is just for example, the idea is the purpose. We know that once we get everything in one area, we completely leave that. This is supposed to add incentive for players to keep coming back, despite getting everything.
During seasons, there can be special missions that can be directly tied to helping the cause of the main story. A visual representation of progress for everyone. Despite how braindead collecting 6 billion fractaline was, it was really fun. You could see the progress you were making day by day. I think that's the biggest thing I want people to get out of this. Make quests and missions have IMPACT. Show us what we are doing is meaningful. Show us that our time is not being wasted. I think every Guardian is a crayon eater. So sometimes letting Guardians choose their own crayons to eat can make a difference. Jokes aside, these missions can be implemented kinda like patrols, or like smaller strikes. I think this could definitely bring freshness to the daily grind.

Weapons

Sunshot was my very first exotic and I used the absolute CRAP out of it. I had so much fun using this ONE weapon. This was back when I was a low Light Level. I shredded everyone for a good period of time, until the light level on the gun was just too weak. Then I had to find a new weapon. All of the weapons in this game have their own feel to them which makes the gunplay so much fun. But the more we play Destiny, the less we remember about those times using our favorite weapons, falling in love with a gun or multiple weapons. Now people look at guns and drop it immediately because it doesn't have the best roll on it.
Weapon rolls have become too prominent. Instead of finding a fun gun to use, we cry when we don't get the perfect mindbender's after the 30th run. Only a few guns can be meta, and the rest feel like a napkin. Something to use once and then throw it away if even that. Rolls have gotten too much power over the years. Now that we have to look for feeding frenzy and kill clip, or others like it, it removes the "wow" factor of finding a new gun we haven’t seen or used before. One thing I love that borderlands does is: it doesn't straight up show the small details. It just shows you a gun and its stats. Only true meta-mancers will care about each part of the guns, trying to farm for the best possible build. But that's only for a select few.
I think this is the best route for guns. Not necessarily how Borderlands does it, but taking a lot of the power out of the hidden stats, and putting them more into the weapons themselves. We should make more weapons viable by making rolls less of a necessity and more of a feature. I honestly think this could help players discover that "wow" factor we all had when we first started playing. Give us a reason to use more weapons. Give us a reason to experiment. I know that making EVERY SINGLE gun the same power is nigh impossible, but at least try to give us a reason to want to try out new weapons. Please.

Classes

I honestly don't have too many issues with classes per say. Some minor issues with PvP, but other than that, I really feel like they have done the classes fairly well. Some are for PvP while others are for PvE. And that balance makes things feel a bit nicer. I would like it if the classes were centered around PvE first and foremost and then touched up for PvP sake, but that isn't a big deal. Just a personal opinion.
I believe all classes should be centered around PvE first. The fact that titans are more PvP centered than say a warlock doesn't feel all that good. Titans are really bad at PvE compared to the other classes besides maybe bubble. Ironic isn't it. Titans are able to protect the ones they care about (based on lore. [They are protectors.]), but not themselves. Just something I am upset about.

New Player Experience

It's been close to a year now that Destiny 2 has become free to play. Bungie changed the way the new players experience the game, and changed the way veterans have to play around the end game. Now i'm not really mad about the changes, but some of them were pretty bad for the new players. Especially the intro.
New players are given the same intro as before: starting off on a deserted snowy bank, surrounded by untouched, rusted cars. The nly way to go is forward. You and your odd companion ghost travel and find your first gun to kill off some strange enemy, later to be named "the fallen". After you learn how to use your guns and abilities you find a plane and escape the desolate, fallen filled cosmodrome. That ship then proceeds to take you to a strange place, something called the tower. Then fucking 15 pings of various colors come out from no where saying different things you should do. Saying something about some fucking Zavala and some fucker named Ikora. Who the fuck is Drifter? Why do I have to talk to all of these people. What the fuck is the Cryptarch? What the fuck are engrams?
This is the new player experience.
Before this, we would be taken to the EDZ hub, The Farm. There we would learn about the world and slowly meet new characters that are important to the main story. With this we would start the actual main quest. The Red War. But now, new players are not enticed to play the main quest, because it doesn't say it is a main quest. They introduce new players so warmly to an interesting universe of chaos and resilience, only to bombard them with things they have never heard of, with no direction to go to. For them to open up the map, seeing Io, Nessus, Titan, EDZ, Moon, Tangled Shore, Mars, and Mercury. Where do they even start? They are left hanging with no direction. This is one of my biggest gripes with the new player experience. Not only is the main quest not suggested, it’s almost hidden, only able to be found through heavy sifting of quests. Playing the campaign, while not amazing, gave purpose and feel to the world. After that, you felt like you still had things to do, because you are a Guardian. But now, you spawn in as a Guardian, not knowing what to do because you are told nothing.
A lot of new players will not realize that you had to make a choice of the subclass that you chose for your main character. Making this decision was super important and really emphasized how we wanted to play the game from there on out. While I don't want to sound like an elitist and say "It was so much better back then", that decision had an impact. A common theme I like to express.
Although, I am glad that they let you choose any subclass once they made the game free to play, they changed other major aspects of the game, like player levels. The removal of player levels was a horrible decision. New players have no experience in a game, so letting them do end game raids in the first 20 hours of playing doesn't feel very good. Trying to do Leviathan for your first time, not knowing that you need 5 other friends just to do it and then going to an LFG and not getting any success feels like crap. But I'm gonna be honest, I think the end game content needs some improvements.

End Game Content

I never really got to experience a lot of the end game content. By that, I mean raids. I have only completed the Leviathan raid 4 times total. With every single DLC purchased, I never played any of the DLC raids or any of the Raid Layers for Leviathan. Why? Because I don't have enough friends to play with to complete a full raid team. That is when people insert the comment: "Just go into an LFG if you want to do the raids." And while I see where they are coming from, I don't think the excitement of the raid content is the raid itself, but the people you experience the raid with. When you enjoy the raid with people you know, having fun, all frustrated at a spot, or finding a sick exotic after a successful boss fight, all of that is energized with people you know and have fun talking to. With LFG's, you don't necessarily get that experience. People are more worried about completing it than enjoying it, so the raid becomes more of a task than a spectacular mission to overcome. This ruins the raid.
And speaking of LFG's, why are there no Solo "Raid" like content. Before you guys start commenting "just play the dungeons'', let me just answer that they are NOT intended for solo players. They are intended for 3 people. Shattered throne, while can be completed solo, is really fucking hard. By no means is it a feat doing it solo, but it's not something that can be accomplished with only multiple tries. I don't want to rely on a dwindling circle of friends, to play raids or missions with. So why can't I have end game content without relying on others. I want a raid experience without the grueling task of finding others to play with. During the main story quest, you do everything solo. After you get out, you have matchmaking for simple strikes and missions like the Menagerie. But when you want to do a raid, you NEED 5 others that you know or 5 randoms from an LFG. All I ask is for something like a raid but for solo players. Please. That's all this lonely guy asks for.
The abundance of raids is fine. The amount of things to do is perfectly fine. Some might say there is too much to do at any time, and others will say all that stuff you can do is useless. I personally hate the end game grind, which is why I stopped playing at the end of season of dawn.
The rest is fairly decent. There is a lot to do once you beat the main campaign and all of the DLCs. Which might seem weird because you would think there would be less things to do. But thanks to the season system, even without major DLC, players can still be entertained with new story, new missions, new guns, and new things to grind for. And grinding is what Destiny players love most. Unless you're a PvP masochist.

PvP

PvP is a fucking shit show. Don't get me wrong, I enjoy playing PvP as much as the next person, but PvP is emphasized a bit too much, rather than something to wind down to. I think we all know the issues with PvP. There really isn't much that I want to address.
With the changes that I suggested to the guns, maybe it could help with the huge meta driven playstyle that is dominating at the moment. The issue with this is that PvP is something you don't have to change all that often. It's something for Bungie to rely on people to play. It doesn't take that much effort to change numbers on guns that are too OP at the moment, or fixing yet another Telesto bug. Besides some certain guns that dominate a meta, (I'm looking at you mindbender's) I think that PvP is really fun. The snappy gameplay that we use on ads all the time can be used to dome some blueberries. Fun right?
But don't get me started on supers and heavies in PvP. I have been Colony'd, Xeno'd, Black Talon'd too many times to count. And even more so by roaming supers. I die to a roaming super just to be killed by the same super at the other side of the map at spawn. There are a lot of power balancing issues that need to be adjusted but I don't care enough about PvP to put my entire heart into it. Just balance the game out. Let some gun types have their time to shine, then swap metas so others can have their time to shine as well. Keep the PvP fresh guys. That's all I ask. But who knows what the future will hold.

Future of Destiny

With the release of the insights to the newest DLC, Beyond Light, we were given a glimpse of the future of destiny. A future more darker than what we anticipated. With the introduction to new "Stasis" subclasses, we finally get some new gameplay mechanics that we have yet to experience. It's too early to really tell how it will be used, but with the name of "stasis", it seems it will have something to do with time. But that is just a wild guess. I am really excited to see how things are going to play out.
The one thing I am “worried” about is the "Destiny Content Vault". I am worried because a lot of the content that new players will expect to have access to will just disappear. The 3 raids that will be available during the September release will be ALL DLC raids (as far as we know given this image). Last Wish, Garden of Salvation, and the new Raid from Beyond Light. So if new players want to do any raid, they have to purchase the DLC. While just a few paragraphs ago, I was against new players going into raids, I want to make sure that I specify that I mean brand new players. Players sometimes test out Leviathan to see how the raiding feels and go from there. Now that they don't have access to Leviathan, they won't have any beginner raids.
New player experience is just as important as veteran's experiences. So by minimizing the experience they can get before they make the decision to commit long term with DLC purchases, they might be less likely to stop playing the game. But who knows what will happen. With the introduction of the Cosmodrome from Destiny 1, we might get some new and improved new player experiences.
Thankfully though, this is all speculation. Hopefully Bungie sees these issues and expresses interest in the new player's experiences once DCV is live. That being said, at first, I was very skeptical and fairly negative towards the idea of vaulting content. Now that I have had time to think things over, this was probably the best option with the cards they had. So at the moment, all we can do is wait and see how effectively they make these changes.
This fall, we will begin delivering on the future of Destiny by making way for new adventures, locales, and stories dreamed up by our creative team, and forging the truly evolving world that it was always meant to be. These changes allow us the freedom to finally weave an overall experience for the Destiny universe that can truly live, starting with Beyond Light. We can now fit puzzle pieces we haven’t been able to pick up since the beginning of the original Destiny – including the true nature of the Darkness and Light and how such power will change you as a Guardian. We can now bring some of the greatest experiences in Destiny to the forefront of the current game alongside new ones to come. The past six years, we’ve seen the Destiny universe grow and our community along with it. We want our quality of service to grow in kind, to be able to react to community feedback quicker, to innovate more often, and to continue to tell new stories with your characters. We’re excited to continue that journey with you.
This segment from Bungie's "Building a Viable Future in Destiny 2" makes me really hopeful for the future of Destiny. But hope does not mean that they will deliver. These past few seasons have been weak compared to its predecessors. I can only wait in anticipation, along with everyone else to see how they deliver the content they believe will be the turning point to how they envisioned Destiny 2.
With at least 2 more years of Destiny 2 content going out to 2022, there is going to be more and more content they will create, and more and more content they will cycle out. But that also means more and more story they have to add to the already monstrous sized lore. Another issue that arises is how will they "end" this. Will there be an end? There are so many things that can happen, but they can't let things go on forever. As much as we all would love to, there has to be an end. There can only be one Savathûn we can kill, one Oryx, one Ghaul. Unless we go into some time travel mumbo-jumbo and we now converged with other dimensions where we have to do things all over again from in Destiny 1 or previous D2 content, the content must end somewhere.
Because of this, I am worried about the cow that Bungie is milking. As a lore junky, I don't want their amazing lore to be watered down and become trash for the sake of continuing it on. Consistency will waver. Plot holes will eventually form. And more and more questions will have to be asked. Will we ever find the cure to the Dreaming City? What happens if we find it? These are the questions that we will continue to ask as the game continues on. Even if it's not about the Dreaming City, we will always be intrigued, which isn't a bad thing.
At this point I am rambling on and probably lost most of you guys, so I will start closing this out.

