Destiny 2

Destiny 2 Dev Tracker




29 Jul

Comment
    /u/dmg04 on Reddit - Thread - Direct

Some TWABS will be meaty, giving topics for you to chew on and discuss for hours on end. Others will be business as usual. This week may be a light week, depending on whether or not we can get some info together.

We have a bit to talk about before Nov 10, but things are still in development and we want to get our ducks in a row to make sure our messaging is clear and factual.

We know you want to hear about things like Transmog, further DCV details, Sandbox updates, and other general changes to Destiny 2 features. Details will come in time, and we’ll be more than happy to get that info to you when it’s ready. Until then, we’ve got Moments of Triumph, seasonal events, and general D2 gameplay to keep you company.

Comment
    /u/dmg04 on Reddit - Thread - Direct

What aspects of Nova Warp feel to need the most attention?

We’ve passed a bit of general feedback over to the team, but I’d love to see examples. Tell me about your feelings on damage, movement, abilities, or whatever your heart desires.

Comment
    /u/dmg04 on Reddit - Thread - Direct

Thanks for the post. I think I replied to one of these a few weeks back, but the major feedback points I’ve shot to the team are...

  • Competing for kills can be frustrating, players would like to see shared fireteam progress
  • There aren’t enough strikes that feature large amounts of Fallen consistently. Strikes like Arms Dealer can have a bunch of fallen, or be mostly cabal. This prevents natural feeling progress on the bounty

Thanks again for the continued feedback.


28 Jul

A shadow approaches. The Pyramid ship floating above Io serves as a looming reminder that we are unprepared – that we know not what the future portends. You must search for answers if you hope to face the oncoming storm. You must seek the Nine.
You must hear the prophecy.
And so, you find yourself standing at the doorstep of a new realm. But how did you get here? And what is “here” exactly? To answer that, Andrew Hopps (world lead) and Brendan Thorne (senior designer) – two members of Bungie’s Raid and Dungeon team – take us back to the beginning. Back to when rainbow roads were for Italian speed demons and walking on walls required scrolling green text and leather trench coats.
 

QUESTIONS, ANSWERS, AND ARRIVALS

Both Andrew and Brendan have been at Bungie for over seven years. During that time, they worked together on more than 10 ... Read more

27 Jul


24 Jul

Comment

Originally posted by JaegerBane

Tbf the industry has never quite decided - generally - whether this should be the dev’s or the language’s problem.

I blame Python.

So do I.

(says the guy who wrote bungie.net in Perl back in the day)

Comment

Originally posted by tobiashieta

In season of the worthy Bungie switched from direct P2P networking (i.e. my computer talks to yours) to Steam Datagram Sockets which relays the data via Valves servers. The idea is to hide your source IP since other players will only see valves IPs.

Now in some areas players got disconnected a lot from other players and they couldn't understand why.

Lot of debugging later (including the dev at valve playing a lot with his kids in a debug build with extra logs) they found that there was extra many DC's on servers using a new network stack.

Usually the networking is handled by the OS (kernel) but it's pretty slow because it values correctness over speed. Linux offers a API to bypass the kernel network stack but it requires you to write your own Ethernet packets (this is the lowest level of the network stack and nothing you ever care about in normal cases).

Valves code assumed that packets from the relays would always be sent to the router on the networ...

Read more

Yes, networking is very difficult.

Going into Season of the Worthy, we took protecting players from DDOS very seriously and worked hard to try and create the best possible experience possible. Despite efforts to cover all our bases, we inevitably ran into some bugs with both new and old code that we didn’t catch in a test environment. Since the launch of Season of the Worth several of us including Fletcher have been working diligently hunting down these bugs of which a couple had a significant impact on beaver errors for all players not just those frequently connecting to the bad relay servers. Ultimately, we reached a point where just about every point of failure within Destiny had been ruled out or addressed:

1) The first issue we ran into had to do with our connection handshake not being robust when exchanging hello messages simultaneously from both sides of the connection. In some cases, both peers could end up confused as to which peer they are in the hell...

Read more