Destiny 2 Dev Tracker

Glad you got it, sorry it took so long.

We have been working on a change to make getting the rare bounties less of a pain. Currently planned for an upcoming update later this month.

Now that we are in the second season where XP has been made much more important with the season pass we are gathering feedback from the community on improving how is XP is earned.

The majority of feedback I am seeing from players is to increase the amount of XP is giving from activities so there is not as much of an emphasis on always concentrating on completing bounties. I'll be sure to include the suggestion that raids should have their XP gains increased as well. Thanks for the feedback!

How frequently are you loading in solo? Do you find this is happening at any specific times, or randomly?

TheDarkSaint14

Personally I feel I might be tapping into a large part of community opinion in saying that time limited (read seasonal) Titles/Seals should be accomplishable regardless of other players performance. Having 19/20 of something grinded and being forced into an LFG situation kinda kills the "I earned this" aspect of the title.

Raid seals are raid seals and everyone accepts the total coordination aspect on that. Seasonal titles shouldn't absolutely require that.

Thanks for the additional insight. I'll pass it along.

CorbinTheTitan

Power level isn’t the problem. It’s that your loadout is locked and there’s no way to change your champion mods or weapon element accordingly.

Leeches are another problem. Players that have no idea what they’re going into and expect a carry with the wrong weapons or a class that’s doesn’t help with the match game.

When deciding whether an activity will have matchmaking or not we consider the amount of coordination required. Locked loadouts, champions, and extinguish all factored into having Legend Sundial require matchmaking even though it's power is not at the power cap.

I will let the team know that many in the community feel like Legend sundial should have matchmaking enabled. Please give us any other thoughts you have on the topic.

Thanks for the feedback!

I'll give this feedback to the team. As you most probably already know there are bounties that exist to reduce the cost. I'll let the team know that players would like the overall cost reduced though. Thanks!

Thanks to all for the post and replies. The team has been digesting feedback concerning Solstice armor (from Year 1 and year 2). I don't have any specifics on status, but I can say that this will not be addressed this season, or next.

We'll continue to bring feedback to the team concerning Solstice armor/ornaments.

Loving this thread.

Keep it coming.

gleepot

I love how ordeal is currently. Doesn't need a 100% revamp, but I always welcome improvements.

What do you find the most satisfying about your time playing Ordeals?

Got the above feedback from the OP, but would love to pair it with the strengths of the activity as well.

Now that we're getting back from holiday, we'll be planning a quick hotfix (potentially for next week) which will address this issue.

Stay tuned for the TWAB.

Oh, and before you ask, we're looking to address the EDZ Obelisk too!

Filing a couple bugs based off of these threads.

  1. Items move around in inventory when opening the dawning packages
  2. Some highly important items dismantle as stacks

Won't be addressed during this event, but we can work towards preventing these headaches in the future.

Thanks for the feedback. Will be sure to pass it along.

Do you have any other feedback on these consumables and their functionality?

A few have said this in comments below, but Xur still serves this function for new players of Destiny 2.

Each week, do you not feel excitement for the Exotic Engram that has the potential to grant armor at high stat rolls?

Thanks for the feedback. This is our second stab at the reward structure of the pass and we are definitely looking to continue to improve it season over season. Feel free to add any suggestions on what things you would like to see as rewards in the pass and what you don't want to see.

LawlessCoffeh

One thing, I'd really like to have like, a tiny bit of choice, or the ability to reject and replace a crapshoot objective that I'm NOT going to do.

Part of the reason I didn't like objectives as they were implemented was that if I didn't want to do one, I didn't really have any other options, and the problem here is psychological in part.

Fortnite has challenges that are given to you daily, and you have the option to replace one a day if you don't like it (IE: Play a match with a friend). I feel like this is an acceptable compromise, I'm not sure how you'd work in the option to replace one though.

What objectives would you be likely to want to skip? Is it a specific type of objective, does it depend on the exact situation, etc? Can you give some examples? I believe a more ideal approach to this issue would be to design objectives that players don't want to skip in the first place!