Final Words

Overall, I am proud of the time that I have spent playing Destiny. Some of my most memorable moments were playing this game. I have met so many amazing people and such a dedicated community, for better or for worse. At the end of the day, all I want is to have fun with a game that I used to enjoy playing. I hope some of these things I said opened your eyes to my mind to how we can fix some things that people don't want to talk about. And Bungie, if you're actually reading this for some odd reason, thank you for listening to such a small voice like myself. I am just one of many players, even if I am an "ex" player, I am still proud to spend all 800 hours.
If I could change one thing, it would be the impact of our decisions onto the universe. But even if we don't get these changes, I hope I can come back to playing Destiny. Thank you all for reading thus far and I hope you all have a wonderful rest of your Season of the Arrivals.
Keep fighting Guardians. Always keep fighting.
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2020.06.18 05:36 EthanLaF What is the point of Comp?

I consider myself to be a decent pvp player, and last season I decided to go for unbroken finally. I'm in a clan where I am really one of the only people who would be "good enough" to go for it (not trying to sound like an elitist they just don't really engage in pvp much). I made it to legend last season in freelance after a long struggle, and now I am doing it again this season. Playing so much of this playlist is just so mentally draining especially for solo players.
Like I said I consider myself to be decent and most games I hover around a 1.6 -2.0 kd and I'm usually on top of my team. But so often I feel like the matchmaking is broken. For example, some games I perform really well and my teammates don't, then I go to look at the stats on destiny tracker and I see my teammates glory ranks are around 1,000. This is odd because I am at 5000 glory, and the opponents are all in the high 3000's. I don't claim to know how the matchmaking works but it appears to me that the matchmaking wants an average of the glories on both teams to be roughly the same. If this is the case, then it is fundamentally broken. A balanced team will win against one person performing incredibly well and 1 or two who are not doing so hot. That is the nature of the survival game mode since the lives are shared.
And now to my final point. What is really the point of playing the game mode? Is it to get to legend for the Not Forgotten, because you can get a Luna's Howl and it will perform almost the same without having to struggle too much, and even then it is a shell of its old self. Is it to get the unbroken title, because the title is so watered down now with those who just paid a recovery service to do it for them. The more I analyze it the more I see what a missed opportunity the playlist is. It could be an endgame pvp activity with good rewards attached to it in some way, shape, or form. Especially with the freelance feature, since trials is very inaccessible for solo players.
Anyways, that is the end of my rant, thanks for listening.
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2020.06.17 01:38 smashT Q&A Notes from Discord and Stream

Rocket answered a tonne of questions on his stream during the Icarus reveal as well as on Discord with other developers. I’ve done my best to collate / summarise them here.
There are a bunch of developers active on the official discord continuing to answer questions, if you would like to join the server, you can find it here: https://discord.gg/8bpxMwn

Gameplay / Design related questions

Q: What happens if you miss your rendezvous and run out of time?
A: You lose everything on the drop (that character, and everything you took with you)
Q: Is the timer more of a game layer thing than necessarily integrated into the story / world fiction?
A: It's integrated into world fiction. You and your friends are dropping down onto this prospect, taking equipment down and are given a rendezvous time to get back up to the station. So it's indelibly linked.
One of the key things that we were trying to do is look at what a difference say PUBG or Fortnite did to PVP Survival gameplay and why was that so good? What it did is it took concepts like DayZ but it put a really nice structure around it, so really it was about what is that structure, what structure could we put around that to try and make that work.
Early on you will be doing these small instances and later on much longer ones that run over a long period of days/time.
Q: How does the oxygen mechanic work? Are there machines to harvest it?
A: At the moment it's still pretty basic, you find oxide on the ground, you can then take that and put them in these oxygen soakers with I think sulphur and they condense and go into oxygen cylinders, if you think about Ark, it's like a water bottle or whatever, at the start your options are kind of basic, but they get better over time.
Q: How is there a fireplace with no oxygen on the planet?
A: Yeh, it's one that comes up a bit in the dev team, why are there helmets etc, so the idea is you don't need to wear a full on space suit, it's kind of like just wearing a rebreather, I think one of the helmets is a rebreather actually.
Q: Is there one planet to visit with different levels/servers?
A: So the whole idea of the game allows us (because we are packaging it nicely) to just pump out new content. So you are in orbit and think about it like running a GTA heist, you want to run a drop, so you invite a bunch of your friends and choose a prospect to drop. There are procedural elements but we are hand making these prospects. I don't want to say the amount of prospects that we are thinking of doing, but it's A LOT.
Q: Will you encounter other players doing their own missions?
A: Not really, obviously you can invite people in and there will be a matchmaking system for public games, we are looking at ways of doing it so if someone else plays the same prospect, in the same configuration as you, then we might look at loading in some of their old stuff, so maybe if they died or got left on the prospect.
Q: If you only claim a prospect for a limited time, does that mean other people have access to a base you might have previously built there?
A: Potentially. Anything you take down with you from orbit, you are going to want to take back up, while you are on the planet,you can't make that meta game stuff, so what you take down is extremely valuable. If you take down an energy rifle from orbit, you are not going to want to lose it or leave it there because you put in a lot of work to get that energy rifle, and if you run out of ammo for that, you can't make anymore so you are going to have to make a bow and arrow, if you run out of food, you are going to have to find food. We are really looking at ways to have a really good base survival loop.
Q: Is the spaceship customizable?
A: 100% customizable, think of it like building in Kerbal Space Program but at the moment, no controls on it.
Q: Can you explain a little about the purpose of the base building if it’s gone after the drop?
A: When you start off and are just dropping in, you are poor, you just have an extractor and some radar stations, your first job is to find the resources, so find them, get some resources, put them in your backpack, carry them back to your dropship, but then as it gets better you have that same gameplay loop but you might have vehicles, for those vehicles you might need infrastructure, roads, bridges, depots on the way because there are animals attacking your stuff. So you are building the infrastructure to support your throughput of resource collection and that allows you to have heaps of different ways to play the game.
Q: Will you have the ability to customise / decorate your hub in space?
A: We haven't done that yet but yes that's the intention, this hub is a place you spend time and do stuff. The least amount of time we have spent on the game is the hub, the reason being is that it is the easiest and we wanted to focus on having a really solid gameplay experience first.
Q: Can you play as a female?
A: I was talking about this with the character team on Friday, well not specifically this but we are wanting to provide lots of different customisation options, you can definitely play as female.
Q: Is Icarus going to have some sort of discoverable background lore?
A: Yes but the lore is kind of secondary, we have done some work on this but the whole focus of the game at the moment has been on that core survival loop.
Q: How many players per session?
A: 8 players at the moment, a lot of games stick with 4 players but I really like having more and we felt games like Ark were really best with about 8 players. That’s what we have been benchmarking towards. That’s probably not 100% set in stone as its kind of arbitrary but that's what we have been using in testing.
Q: In the trailer, the dude is wearing a space suit but is using a hatchet to cut trees down?
A: The big problem I've had with Ark and games like that is it can be really hard to dovetail in the high technology stuff with the primitive stuff and that was something we really wanted to nail, so if you are thinking about it you are starting out as this prospector orbiting the planet and you are really poor but you get access to this prospect, so you drop down in this really simple dropship that you design in orbit, you drop in but you don't have much stuff because you are super poor, so you are chopping down some trees, making a bow and arrow etc. The primitive loop and tech tree is already done as we really wanted to focus on that, but over time you use the resources you get in the meta-game to build cooler stuff so you don't need to do that, you still can if you want. You can build basic stuff if you want but maybe you want to save space in your dropship for more awesome stuff.
Q: How does the AI threat scale, if you start with bows and arrows and end up with plasma rifles, does the AI threat get stronger also?
A: No, I was never a fan of Oblivion doing that, the way I like doing it is establishing the threat, we have an amazing concept art team, the best I've ever worked with who are helping us create creatures and stuff like that we want to have in the biomes. What we will do is we will have it so different biomes kind of get really hard to deal with, so when you are really low level you won't go through the swamp biome for example as you will just get wasted.
Q: Was there a reason for going for a semi-generic barren world based resource setting with mining?
A: So I wanted something super achievable and I didn't want it to take years and years and I didn't want to rely on technology that didn't exist, too many of my projects have gotten cancelled because we were relying on a technology that was taking too long to work.
So one of the early questions was, how do we do our terrains? If we did procedural terrains, it's kind of something that only comes together at the last minute. Unreal is really designed around making first person shooter maps, you can do a lot of other stuff with it, but that's at its core, so we really wanted to stick with what the engine is good at, our terrain size is the default opening 8x8km unreal engine map size.
So we really wanted to make a lot of prospects that you could drop into, I won't say the number but our target was A LOT!
We also wanted it a bit familiar, at least this first world, we also had to grow, remember this team didn't exist a year ago, there are 50 people full time doing an amazing job with everything you see in the trailer, that's possible because we were like, what can we do, what do we know 100% that we can do and the world building team have done a really good job of pulling that all together.
Q: Can you explain the trailer, they are running out of oxygen but they have a fire, there is flora and fauna etc, how do they eat in spacesuits?
A: There's other nasties in the atmosphere too, it's not that the atmosphere doesn't have oxygen, it's that there's other stuff in the atmosphere that makes it deadly to breathe (for humans), you have to remember, it's a game, not a life breathing/eating simulator. - ShinWow
For all the people about helmets/aifood - our focus is on the best mechanics right now. And then fit the lore in later. Writers can write explainations for anything. It's about finding the best mechanics, then getting the best writers to provide the context
Q: We have a space vehicle but we have to collect wood with an axe?
A: It's not the most glamorous of jobs, and in the future, space travel is affordable for just about everyone, but mining equipment? That's a rich-man's game.. As always, it's about maximizing profits, taking shortcuts where possible. - ShinWow
Q: Do things you build on the ground persist between drops?
A: Sort of, when another player plays that "prospect" ... we can load in some previous stuff. Like the structures. But they're likely to be broken down and stuff.
Q: What about PvP (Player vs Player)?
A: No direct PvP... but likely some tension... think negotiation of contracts for a drop like GTA Heists. Survival PvP = Battle Royale currently, we wanted to try something different. It was something we grappled with a lot (not PVP) - I feel like to deliver on a great coop game we needed to just make it PVE..
Q: Do you think we'll see varying resource types within the same family (i..e. can use any metals, but certain metals have properties better for certain applications?)
A: It's a straightforward crafting tree for now. We've very much focused for now on the tech tree on the planet - meta game stuff is something we're working through.
Q: Can we play this game alone or without an organized team?
A: One of our five pillars for the game is "it's fun to play alone" so yes! it will be a lot harder but it's possible explicitly.
Q: Will there be some kind of matchmaking system for "solo" players like me?
A: Yes and we have reputation etc... (but that's not in game yet)

Release related questions

Q: When will it be released?
A: Next year sometime. We are doing very well with our milestone schedule, I'm not allowed to say when but it's going really well.
Q: Will it be released in early access?
A: It will be a full release, the idea is to come out with a really polished core experience and then just push out content in the years after that.
Q: When is early access planned?
A: No early access, honestly we have got the core survival loop done, we are testing in multiplayer every Thursday, I will stream one of the tests, but next year is when it will come out.
Q: Early Access?
A: It's a solid "no" from me to Early Access. Even where it would prove useful for playtesting, the backlash I would personally endure would be way too much. A closed beta is a possibility.
Q: So what about Early Access?
A: No Early Access
Q: Will there be an open / closed beta in the future?
A: Probably a closed beta for sure
Q: Are you expecting that the first public release of the game will qualify as "Version 1.0", or are you approaching the development of Icarus differently?
A: Definitely first release as 1.0 and then treat it as a "game as a service" from there.
Q: Alpha/Beta access?
A: Yes, but I don't know exactly how yet. At the very least we will be livestreaming playtests. later we will run a closed beta.
Q: Do you have a rough date on a closed beta?
A: Nothing set in stone yet. Still early in development, but as Dean mentioned in one of his interviews it is playable and the trailer is all in-engine footage.

