Ghost Recon Posted December 6, 2013 Report Share Posted December 6, 2013 Tonnes of new Destiny details - Focus info, enemy races, skills and environments http://www.oxm.co.uk/67480/tonnes-of-new-destiny-details-focus-info-enemy-races-skills-and-environments/#video Destiny! At long, long last, you appear to be taking some sort of tangible form. Bungie has released a shedload of new details for the 2014-bound Xbox One and Xbox 360 shooter by way of the latest issue of GameInformer, including the nitty-gritty on class customisation. Whether you play a Titan, a Warlock or a Hunter, you'll all be able to wield the same guns, but armour is class-specific, and players will be able to pick a "Focus" to further differentiate their approach. Each Focus comprises a set of tiered upgrades such as weapon specialisation bonuses, different grenade types, movement abilities such as a double jump or teleport, and a special ability like the Warlock's Nova Bomb, which presumably blows stuff up real good. ZoomExamples of Foci include the Heart of Fusion, a Warlock Focus that's built around support abilities, and Circle of Night, a Warlock Focus that's all about dealing damage. One of the Titan Foci grants access to the Fist of Havoc, which can be upgraded to unleash a shockwave and inflict electrical damage over time. Skin-tingling stuff. Environments include the Earth-set Old Russia, which you may recall from Bungie's E3 demo - it's apparently modelled on the Baikonur Cosmodrome in Kazakhstan. You'll also get to tour the flooded cities of Venus, setting for the heavily defended Vex Citadel, burrow beneath the fragmented surface of the Moon, and pitch into a long-running turf war between alien species on Mars. Speaking of species and factions more generally, these include the Fallen, a race of star-faring pirates with visible souls; the Hive, an ant-like race that seemingly owe a lot to StarCraft's Zerg; the Vex, robots with abdominal power cores; the highly industrialised and expansionist Cabal; and the Exo, a bunch of man-made machines who've lost their memories. More game videos from OXM: [ Theatre mode ] Close Close There's also a bit of intel on co-op mission types, such as relatively straightforward Strikes and much more gruelling Raids, and competitive multiplayer missions in which the game's human factions do battle, such as zone capture and deathmatch. Thanks to the Guardians of the Destiny subreddit for compiling all this. What do you think? A "massive" Destiny beta is planned for early 2014. I think a lot of people will be happy to play this game since it is made by Bungie and also because it will be made for Xbox One, Playstation 4. Also I think it might be made for Xbox 360 I am not very sure. Also I wonder if the beta game modes and unlocks will be carried over to the retailer game once it comes out. 1 Quote Link to comment Share on other sites More sharing options...
VinWarrior Posted December 6, 2013 Report Share Posted December 6, 2013 (edited) Destiny will be available on X360, PS3, Xbox One, and PS4 Thanks for the info, Broseph. Edited December 6, 2013 by Absolute Dog Unnecessary quote of OP. Quote Link to comment Share on other sites More sharing options...
