After rewatching the E3 videos (again) I've seen examples of some things mentioned in interviews with Bungie, while others are only speculation.
Some of these can be seen in your video, but I've put the timings in relation to the official [url=https://www.bungie.net/7_Destiny-Building-the-E3-Reveal/en-us/News/News?aid=10838]Destiny: Building the E3 Reveal video[/url]
[b]From 0:20-0:50, in the left and lower frame, some of the new in-engine effects[/b] can be seen, namely the realtime ('caustic') reflections and movement in water (reflections of the hills and moment of small waves) and solar lighting, [i]presumably at an increased speed[/i].
Not much to discuss on this point, just a cool example of how great Destiny can be PRE ALPHA.
[b]Watch from 4:00-5:05, 5:30-5:40, 6:15-6:25 and 9:30-9:40; evidence of real-time info of the upgrading of weapons [/b](possibly including melee @4:17 and Exotic Weapons @9:30).
After defeating an enemy group, the weapon 'tabs' in the bottom left are highlighted, with point increases displayed next to a particular weapon. (@- 4:17, 5:03 ,5:35, 6:15, 9:36)
Reloading the weapon does not have any effect on this display. This could be related to the 'glimmer' mechanic, or perhaps just a general increase to experience. It appears that the points relate to damage to enemies, bosses and loot. Any thoughts?
[b]From 7:20-7:30, more realtime reflections of a giant fan, but not of the Guardians themselves. [/b]
Maybe I need to improve my eyesight here, but here's hoping that character reflections make it into the finished game.
[b]from 8:55-9:00:, a Fallen Captain has some kind of shielding. [/b]
Whether this is a temporary 'power', or armour upgrade is speculation at this point.
Still no idea on the 'Weapon Kits' though...
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Guardians are vampires!?!!!!!??
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what do you mean by [quote](possibly including melee @4:17 and Exotic Weapons @9:30) [/quote] ?
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In the particular examples given above, [quote] the weapon 'tabs' in the bottom left are highlighted, with point increases displayed next to [b]a particular weapon. [/b][/quote] These two examples that you have picked out, are what I think are parts of the video that show the exotics (in this case the Thunderlord heavy machine gun) , and potentially even melee weapon(s)/attack(s), are also upgraded as you play. At the 4:17 mark, while there is no 'knife' tab to dispay, the primary weapon tab recieves more points than previous examples. This may just be a coincidence, and does not affect melee weapons at all, but it does have potential. The exotic heavy machine gun, however, does have its own 'tab' (for lack of a better word) and is therefore likely to upgrade through use, as with other weapons.
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Edited by externalmemory: 7/30/2013 9:13:01 AMNevermind about the timestamps, haha, just re-read your post and realized you were reposting based on observations from a different demo video than the one I referenced and from the OP's. As far as points, though, when you mention them here: [quote]After defeating an enemy group, the weapon 'tabs' in the bottom left are highlighted, with point increases displayed next to a particular weapon. (@- 4:17, 5:03 ,5:35, 6:15, 9:36) Reloading the weapon does not have any effect on this display. This could be related to the 'glimmer' mechanic, or perhaps just a general increase to experience. It appears that the points relate to damage to enemies, bosses and loot. Any thoughts?[/quote] ...I'm certain that if what you mean by points is what appears in the HUD next to individual ammo readouts, what you're referring to are ammo pickups for the guns. And yes, I'm aware that infinite ammo is enabled, but it still seems that ammo pickup was never disabled. Too lazy to break down why I'm positive the HUD "+x" points are from plain old ammo pickups a second time, so just check [url=http://www.bungie.net/en-us/Forum/Post?id=61002995&path=1]post[/url] here if you'd like.
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Edited by Proto: 7/30/2013 9:11:42 AM[quote]I'm wondering why your times are off...[/quote]Yeah, I was referencing the official Destiny video for the timings in my original post: [quote]Some of these can be seen in your (read: ChrisFrancisK's) video, but I've put the timings in relation to the official [url=https://www.bungie.net/7_Destiny-Building-the-E3-Reveal/en-us/News/News?aid=10838]Destiny: Building the E3 Reveal video[/url][/quote] [quote]You've still lost me what you meant by tabs and points... [/quote]As you described it, just part of the HUD with the "+x" and weapon icons. Couldn't think of a more succinct description, haha. [b]You are probably correct though, is is more likely to be ammo pick-up being masked by infinite ammo being turned on. It makes far more sense with the build of the weapons, as you said: [/b] [quote]Pickups because they don't appear every time he gets a crit, but rather when he's near an enemy's corpse.... [ammo appears] in multiples of +3 for the Viper P3 (3-shot burst fire rifle) but just ones and twos for the Duke Mk. 44. Notice also the flash behind the ammo count in the HUD.[/quote] (edited for quote) A very discerning eye there. Wishful thinking on my part I guess!
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Edited by externalmemory: 7/30/2013 9:53:08 AM[quote]Wishful thinking on my part I guess![/quote] Well, it's still wide open to speculation how weapon growth will work; they say during the demo and in interviews your weapons become more powerful [i]the more you use them[/i], and the upgrade screen lists 3 resources: Glimmer (glowing gems that drop from enemies which we've seen), weapon kits and talent points (both of which we haven't seen AFAIK). Glimmer must be spent, since all the upgrades say 50. Weapon kits are obviously specific resources solely for spending on weapons, and talent points are anyone's guess. The menu just says "requires talent point" on unavailable talents/upgrades; the first ammo upgrade might already be unlocked, or it's just available for unlocking. So it's impossible to know if "requires talent point" is just referring to an prerequisite upgrade on the talent tree or some (character level-based? weapon level-based?) resource. Upgrading all seems fairly active rather than passive so I wonder what they mean by weapons getting stronger the more you use them. From this build it seems you can spend weapon kits and glimmer on upgrades for any weapon, not just what you've actively equipped.