Monetization related questions

Q: Why free2play? How will you monetize the game? Cosmetics?
A: Think about my motivation, you’ve made DayZ, others have gone out and done an amazing job with the survival PVP / Battle Royale genre with games like PUBG, Fortnite etc. What do you want to do? You want to make a game that lots of people play, that is very critically well received, and dominates a whole genre. I think survival PvE is going to be huge, people aren't really doing games in survival PvE and when I thought about how we were doing it, basically being able to run it on the clients, it was like, why don't we just make it free. The only thing I can really think off the top of my head in ways of monetizing it is drop ship slots, so we will give you a default number of slots and if you want more for convenience to have different configurations then we could do that, they don't really affect the gameplay that much.
I just want lots of people to play it and for it to be really well regarded and I run the company. I try to get people to think about it like we are making a free game, not free2play. I want people to think of Icarus when they think of Survival PvE.
Q: How do we support the development?
A: Honestly, you don't need to worry about supporting the development, this is not a niche game like stationeers. Stationeers is a passion project. Icarus is a very big game, our total budget will be like 50 million dollars or something so it's a very big game. The best thing you can do is play the game and that's why we are choosing F2P.
I think sometimes F2P sounds like a dirty word in gaming. I think the biggest problem with F2P is if you have to run costly and expensive game servers, then you are not only trying to get money from your customers to make money but also to survive.
Q: Is there an expected date when Icarus will be open for pre-orders?
A: It's a free2play game so you don't have to pre-order it lol, it will be released next year. So far we have met all our milestones which is awesome, the progress has been going really well which is why we are so comfortable launching it. The next sort of info that will come out about it will probably be dev streams.
Q: I'm curious about Free2Play, is that just for the initial release?
A: I was sitting on a plane over a year ago now and I had this epiphany about how to technically do this game idea I've had for a long time without having to run a tonne of game servers and when I did that I was like well why don't we just make it free. My motivation is, I want to make something that a lot of people play that is very well received, after games like DayZ, that is what I want to do and I don't want to just be known for making a niche game like stationeers after DayZ.
So if you look at the reason it's Free2Play, it's that, and I think at the same time we can also make money without having to be crazy.
Q: How do you plan to monetize the game?
A: Aim is to make the game free for now, figure out what stuff makes sense later. maybe slots for dropships?
I mean I have the majority control of the company and idgaf about the monetization. I just want to make a popular, successful, and well received game. This is because I don't want to die with DayZ being how people remember me
Q: With it being free to play out the gate and coop driven is it safe to say most purchasables will be some form of XP benefit/cosmetic based system?
A: Because of how we have made the game we don't need specific game servers, we just need the central server architecture which is what we have to pay for. A good start of something we could monetize is the number of dropship slots, for example. Like World of Warships does. This doesn't help you in the game, it's just more convenient
Q: How do we support the game, is there a kickstarter?
A: No need. We have plenty of funding to make the game .The best thing you can do is help give feedback during the livestreams!

General / Engine related questions

Q: When will we heasee more?
A: We are going to stream internal playtests, we are just working out when we are going to do that. Formally at work there is a playtest every Thursday so we will likely stream some of those.
The last playtest (thursday NZ time) I legitimately had fun. I'm looking forward to playtest again this thursday. I'll be reporting how it went. Eventually we will livestream a few playtests, so you guys can see it evolve
Q: How many people are working on the project?
A: It's going to grow, right now we have 50 or maybe more, these are people from big studios like grinding gear games who made Path of Exile, Ben Carnell is our tech lead, he literally wrote a book on Unreal Engine game development.
Q: What about consoles?
A: We haven't made any platform decisions yet other than PC at the moment, I definitely see it coming to consoles, we just need to figure that out.
Q: Will you be able to have a public game in Icarus?
A: Definitely, we're looking at doing that for sure, 100%. But we have to do a bit of work on matchmaking, we have done zero work on that so far, that kind of stuff is actually one of our last milestones.
Q: Any chance of VR support?
A: No plans for VR so far!
Q: Anyone know if there are applications to become a partnered streamer?
A: Not yet. A key part of our release strategy will be sponsored streaming. I want to simultaneously get the game out there. as well as try and support the industry so that sponsored streaming will cover both very big streamers, all the way through to small ones
Q: What most excites you about this project?
A: What most excites me about this project has been the calibre of people we have on it. And I realize many don't like the idea of a F2P survival PVE game, but personally I think it's exciting to try.
Q: Are you getting a PR manager?
A: One of the things I enjoyed most during dayz mod development was being able to directly communicate with the players, over my dead body will that stop. Our competitive advantage is we are so independent, we can be far more open than anyone else. Rockstar etc, they can't do this. This is the edge we have, so we should use it. Directly connect ourselves with the customers. There's good and there is bad out of that, but it's always good to compete in a way that others cannot.
Q: What do you see community generated content wise, are there plans to shake up the meta so the game doesn’t become stagnant over a while and keeps players interested?
A: For me Icarus is about presenting a world of unsolved problems. The content will come from the community sharing how to solve those problems
Regarding content, New worlds, events... "mine on these asteroids" and then the guild(s) with the most mined get access to special prospects. Guild system coming in Q4 this year, our last milestone.
Q: Is the current planet hand made or generated?
A: Each of the prospects are hand made, and there will be many many prospects, we basically spent a lot of time trying to figure out how to hand make them, we didn't want to use any technology solutions that we didn't know worked, so everything works, there is no technical risk left in the project, everything is a solved problem which was very important to me and no, there's no orbital mechanics.
Q: What engine are you using?
A: Unreal Engine (UE4). We have been working very closely with Epic, they have been fantastic actually, directly looking at what we are doing, having access to our repository and providing feedback.
Q: Why Unreal Engine?
A: I mean UE is really kind of designed to make this game in nearly every way. Also, we have direct support from Epic in making the game. I have never actually met someone from Unity, despite giving them quite a lot of money. I have used UE4 before (I made a map and a couple of features for Out of Ammo, our VA game) Also, blueprints.
Epic have been helping us a lot to get the best out of UE4
Q: Mod support?
A: Unfortunately very hard to make mods work for this. I'm at least comfortable that we are making a bunch of other games at the studio that support modding, it's ok that this isn't.
It's a central server game with meta progression - unfortunately very hard to make mods work with
No plans for "true" modding. To provide the F2P with meta progression, we have to provide a curated experience. We're trying to keep a razor sharp focus with this games purpose.
Q: Is the world Procedural generated?
A: We are hand making them. We just focused on a process to allow us to make them faster. and procedural tooling to help make them. We are focused on what the engine can do already. no technical magic
submitted by smashT to SurviveIcarus [link] [comments]


2020.06.16 22:50 Freshairkaboom Serious discussion: Would a small one-time payment to access ranked help or hurt the game?

Here's the context: Most people don't care about their accounts. Especially alt accounts. If you're on an alt account, you may feel like you can just grief as much as you want, because god knows nothing really bad will happen if you get banned there, you just jump back on your main, after having ruined a ton of games. Smurfs are really ruining the matchmaking system in a lot of ways, so maybe at least tax them a little for doing so repeatedly.
So here's an idea, and I 99% agree with you if you downvote this, but I just want to see if there's anyone in the community who would entertain the idea of ranked queues being separated from the normal, free payment model that League has always run on?
It would work something like this: Riot makes an announcement that at x date, they will make ranked a one-off paid service. With the purchase of ranked, you will also get an Epic level skin. If you notice something about Epic skins, it's that they indeed, cost around 10$ (1350 RP). So you would actually get the full value of a skin at that same cost, and ranked access too.
The benefits of such a move would be many: If people paid for their account, they're more likely to care if it gets banned, reducing toxicity (no, I didn't say stop), reducing griefing, and other toxic behavior that League is well known for. Smurfing would become less prevalent, and people who don't really care about League of Legends at all, could still play normal games for free, no problem.
Ranked however, is an environment where the very best actually try to make a career. It's vital for these players to hold a high ranked position, so a healthy ranked environment with less win-trading and toxicity will greatly increase their career and life in general.
It will also help people in lower ranks a ton, because less people would be willing to jump on their flavour of the month "silver-diamond" series with hand tied behind back accounts, or whatever is getting them views. Would it stop it? Hell no. Someone would probably donate those 10$ to the streamer just for doing it. Then again, Youtubers can get partnered, and receive free accounts from Riot, which could bypass the need for a tax on them entirely. Of course, Riot would have to start frowning upon their partners smurfing too much, which messes up their matchmaking system.
It would, however, put a small dampener on permabanned players making new accounts without learning from their ban. They are also probably mad at Riot and doesn't care if they break the rules again, so they'll just buy a fresh level 30 account and jump straight back into ranked without consideration for anyone. Which brings me to my next and final point:
Buying accounts for ranked play would become more expensive. If you want an alt, and you don't have time to spend leveling it to 30, many people buy accounts, even though it's clearly against the TOS. This would raise the price of said accounts being sold on certain websites that I will not mention, because each account would have to pay at least 10$ to play ranked.
Ultimately, I'm not sure what I want, but I thought it was a discussion worth having anyway, for anyone interested in having a serious debate about it. If you're here to meme, I will not respond.
submitted by Freshairkaboom to leagueoflegends [link] [comments]


2020.06.16 16:18 HenkkaArt Today is the day I uninstalled Apex Legends, after 953 hours, day 1 start.

