All "Director's Cut" articles are now live.
Director’s Cut: Part I – Looking Back: https://www.bungie.net/en/Explore/Detail/News/48058
Director’s Cut: Part II – The Care and Feeding of the RPG: https://www.bungie.net/en/Explore/Detail/News/48064
Director’s Cut: Part III – Combat: The Inevitable Collision of Action and RPG: https://www.bungie.net/en/Explore/Detail/News/48072
English
#destiny2
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Edited by BAggx: 8/29/2019 9:01:51 PMHi luke i understand u try to sell this dlc nothing wrong with that that were alot of words u used i help u out use these 3 words BOYS EYE LEFT your pre orders will sky rocket
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6 RepliesPlease stop creating of bring back self aiming weapons. They ruin PvP. Jotun should not even be a 1 hit, and truth needs to have 1 in the mag again.
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You know, this directors cut and trying to vaguely communicate would mean a whole lot more, if it happened when you weren’t trying to sell the next thing
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New light and cross save - an innovative way for you to play with your friends no matter how new they are or what console Translation - to try bump low game numbers we’re making D2 free to play and in a sense merging the servers to save on money Nerfs incoming - we want you to have more choice in how you play our game, it’s not fair that warlocks are so powerful in raids Translation - we’re too lazy to make interesting boss fights. P.S. thanks for telling us about warlocks datto Taking content away - can’t sustain the game by only adding content so we have to take your money then the content Translation - we refuse to change how we build the Destiny world so this is how it is now throw money at your screen suckers Eververse - we want you to have the choice to look awesome while going around shooting things so we’re putting eververse in the director Translation - normal vendors don’t make us silver eververse does so it’s going to be there on your screen every time you open your director Shadowkeep - come join us on our brand new new adventure to the moon to see what new nightmares await Translation - moon(D1) Eris(D1) bosses(D1) tell these suckers it’s new and they’ll never notice New way armour works - we’re adding intelligence discipline and strength to your armour sets so you can customise in new and exciting ways Translation - we shouldn’t have taken this stuff out of D1 I think that about covers the important parts, the rest of it was mindless rambling You’re welcome✌🏻
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You take out old (established) content and re-introduce it later on down the road as new content. It’s like a never-ending nightmare.
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3 RepliesEdited by s8mi: 8/18/2019 5:18:28 PMWell Mr Smith.... looks like you've killed of Destiny. Everybody said it was Activision but these are words from your mouth. Taking away content that we pay for is just plain criminal.
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36 RepliesThe more that's revealed about year three in D2 the more I see complexity being presented as content. Its embarrassing that the devs dont understand the players. All we want is the have fun saving the universe from the forces of darkness with space magic and weapons forged in the lost corners of the golden age. Near zero players want 3 levels of night falls, epic mode puzzle ornament drops or time gated tier two egg shoot missions. Complexity is not good gaming. Fun is
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Edited by EruditeW0lf: 8/20/2019 3:58:34 PM[u][b]Reshaping the Eververse Store Pt.2 [/b][/u] My last post ran into the character limit (talk about a wall of text!). This is the continuation; probably not much point in reading unless you've read [url=https://www.bungie.net/en/Forums/Post/253267930?page=0&sort=0&showBanned=0&path=1] Pt. 1 here. [/url] To recap: [quote]Destiny is wonderfully unique experience, as can be seen in these comparisons, and it means that many of the monetization strategies employed by other big games don't fit it very well. Additionally, some of the games which might mechanically seem a close companion have either avoided attempts to rely on in-game purchases or have abandoned them completely. So what now? Well, I think the greatest model for how Eververse might evolve going forward might best be found in none other than Pokemon GO. "Holy s**t. You did not just bring up a mobile game." Yes, I did. I even made a pun. Allow me to explain.[/quote] Despite the huge outward variances between the two, Destiny and Pokemon GO share an interestingly similar structure (even if the actual gameplay mechanics are wildly different) and Pokemon GO's monetization strategy is successful, markedly less sinister than many others in the mobile market, and readily adaptable to Destiny's current style of play. Like Destiny, Pokemon GO features a core Hunt: seek out Power (high CP/DPS/TDO pokemon), Perks (specific move sets & stat sets), and Personalization (favorite/rare pokemon and the eternal quest for "shinies"), all while exploring the world and taking down challenges solo or in groups with strangers and friends. Also like Destiny, Pokemon GO features an internal store and a premium currency - yet, unlike the Eververse Store, Pokemon GO sells items and tools that support the players in engaging with with the full breadth of the Hunt, rather than locking parts of it away and hoping players will pay for it. This contributes to an internal consistency and harmony between the store's objectives and the players's objectives that means people are more willing to spend and feel less like they're being cheated or coerced. Before I get pilloried for advocating for any