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Edited by Proto: 7/31/2013 9:29:14 PMA lot of speculation can be made, indeed. I hadn't thought too much about the role of Glimmer, and as you say, we haven't even seen anything regarding Weapon Kits and Talent Points. Definitely need more gameplay videos! Glimmer potentially has multiple applications, such as upgrading weapons, vehicles and buying/trading items with other Guardians. It looks like the amount of Glimmer/Weapon Kits is also (similarly to the ammo pickups) hidden during the demo, as all the upgrades require the same amount.. which I think is unlikely... [quote]Upgrading all seems fairly active rather than passive so I wonder what they mean by weapons getting stronger the more you use them.[/quote] This is what threw me initially regarding the whole "+x" shenanigans, but perhaps we are interpreting this too literally. The weapons will become stronger simply because we have played more, so there will be more Glmr to assign, wherever you choose...? that seems a little feeble, perhaps....
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Edited by externalmemory: 7/30/2013 11:43:32 AM[quote]This is what threw me initially regarding the whole "+x" shenanigans, but perhaps we are interpreting this too literally. The weapons will become stronger simply because we have played more, so there will be more Glmr to assign, wherever you choose...?[/quote] We could both indeed be over-thinking it in terms of different resources passively funneling into equipped weapons. One way of seeing it is simply different milestones for gating weapon progression to a certain cadence; you might get loot orbs mainly from bosses, weapon kits from minibosses, and Glimmer generally; meanwhile, talent point pre-reqs simply refer to points on the talent tree, seeing as Staten referred to weapons having "talent trees" in those exact words...
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Edited by Proto: 7/30/2013 12:04:38 PMQuite possibly the overthinking, need more information! Argghhhh! [quote] pre-reqs simply refer to points on the talent tree, seeing as Staten referred to weapons having "talent trees" in those exact words...[/quote] I was thinking more that the pre-reqs are also hidden, as every 'stage' costs that same (50Glimmer, 3 Weapon Kits and 1 Talent point) which I think is unlikely... each stage would cost more than the previous? [quote]One way of seeing it is simply different milestones for gating weapon progression to a certain cadence[/quote] that is an interesting point, (and potentially an ingenious preventative measure against boosting...) upgrading requiring not only glimmer (that is possibly also a reward in more typical multiplayer, let's say) but also the other 'upgrade elements' that are only available through defeating parts of the campaign, trade etc... To stop people from repeatedly afking in public events, for example...
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Edited by externalmemory: 7/30/2013 2:10:57 PM[quote]that is an interesting point, (and potentially an ingenious preventative measure against boosting...) upgrading requiring not only glimmer (that is possibly also a reward in more typical multiplayer, let's say) but also the other 'upgrade elements' that are only available through defeating parts of the campaign, trade etc...[/quote] I'm thinking they'll try to make the rhythm of earning upgrade resources between PvP and PvE roughly match and be parallel in terms of rewards for what people prefer playing and doing "in-game". That is, you can get weapons, gear, weapon kits and glimmer across all modes, while specific"status" weapons and gear can only be earned through their specific modes. Aside from trading and gambling for them as secondary options of course. [quote]To stop people from repeatedly afking in public events, for example...[/quote] Making the reward pacing for playing any specific mode roughly the same average speed is also a good preventative measure. Maybe the only good long-term one against players slacking in one mode just for faster payouts to use in the modes they actually enjoy playing. I mean, they've put systems in place to boot folks that go AFK in previous games, but players just find the minimum threshold to exploit toward progression systems anyhow.
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[quote]I'm thinking they'll try to make the rhythm of earning upgrade resources between PvP and PvE roughly match and be parallel in terms of rewards for what people prefer playing[/quote] good point, there has been a lot of discussion concerning "CAN I PLAY THE WAY I WANT?" [quote]but players just find the minimum threshold to exploit toward progression systems anyhow.[/quote] You can lead a horse to water.... well to be honest, with the new graphics, it would take some kind of beast horse to resist that cooperative thirst...
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Oops, seems my edit was a bit too late. At first I thought our times were off, then thought you referenced bungie's demo upload (sans commentary), then realized it was the commentary one and made the final edit to my previous reply a minute before you posted yours. I figured out what you meant by the tabs, it was just the times from different vids throwing me off. Anyhow... As far as the numbers meaning something about weapon XP/glimmer affecting weapon growth, I can see why you'd conclude it was glimmer rewards and not ammo, given that they had infinite reserves of ammo. I thought it might be glimmer or weapon kits at first, too. The tip-off for me was in the avatar screen on the weapon upgrade sub-screen, they list glimmer and weapon kits as the resources for upgrades, and the number of weapon kits didn't match up with the ammo numbers.
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Definitely worth looking at. Good work.
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Edited by Proto: 7/30/2013 8:26:00 AMThanks! There is so much crammed into that one gameplay video.
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Definitely man. Longest video I've ever worked on.