Joey2Chainz

First I would like to say this was a very well written post from OP and also, a great response from yourself. With that said, I do have an issue that caused immense frustration yesterday while playing.

Loaded up Mars patrol to finish my weekly flashpoint and run some public events but there were two guardians in interceptors who were camping the rally flag killing all other guardians in the area. Never knew this was a thing but it was a very frustrating experience. Even when the public event did spawn, they clearly were only going after other players instead of participating in the event. Fast traveled out of there and said screw it until I was put into another instance.

there were two guardians in interceptors who were camping the rally flag killing all other guardians in the area

How were the players in the interceptors killing other players? This should not be possible as they should deal no damage to and physically pass through other players.

thebakedpotatoe

Challenges should have just been endless, like repeatable bounties. You clear one, get the reward, a new one loads into its spot.

A public event update might be good. The vex invasion felt kinda fun, but my favorite thing in d1 was where a taken event and public event happened at the same time. Patrols also need a bit more enemies on the map, especially because player presence actively causes enemies not to spawn. I've legitimate had players abuse this to get me to leave the zone. That's a bigger problem with "final blows" style bounties and objectives though (btw, final blows quest steps actively suck and cause way to many problems in this game) and less about other problems.

Event overlap is awesome and something we're definitely interesting in continuing to do & do more of!

Patrols also need a bit more enemies on the map

How do you feel that the number of enemies in D2 patrol areas compares to the number of enemies in D1 patrol areas?

ZilorZilhaust

Hi Gunmaster! Thank you so much for the reply! I'm happy to elaborate on anything and everything. :-)

To me when someone is on patrol they are taking things as they come, they're out there looking for trouble and trying to keep the place safe. As the system currently stands you're not naturally patrolling. You're going into an area and bringing up your ghost and finding a patrol beacon that's got a quick turn around time to get whatever objective requires it done. If you're looking for planetary materials you go to the Planetary Vendor and get the 4 bounties and do those specific things. It's very structured for something that I think would feel better as a more free form experience that erred towards an open world feeling.

The experience itself isn't fluid because it just feels like you're doing some checklist items from other activities, either for a bounty, quest or to get some planetary mats and then moving off. I think it's safe to say that very few people go into a patrol zone in order to just patrol. There isn't really much of a reason to since there isn't much in the way of rewards and the way that the Patrol Zones are have ended up with them being kind of stagnant this long on.

I think the problem at the time with Challenges wasn't with the Challenges themselves but with a lot of things that were going on with Destiny 2 at the time. There wasn't a whole lot of anything to opt into doing and having bounties gave us the ability to to choose to do something. I'm not saying remove all bounties, I think they're good for Vanguard, Crucible, Gambit, Etc. However when it comes to Patrolling and given the nature of what actually patrolling a zone would entail it makes more sense to have something akin to Challenges where you're working to keep the whole area safe. So I do think bounties and player agency are important but should be saved for more targeted activities, patrols I think would benefit from being a more free form experience.

Public Events have powerful enemies but I can't recall the last Public Event where the boss took more than 5-10 seconds to melt into oblivion. Don't get me wrong, that is fun in it's own right but what was occurring with the Vex Offensive on the moon with the Invasions was cool. It required people to work together and then if you did well you got to fight a more powerful enemy still. That was a lot of fun and it took time and was challenging. I put the bit in there about tracking guardian kills because the arbitrary unknown time before an enemy leaves doesn't feel good to me.

I think that you could hinge some of the mechanics for these world bosses off of established mechanics from other patrol zone activities so we're using familiar existing mechanics that people have an established understanding of in order to help ease them into something that is different and more difficult but ultimately something they have completed something like before.