Ghost Recon Posted December 8, 2013 Author Report Share Posted December 8, 2013 Updated: 12-8-2013 The Matchmaking Technology Of Destiny Multiplayer in Destiny is set to be unlike anything that’s come before. We spoke with Bungie technical director Chris Butcher about how it works under the hood and what displays to the player in the game. Find out the nuts and bolts of how Destiny differs from both MMOs and multiplayer shooters to carve its own path. How did the big idea for Destiny’s multiplayer philosophy start? You have all of these examples of people who are doing big server cluster things like World of Warcraft or something like that. But we didn’t really want to do that, because if you think about those kinds of games, you’ve got a centralized server that’s simulating everything in the world, but that can only scale up to some number of players. Maybe it’s 1,000. Maybe it’s 5,000. Maybe it’s 20,000. You compare that to the population of a console game and it’s tiny. So what that means is that you have to have dozens or hundreds of these separate servers. So we started out by thinking, “We want to have a single world that everybody can be in.” We took this mesh-based networking that we’ve been developing for years and years with Halo and adapted that networking to work in a seamless interconnected world full of other players and AIs. So when you’re playing a destination you’re moving from area to area and every one of those areas has got this mesh networking with a group of players that are in it at this one time. And then it has its own servers for that particular area so you’re continuously moving around between these groups of both consoles and also dedicated servers that are hosting it. That’s the thing that I’m really excited that we’ve been able to do because I think it’s been really hard for us. And I don’t really think anybody else is going to be able to pull it off in the timeframe we’re talking about on consoles. How does this mesh-based network play out in the game? What happens is everybody in the world can play together. There aren’t these barriers that are in place. You’re all playing in one connected online world. When you’re moving from location to location you’re always going to have people to play with because there’s this huge population. You never have to go to an area of the world that’s deserted because there happens to be no one here on the server at this time. There are these artifacts that you get when you have, when you do a simulation that runs on a single server on a big mainframe type thing, there are two problems that you get. One problem is all of the 5,000 people on your server nobody is playing in Old Russia at the moment so it’s just empty when you go there. Or the other problem is all 5,000 people logged in and tried to go to the same place at the same time and the server crashes or it gets so full up that it’s totally lagged out. And if it does get full then there are some of those games that will start having different instances, but typically they don’t handle that very well because it’s not a core part of the game design. For us we’ve kind of said we want this game world to be able to work with millions of players online at once. And that means playing to the strengths of the consoles. Being able to use these very powerful machines to run a lot of the simulation. Being able to use the servers in a seamless fashion so that as you’re moving from place to place you’re switching networks with all of the different people that are around you. You’ve got a very high quality fast action gameplay experience. If you have all of these calculations taking place in a central server that’s one place in the world you can’t really have a fast action experience. What if you’re playing from Brazil or the West Coast of America? When we have this big pool of global players to matchmake with we’re able to use all of our technology to make sure you’re playing with people who are physically located near you so you have good ping to everybody else. So you’re able to have this great action experience that you’re used to in these action games. But at the same time you can do it in this global fashion. We’re always storing data about how good your connection is to everybody else. We have all of this logic that’s going on about who’s got the fastest connections and therefore who the best person is to be coordinating the activity in that particular region. It’s as if you’re the host right there. There’s a ton of technology that goes into it. When it works it feels like you’re playing a single player game because everything that’s being simulated near you is running on your local machine and there’s no lag and no latency or anything like that. But at the same time you’re in this world full of lots and lots of players. Will there be any limitations to the current-gen versions of the game in terms of networking? The current generation of consoles, Xbox 360 and PlayStation 3, they have a lot of headroom still for us. We have the most optimized game engine we’ve ever produced for these consoles. We’re getting at the point now where we are wringing pretty much every ounce of juice out of the Xbox 360 and the PlayStation 3. We’re running higher character counts and higher player counts than we thought would even be possible on these things because we’re using every ounce of the CPUs and the SPUs and we’re offloading stuff to the graphics processor. You’re basically eating the whole buffalo at this point in the current generation. And that’s been our target right from the start is to make sure that we can provide that game experience that is consistent for everybody. Will there be individualized instances of these predetermined multiplayer zones in the world? Yeah, there are millions of people playing all at once so that might mean that you have a couple dozen or maybe a hundred instances of one particular area of the world. But the players don’t see that because in all of our game design we’ve made sure that the way that the gameplay and missions are structured is invisible to players. They’re able to just traverse the world in this seamless fashion. They don’t ever need to see any details about where they’re switching from one game world to another, like how we’re handing off the network entities. In competitive multiplayer, how do you account for different player skill levels and powers in matchmaking? We play multiplayer a ton here in the studio, and we play a lot of multiplayer games. We know how much it sucks to be in an unfair match. It is really not very rewarding at all. [There are] two things that we do for that. [First,] we have a lot of best-of-class practices to make sure that the matches are as fair as possible. The other thing that we do is make sure that when you are playing and you are experiencing the competitive multiplayer in Destiny you’re always improving and upgrading and receiving rewards. Obviously you want to win the game, but if there’s no way you can win this particular game, we’ve all had that experience in different games, you don’t come away from it with nothing. You come away with “I was really happy there because I managed to get kills on that guy even though he’s got this exotic weapon.” It’s really satisfying. So we reinforce that as well. If you’re kind of in an underdog type of situation, then we make sure that we give you both the investment rewards, but also call out that you’re doing a really good job in this particular match. For example, when we play in the studio playtests there is always the guy that has the sniper rifle and likes to sit up high. So he’s getting a lot of kills and that’s really satisfying for you to take him down. Maybe you get three kills on him over the course of the match but it’s satisfying to you and the game rewards you for doing it because you’re an underdog in that situation. I think that is very Informative information about Destiny's MatchMaking. Also I like those two Awesome and Excellent screenshots, also I wonder if there will be more codes for it. Also I hope our stats from the beta go to the game once it comes out. I wonder when they will announce the beta for the Xbox 360 and the Xbox One, Quote Link to comment Share on other sites More sharing options...