kind of in-game purchases (if you've read this far I'm hoping you haven't down-voted yet), allow me to state the obvious and say that any store can be awful; it takes careful thought, planning and balancing to create a store that provides value to the player (i.e. customer) while providing reasonable return to the developer (i.e. vendor), all without spoiling community goodwill. With that in mind, here are some thoughts on the Pokemon GO shop: What's great: [i]Premium currency can be earned in-game. [/i]The rate is tightly controlled, but it means that with light planning and some patience, all items in the shop can be purchased without paying a [real] dollar ("In a free-to-play game, free is the default") [i]The rate currency is earned keeps items accessible[/i]. Again, some planning and budgeting are required, but key items like storage expansions are always within reach in the short-term (<1 week) [i]All items for sale help you in your Hunt[/i]. There is no way to buy pokemon. You have to engage with the game to actually obtain any of the 3 P's [3]. [i]There is no need to buy consumables[/i]. Many of the items in the shop are consumable, but everything is entirely optional, and no purchases are ever required. Even worst-case, with some planning and scouting of your local area, it is very possible to get everything you need to play from simply engaging with the game. [i]Budgeting is almost it's own mini-game[/i]. Okay, tough sell, I know, but you don't earn premium currency hand-over-foot, and if you want to talk about making meaningful decisions in-game, here they are. "Do I get the expansion or the incubator?" "I have this objective that requires I hatch an egg, but there's also an event coming up and those extra storage slots would be real nice." "But there's an opportunity cost to holding onto that objective, and I have time to earn enough coins for storage pack if I start towards it now, and I do really want the item the object rewards." [i]It makes money.[/i] The last points have been fairly consumer-friendly, but the numbers show: this game makes money (for simplicity we can - even should - ignore summer '16). Sure, it's user base is one of the largest in the world, but numbers also show that it has steady, growing engagement, and engages a high number of players who previously had not made in-game purchases in other apps. A lot of that can be attributed to Pokemon being one of the largest franchises ever, but a significant portion is also because: [i]It's not scummy.[/i] The two top-grossing mobile games for a long time were Clash of Clans and Candy Crush which raked in absurd amounts of money by latching onto psychology traps and demanding payment to get around the limited lives and ridiculous wait times that intentionally impeded gameplay - they were everything people loathe mobile gaming for. Pokemon GO now consistently ranks in the Top Grossing lists simply by being an item shop that enables people to play, and players are okay with paying into it. While these 'gotcha' games explode in the short term, they fizzle out when the next 'gotcha' comes along because no one has any loyalty to it beyond sunk-cost fallacy. A shop that caters to player needs while fostering goodwill also builds loyalty, and any franchise that wants to make for the long run needs that. What's less great: [i]Incubators and Raid Passes.[/i] Undoubtedly where most of the shop's revenue generation comes from, hatching eggs and taking part in raids are a big part of Pokemon GO, and the game only gives you one free incubator ever (unlimited uses, but all incubators only hatch one egg at a time) and one free raid pass per day. This is generally fine for casual play but can be constraining for regular or serious play. The issue here feels more one of balancing than the core concept though; the ability to unlock a second incubator or stockpile a second pass would go a long way. Maybe they're aware of that. Business I guess. [i]Not-so-"micro" transactions.[/i] I personally find it reprehensible to include $55 and $140 in-game purchase options in a Free-to-play game (many games do this). I have never heard heard a morally defensible justification for this - or really any justification other than "because someone will buy it". Again though, this is more implementation than the model. Nothing about the approach would change if the largest possible purchase shrunk a bit or if someone could present a sound reason for the extreme outlier price tags. Ultimately there's a lot to like about the model, and I think monetization changes to Destiny and Eververse should aspire toward the perspective and goal of supporting player action rather than impeding it. "Okay, so that's cool and all, but how does this get translated to Destiny?" I'm actually a little leery of diving fully into this in a public forum (even after such long posts) because I fully expect explaining how to monetize features that aren't currently monetized will get you pilloried, whatever sense it makes or whatever value it brings to players and developers, but suffice it to say some of it can be implemented quickly, and some needs a little more groundwork laid first. There are a number of features that have languished without any real updates for a long time and some quick changes could provide both an avenue for monetization and for re-invigorating those old mechanics. If there's an audience for discussing further, I'd definitely be interested; for now I hope this has been enough food for thought. If you've read my other posts, you know where to find me. [3] Recently added Special Lures (Glacial, Mossy & Magnetic) stretch this a little bit as these items are only available through the shop and are necessary for obtaining certain pokemon, however they are inexpensive enough to be earned with some planning, and are shared with all local players when used.
