Bungie Podcast: January 2014
2 participants
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Bungie Podcast: January 2014
Le lien du podcast: ici.
J'ai écouté une partie du podcast et c/c les infos résumées par "Tactica" dans les commentaires de Bungie.net. Y a du lourd !
- Raid Specific Gear
- Pistol moved from Special to Primary weapon slot
- Hand Cannon moved from Special to Primary weapon slot
- Sniper shifted from Heavy to Special category “which gets more play”(… because why… more ammo?)
- Whole studio is building a game for the launch year, not just the launch day, studio staying focused post launch
- “Changing Evolving Games like League of Legends create communities and have ebb & flow, change and circulate, and we understand that now”
- We don’t want 1000 hour grinds
- Paraphrase: DotA / League of Legends bring interesting investment on shorter time frame without grind
- “We are not making Halo again – Destiny is a different game, the combat sandbox is different”
- Competitive MP: Deeper, vertical movement, more grenades, strategic, more class type considerations, abilities, nuances, complexities, etc
- “Longer I play more abilities and movement modes I unlock – like double jump”
- “Which vertical movement mode I choose”
- “Gliding through blown hole”
- Proximity grenades planted”
- “If I die, I’m feeding them supers…”
- “I find I’m wanting to stay alive longer, adhering to my strategy longer, paying attention to teamwork, earning supers”
- Destiny has a lot of “tactics” to leverage, not just “thumb skills”
- “Arch Prox” proximity mine that works as trap to defend an area, doesn’t kill, but forces a path for area denial
- Axiom Bolt (like nova bomb?) – maybe a defensive mode as later mentioned?
- “A lot more to it [competitive MP] than anyone is going to expect”
- Titan: “Ability to sprint and shoulder rush to kill a bunch of dudes” even a hunter in golden gun mode
- “Supposed to be on a mission, the Vex and the Fallen are fighting here in a public event, there’s orbs on the ground, grab them up”
- Shotgun slide…
- Counter to the shotgun slide, back up and shotty to the face -or- 'fly' into air (non leathal response)
- Note: Vertical movement is ‘weapon down’ no gun out tactical choice
- “What used to work in Halo, doesn’t work as well in Destiny”
- Ark Blade?
- Map internally called “Rooftops” has the big dynamic FAN on it
- Maps are specifically designed for competitive MP, ground up design
- Not going to be playing campaign and wondering into competitive MP, separate space
- Competitive MP drove many of us here, we are putting as much care, balance [etc] into the design of Destiny’s MP
- Plan ahead of time to be able to refresh play lists and things like that from the beginning [ground up design]
J'ai écouté une partie du podcast et c/c les infos résumées par "Tactica" dans les commentaires de Bungie.net. Y a du lourd !
- Raid Specific Gear
- Pistol moved from Special to Primary weapon slot
- Hand Cannon moved from Special to Primary weapon slot
- Sniper shifted from Heavy to Special category “which gets more play”(… because why… more ammo?)
- Whole studio is building a game for the launch year, not just the launch day, studio staying focused post launch
- “Changing Evolving Games like League of Legends create communities and have ebb & flow, change and circulate, and we understand that now”
- We don’t want 1000 hour grinds
- Paraphrase: DotA / League of Legends bring interesting investment on shorter time frame without grind
- “We are not making Halo again – Destiny is a different game, the combat sandbox is different”
- Competitive MP: Deeper, vertical movement, more grenades, strategic, more class type considerations, abilities, nuances, complexities, etc
- “Longer I play more abilities and movement modes I unlock – like double jump”
- “Which vertical movement mode I choose”
- “Gliding through blown hole”
- Proximity grenades planted”
- “If I die, I’m feeding them supers…”
- “I find I’m wanting to stay alive longer, adhering to my strategy longer, paying attention to teamwork, earning supers”
- Destiny has a lot of “tactics” to leverage, not just “thumb skills”
- “Arch Prox” proximity mine that works as trap to defend an area, doesn’t kill, but forces a path for area denial
- Axiom Bolt (like nova bomb?) – maybe a defensive mode as later mentioned?
- “A lot more to it [competitive MP] than anyone is going to expect”
- Titan: “Ability to sprint and shoulder rush to kill a bunch of dudes” even a hunter in golden gun mode
- “Supposed to be on a mission, the Vex and the Fallen are fighting here in a public event, there’s orbs on the ground, grab them up”
- Shotgun slide…
- Counter to the shotgun slide, back up and shotty to the face -or- 'fly' into air (non leathal response)
- Note: Vertical movement is ‘weapon down’ no gun out tactical choice
- “What used to work in Halo, doesn’t work as well in Destiny”
- Ark Blade?
- Map internally called “Rooftops” has the big dynamic FAN on it
- Maps are specifically designed for competitive MP, ground up design
- Not going to be playing campaign and wondering into competitive MP, separate space
- Competitive MP drove many of us here, we are putting as much care, balance [etc] into the design of Destiny’s MP
- Plan ahead of time to be able to refresh play lists and things like that from the beginning [ground up design]
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- GamerTag : ArseniK Stain
Team : Gladius
Console : Xbox One
Messages : 379
Date d'inscription : 30/11/2013
Âge : 29
Réputation : 35
Classe : Titan
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Re: Bungie Podcast: January 2014
Bien joué, tu as fait ce que je n'ai pas eu le courage de faire J'ai écouté 1h environ mais je n'ai pas noté
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