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#feedback

Edited by A_dmg04: 2/10/2018 12:44:22 AM
4

Prestige Callus - the real problem with the Leviathan Callus raid

I enjoy the Callus raid. But the issues with the current raids are simple.... In D1, VoG, Crota, etc. it was fun - we could raid and bullshit while doing so, and just have fun. This is not the case with the new raid. The latency in the players voice comms are a big problem, in specific - for example - prestige callus. You need to be able to hear callouts from the 3 or 4 people in the void realm in order to determine the right psion to kill... Well, if you are paired with someone that has a bad connection, or just far away - the lag in comms makes hearing callouts more challenging than the encounter. Everyone needs to be quite and silent to hear. The loss of "talking shit to each other" with the headsets is now gone, fun factor sucks. Testers that are sitting on a LAN, next to the servers, have next to zero latency. Try testing this with real world conditions, not perfect ones. The random ports for prestige callus and trying to hear is a nightmare for many people, and a big complain to most. Either figure out a mechanic that doesnt rely on having your fireteam silent the whole time or remove the random ports so the headset issues are not a total nuissance. Wiping because you cant hear someone is not a fun encounter. You want this game to be back to the state of D1 and FUN again, fix this stuff... Also, make trials 3x3, all pvp 6v6, control zone capping back to number of players capping the faster it caps, and get rid of this stupid token system. People WANT to see rewards when they complete a strike or pvp event on the score board like D1 - i want to see what others get, as well as myself. Make shaders permanent and not one time use. Remove glimmer cost to apply or reduce. Hope this falls on ears that can make a difference. [spoiler]Moderator edit: This thread has been moved to #Feedback forum so that other Destiny players can weigh in. See [url=https://www.bungie.net/en/Forum/Post/139533839/0/0]Cozmo's thread[/url] for more information about the #Feedback tag and its uses. Feel free to private message the moderator who moved your post, link to topic for further clarification about why this topic was moved.[/spoiler]
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#feedback

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  • [quote]Testers that are sitting on a LAN, next to the servers, have next to zero latency. Try testing this with real world conditions, not perfect ones.[/quote] We actually do have testing against different network connections, even when using a local environment. We have a few techniques to replicate latency, which is used to measure the player experience and test for potential issues when mechanics experience lag. That said, thanks for the post. I'll relay your thoughts up the chain!

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