Destiny 2

Destiny 2 Dev Tracker




15 Mar

Comment

My takeaway here is the milestone progression system makes you play content that you don't enjoy and that you would rather have a path to power up where you can play the activities you want.

Duplicate power drops in the same slot are frustrating and you would like us to implement some sort of duplicate protection. And the Enhancement core economy is making the power climb less fun because you can't equip the gear that makes you look and play the way you want to.

I'll continue to make these feedback items heard by the team. Thanks for taking the time to share your thoughts.

Comment
    /u/dmg04 on Reddit - Thread - Direct

Originally posted by notewise

In early playtests at the studio, Prism proved to be more challenging than intended in higher Tiers of Reckoning and we planned to remove it in the first patch proactively. When we launched last week, we collected some fairly positive feedback with Prism and wanted to react quickly and remedy that change.

That's really cool they ended up listening and hearing our feedback like that and decided to keep Prism around.

Agreed. I was in the camp of removing prism, in that we received a lot of feedback at the launch of D2 in Nightfalls. A timed activity with a rotating modifier, etc etc.

Incredibly happy to be wrong, and it's great the team is taking the feedback and making this change.


14 Mar

Comment
    /u/dmg04 on Reddit - Thread - Direct

Originally posted by TessAvarice

Is this going to be added to the other PvP modes, or am I just wasting electrons here?

This applies to Iron Banner currently.

Challenge is that Comp Crucible matches based on Glory. Team is aware of the feedback on matches within the playlist. Will give updates when I can.

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    /u/dmg04 on Reddit - Thread - Direct

Hey all,

Revision is going live to the TWAB concerning the Gambit Matchmaking section. This will now read as follows:

With the release of this very blog article, Gambit received some updates to matchmaking. Gambit is a team based activity and as such, players who are in a pre-made fireteam have a communication advantage. To offset that advantage, we've raised the internal skill rating of pre-made fireteams to pull in higher skill enemies to fight against. With this change, even as a solo player, you'll still have a chance. Plus, your other matched fireteam mates should be higher skilled as well.

Solo players of low skill should expect to match other solo players more frequently. Higher skill teams will also match teams more frequently.

Many apologies on this - had a miscommunication when writing up this section. While solo players of low skill should expect to match against teams less often, this does not apply to players o...

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Post
    dmg04 on News - Thread - Direct
This week at Bungie, we restored the Thorn in your side.

If you can remember your first revive in Old Russia, other memories of Thorn may plague your nightmares from time to time. This week, those same nightmares returned in full force. If you’re a Guardian who’s new around these parts, get ready to feel the sting.

Owners of the Annual Pass can begin the journey to acquire this weapon by sifting through the ashes of the EDZ. Earn a weapon fit for a villain, and unleash chaos among your foes. To celebrate, we’re also adding new ... Read more

13 Mar

Comment

Originally posted by Awsomonium

Thanks for the response mate. I love that you're always willing to talk to us about this stuff.

Just out of interest, what's the coolest new thing that your team is working on your allowed to talk about?

Thanks, I love chatting when I'm able to!

Unfortunately I don't know if anything we're working on at the moment is anything I'm allowed to talk about just yet, but hopefully soon! Since January my plate's been filled with non-API-related tasks (including the work we had to do to begin moving away some things that were being hosted by Activision). Life at home has been keeping me busy too: I got married at the end of January, and we just got back from our honeymoon a week or so ago!

My current work is... tangentially related to the API, or at least to the Bungie.net backend: but nothing that results in cool new user-facing features in the API unfortunately. But my hope is that I'll be able to loop back to it once all of this current work is done! The API's backlog of feature requests grows weekly, there's so much to do and so little time!


12 Mar

Comment
    /u/dmg04 on Reddit - Thread - Direct

Prove it.

Show me the clip where you solo'd the King's Fall raid.

I'll wait.