TL;DR: Tired of hackers, tired of old bugs that persist from months to now over a year, tired of the abysmal state of the servers that make playing Apex Legends a massive chore, tired of the Battle Pass where I'm forced to do stupid challenges using characters and weapons I don't like in order to level up faster.
I started playing Apex Legends day 1 and got a friend of mine to play too, one who swore he'd never play battle royale games. We played regularly, almost every week, almost every day because it was fun.
But it quite soon became clear that Apex was swarming hackers. There was hardly a day that you couldn't spot someone using wallhacks or aimbots, most of the time clearly low level smurf accounts, most likely after being banned once or twice before. At some point, Respawn released some numbers of accounts that had been banned and while there were millions of players, the amount was still quite staggering.
However, all this was just a hollow show of force, since it is so easy to just create a new Origin account and jump right back in, to make other players' experience of the game miserable. Some even talked about hardware bans due to the massive amount of hackers that had been banned in the "first wave". It's been 1,5 years and nothing has materialized of it. Hacking in the game is so rampant that there are people who are at level 500, who have bought heirloom items for characters and are still hacking using those accounts that are worth quite a lot of money because there seems to be nothing that they are afraid of.
Then there are the smurf accounts. People who are way above my skill enter the same matches as I am since they are blasting their way through ranked and whatnot, boasting on YouTube how easy it is to rise the ranks against noobs who only play the game maybe a few hours a day, not 8 hours per day, 7 days a week. Nowadays it seems that most matches have the winning team comprised of people who alone make 1/3 of the entire lobby's kills. Back in the day, matches were more even with similarly skilled opponents pitted against each other.
I don't know who the bell curve like matchmaking is supposed to be for. The handful of noobs get their asses handed to them each match and the few predators in the same match then proceed to wipe the floor with the rest of the lobby. What kind of sense does that make? Imagine having a casual running competition where suddenly there are the regional champions taking part and as a late addition, the organizers bring in Usain Bolt. But hey, gotta have that bell curve, right? It doesn't make sense to me, especially when it comes to the lowest skill rating people in a match whose enjoyment must be quite low.
The servers are just bad. 20 tick servers, in a modern shooter? It just boggles the mind. And the quality of the servers in general seems to be really bad. The amount of getting shot around the corner and the overall connection problems is staggering. I live in Finland where we have pretty damn good internet service, stable, reliable and my ping to the closest Apex Legends server is around 40ms but for some reason it is always Apex that has these problems. Either I get shot behind a corner because the game thinks I'm still standing out in the open even though I'm not or my hits don't register because even though I shot the other player, the game thinks I wasn't there so I can't actually hit him. The state of the servers is embarrassing.
Then there are the multitude of bugs which seem to either persist over months and even a year or are sometimes in and sometimes fixed. Remember the slow crawl with shot up knockdown shield bug that appeared around season 2? It wasn't there in the beginning but it somehow became a thing during the spring of 2019. And then it was fixed after a really long time and then at some point it was broken again. How does it keep happening?
Now one of the most annoying issues is that somehow Respawn has broken the picking up items from, well, anywhere. But especially from bins. Sometimes it's nearly impossible to get an item because the game just doesn't understand even if you carefully point your crosshair over the item and it even says that this is the item you are thinking of picking up.
Then there's the "click and hold to replace" weapon bug that sometimes doesn't work and instead of holding you just need to click a few times to pick up other things and the game registers it as your desire to switch weapons.
Then there was the at least one season long bug where you sometimes couldn't use health items. You needed to switch between weapons and back again and try to get the health items unstuck. Or access the inventory in the middle of a fire fight to get some health or armor.
Then there's the Mirage decoy bug while jumping out of the carrier plane where the decoys just don't deploy, no matter how many times you press Q. Sometimes they "activate" when you are almost on the ground and sometimes they never become usable. Sometimes you need to let go of W and slow yourself down in order to get the decoys working. Sometimes you need to access inventory or squad screen to get the deploy decoys unstuck. It's totally random how to get it to work if you even get it to work.
Caustic's canisters glitch with doors, with other players and sometimes they just start flying due to some physics error. Caustic's NOX grenade sometimes disappears after being thrown even though there are no Wattson's equipment around.
Lifeline and Gibraltar's shields don't conform to ground shape so if you pick someone up using Lifeline while on a decline, you are exposed to enemies who can shoot under your shield. Same with Gibraltar's bubble.
A lot of people don't seem to care or notice Caustic's gas at all and it doesn't seem to impair their vision and it has become obvious that Caustic as an area denial character is mostly useless because his skills can be countered by adjusting either settings, switching off smokes or simply just hacking. The amount of people who don't seem to realize they stand in the gas cloud is hilarious and all I can think is that either it's not visible to them and therefore they don't realize it before they start taking damage or that they can just see through the gas and smoke some other way.
P.s. Just put in the hardware ban. If you have even on ounce of respect to the players, really, REALLY ban the hackers once and for all. It's crazy that Respawn and EA are so greedy that they rather allow these hackers ruin the experience for the rest of us because they don't want to ban people who might possibly spend money on their game. Given that a level 500 heirloom owner is brazen enough to hack even after spending most likely hundreds of dollars on their account is a clear sign that whatever Respawn is doing, isn't enough.
P.p.s. Update those servers. It's not like you don't have the money to do so.
submitted by HenkkaArt to apexlegends [link] [comments]


2020.06.13 17:48 langenoirx Women, how would you view a man who doesn't want children?

TL:DR I'm trying to weigh the idea of being upfront with not wanting children on my dating profiles vs waiting till I talk to a potential partner so that there is more context to the situation.

40/M/NYC I've always been of the opinion that important relationship decisions shouldn't be made until you are actually in a relationship with someone. I'm considering being more upfront on my dating profiles, but I don't want to make the change if it would possibly hurt my dating search. I'm afraid that I'd be viewed as someone who doesn't want anything serious when I am a divorcé and I'm absolutely looking to find a relationship, not a hookup. It's easy to be dismissive after seeing that I don't want children as opposed to meeting someone on a date and getting more of the context I'm giving below. I guess I'm wondering if the gut reaction I assume women would feel would work against me.
I feel like for a lot of people, education, career, marriage, house, kids, etc are all checkboxes of life. Things you have to do. I really want to be with someone who doesn't view life like that. I want someone who sees the relationship as something that is active and growing, not just a goal.
For example, I use this matchmaking service that sets you up on blind dates. I used to not be so forward about it, but I've been contacted by matchmakers for women in their 40s, the last one as old as 47 who "still want kids." I realize women in NYC get the family thing going much later. It's not unusual to see women my age with the "want kids," but honestly with the difficulty arising from the parents conceiving after 35, combined with the cost of having a kid in NYC, and the fact we'd be 60 when they were just starting life in college, I'm not really interested in doing that with someone I'm not committed to forever. Divorce rates being what they are, it's just hard to justify at my age. I'd put myself in the 75/25% don't want/want category. I would consider it if I met someone who was otherwise a great match, but it's just not the driving force in what I'm looking for in a relationship for me.
I usually tell this matchmaking service I use that marriage and kids are not my main concern. My most important concern is finding a woman who I connect with, wants a lasting partnership, someone who is looking to make their relationship a priority and not a goal or box to check off. I'm looking for the one. Funny thing is, I used to get about a date on that group a month and the last three went nowhere. Of course, Covid is also an issue there.
So I'm thinking about changing my Hinge, Bumble, EliteSingles to reflect this not wanting children. I'm just not sure how women would view that.
Example profile for reference.
Bumble https://imgur.com/a/rSM4zSc
Hinge https://imgur.com/a/Qcdw7Dj
submitted by langenoirx to dating_advice [link] [comments]


2020.06.11 17:44 MauroNRa Wouldn't it be better for vaulted content to be selectable? Even if that means dropping the live game out of those chunks

Came here only to post my take on the Destiny Content Vault, the original post can be found here on the Bungie - Destiny 2 -Feedback forum

With the recent news of content getting vaulted and old content being brought back, I must say I'm really happy, although somewhat conflicted with the way it is delivered.
First a little background; When I purchased destiny back in the 360/PS3 generation I got it in Year 2 I had a rally good time, I played all the content chronologically (base campaign), however the only thing worthwhile for me was The Taken King (TTK from now on), it was really good (The best content of all destiny so far in my opinion) The rest was either boring or uninteresting, and finally I played the raids: Vault of Glass, Crota's End and Kings Fall, what an amazing experience totally fresh and new to me.
And then the new generation came up XBO/PS4 and with that Year 3 arrived as a separate game with purchase upgrades from old to new (available only in select markets obviously) Year 3 was not as good as TTK, but superior to vanilla and the previous minor DLCs (The Dark Below and House of Wolves). Wrath of the Machine to me is the best raid so far.
Everything seemed promising, but then the sequel was announced, many felt betrayed for the 10 year plan thing, but reality is often disappointing, I mean Activision was there up front and center What were we expecting?
Everything we got. Lost. Our moments of glory and triumphs, our hard earned loot, taken from us; I will probably never know the real reason whether technical or contract, or simply Activision plans or Bungie plans, and at this point it doesn't matter anymore.
The new game launched very different to what we were used to, lots of things changed for better or for worse, fast forward until today, and Bungie got divorced from Activision and at least until 2023 there will be no Destiny 3.
But. The game is too big, for Bungie to support, for us to keep wasting space in things we don't care anymore. So they came up with a solution and that is the Destiny Content Vault.
This will allow them to build a game in which they add and remove pieces as they see fit (currently following activity usage-engagement) and bring back the destiny content we lost.
With their announcement this fall they will remove: Mars, Io, Titan, Mercury and Leviathan – and their supported activities.
I certainly don't have a problem with those EXCEPT Leviathan. Why would you remove one of the best kind of experiences in the game a RAID? (Actually 3 I believe?)
We know people do not play it. I came back this year to destiny after Rise of Iron, I've increased my light to near the limit, I've played Garden of Salvation, Last Wish and Scourge of the past. So why haven't I played anything in Leviathan. Because there's nothing for people there and YES that gives them the reason to remove it. However I've seen the raid guides, the mechanics and everything (preparing myself to do it) It's a decent enough activity. People would play it if there's something in there worth it.
The only raid my group plays consistently is Garden of Salvation because it gives pinnacle reward. Scourge of the past is only played so everyone can get Anarchy. Last Wish, is the only raid we do without looking for a reward because to us is the best of the game.
Why not like improve the rewards and keep it? And in the mean time you check if with improved rewards more people would play it.
Now, I believe the solution they are delivering with the Destiny Content Vault is great give more content, bring back old content and allow them to support it. But I believe the best solution would be allowing us to choose what we want to do.
If we don't want the red war ok don't install that If we don't want Shadowkeep ok don't install that If we don't want Beyond Light ok don't install that We want Forsaken ok install it
This is similar to what 343 industries did in the revival of Halo The Master Chief Collection with their Intelligent Delivery System, you decide which content you want installed and you can change it at any moment, if you want only Halo 2, you only get Halo 2.
Now. The comparison I'm making is apples to oranges, I can't truly compare the old Halo games to something like destiny, which I believe is several times more complex. MCC is just Campaign and Multiplayer division, in Destiny we have multiple campaigns sometimes based on the same locations with a live event system sometimes added into the mix.
But to me it would be the perfect solution for us the players to have just Destiny Core (Characters, Class mechanics, Weapons, and so on) and then be able to download and play any of:
Destiny Vanilla (or whatever its called the questline) The Dark Below House of Wolves The Taken King Rise of Iron Red War Curse of Osiris Warmind Forsaken Shadowkeep Beyond Light The Witch Queen Lightfall Endgame (Just keep raids maybe dungeons) PvP Only (?)
Of course servers giving support to all that is non sense, so servers would stick to what Bungie decided for that particular year.
e.g. In my device: -The Taken King -Rise of Iron -Forsaken -Beyond Light
The servers would only work with say -Forsaken -Beyond Light -PVP
And functionality would be restricted to:
In my device: -Old content can only be played through P2P and invitation with other players with the same content (obviously) -Content with live server support works normally (Matchmaking, Open Worlds Public)
The servers -Provide matchmaking services for only supported content -Provide public instances of location for only supported content
I never expected to see Destiny 2 to become what I always hoped for: a Destiny Ultimate, or Collection or Forever or something, with ALL content from Destiny 1 and 2 plus more, instead of Destiny 3, 4, 5...
With what they proposed is a step in the right direction to me, but to me is just the first step until we can drop the 2 out of the box.
TL;DR
This is the game I always wanted it to become since I left, but it's still far from ideal. My suggestion would be to implement something like Halo: MCC Intelligent Delivery and allow the player to download the content they want to play even if that means they wont have live services support for that particular content, but would allowed them to play with their friends, while only servicing the new pieces of the game.
I know it might be impossible, the level of complexity and things to encapsulate, separate and more would be astronomical, but If we got to the point where the vault exists, why not keep going? I for one would gladly pay for it.
submitted by MauroNRa to DestinyTheGame [link] [comments]


2020.06.08 23:40 elchulito I have played and loved Fortnite since halfway through Season 4. In the almost two years that I have played the game, I have only taken one extended "break" from the game. After coming back to the game, I quickly remember why I put the game down and uninstalled it in the first place.