  • Hive Knight World Boss
    • The Hive Knight World Boss spawns and is Immune to Damage
    • When the Hive Knight Spawns so does a Powerful Wizard and 3 Shielded Crystals
    • The Crystals are generating a Portal and the Portal is spewing out Thrall to attack players and defend the Hive Knight World Boss.
  1. Kill the Wizard (This is evident and expected because it's a powerful enemy and it's natural to target them)
  2. This creates a field on the ground like the one from Escalation Protocol. When this is spawned the Thrall from the portal swarm it. You have to stand in it to lower the shields on the Crystals and then Destroy them.
  3. Destroying the Crystals severs the connection to the portal, stops the Thrall swarm from spawning, and weakens the Hive Knight World Boss allowing it to actually take damage.
  4. The damage phase is controlled by the players. When the World Boss Hive Knight kills X Amount of Guardians he's able to summon a new Wizard which then opens the portal and creates the crystals starting the cycle over again.

With an encounter like this it's more complicated than an HVT or Public Event Heroic but it uses a lot of familiar mechanics that are used elsewhere in the patrol zones. So what you should do is relatively clear.

  • Giant Taken World Boss (I didn't specify an archetype cause I wasn't sure, picturing big thrall boy)
    • This giant taken world boss spawns and with it a number of blights.
    • The giant taken has two main aspects. If you're near it you take constant damage. It is immune entirely to damage however there are spheres of Darkness around its knees.
  1. You step into a blight. This gives you immunity to the constant damage effect. This also allows you to target the knee weak points to break the Darkness Sphere.
  2. When it's broken you unload on it the knees until it topples over, not unlike a spider tank, this reveals a weak spot atop it's head.
  3. You can attack this for critical damage, or you can enter a blight and then attack that weak spot to do critical+ damage and take it down even faster.

I think so long as familiar mechanics from existing public events are mix and matched into these encounters they can be expanded on and used in new ways to create interesting World Boss Encounters that leverage existing knowledge for public events to make them non-frustrating. Or, at least, as non-frustrating as they already are.

To comment on if that pillar is important, I do think so but I think it's okay if occasionally there is an exception to that. If 95% of the content in a patrol zone is relatively easy to sort out with some random guardians I think it's okay for 5% of it to be a bit harder.

As far as destinations, that's really the whole of my suggestions. I think there is a lot to be done with how Strikes are broken down right now as a playlist and activity but that doesn't sound so much like your area or really in theme with the rest of this post.

Thank you again for the reply. It made my day!

So to summarize your main points (please correct me if I'm misunderstanding!):

  • You would prefer that the player's objectives and goals be more free-form and feel less structured. Random objectives & things happening to the player as opposed to the player actively seeking out and opting in to their goals.

  • When you say "more challenging" you mean more mechanically complex. There are added layers and steps required beyond simply "Kill everything". Stand in a spot, destroy a non-combatant object, shoot a weak spot, etc.

  • When you say "requires multiple players" you are referring to enemy count and difficulty, not actual cooperative requirement. I.e. "There are so many enemies and they are so tough that I would be crazy to try this alone" as opposed to, "You must stand in 2 places at once to progress, meaning it is literally impossible for one player to succeed".

No problem and thanks again for writing out your feedback in a constructive manner. :)

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Stewbeef12

Thanks for the reply DMG. As I said in my post I understand that content is being removed because Destiny 2 can’t grow forever. Eventually we’ll get Destiny 3. But I just want you guys to know that “you had to be there” moments have always come from really cool missions, sometimes bugs, and general community joy. Those moments can’t be forced.

Thanks for the post! I didn't say it specifically (which I should have) - there is no intention to force these moments by removing content. We have things to improve on to make some of these moments more impactful. Wanted to provide the reasoning in case people had missed the previous posts.

Firstly, thank you for this well thought out and constructive post. These are some very interesting ideas!

Can you enumerate the problem space (List the issues) you're trying to solve with your goals? What specific issues indicate to you that the current experience is not fluid?

When the game had Challenges how did you feel about them being automated? One of the goals of removing those and returning to a bounty system (as well as the current patrol beacon system somewhat) is to make players feel like they're opting into the content as well as (potentially) giving them some agency over when and how they take on these additional objectives. An automated rotator system like you describe above removes these things. Do you believe these are important? More or less important that making the experience easier/simpler for players?

What are your goals in distinguishing "world boss" from public events which frequently feature powerful enemies to fight?

One of our pillars for public areas (w...

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