Comment

Originally posted by Awsomonium

It would only SHOW you YOURS, but it would be in the servers data, that it has to keep track of. Otherwise we'd be able to lose items when we're transferring. We can infer that it's NOT as simple as a simple tiny data file from the fact that they could implement mass shader deletion easily.

We also know that things like inventory size can have an effect on things from this post: https://www.reddit.com/r/DestinyTheGame/comments/awuxus/bungie_why_are_we_able_to_mass_delete_enhancement/ehpj5ib/?context=1000

Quote from DMG04: "If you dismantled a stack of 999, or if you and a few other people in the tower did at the same time, there would be potential for issues to arise."

On the server, on EACH tower instance, it'd have a temporary tracking profile for everyone in that tower instance. Under each profile it would hav...

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There's a lot in there that I don't actually know about being on the API side, so I don't have the expertise to talk about it (for example, what performance constraints exist when you're in the tower specifically).

I can say that, indeed, vault transfer and other features that you can get at from the API are essentially managed by their own logic on our servers, and can be accessed at any time (barring certain restrictions put in place intentionally to prevent potential harmful edge cases, like how some actions aren't allowed to be performed while in an activity). That divide is also why some actions are theoretically possible from the API where others aren't: it all depends on what types of servers performing what actions the API has access to.

For instance, you'll note that we can't return you an accurate statement for information like the current amount of ammunition you still have available: that's handled by a different set of infrastructure that the API can't...

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General
  • Fixed an issue where weekly bounties were resetting on Sundays instead of the weekly reset on Tuesdays
  • Fixed an issue where the Triumph “The Best Offense,” which awards Oxygen SR3, wasn't counting the correct number of Orbs of Light generated in strike activities
  • Updated Season 6 information page to properly show Power Surge bounty requirements

Gambit
  • Fixed an issue where the pursuits for Malfeasance and Breakneck were not progressing as expected in Gambit and Gambit Prime
  • Fixed an issue where various Gambit quests and Bounties were not progressing properly
  • Fixed an issue where Gambit activities may mistakenly report that players’ motes are lost when they defeat an enemy invader
  • Fixed an issue where the “Well Well Well” Medal in Gambit activities would not have a name when it appeared on screen
  • Removed Taken Hobgoblin Primeval from Gambit Prime to prevent an issue...
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11 Mar

Comment
    /u/dmg04 on Reddit - Thread - Direct

Originally posted by SharpVenum

This is something the community REALLY wants, I’m glad you’ve noticed. Only thing we can hope for now is something to be done abt it

It’s a tricky thing, balancing game development. One QOL fix could eliminate 10 others due to the resources needed, or impact work on new content that’s coming. Not to mention, making the change may break a few other things, taking more developer time to fix the bugs and eliminating more changes that the community is asking for.

There may be a world where we aren’t able to allocate folks to make the change. If that’s the case, we’ll let you know. If we are able to address this, we’ll keep you updated too!

Many thanks to all that have been sounding off on this feedback item. Helps us to give a sense of how many players want the change.

Comment
    /u/dmg04 on Reddit - Thread - Direct

Hey, please post a report to the Bungie.net Help Forum. That way we can snag some character data from your linked account. Helps with the investigation!

Comment
    /u/dmg04 on Reddit - Thread - Direct

Hey all,

We’ve passed this feedback along to the team. Ultimately, this is much more than a single value that could be changed. There is development time and test wake that would occur - which needs to be prioritized against bug fixes and other feature development. (Think QOL for other features, or future AP content.)

Can’t make any promises, but folks are aware of this request. Will give updates when I can.


10 Mar


09 Mar

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Looking into this now, probably not going to fix.

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Originally posted by vixeneye1

Then that mean that players are only meant to be carrying 20 of each type at any given time?

Yes.

Comment

Originally posted by TheLittleMoa

Fixed an issue where Blockers were not spawning on Kell’s Grave and Cathedral of Scars. These maps will be re-enabled when this issue is resolved.

If you wanna leave Kell's Grave disabled, Bungie, go right ahead.

Please watch your step when it returns.