Like I said in the title: I have only taken one extended "break" from the game, which was almost two months that I didn't play the game at all, about two weeks into this current Season. After coming back to the game, I quickly remember why I put the game down and uninstalled it in the first place.
A little bit of context to the kind of player I am. I am a true "casual". I can build, I can edit, but I do all of these things much slower than the average kid playing this game that just grinds and grinds. I have 504 total wins and a 7% win ratio overall that I have accrued since downloading the game. One of my original squad mates was extremely good and often carried the squad to wins back during Season 5, 6 and 7. I wasn't really able to start holding my own in fights until Season 7 of Chapter 1.
I play on PS4 and the entire squad of PS4 players that got me into the game and that I played with for the majority of the seasons I've played haven't played Fortnite for like 6-7 months. They all gave up playing the game because of how "sweaty" the games got and how spammy the metas were as well. The bad taste that the mechs and other awful additions to the game left also probably contributed to them leaving the game.
I am 28 years old, working full time, am married, and do not and have not had time to grind creative mode, mess with key binds, try out new exploits for builds, etc. I am able to play Fortnite/ video games anywhere between 3-4 hours a week on average, depending on work and family plans, etc.
My little nephew got a Nintendo Switch for Christmas at the end of last year. He was so excited to finally be able to play Fortnite, especially with his uncle. I was excited to duo up with him. Even though he is young, I helped him to start building and he quickly was able to start building ramps and build one by ones to protect himself. For months and months he has been the only person I've played with, with the rare exception of a random squad fill if I was waiting for my nephew to get on, or if he lost internet connection (he has terrible internet service in his town, they live in the middle of nowhere).
During the time playing with my nephew, the SBMM system was put into place, and the AI bots were added to the game. I noticed right away how easy the opponents were, AI or not, when that system was just released and I was playing duos with my nephew. I attributed it to his account being so new and the fact that he had no/ poor stats.
As my nephew improved mechanically and we won a decent amount of matches together, we naturally started seeing less AI and new players in our lobbies. We would occasionally get a very good player and be destroyed, but that's okay because as I told my nephew, it would be ridiculous to expect to win every fight and/or game. However, before I took the almost two months break, it seemed like something was wrong with the matchmaking as both my nephew and I were getting absolutely destroyed in most matches. That, along with an increased workload at my job meant that I took a much needed extended break from the game.
Some time in, my nephew expressed to me and my sister that he missed playing with his uncle, so I decided to give the game another try. The game is as sweaty as ever. It makes near unplayable. This week, my nephew and I have had a player knock and thirst my nephew, and then chase me from Lazy Lake all the way to Dirty Docks after I picked up my nephew's reboot card and was trying to reboot him. In another match, my nephew and I landed in Slurpy Swamp and we were able to eliminate the other 4 players that landed there. One team was an AI team. As we were healing and looting up getting ready to go to zone (the next zone's edge was at the agency and stretched all the way to the Yacht), when a helicopter came into Slurpy that carried a squad that had the Drum Gun. The Drum Gun. That means they eliminated all the teams at Agency, killed Midas, got the Drum Gun and then went way out of zone searching for more elims as the storm was coming in. Needless to say, after burning through over 1000 mats defending myself from this duo that attacked us in Slurpy, they eliminated my nephew and double SMG sprayed me after I was run out of materials.
Stuff like this just puts a bad taste in my mouth. Whatever happened to being able to have a chill, fun gaming session? We keep getting stomped by these creative mode warriors, and makes me want to uninstall the game again. Literally the only thing keeping me playing Fortnite is the shared gaming experience with my 9 year old nephew.
submitted by elchulito to FortniteBattleRoyale [link] [comments]


2020.06.08 09:09 Timbots A Nobody's Random Thoughts on the Current State of Destiny

As we approach the reveal of whatever comes next, I just wanted to stop for a moment and get all my thoughts about this season written down, saved in one place. Not a content creator or influencer, nor do I have any vested interest in the success of Destiny aside from my role as an enthusiastic player. I'm not writing for upmotes or validation, but the best case scenario for me is the off chance that a community manager is thorough and bored enough one day to skim this. Bungie is constantly saying "we're listening" but that only seems to be in response to overwhelming opinion, and only when they're on the ropes. Like many who play this game, it's become a hobby, a lifestyle game for me, something that I can always come back to and enjoy. This community has so many personalities that I feel like the voice of the nobodies is lost in the internet maelstrom that is 'content creation.' Content creator opinions about this game are always going to be underwritten by a sense of self-preservation. In that, yes they want the game to be successful and fun, but mainly because it's their livelihood, even if they are passionate devotees of the game.
A bit about my Destiny journey- I started during Warmind, and actually came over from the Division just as people were starting to leave Destiny and join the Division. I dabbled in the Division through the wildly popular 1.8, but as Destiny got deeper into 2018, my interest in the Division waned while things in D2 started to pick up. I saw Destiny 2 as less robust than the Division, right or wrong, and it wasn't until Forsaken that I really saw how deeply complex Destiny is. Forsaken was captivating, rewarding, and fun, and I've logged nearly 1400 hours since then. I've been absolutely smitten with Destiny since the day I launched into Forsaken's campaign. I love this game so much that, last summer during the pre-shadowkeep lull, I bought and played through everything in D1. As a PC player, I'd never had that opportunity, but as a fan of the high-concept sci-fantasy opera in Destiny, I felt compelled to engage with D1 as a way of studying the game's history. I fire up D1 every few weeks, as it's still a rewarding, engaging experience. One of my loftiest dreams is to have everything from D1 brought to PC- file size be damned, I'll buy a new SSD if I have to.
So, enough blabbering and onto my thoughts about Worthy. I'm going to try and temper my frustrations and just speak plainly.
Season 10 is the least fun I've had playing Destiny since Forsaken. Before I get too deep into the "why" I will say that yes, I am still playing. Reason? Moment to moment gameplay, character builds, art style on the Rasputin weapons and the cosmetics in the Battle Pass, about which I have my own thoughts.
Okay, so the tough part, trashing a game I'm still in love with but a season I don't enjoy. Let me start small- the champions. I have despised fighting the champions since they first launched. Nothing about them feels fun, and the way they force you to use specific weapons feels utterly contrived. During your three daily bunker clears you'll probably switch weapons 3 or 4 times. On a super micro level, take the fallen champions in the EDZ bunker, not only do you have to have the right gun with the right mod, you wind up chasing them all over the map to kill them. Another one- the barrier guy in one of the legendary lost sectors has that cabal heir apparent and damn near one shots you from insane ranges. As the season has worn on, I've gotten better at deleting these guys when they pop up, but it's not the kind of progression I enjoy. The whole system feels antithetical to why I love Destiny, which is build diversity and freedom (more later). So I despise champions and the silly forced loadouts and weapon swapping they bring with them.
Next, the content itself. I logged in to the season and saw Ana Bae and Zavala doing their thing and thought "Well, I thought we dealt with the cabal, but ok." It was nice to see NPCs move away from their static positions for once, and I liked the style of storytelling where you stood next to them and they talked to you, ya know, like in other games. I like any excuse to learn more about Rasputin, but the cabal focus kinda muddied the waters.
The seraph towers... I think a lot has been said here, so I'll be brief. Really? Really bungie? How many times have we asked for matchmaking in these types of events? You're "listening" are you? Doesn't feel like it with these things. These are the most tone-deaf, uninspired events I've seen yet. All told, I maybe have... 5 full completions of the seraph towers? I don't know what it is, whether people in my servers don't know how to do it or what, but failing the seraph tower event is one of the most prominent memories I'll have of this season. At least the Sundial had matchmaking and no fail state.
The bunkers themselves are cool from an art perspective, but having to clear them every.single.day was just exhausting. By the time I logged in, traveled to all three bunkers, swapped weapons around enough to kill all the champions, and finally got to contribute bits, I was so disgusted I didn't want to play anymore. Most of my play time this season was just that- log in, bounties, bunker clears, donate, log off in disgust. I also don't understand why it was necessary to run to each bunker individually in order to donate the bits or see the integration level. I mean come on, we can buy silver and cosmetics from anywhere in the solar system, but the advanced, solar-system spanning warmind doesn't have an internet connection? You really gonna make me walk it every time? It's annoying and felt designed to drive artificial engagement to inflate play time.
Legendary lost sectors were... whatever. I don't care that they exist, but as seasonal activities they felt like little more than lost sectors. Day 1 they were impossible, but by the end being able to solo them was satisfying- but only insofar as they allowed me to complete weekly bounties. They were like lost sectors with an annoying mechanic thrown in.
Beyond that, the whole season was a dry, bounty grind fest. Guardian games was the pinnacle of my disgust with this game, which was an event that had bounties for doing bounties. It felt like a sick joke. I didn't even engage with it because when I tried it just got me upset.
Last thing about the seraph content is the grind just felt so overwhelming. I mean, the resources, bits, and time required to fully max these bunkers just felt absurd. I just got all three bunkers to level 3 yesterday, and there's little chance I get them all maxed between now and reset. I thought the last seasons' catchup mechanic was a little crazy, but feel like the complete lack of one this season just feels slightly unfair. I realize this is a "have my cake and eat it too" argument, but it's how I feel.
Ok, last thing in the season is Trials, and I spent one weekend banging my head against it, got stomped and stomped and stomped, then ran away with my tail between my legs because I'm not gud. Haven't been back in the mode since. Not much more to say. Doesn't feel like the mode was meant for me, which makes me sad because I was really excited for it.
About halfway through the season I realized I just wasn't enjoying myself. Every time I logged in I got fed up with how sloppy and unfun it all felt. I uninstalled D2, but reinstalled when I decided that I wanted to get the full complement of Rasputin armory guns and round out the battle pass. Literally nothing else has kept me engaged. I tried to do the least amount of seasonal stuff, but took bounties into activities I wanted to do. I fell full victim to the FOMO Bungie has said they want to do away with, and really hope they do address it properly.
I also believe it's time to re-think the battle pass. It's not meaningful engagement to drive people to grind it via FOMO or spend REAL MONEY on it. I dread the prospect of grinding out another seasonal battle pass. It feels predatory and artificial in ways I've never felt in Destiny, but remind me of games like Apex and Warzone. Someone said these systems feel like mobile game systems. I think that's true of these cosmetic item grinds. Every game in the industry seems to have a battle pass, and it makes me want to uninstall every live service game I own and just play bioshock until I die.
Storywise, I liked the Rasputin focus when I was allowed to see it (the Lie, two Ana speeches, and that's about it). I liked the lore books, the lore cards, and the stories about Felwinter's history. I like Rasputin's relationship with the vanguard and the old story with the iron lords and siva. There are some interesting revelations this season, but it's just new questions on top of the million unanswered questions we already have. Seems like there's zero connection between the excellent writing and the vapid gameplay loop.
So next season... seems like a pretty bold move to keep the season a secret on the heels of the worst season ever, but we'll see... like many, I've set my expectations lower than I thought possible for this game.
What do I enjoy about this game? Why am I still playing? One of my buddies asked me in the middle of our endless bounty/bunker grind- "Why do you keep coming back to this game?" and I said "I still like pulling the trigger in Destiny." And I do- I like blasting aliens. I like casual PVP. I like the concept of Gambit. I like the complexity underlying a very straightforward game, the weapon perks and rolls and the hunt for perfect rolls, the hunt for full control over a deepened character sheet. I like the way you can choose what gun to carry into any event, and that every gun is a lovingly-crafted, fully 3D rendered work of art. I love the sound design and community aspect. I love raids and dungeons. I love the setting, the universe, the lore. Every skybox is jaw-droppingly beautiful to look at and each alien world is immersive and engaging to explore. Aside from Titanfall and Apex, nothing compares to the gunplay in Destiny, and no game captures the feeling of powerful space magic monster killer better than Destiny. There's simply nothing that offers the same feeling in moment to moment gameplay, and as long as it's the core of the experience, I'll at least dabble in Destiny.
Does that mean it's going to be worth deep engagement as the game progresses? Probably not. I see myself growing increasingly more casual if this keeps up. It hasn't felt right in a few seasons, and like datto said- I'm just tired of being sad about this game. The world is different, the gaming industry is different, and bungie is different on their own. The power is in my hands to withdraw, be less invested in it, and care less about it. It's just a game, after all, and I've never been so emotionally invested that I need Destiny to be good for the sake of my career or happiness. The bothersome thing is that we all see what it could be, and has been, and when it's good it's really really superb in ways that are not available anywhere else in gaming. But we can't all bang our collective head against this because if we're being honest with ourselves it's been "almost" more often than it's been "nailed it."
I will say that no other game has made me write this much, so that's something.
Okay. Random thoughts complete and recorded. I do hope Bungie's people are staying safe during these bizarro times, and think they deserve applause for pulling off the big ship blowup while operating remotely. Bravo.
submitted by Timbots to DestinyTheGame [link] [comments]


2020.06.06 00:15 TheRealSisterWives Happy Polydays!