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2 RepliesDidn’t you guys say basically the same thing when you released a state of the game letter last time? When the dlc were released to horrible reviews?
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i have other games on my console that are larger than destiny 2. they have far less problems.
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4 RepliesSo that is the main thrust behind your directors cut bullshit Mr. Larry. It's to tell us how hard it is, working with an outdated engine and that providing content that expands the game makes it impossible after awhile to maintain all that content and develop in a timely manor. So it's to sell this we can't maintain paid for content and we are going to remove bits and pieces because we couldn't possibly continue to expand the game like other successful studios do. Change you business model, your selling shadow keep before you started telling everyone that play time for certain elements will be limited. Once again you guys are pulling the bait and switch bullshit you're notorious for. You should have named it for what it was rather than making everyone think it was true dlc, not content with time conditions.
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Why do you keep coming up with over complicated solutions to simple problems. The ammo economy has been broken for a while now, and instead of fixing it you tie it to mods and finishers. We should never have to worry about ammo in a shooting game, it should just feed us the ammo we need when we need it
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3 RepliesLol Game X , like we don’t know they are talking about World of Warcraft . A sneaky way to say we’re going to take all your stuff again to make another sequel lmfao And let’s not forget sell us back all the same crap again . So why bother playing anymore ? if you are just going to wipe out all the work we do again . Shadow Keep your Hot Garbage excuses ! You just lost a Day 1 player .
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27 RepliesSooooo.. Ur planning on giving content and taking away content at end of each season. Forget it, im not paying for that. Im cancelling shadowkeep
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7 RepliesEdited by Fishyb: 8/18/2019 9:40:26 AMIf bungie think there going to remove all the seasonal content after 3 months by simply turning off content I’ve paid for, well you can shove that up your arses bungie.
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17 RepliesEdited by LordNuker08: 8/19/2019 3:26:43 PM🤦♂️ I've always believed that numbers tell the truth. You can get science wrong religion wrong but maths is absolute. Bungie had greatest possible start with one of the biggest playerbase in history for its old games and new Destiny franchises. Reading all these posts from Luke just makes it clear what went wrong from 10 million+ players to few million YouTube stream followers. Bungie, I really wish you luck in getting this franchise back to its pinnacle form because you really need it.
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Why the radio silence?
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How much content in shadow keep was cut from d1?
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4 RepliesIs "Luke Smith" a fictitious person? After reading Directors Cut 1, its apparent to me that this person had never played D2.
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4 RepliesWhy don't the community managers of this game do live streams and stuff like other companies do? Seems like the community managers here do the bare minimum
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Summary: Our lazy, incompetent asses are without a sugar daddy, to suck off for millions upon millions, so prepare your wallet and lube. We need money. [i]~Bungie[/i]
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4 Replieshere's a friendly ment advice how you can own up to your mistakes and maybe get some players you lost back [b] [quote]How to fix Destiny2 in 3 simple steps... SOLUTION: -Check what is different in Destiny2 compared to Destiny1 - Scrap all of that -Re-Make Destiny2 on Destiny1's framework (+keep all D1 content) -Remove eververse Problem solved[/quote][/b]
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56 RepliesYou've lost 13 million players since D2 launched, and yet you still pander to the elitist neckbeard YouTubers. More boring grinding, more nerfs, less fun, and less freedom to play how we want to play. Are you trying to sell a game or go bankrupt?
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5 RepliesEdited by blade329: 8/27/2019 8:06:47 PMI still am amazed at how badly you screwed up PvP. Holy cow. Hopefully you learned your lesson and are ready to make it fun again. The Crucible is nowhere near as fun as Destiny 1. Not even close.
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I just hope pvp improves The running around with shotguns and fusions rifles is trash I would be a noob but how can I explain to my mom that I’m a -blam!-? Step it up bungie. Chop chop you’re game is dying for obvious reasons
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What I want to know is whether I can apply a universal ornament and armour glow together on a solstice piece 😂