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originally posted in: No word from our ghost
5/22/2015 1:30:26 PM
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Best speculation? Destiny was planed to have a 10 year lifespan, not b a 10 year project, because a reoccurring character such as ghost, if destiny is all planned out, you would have hired a voice actor for 10 years, not just one, so to all you who says destiny is a 10 year plan, that must have happened far into the project, not off the start. Maybe someone at bungie slipped up? blah, they could have gave ghost lines, even with a different voice actor, they would have just been creative to cause ghost some battle damage that cause a voice change (or affected by the vault of glass somehow altering history of the ghosts) Someone dropped the creative ball big time.
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  • Yea they seem to keep missing at lot of very basic things. I mean no custom pvp I guess if you can miss that you can miss signing voice talent for the whole project

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  • I am seriously starting to wonder if halo was really that big of a deal, or if everyone who is responsible for promoting it(players) were just the real diehard blinded fanboy type (but in order to have that massive of a base blind, you would have needed something popular beforehand that cratered where all the fanatics of it, the community, agreed to grab onto halo as a replacement) So many of these war type games always have so much hype and fanatics...

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  • Well halo was a fairly new concept at the time and the first real online console shoot. So yes it was good but it also had zero competition

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  • Explanation accepted (and bungie, got popular based on exploiting an uncharted territory / doing something no one had done before... which they apparently tried with Destiny, and failed big time)

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  • Halo was breaking ground throughout its run until 4. Destiny was a step backwards especially from the next ten game everyone wanted. Destiny is a last gen game packaged with some next gen graphics.

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  • It is not really last gen either... assuming Ps3 and X360 are supposed to be generations (technology wise) ahead of a Gamecube, or a Wii... People always seem to try and compare, laughing at Nintendo users... I have never been disappointed by nintendo (excluding some widely console marketed games for nintendo, not actually made by nintendo or for it exclusively) All the new generation stuff is, is graphical, ... Which means didly squat if your gameplay doesn't meet standards. (Destiny not bad, not completely bad, but If you read the game case, it is terribly bad with no exceptions)

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  • Edited by Kone19ps: 5/22/2015 4:05:16 PM
    I would have stayed a Nintendo fan if they hadn't made the GameCube controller obsolete. The wiimote is fun but hardly compatible with all the games. Playing twilight princess with it was like pulling teeth. Wii u just made party gaming too expensive I won't go back now because I won't invest into that much hardware again. I only just got lucky with a new rockband finally making my instruments useful again. Halo reach technically is destinys engine. Destiny is a last gen game in almost every way. It lacks the depth of most games that are comparable in content and just basic game functions such as the only recently added and still poor audio controls. Graphics is on a sliding scale. They don't make a game next gen as the last gen only couldn't do it due to processing power. Same with the game content. Destinys having problems with cross compatibility such as vault space because the old systems don't have the ram the game needs. But this is also due to the engine design. It was built to eat up processing power in favor of quick generation of things in the game and individualized generation. Basically the reason vault space is a problem. The game doesn't load the vault with a list of what's in it it loads the vault and individually generates every item in it. Basically they made the game eat up memory because it's not built to be efficient.

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  • Edited by Hopeinmo: 5/22/2015 4:42:18 PM
    I could mod a virtual console controller to be in the shape of a gamecube controller, that said, I had TP on GC, got skyward sword, I didn't mind the wiimote :P Edit: Ram is not an issue with vaultspace..... My home connection has 1 second delay since is satellite (single player, no see others ever) And I took some computer courses awhile back... based on how vault loads, and weapon diagrams load, I am extremely sure that anyone claiming Ram as reason why cant have more in vault to be full of crap..... And old windows computer, 500 MB hardrive, or smaller, could handle a vault and all the nessesary graphics / information, so I do not believe that BS (PS, the hardrive example is to show how limited the tech of that computer was, no clue to ram size but it must been terribly small)

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  • It's not so much the graphics and basic viewable information it's how the items are generated. Watch the GDC 2015 on destiny they didn't program the game to generate things like a computer where there are submenus that conserve ram. They also purposely designed it that way to favor world building and development over the game functioning efficiently. You aren't viewing the vault like you would a typical menu on a computer the vault itself is almost nothing to code. It's individual procedural generation. That means every time you open the vault it individually generates every weapon in your entire inventory not just the vault and every little thing about them. Basically when you open the vault it's not a page linking to your inventory items it's just a backdrop for all the info generated every time you click somethin move something or change anything which eats up the ram. Comparability got taken out in last generation consoles to reduce the number of processes running and conserve that memory.