The holiday season is kicking into high gear and all of the anxiety and stress that can come along with it will be no stranger to many. It’s a time you can’t hide from overwhelming obligations and toxic friends and family that will be knocking at your door. Some people give up on the holidays and hunker down to hide from the world, but that’s probably the worst way to avoid the depression loneliness can bring. When you’re a person that doesn’t always follow the ‘rules’, like polyamorous people, options to have a nice holiday can feel painfully limited. Judgmental family or friends can really take the wind out of your sails even when you think you’re prepared for whatever they might throw at you. In order to avoid the desire to hide away you have to create your own traditions with non-toxic friends and family, or really gear up for the assault of negativity. Here are a few things to keep in mind either way.
If you’re already part of a polygamous family or polyamorous group, you’re in luck. As a polygamist family grows with new women wanting to be a sister wives so do your own family holiday traditions. Same idea for a polyamorous group. Maximizing time and festivities with those in your core relationships is your first line of defense against people that are opposed to the life you live. One of your sister wives, or partners, may choose to go ahead and go ‘home’ for the holidays and face a disapproving family, but the love from their real home can carry them safely through it. This time of the year is the most important for us to lift our loved ones up. Facing a parent that treats you like a disappointment is never easy even when their reasoning is completely absurd. Family drama can kill a person’s spirit in ways that can last a lifetime. Make sure you’re helping your loved ones find their happy places and reminding them how amazing they are.
Continuing with the idea of spending time with a disapproving family, it’s important to talk about toxic people. Making choices about your family is incredibly personal. Your choice to continue a relationship with a parent or relative that hurts you emotionally is nobody’s business but your own. It is not, however, off limits for a loved one to tell you they believe one or all of those people are toxic. Sometimes your loved ones notice things you can’t see, or that you refuse to see. If your behavior changes for the worse for days, weeks, or even months after visiting your family it’s important for your loved ones to tell you. Don’t get angry because they care about you. You don’t owe toxic people in your life anything at all, not even your parents if they’re toxic. If people are negatively affecting you it’s important to have a long, hard look at why you keep them in your life. Until you shed any sense of responsibility for the shadow others cast over you, you’ll be stuck in their trap. Don’t ever be guilted into a situation that ultimately harms you.
Now let’s talk about non-toxic people. Far too much time is spent dealing with toxic people when most of our time would be better spent focusing on building relationships with non-toxic people. ‘Relationships’ referring to simply friendships and/or more. These are people that won’t tear you down to build themselves up. They won’t batter you with judgmental garbage that stems from their own lack of joy. A non-toxic person can be having a bad day yet still do nothing to drag you down to their level. In fact, if you have family members like this you should be building holiday traditions with them as a way to save you both from the agony of miserable people you’re related to. A non-toxic relative will welcome your entire polygamous or polyamorous family without judgement. They will put their lack of knowledge aside to love and respect you and the people you love. Just as you should include non-toxic relatives, you should build traditions with non-toxic friends. True family is chosen family.
Nobody chooses the life of polygamy or polyamory because it’s an easy option. They choose it because it’s a more honest approach to relationships. Rejecting the hetero-normative standard of lifelong monogamy leads to deeper and stronger loving relationships. Whether it be jealousy, or fear of the unknown, many hetero-normative people are gatekeepers to what they believe is the only moral way to live. Poly people from all types of poly lifestyles have to work together to create new traditions. We have to step up to defend and support each other. The holiday season is possibly the most important time to make a show of support for each other. Reach out to your poly friends to make sure they have someone to talk to. Host holiday parties for your poly friends and non-toxic friends. Excluding judgmental or negative people is an acceptable protest to their behavior. The depression so many are willing to inflict on others in an effort to defend their limited world view earns them zero respect. It is one thing to choose monogamy because it’s right for you, but another thing entirely to impose your personal choice on others.
Bringing back the joy of the holidays isn’t so difficult when you try. Maybe it’s time to find a polygamous or polyamorous dating service to try and meet a lonely soul you might love. Maybe getting as far as you can from your families with your poly loves is the ticket. The holidays are a time to celebrate and reflect. They give us a little time to just love each other and share our joy. If they aren’t the positive time of year you deserve it’s time to figure out why. We can all help each other find happiness but the first step begins inside you.

Published By: Christopher Alesich

Matchmakers, Inc: Sisterwives.com

Originally Published at https://www.sisterwives.com/articles/article/87/happy-polydays
submitted by TheRealSisterWives to u/TheRealSisterWives [link] [comments]


2020.06.03 14:42 NotFromMilkyWay The ultimate guide to get an Open NAT

Requirements:
 
An ISP that gives you your own IP (no sharing across several households, CGNAT/CGN is something you want to avoid at all cost when signing up to an ISP).
A routemodem capable of port forwarding (pretty much any router except in most cases the cheap ones you get from your ISP).
An Xbox.
 
How to:
 
You start with your Xbox. Make sure it connects to your router just fine and has online access. It will probably say Moderate NAT under network settings. Go to advanced settings, here you write down the IP of your console. Should be 192.xxx.xxx.xxx. It doesn't matter if you set your IP manually or automatically, though I prefer to automatically set the IP on the console and have the router remember the device and always give it the same. If you don't have that option, it's better to manually give the Xbox its IP.
The important thing is that port forwarding happens per IP. So if your console IP changes (which is its local IP in your network, not the IP your network has been given by your ISP), the port forwarding will not work anymore and you have to change the IP in the router rules. That's why if you can, enable all settings that always give your console the same local IP.
Now on to the router. Find out how to get to the port forwarding rules. There is typically a page where you have all your devices, find your Xbox either by recognizing the name (should be the same name that you can set in the Xbox system settings) or the IP you wrote down. From here you should be able to select it and in a best case scenario turn on an option "allow automatic port forwarding". Check that option.
Now you have to add rules for your console. Ports are either TCP or UDP. They are used for various different things, for communication, for matchmaking, for synching achievements and savegames, pretty much every traffic on Xbox has its own port. If it can't use that port, it uses fallbacks, leading to slower loading times or failing matchmaking. So you really want an open NAT, which basically just means that your console can use all its services as it should.
You now need to create separate rules for a number of ports, so that traffic can freely flow over them without your router blocking them.
TCP 53
UDP 53
TCP 80
TCP 88
UDP 500
TCP 3074
UDP 3074
UDP 3544
UDP 4500
UDP 61017
TCP 61018
TCP 61019
 
Create these, apply them and your console should instantly have an open NAT.
 
If however you have a double NAT on your Xbox, you either have CGNAT from your ISP, then there is nothing you can do. Or you have two devices acting as routers. This can be a modem and a router, in this case only use one device as a router and put the other one into "bridge mode". This will just forward all traffic through it and not try to route your traffic. I like to use the device that is closest to the actual line (so mostly the modem) as the router, unless it has really limited options itself.
 
One more thing: If you also play on your PC, make sure to enable the ports for that as well. Xbox Live uses them across devices. You can find out your PC IP by clicking the search icon in the taskbar, entering cmd and pressing ENTER, then entering ipconfig and pressing ENTER. There could be multiple adapters in here, typically the top one is the one you are actually using and that needs to get the ports forwarded. Check the standard gateway, it should point to your router IP (192.xxx.0 or 1.1 in most cases) if it is in active use. Then go to your router and forward the same ports as above for your PC IP.
 
https://support.xbox.com/help/Hardware-Network/connect-network/network-ports-used-xbox-live
submitted by NotFromMilkyWay to xboxone [link] [comments]


2020.05.30 23:20 Utertoq Kinda long post: my double-edge opinion over the state of the game, and about the Big Update.

