Destiny 2 Dev Tracker

Acer1096xxx

These TWABs are really starting to come off as tone deaf this point. I don't mind them talking about patch previews and CoT, but regarding CoT, it sounds like Bungie is just patting themselves on the back and ignoring all of the backlash associated with the reward. If the TWAB isn't the place where Bungie wants to discuss community concerns openly, then where is? Comments on reddit? Doesn't seem like enough honestly.

It doesn't feel like there's a true conversation. Bungie will listen to us vent and say "we hear you" but instead of providing solutions with us, they try to solve the problem entirely on their own and lately have been missing the mark.

Edit: thanks dmg for responding. You can find my response below.

Apologies you feel that way.

A part of my role here is to address community feedback, but also be the bridge between developers and guardians. Throughout the puzzle, we saw players having a great time. Even after, we saw quite a few players asking for some behind the scenes stories on how it came together. This was an opportunity to shed some light on those questions.

We're indeed seeing the feedback on the Corridors going away, and Bastion being the reward. Whether it be feedback on the roadmap, the exotic itself, or other - we're sitting down with folks internally and walking through it. Could things change about the puzzle, exotic, or other? Maybe. Are these learnings going to educate future designs/seasons? Absolutely!

We made sure the following statement was in the TWAB specifically to speak to those who've commented on the reward:

Again, we want to thank everyone who participated in this puzzle or cheered from the sidelines. We’re actively monitoring and collecting your fe...

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laundry_dumper

While I understand that it's a sensitive topic, is there any timeline where we might get a response regarding the community's concerns with Eververse?

No timeline to share, but I promise we'll give you more info as soon as we can.

theoryyylol

But Cozmo, you guys don't say anything to US about Eververse... you guys are radio silent.

Don't have any info to share yet. As soon as we do we'll let everyone know.

I checked into this. Looks like there was an issue and it didn't show up in the store. We will add it back for bright dust in a future update.

Duwang-

FOMO and eververse. Do you just leave out the main issues people have with the game?

MY list was referring to the OPs post. I don't remember reading anything specific about FOMO or Eververse in it, but I apologize if I missed it. That said, I'm definitely aware of the community's concerns with these topics and continue to discuss them with the dev team.

Hermaeus-Moron

Hi Cozmo!

Along the lines of a vendor refresh, I would love to see Ikora’s frame system from Undying brought to the Vanguard’s weapon pool. Playlist strikes are nearly pointless to run at this point, but making all of the vanguard weapons have a completable frame might bring some people back to them.

The intentional grind of Ikora’s frames were very well done, in my opinion. I think these supposed “vanguard frames” could be purchased with vanguard tokens. I just think having Ikora do nothing seems to be wasted potential, as she is an important character in the destiny universe. I also think these frames would go very well with a vendor refresh, as it would incentivize the completion of playlist strikes. I won’t speak for anyone else, but new weapons are very exciting to me. And it’s something we haven’t had from the vanguard (or crucible) in a long time. I remember TTK vendor refresh, and I think part of the reason it was such a successful expansion is because of the vendor refresh.

So something like this would have the purpose of giving a little reward determination to the Vanguard and Crucible factions?

Sounds like a cool idea, I'll share it with the team.

Sorry your not enjoying the seasons. Thanks for taking the time to share your thoughts. I went through your post and took some key takeaways to pass on.

  • Vendor Resets
  • More loot
  • Bring back Post game reward screen
  • Bring back Trials
  • Better Exotics
  • Extra RNG stats on drops

Is that a good summary of your feedback?

The extra stats seems like it could be a fun idea, but would add another layer of RNG on each drop and create the potential for even more "less optimal" drops. I'd love to hear what others think about it as well.

As well as this, most of these vendors would refresh their gear every week I believe? Bringing in new rolls on gear and rotating the gear available.

We rotated the rolls on gear towards the end of D1's Year 3. It was kind of done as a last hurrah since we would be moving on to Destiny 2 in the short term. I can pass along feedback that you would like to see vendors offer weapons with weekly roll refreshes.

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DoroFuyutsuki

This is very intriguing. Thank you for the deeper dive into the systems underpinning this facet of the game.

No problem! Glad it is interesting, and hopefully it's helpful!

DoroFuyutsuki

So are you treating the static elements like templates and then saving the full item's properties into a database to cut down on references, or are you linking all the base values into the instance through reference and only storing deltas in the hash?

Both approaches have their advantages and disadvantages, mainly in how affecting individual instances of items takes place. Very curious to know if you've taken an approach of de-normalization here as I have an analogous case at work that is under live development.

Oh yes, it is more like deltas - though not strictly. The two have very different schemas, and not everything in the definition has the potential to have a live data override: and many live data properties are more "derivative" than a direct overriding of a definition property. For instance, the definition has properties pertaining to how sockets are first initialized, but all that content strictly exists for initialization purposes and then ends up as a different set of data once initialized.