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  • Then why whenever I want to look at an item I just looked at, it has to re-render it? Same with loading/rendering guns in crucible or anywhere else when swap-out. ( The models would consume more processing power than the numbers relating to what perks the gun has ) Unless very little of our game is on our console.... or on the disk....

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  • Edited by Kone19ps: 5/22/2015 6:06:50 PM
    Because that's the exception to save memory. Too much memory is already being used for the rest because it's not just the visuals its the whole inventory and almost all its processes so the only thing left out are the glamour visuals. The lag time you see when it rerenders is the procedural generation. It has to do it every time it's opened in the GDC they describe it as the biggest flaw in their engine. It has to render things in a certain order and can't save them like computer as already opened and loaded. The thumbnail is nothing with the glamour shot it has to generate the frame then the skins then anything extra for special weapons all in a specific order. This slows stuff down to the point where if you switch weapons in game it has to execute way more functions than it should to get that weapon generated on your hand. They knew there would be that lag time. It's why thy chose to have the bullets damage ect all generate first you when you switch you're shooting that gun despite it being a blue haze rather than seeing the gun first and not being able to shoot. Our inventories are on the servers not the disk. Almost every function and weapon is only 25% disk generated. Bull shit stat but you get the idea. The servers holds everything and our characters. If you could access the game without bein online you would not have your characters just the maps. Basically the info doesn't eat up the memory. All the processes to manipulate and access the inventory does

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  • So... Bungie got lazy when trying to figure program properly? O_o and has to many unimportant stats on every weapon? O_o (Your post exhausted me, butt hat is because I have been jumping all over to replies, I am over extending myself XD ) I am exhausted, I can't understand how games with a similar setup/inventories with different patterns/stats../physics can be so much more efferent D: ( whats coming to mind are old N64 games that had weapon wheels ) If your going to reply to me more, I suggest dumming down / simplifying ( I am running out of brainpower XD )

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  • Edited by Kone19ps: 5/22/2015 6:52:28 PM
    Lol no prob basically a combination of always online with the majority of character info on the servers rather than the console or disk, and strict procedural generation rather than dynamic that eats up all the memory because bungie designed an engine great for developing a game but not playin it. It can quickly build something and put it in the world to test on an individual basis, but fails at dynamic generation. This is also why when they add things they create so many unintended bugs and it's hard for them to decipher what's going on because they don't really see those dynamic relationships until they come up. Kinda like if you have two groups working on a project with very specific steps. They decided to do each one all the way through one at a time. Though simultaneous as we perceive it in a game. But each project effects the other so say unintentionally one used all the materials for one step making the other project fail. The supervisor can then go back and try to decipher what happened but because they didn't work together or plan for the other project as much it takes a lot of time to figure out. In summary bungie develops destiny by efficient trial and error, but didnt make a good framework to look back at how multiple trials affect each other. They favored quick generation on an individual basis over monitoring multiple functions at once. Build fast fix slowly later

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  • OH! your saying there was a lack of communication between developers at bungie during development, just like I say XD, aw thats better, easier or brain to digest the thoughts. I will make a quick comparison, Vex Mythoclast.... that was an example of failure to communicate between developers.

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  • Edited by Kone19ps: 5/22/2015 8:03:28 PM
    Bingo and they developed a system that doesn't have built in checks and balances so if someone does something the program won't tell them hey if you do this it'll mess up this this and this. They have to figure it out after the fact and then have to try and fix it with a system that can has to do things a certain way in a certain order every single time. And trial and error isn't the most efficient method to fix something but they have no choice now.

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