First of all, i'd like to say i have (for sure) some unpopular opinions, and other, as well, agreeing with this Sub. And sorry about the mistakes, english is not my first language.
What do i have to say different?
First of all, i work in technology area for about 10 years. I play Clash Royale since the global release, i quit for like 6 months once, but eventually came back, so pretty much i play this game daily for about 4 years. This means i experienced most of the updates in the history of this game.
It's not the first time that Supercell has a delayed update, i've seem this happen exactly like this a couple of times. The thing is, this time is taking so much longer. Lemme explain my point of view.
This is just my opinion, ok? But i'm doing the best to see both sides of this story.
I've noticed, or at least, i have a feeling that every "update" of this game, it takes longer and it shows more bugs. The last update, at least for me, was making my playing experience literaly impossible. The app client didn't work well, and they took a long time to fix that. Basically i saw the fix patches slowly being inserted on the game.
So my theory, is that, as more and more content is being created on the game, and i don't mean the cosmetics, but the cards itself, it generates more and more mechanic interactions between all the cards. I'm not an expert on math or anything like that, but i imagine that, so far with almost a hundred cards on the game, the development and programming part is taking longer and longer due to the addition of more content, creating some kind of "snowball". I know it sounds obnoxious, however, if you imagine the backoffice part of the game, it must be technically complex by now, as explained by supercell last year, that they can't just delete some stuff inside the game and create something upon it. As said by supercell, they promise some "huge" update. It must mean many things for each one of us, maybe is something incredible or maybe is something small. However, by now, it should take an enormous amount of effort to insert some new feature inside the old architecture of the game.
Again, considering the programming and development part, it should be a math hell by now.
Ok,
On the other hand, i have experience in some technology companies that i've work at, and something seems a little wrong. Lemme explain. Again, this is just my point of view, my opinion, so it can be totally wrong of course.
If my company takes long to deliver a project to a client, which isn't nothing new as it eventually happens, it decreases credibility. It means that the quality and processes department isn't working properly.
Don't get me wrong but...one year to deliver one mobile game update, is a long time. Considering the size of Supercell, i belive that something's wrong on their office (i mean the team, i know they are all working on home offices now),or the business itself. I don't think that one year is something acceptable to deliver just an update of a mobile game (about 25% of the games lifetime itself).
But man, i love this game, i hate the balance changes, i love it architecture and i hate the administration of the game. I could guess most players live between the love and hate about this game. I really want it to succeed on their business, because obviously and technically speaking, as they make more money, better and better the game will get. But that's not what's happening. We all know that SC incomes are not bad.
The way Drew is acting lately, shows what i'm 'thinking, that some crisis is happening inside their office, and they really need time. As i said, i can totally understand, it happens all the time inside technology companies. But again...1 year?
About the content...my personal thoughts and opinions are:
Ladder: It's stressing as hell, seems like a lucky game mode where you have to expect you will not find a counter oponent. When i play ladder (i' usually sit about 6100, i know it's not a lot), seems like i totally devastate the oponent or the oposite happens. I've never feel the game so stressing like now. Matchmaking is poor for new players, lvl 9 playing against lvl 12 with full decks, slow evolution inside the game. Imagine if you are a new player and you start playing clash royale today. You will take YEARS to achieve something inside the game, even paying the pass and doing all possible tasks everyday.
Talking about tasks, my next subject:
Clan Wars: I know, everybody know, supercell knows, youtubers know and all players know that Clan Wars is only gold/tokens farming by now. There's no reason AT ALL to play clan wars. Most clans are dead because people are quitting the game, rewards are the same for all clans with 3000+ trophies, and, to be totally honest, playing collection day and war day feels to me, like washing the dishes. Is something boring that i "have" to do everyday. It feels like a task, not a game anymore. I doubt it brings real joy for anyone by now. I feel like the creation of Clan Wars was the worst step of the history of SC. The only positive side of it is the gold farming, but still, boring as a home task.
Balance changes: most people could disagree about it, however, i can't accept those changes. Looks like SC doesn't listen to their playerbase, and more important, the pro players. Are the development team good as the pro players? I guess not. Their job is not to be a pro of the game, but program what they have to do. Prince buff? Common, that's not the biggest issue by now. We have lots of dead cards, and some others that feels a little stronger then it should. I know it divides opinions, but what i mean, is that the last year has been a freak show inside the game. Maybe 1 or 2 seasons felt balanced, but they always screw it again.
But well, i just pointed some of the issues on my perception, and i know most of them has been pointed in other posts by the community.
Basically what i have to say now is: we can try to boycott the pass, but it won't change a thing. However, people won't handle so much longer playing this game. Clash Royale, for me, feels like a test of my sanity. It has been a stressing, boring and stale experience. This is a game and it should entertain the players in a positive way, and that's exactly what's NOT happening. But, i belive that this far, we don't have much to do besides wait for the update. Supercell for sure has more to lose than us, because it's their product and profit after all.
I understand the frustration of the community, and i include myself that have been very stressed about the game itself, because i like it and i feel terrible seeing that my playing experience has been more and more stressing as time passes, and boring as well. But after all, this is only a game, and unfortunately the pandemic was like a final blow on the update project, which was already late.
What i can expect now, is an effort on the communication from SC with the playerbase, this is the minium effort expected if they still care about the game. And Drew did that, but felt like a desperate action. But i can't complain, at least they said something. But i hope they keep like that.
But well, the things are already blown to the winds, so the best we can do now, is stay safe at home and give the team some time to work on their homes. I am working on home office 12 hours a day during the quarentine and i guarantee that there are challenges working this way. Things get slower no matter what, and i'm following huge companies like Amazon, Google, Latam, Banks, they all having lots of troubles with this time. Remote work is always slower and being challenges.
But yea, i still think that one year is too much time. I hope time will improve SC service.
submitted by Utertoq to ClashRoyale [link] [comments]


2020.05.23 19:37 aeksrener Destiny 3: Essay of Light

Hello all! With the current state of Destiny 2, I've decided to revamp my last variant of this, but put it an a better medium. If you don't want to read it through reddit, or if you want to see it properly formatted, click here. What is "this", you may ask? It's an essay of what I'd like to see in Destiny 3. Many may disagree on some of my ideas, but this is entirely based on opinion, and I'd like to hear yours. Without further adieu,
Destiny 3: Essay of Light
By Aeksrener

Introduction

Bungie’s split from their partnership with Activision was seen as a potential step in the right direction, but as of Destiny 2’s Season of the Worthy, all we have seen is micro-transactions, a disconnect from Bungie and the Players, and ideas that are nearly universally unwanted. While many are proposing ideas for how to fix this, I feel our salvation lies in Destiny 3. Whatever path Bungie takes in Destiny 2, it all can be fixed in Destiny 3. Rather than change Destiny 2, I outstretch my hand and present a few ideas I have for Destiny 3. If any of this gets even seen, nevermind implemented, I would be happy.

Game play

Normal game play would follow the same general formula as Destiny 1 and 2, Shoot your enemies, use your abilities, have fun. That isn’t to say there should be no changes, however.

Loot

The first of those changes is to loot. I have the belief there should be more loot, and more of it should be diverse. I also believe that when we get a particular piece of armor, or a weapon we like, we should be able to use it whenever we want, in any activity, for the course of the game. There’s no worse feeling than to finally get a gun that is really fun to use, but there are “better” options because it can’t reach the higher tiers of power or light level.
Every item should have transmogrification, besides, of course, exotics. Whether it is a gun or a piece of armor, it should be able to be “mapped” onto other gear. There would be limits, though. An auto rifle, for example, can’t transmogrification into a hand cannon. A weapon could only go to weapons of the same type, and the same with armor. Armor for one class can only go to that class.

Weapons

When we get a weapon, we should feel a reason to keep it, no matter what it is. No guns should be better than another, and there are two main ways of doing this: Constantly adjust meta, or remove meta. How do we remove meta? Make guns powerful. Rather than nerf a gun type, buff others. Change the game around the guns, not the guns around the game. Make the fun guns as powerful as the boring ones.
That said, I frequently find myself deleting things that aren’t part of my loadout. I don’t pay attention to the rolls on my weapons enough, so I tend to ignore their existence, even though they’re important. When we get a gun, the rolls on it should be placed into our Collections, so we can bring it back if it gets dismantled or lost in some other way. If we have a gun, and want specific rolls, then we should have some way of getting those rolls. It would have to be difficult, but there should be some way to change the rolls of a gun we have.
Perhaps we go into a pseudo-raid, without matchmaking, whoever goes in places a gun into a forge of some sort. They proceed into the activity, at various spots choosing what perks should be put on the gun, costing either another gun with the perk or a large amount of materials. If you don’t care about a perk, it will be randomly rolled, too. Whatever the case, you get your chosen perks on your chosen gun. Only one person gets the gun, and it would be designated in-game before entry is granted. This leads to a risk/reward, do I go in solo and have great difficulty, or do I ask for help? Do I help others, knowing I get no reward, or do I simply ignore the activity?

Armor

Armor sets should be more distinctive, more diverse. In Destiny 1, I didn’t care. My fault. In Destiny 2, I’m restricted. Of all the cloaks in the game, only 1 scratches my itch, being long but not wide. Few sets have anything I want. The design of armor, I feel, needs to be improved across the board. Helmets should cover the head. Arms should cover the whole arm. Chest pieces should cover the torso. Legs should cover the legs. Class armor should go where class armor goes. It’s not hard, though designing itself is.
As for perks, I could see it following the same system as weapons, you get these perks, but can change them through game play.
Shaders, when applied, should have an option to be set for all of your armor, all of your weapons, both, or just one thing. When we get a shader, it should go into collections and require a small amount of glimmer to be applied. I’m sitting on a stack of 150 of one shader in Destiny 2, and they dismantle one at a time.

Exotics

Returning

I believe the most fun exotics should return. The exotics with interesting perks that you wouldn’t get elsewhere, like Patience and Time, Icebreaker. Exotics such as those, where they are truly unique, should make a return, whether they’re from Destiny 1 or 2.

Balancing

How would exotics be balanced, though? They need to feel powerful, but not be overpowered. A way this could work would be to give exotics an alternate play style, rather than just more of the same. Make the perks powerful, if you try to make them so. For some exotics, such as Riskrunner, your play style changes (even if slightly) to proc the exotic perk, but what if other exotics had risk and reward? There would have to be straight forward exotics, of course, but if exotic perks weren’t purely beneficial, but had a caveat, it would add depth, and hopefully fun.

Classes

All classes should get new stuff to play around with in Destiny 3. If we get Darkness powers, 1 subclass is enough for some, but from my limited knowledge the Darkness is an antithesis to the light, so what if we had three new subclasses, Solar, Arc, and Void, but with darkness twists? I’m not creative enough to think of the subclasses, but Void (with, again, my limited knowledge of lore) being the middle ground between Light and Dark, it would have the most light-like qualities.

Mobility

In this Destiny 3, our mobility wouldn’t change much (I’m not a Warlock main, so I don’t know if any of you would want it changed), but I think there should be more flair to them. Imagine thrusters launching you forward for titans, small platforms under your feet for hunters, and wings for warlocks. They would be small effects, with the option to toggle them off, and would look the same color as the subclass of the guardian.

Vehicles

Vehicles in Destiny have always felt weak. The pike can’t clear ads faster than one guardian with an auto rifle, an interceptor doesn’t do as much damage as a grenade launcher. These vehicles, and more to come, would get buffs to at least compete with one infantryman. Maybe our light seeps into the vehicles we get on, so that damage increases when a player rides a vehicle is canon and balanced?

Enemy

Earlier I said, “...these vehicles, and more to come…”. In Destiny 3, every primary enemy race would have vehicles that we can hijack. Ignoring the Fallen walker and Cabal Goliath, those two enemies only have one vehicle. There are variants, sure, but that’s not good enough. In Destiny 3, there will be 2 vehicles per enemy race.
Some of these vehicles can fly, and as such many have two modes, hover, and flight. Entering a mode is as simple as pressing the button to cast your super, and as such when you’re in one of these, you don’t have access to yours.
First, the Fallen. They get one new vehicle, the Spear. This ship moves faster than standard Pike movement, but slower than a Pike boosting. Rather than have a boost itself, it has a short teleport, similar to a Captain. It would also have flight capabilities. The Spear fires two continuous beams, akin to a trace rifle such as Coldheart.
The Cabal also only get one vehicle, the Elephant. Not the best name, I know. This vehicle has multiple turrets, and is always in a hoveflight mode mix. When no movement controls are input, it doesn’t fall, but goes in whatever direction it is pointed. Pressing the super button launches an escape pod downward, rather than doing anything else. The Pilot would have access to chin turrets, with primary fire being a simple machine gun and secondary being a rocket barrage, as used in threshers. Other guardians can take advantage of the space within the ship to enter and control their own turrets. Some turrets fire rockets, others machine guns.
The Hive get two new ships, the first being the Husk. It is a craft that has no hover mode, flies fast, and takes no damage from ramming. Shaped like a needle, it is designed for close range, hit-and-run attacks, with a shotgun-like primary fire and quick boost. The second vehicle would work vastly different from any other. This vehicle is a mechanical worm, that bores through ground, leaving inaccessible (PNG) tunnels. Moving in it is more of setting points of travel, and it moves like a train. Its primary mode of damage is through collision damage, but it can stop, using a high-range Hive rifle for secondary damage.
The vex get the Nimbus, a vehicle with a central eye. It hovers high above the ground, and fires a large laser. Shortly before, and for a charge time after firing, four panels open to expose radiolorian fluid. Damaging these destroy the wings. It has flight capabilities, switching to a Minotaur-like weapon instead when flying, with no weak spots open. The second Vex vehicle is ground-based, and can teleport frequently. It is slow, and not unlike a large Minotaur. (I got nothing)

Osprey

With our enemies getting new toys for us to steal and play with, why don’t we get some as well? Rather than take the Drake into a patrol, we would get a new vehicle: The Osprey. This vehicle, like a guardian, has guns and shields. To stop it from being the only way to do anything, it would have a long cooldown between uses, perhaps even being like a super, but without a time limit. To upgrade your Osprey you would talk to Amanda, who allows you to change what weapon, armor, and shields your Osprey has. Of course, each decision would have its own balance and drawbacks.