As far as referencing them at runtime, the game side can locate definitions quickly because on their side these definitions are in sequential arrays and referred to by index which allows for very quick retrieval of that static data on demand. The live data for a character will store instance IDs for an item, and also it essentially stores the index of that item in the definitions, at least by the time the characters inventory is pulled into memory. (There are additional complexities in the g...

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ManBearPigIets

So we never released it, and it got fixed in the famous April update after TTK, but for a while you used to be able to do those things by loading up Destiny on both Xbox 360 and Xbox One (and I would assume ps3/4). Because everything was server side, you could sit in orbit on one system and swap gear and your in-game character on the other system would instantly do the same thing through the servers.

You could do the old Halo style guardian glitch and kill friendly players in PvE and obviously use it to instant swap exotics around in crucible etc. Oddly enough, crucible seemed to calculate “unknown origin” bullets for very little damage, so you couldn’t actually betray people unless you sat there unloading a couple of shotgun magazines into someone afk. But we just used it to troll people in patrol and raids.

Ha, I never knew about that one! That is clever!

DoroFuyutsuki

Could you talk a little about how the actual weapon hash translates into an item? Do you dereference a static item and then perform adjustments to it based on the instance’s details?

I’m trying to understand some of the design choices made about your architecture at scale. I didn’t used to REALLY care about such things, but as I have started to work on larger projects in my professional scope, these kinds of things have mattered more to me.

Sure thing! So it depends on the situation. Some properties of an item, for instance the plugs that are initially inserted into the sockets or the "level" of the item that ends up determining things like the base power stat of a weapon etc... pull together info from the definition and sometimes random values assigned by the server when an instance of that item is created in the world, and then that resulting value gets saved off.

Other times, the truth about some property of the item lives in the definition because it doesn't change for any given instance, or requires both information from the definition and information from the live data to come up with a true value for an item. (We try to hide some of that complexity in the API because that can become excessively complicated, but for better or worse parts of the game systems are built so flexibly that if we try to hide it, a future design change could render our abstraction incorrect in a way that requires us to break our cont...

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[deleted]

[deleted]

Thank you! I am glad that it has been useful to folks!

Greetings! Yes, unfortunately we have encountered issues with the D1 API with Stadia.

We're tracking it here if you would like to watch this Issue in Github! Over there, you can follow on the progress and know when the fix makes it out there. We ran into additional difficulties that are delaying the fix (the fix itself caused a different and more serious bug that has delayed us from resolving the issue), but it is on the docket:

https://github.com/Bungie-net/api/issues/1151

willhockey20

Seriously thank you! Now I just need the time to actually do something with it. I swear every time I try to sit down and get started on something, something else comes up which needs a lot more of my time.

Thank you, again!

I totally understand how that goes! Have fun if you end up finding the time to, but no stress: it'll be here when the free time comes around!

_R2-D2_

Hey man, you've probably heard this a few times before, but this type of in-depth response is fantastic and really what this community craves - genuine interaction from Bungie. Keep up the good work!

Thanks! I'm glad to be of help when the opportunity arises!

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[deleted]

Oh yeah, I definitely didn't see the OP as an API complaint for sure (nor any of your comments!). Sadly I don't have any control over the in-game choices and focus, but I do think it's good to know that people have this desire!

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[deleted]

Yes, this is true - some of the API actions are limited to certain areas of the game (or while offline). Unfortunately, this'll be the situation for the forseeable future: the potential for abuse vectors if the API could perform actions in combat-capable activities is too high. Funny story, you can actually see some of the cheese that came from it when the flashback activity during Moments of Triumph accidentally allowed API equipping back in the day. There's some humorous videos out there, but it's the kind of category of problems that could cause potential grief if those actions were allowed in potential combat situations.

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RLgeorgecostanza

Thanks for taking the time to share that stuff! I find it super interesting to hear these technical details and I’m sure a lot of fellow guardians do as well.

Really appreciate it. Cheers.

No prob, glad to provide help when I can! I wish we had more resources and info to share.

willhockey20

Man I wish I had the time to figure out how to use the api. I just get lost everytime I try to do something with it.

If it helps, the biggest initial conceptual hurdle to jump over is the fact that the API is actually split into two big components that need each other but that are accessed in very different ways:

  1. The static data, which you can download and provides information about any entity in the game that doesn't change dynamically as you play. For instance, the names of items, or what plugs could possibly be inserted into which sockets for an item, or other information critical to use when showing or interpreting "live" data, but has no information about a specific character or "instance" of an item and its state. This data is contained in lists of "entity definitions" (for instance, the "definition" of a particular weapon, or the "definition" of a specific Triumph rather than an actual instance of one) and each of these entities is referred to by it's identifying "hash" (a numeric identifier that is unique for that given type of entity)
  2. The "Live" data, which you can access through the we...
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Exodus_R

Well look into this. Thanks.