We just launched [b]Hotfix 2.5.0.2[/b] which contains a Sandbox tuning pass and changes to the Crucible. If you want an in-depth exploration into some of these changes you can watch our [url=https://www.twitch.tv/videos/120721482]live fire demonstration here[/url]. For those interested in the bullet points we have the full [url=https://www.bungie.net/en/News/Article/45661]Patch Notes[/url] up as well.
In the interest of full transparency, we do need to clarify something in this update. Our test team discovered that the changes to the Blade Dancer Perk Hungering Blade were being applied to several other Health Regen Perks. Here is a quote from Sandbox designer Josh Hamrick.
[quote]Over the last couple of days, as we continued to test the patch, it came to our attention that the changes we made to Hungering Blade were unintentionally shared among a number of additional elements (list below). While we considered delaying the hotfix to remove the shared change, we ultimately decided to live with the patch we’d made and tested. We believe that Hotfix 2.5.0.2 is an important step forward to maintain the health of the game and that getting it out to you ASAP is in everyone's best interest. And besides, no one wants to show up empty handed on Valentine’s day.
List of affected elements:
• Hungering Blade (Arc Hunter)
• Transfusion (Striker Titan)
• Cauterize (Sunbreaker Titan)
• Lifesteal (Voidwalker Warlock)
• Red Death perk
• Suros Legacy Perk (Suros Regime)
• No Backup Plans
• Ward of Dawn cast
• The Ram
• Apotheosis Veil
• Embrace the Void (Voidwalker Warlock)
Over the next couple of weeks, we will be diligently watching and listening to what you have to say about these changes. While we will be unsurprised if additional tweaks need to be made, we are honestly super interested to see how these changes, intended or not, play out. We will be relying on you to give us your feedback as you grow accustomed to the feel of the game over the next couple of weeks. We will also be with you ingame, playing along and making our own notes… Apparently, I have to redeem myself for my stream performance anyway.
Now if you’ll excuse me, I have a 1st date with a potential Skorri fix…
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35 RepliesEdited by localhost: 2/14/2017 6:46:17 PMComing from a programmer's point-of-view, I highly doubt this was done intentionally -- it's just lazy coding. Let's have an example: I have a few actions in the game that I want to all trigger the same effect. That effect is written to where it can be called publicly after any in-game action. See below: public void HealthRegenEffect() { if (melee.Hit() == true) { Health.Value = Health.Value + 40; HealthRegen.Start(); } } So we write a piece of code that triggers health regeneration and can be called by any action they want. Then, we just call that code everytime we want to use it, so: private void TitanTransfusion_Hit { HealthRegenEffect(); } private void WarlockEmbraceTheVoid_Hit { HealthRegenEffect(); } Etc., for each action that was impacted and listed above. The reason it's "lazy" is because they should've copied the code that's used for the health regen effect and created a new one just for the bladedancer but, instead, they edited the "public" code that's called by all of the other in-game actions. Lazy. ============================================================================ Full disclosure: I write desktop applications and not Xbox games, so I don't know that it works the same way. I just know what it looks like to someone looking in from the outside.