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originally posted in: 1/16/14 Bungie Podcast Summary
1/17/2014 4:57:35 AM
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[b]56)[/b] DeeJ notes the conversation has a running theme where "I'm awesome, but you can counter me" or "You're awesome, but I can counter you", that really feeds into the balance. What should people who are listening to this know about what Bungie thinks about Balance as it's a term that is commonly overused? Lars believes that something can be powerful as long as there is a way to deal with it. Something can be super effective in one realm whether it be small or general, as long as there is a way to get around it or counter it in some way. It's a hard balance to strike but that's why they play the game every single day because they are constantly looking at things and making sure that there's not one thing that's is so powerful that people can't possibly deal with it, but they're getting to the point that someone will say something like "Hunters are so overpowered" and they'll nod but someone will say "But Warlocks are so insane at the moment!" and they'll nod and someone else will go "But Titans are BLUH" and they're all right because they're all powerful in their own respects, but they do pay attention for if something crosses a boundry where it's so good up close but also kills things from a long distance or too good in too many situations. [b]57)[/b] DeeJ has a mini rant about how people totally go crazy over hunters because of the cape and the golden gun and how they play so well in the marketing and all the hero shots of the hunter and everyone is totally like "I'm going to be a hunter an exo hunter!" but there's three classes, give them all a chance because it's interesting to see how that oscillates. People will get used to strategies over time and then something new will become overpowered and they anticipate this and someone will figure it out how to counter it and then something new becomes soup du jour and so on and so forth. It feels awesome to try new things. [b]58)[/b] Since the different builds and classes are tied to different tactic sets, the more you play it the more something works the less effective it becomes, even if they aren't reading their bullshit on the internet (as Jason Jones puts it), the community will collectively adapt to that. It's great that the flexibillity is there. [b]59)[/b] The balance problem is solved for Urk with regards to that philosophy that it seems like it should be overpowered, but there's ways to counter it. If you practice something, you'll get good with it, and you'll be a terror to anyone who isn't expecting you. [b]60)[/b] The movement modes can help you escape from people who have the jump on you, Halcylon really enjoys using the Slide to break the line of sight and such. They call it the Weldon because that employee was doing the shit all the time. They mention that the movement modes disable your abillity to fight for a short amount of time, so if you want to double jump or glide you're put in weapon down mode and you can't rain grenades on people and such. [b]61)[/b] With regards to maps, once you add the vertical movement what used to work in Halo doesn't work anymore, but let's incorporate that in a way that is really fun and lets you use your movement modes but it's a tactical choice because you won't be able to fight and in that respect the maps are going to feel Halo-like but that's more so due to Bungie sensibillities and such. A map named rooftops we've seen in videos with a big dynamic fan on the top. Controlling players but allowing them freedom of movement is a tough balancing act. [b]62)[/b] The Maps in Destiny are made specifically for competitive multiplayer, they may take place on Mars but they take place in a different location from where the public events happen, they're 100% designed from the ground up to be awesome competitive maps, unlike Reach. They want to make sure that people aren't enjoying their personal story only to have some guy up on a ridge saying "LET'S PLAY MULTIPLAYER" and shoots him in the head. They made a very concious decision to have areas where you leave behind the notion that all Guardians are on the same team for a force good. [b]63)[/b] Multiplayer is what brought a lot of these guys to their jobs, and they're very happy that they can take past lessons and experiences and knowledge and apply it again to try to continue the tradition of having a highly engaging competitive multiplayer. [b]64)[/b] How daunting is it to take the past and change it up in a way that feels new and give people a reason to come back? They're being really ambitious in the same way that they refreshed playlists and changed things up, they'll be able to do that across the entire board of Destiny, they plan for being able to do that ahead of time to make sure their tools can do that and that they can do it in a very streamlined manner. If they can't adapt while they're live they're going to absolutely die. The conversation is winding down. [b]65)[/b] They feel the game is in a very good place, and there's still a ton of time to continue building new and exciting things.
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