Guardian Ships

With the introduction of flight, our own ship should also get some love. Our ships would get guns, and there would also be space-combat, though it may be air combat without ground and with a space background. Again, Amanda is how we upgrade our ships

PvP Game Modes

While I don’t often play the Crucible, I do have some ideas for some fun game modes for others to play. Each gamemode would have its own matchmaking, whether it currently exists or not. This way, someone who wanted to play TDM wouldn’t have to play Control.
First, we have jousting. Set on a small ring, you and one other player fight in vehicles that do no damage to each other. The objective? Knock your opponent off the edge. Doing this scores a point.
Next, search. One team is in vehicles, the other has to hide through rubble and other such obstacles. The seeking team wins when the hiding team is dead. The hiding team wins if A), they destroy the vehicle's B) The time limit runs out. Someone who dies can only respawn if they are revived. Do you rush for your ally, so if you die it’s not game over, or do you keep hiding and hope they don’t find you?
The current game modes would also have larger-scale maps and modes, with more players and vehicles in an instance. This would have a different matchmaking than the others.

PvE Game Modes

With changes to loot, and some changes I will talk about later, this Destiny 3 will have a few new PvE activities to get what you want. The first being the Forge. This is where you change the perks of one weapon and/or armor piece. How many perks, and what perks, determine how fast and difficult the Forge will be. Anyone entering may also sacrifice a few guns of a particular type to get one specific gun.
There would also be the Drill. This is an activity present on all planets, used to gain glimmer and the materials for a planet. With this, some later features are easier to access, and generally gaining materials isn’t exclusively walking around for hours, doing nothing.

World

Destinations

I have two ideas for what the destinations of Destiny 3 could be. The first comes from someone else’s ideas post, set in the Trappist-1 system, and disconnected from Destiny 1 and 2 (more on that here), the other being mostly from old leaks. Set in Earth (Old Chicago), Europa, and Venus. These are our destinations, however there would be a fourth destination: Pluto, well, more accurately near Pluto, the Kuiper belt.
This destination would be procedurally generated, and if it’s not too demanding, each asteroid would have its own gravity. There would be Vex gates and launchers to navigate, and could create some interesting combat scenarios.

General World

Overall, I want the world design of Destiny 3 to be more vertical. Having hidden areas on top of a building, or underground, would add literal and figurative depth to the world. With the benefits of new technology, the open world can also be expanded horizontally, with larger areas in general.

Hidden Sectors

Similar to lost sectors, there would be various hidden sectors throughout the game world. These differ from Lost sectors in that they are unmarked, meaning exploration is the only way of finding them (apart from other players and the internet, of course). These would be harder than Lost sectors, and give better loot.

Hidden Quests

Spread throughout the worlds will also be hidden quests. These have steps that aren’t seen, where you piece together the clues. The hidden quests could lead to a variety of lore, and many could also lead to Hidden Sectors. Hidden quests would be entirely focused on exploration, and some light puzzle solving.Picture this: Your guardian enters a skyscraper in Old Chicago, greeted by fallen. During the fight, a dreg with some cloth around its waist scampers upwards. Following it, we fight our way up the tower until we finally reach the top and kill it. In the uppermost area of the skyscraper, we see on a console a map, with a single dot on it. We come to realize that the map looks similar to the Ice Caves on Europa. Heading over, we clear the cabal in the caves, and start looking up and down in that general area. Noticing an out-of-place Fallen barrier, we destroy it and find… something. Loot? Lore? Whatever is a sufficient reward for exploration and puzzles.

Story

As for the story, I’m simply going to do a copy and paste from other essays I’ve done. Simple as that, this is a better idea, though it likely shouldn’t be Destiny 3, but rather standalone, like Glamdring said in the title.
We start with a new look at the Tower. Built again, it has been transformed to a different general style, but with key similarities. When we get to the Vanguard area, sensors show something is wrong within the inside of the city. We go down, and near the center we see bodies, rubble, but something else. We also see the forces of Darkness, and that is where we engage. Continuing our reclamation of the inner city, we push onward until the enemy brings some of their fleet, though large enough that at the start we think that it is their entire fleet.
Amanda informs us over the radio that we have some… modifications to our ship, and so we launch after clearing the infantry to do some aerial combat. When they are cleared, a large enemy ship arrives, with clear indication of a large beam attack being prepared. We fight, but ultimately are unsuccessful with our attack, and the beam fires. Zavala, with memory of Gaul still recent, throws up a ward of dawn that covers the whole city, and he is assisted by the Traveler and other titans. The enemy beam finishes, and what enemy ships aren’t destroyed flee, a victory, insignificant in truth, but we think we have won against the darkness.
With our enemy routed, flying eastward, we go back to Zavala to see him battered, burned and broken. His light is flowing from him, and his Ghost is weak. At that moment, we lose our second Vanguard. Filled with fury, first from Cayde, then from Zavala, we go against what Ikora tells us and fly in pursuit of the Darkness, eventually taking us to Old Chicago. Here we fight against the Darkness until we reach the outskirts, where the enemies congeal to reveal an entity, writhing in shadows.
The creature steals our light, and throws us into the sewers, where we are approached by Fallen, at the forefront being a captain, who approaches and soon after the Darkness comes pouring out of the sewer, realizing its mistake. The fallen grab us, and as they run us to safety we see the Drifter, fighting alongside the fleeing fallen, and that is when Mithrax chooses to speak, telling us that we are being taken to a corrupted shard of the Traveler. Upon arrival, our ghost detects no light emanating, only darkness, and tells us to leave, that it isn’t safe. We can choose to ignore him, and if we don't, we get the power of darkness. If we do, we start to leave before being forced into the power. After obtaining the power of the Darkness, our guardian blacks out, and awakes with concerned looking fallen poking and prodding.
Consumed by the Darkness, we attack, and use our powers to slaughter the enemies until we calm enough to black out again, this time with Ikora showering us in light for the first time in weeks, where we tell her that we’ve failed but are going back. This time, she lets us, and gives us word that there is a scout, waiting to talk to us in Old Chicago. We head over, and meet the scout, before learning that Europa holds a long-range scanner where we can find the main fleet again. We arrive to see the Hive and Darkness together, with the hive seeming to be simply… submitting. After a few missions on Europa, we enter the scanner room and discover that the Darkness fleet is outside Pluto, and so there we launch, despite countless warnings.
At arrival, we stage an attack on the enemy fleet, but fail and are sent into the vex-occupied Kuiper Belt. This is where we learn more about the Darkness, and how to beat their fleet. We soon learn of a weapon on Venus that will allow us a chance to beat the Darkness again, so we head over to a Cabal occupied sector to retrieve it. Once that is done, we travel to the city to prepare an offensive, Reverse-engineering the weaponry we recovered to be fitted to all ships, Fallen or Human. Shortly before we launch our offensive, the Darkness attacks the city again, but now we’re ready.
After a massive battle in the air, we destroy a ship that crashes into the main ship, causing a hole that our fire team, Ikora, as well as Mithrax and a group of Fallen go into. We clear out infantry, before moving to disable the ship's weaponry systems, and once that’s done we realize how fruitless it would be to destroy this particular ship from the outside, so we go to the reactor to destroy it.
Once we’re there, however, we realize the core of the reactor is too strong to destroy by normal means, and when Darkness forces begin to leak back into the reactor room Ikora tells us that she’ll destroy the reactor while we hold them off. After several waves, Mithrax points out that the explosion will destroy the city, so we move to the bridge to attempt control of the ship to move it far from Earth. When we arrive, however, we see the amorphous presence of the Darkness prepared, sacrificing minions to gain power.
After the ship is clear, we fight our way back to Ikora, but before we can get to her she tells us to get off, as the ship is about to blow. We rush back to the breach, and are about to transmat when we realize that Ikora isn’t there. After asking where she is, she tells us to go, and reluctantly we fly away, just escaping the explosion of victorious defeat.
When we get back to the Tower, we inform our friends that the Darkness is no more, and hesitate before talking of Ikora. After celebrating our victory over danger, we hold a funeral for Ikora and Zavala, creating a graveyard for our old vanguard as well as any others killed to protect the city.
It’s certainly a story… though I’ll let others judge what points work, and what points don’t.

Social

Part of Destiny being an FPSMMO Looter shooter is, well, MMO. There are social aspects of the game, and they won’t be removed in this Destiny 3.

Tower

The tower would be similar to D1’s tower, having been repaired.

Central

The central area is where we access our vault, postmaster, Eververse, and the vanguard room is where the Graveyard is.

Left

The left area is a social space, larger than the rest of the tower, this is where guardians perform activities that give no power, such as dancing, talking, drinking, eating, etc. None of this is required, and would be passed over in terms of tutorializing.
This is also where players would trade gear, potentially creating an economy, where players can give, buy, or sell whatever they want. Items need not be the only thing sold, services as well. This allows for more player control over the game, pricing things like the first gun we obtain at absurd amounts as a joke, or pricing crap guns at low prices. This could also give profits, if someone buys a gun with bad rolls, and turn it into a god-rolled weapon.

Right

The right area is the hangar, where we customize our Ship, Sparrow, and Osprey. It also serves as a smaller social space. There is a library here, where you can access your collected lore books in a prettier format. The lore in this game takes everything earnable from Destiny 1 and 2, and adds to them. You still need to find everything, but perhaps your found lore becomes attached to your account, being accessible here too.

Shipwright

Amanda is given a purpose, where we can modify our vehicles. We attach new guns, switch out our armor, shields, and engines. Perhaps a system would be to have a gear limit for Armor, shields, and thrust. Different tiers of those three parts have different associated gear score, and the sum of the three cannot exceed a certain amount. This creates balance, so people can’t have max armor, shields, and speed.

Playerhomes

Many MMOs have places for the players to live, and Destiny 3 is no different. Well, it’s a little different. Rather than have your home be, say, in the tower, like a normal person, your home would be your ship. In addition to cockpit design, the ship you fly would also translate to the interior of your home. A large ship would look boxy, and industrial, a smaller ship would be compact, and various other ships would depend on what they look like on the exterior. Shaders could be applied to the exterior and interior separately, and through a small forge ran on glimmer in the tower, furniture and other things could be made using planetary materials.

Simulation

The Simulation is stolen Vex technology that we use to test weapons and armor against targets. No loot drops in the Simulation, but you have temporary access to every weapon, piece of armor, and perk in the game until you leave. You set up your own simulation, so that you can test X weapon against Y enemy, or Y enemy against X armor.

Codex

The codex is essentially Collections, but with a new name. This is where you access your found weapons and armor, and where you read lore in the field.

Eververse

Eververse, if it isn’t removed, would function similarly to D2Y1, where you gain bright engrams from leveling up, and you get bright dust from bounties, scrapping cosmetics, and from opening bright engrams. When a new season rolls around, the gear is simply added to the pool, rather than becoming the new pool. The newest season gear has a slightly higher chance of being received, but it’s still possible to get whatever you want from Eververse at any time in the game’s lifespan without paying a dime.

Factions

Factions would also make a return, following the general system in Destiny 1. You pledge to a faction, and then doing bounties and other activities you get gear for them. There are no exclusions from picking a particular faction, but you only get gear and faction reputation by having their coin in your inventory, and you can only have one coin at a time.

Conclusion

Wrapping everything up, there are many things that could be added to Destiny 3. If I were in charge, many of these would be in, but I’m just a player and a fan. As a simple human, I don’t know how much of this is good, I don’t know how much of this is wanted, but here I am, throwing in my two cents. Have a good day, Guardians!
submitted by aeksrener to DestinyTheGame [link] [comments]


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