Akali Posted December 14, 2013 Report Share Posted December 14, 2013 i am really looking forward for destiny and this ammount of info makes me looking forward to it even more Quote Link to comment Share on other sites More sharing options...
Ghost Recon Posted December 15, 2013 Author Report Share Posted December 15, 2013 Updated: 12-15-2013 http://www.oxm.co.uk/68114/more-destiny-details-from-bungie-youre-going-to-fail/ Some more information has trickled out on the upcoming Destiny next year, and of all the games you'd expect the former keepers of the Halo series to be taking crib notes from, Dark Souls doesn't seem a likely candidate. However, according to Bungie - that's exactly what they're doing. In a video interview with GameInformer, lead investment designer Tyson Green has mentioned a few games that the folks at Bungie have been taking inspiration from for their own RPG/FPS hybrid. Green mentions Borderlands as one of the more obvious ones, praising how that game offers "very, very many possibilities of items" but at the cost of not a lot things to use them on, particularly in the late game - so Destiny will have "less randomly generated stuff" and aims to replace them with ones that are less frequent but "a little more interesting, a bit more meaningful to you." ZoomPerhaps most intriguingly, Tyson says that a massive influence on the game is From Software's Dark Souls, saying that the lack of hand-holding and direction in that game is something to be praised, with people talking to each other outside the game in order to figure out how to beat the toughest challenges. "It made the Dark Souls experience so much better, because you were essentially playing it in a virtual co-op mode." "The notion that the game is not just a completely open book that's spoon-fed to you in little nibbles like baby-food is something that we really appreciate, and we thought Destiny should have a little bit more of that actual depth." Green says Bungie is creating encounters where it's not immediately obvious how you should proceed, and that in fact, you might not even succeed. "Oh my god! You're actually going to play a triple-A videogame and fail a lot!" Those of you who aren't into that sort of brutality though needn't worry too much, as Tyson says Bungie are also building some things that will be easier to get into - giving the example of some of the story missions as being more suited to those who just want to get through some stuff at the end of a hard day's work. What say you? Will you be taking the easy path or will you be hunting out the more punishing parts of Destiny when it lands next September? As a reminder here's a bunch of other Destiny details that were revealed recently. I wonder what they mean that we are going to fail? Also I will be hunting out when the game comes out. Also Interesting and Informative information to read. Quote Link to comment Share on other sites More sharing options...
Ghost Recon Posted December 16, 2013 Author Report Share Posted December 16, 2013 I found this 2 Articles on http://n4g.com while looking for Halo 5 information but instead I found Destiny information a new game from Bungie which they worked on with Activision. I hope you boys and girls like this information about the Destiny game. Also some of the enemies look like Locusts from Gears of War, also one of them looks like a Brute from the Halo Series. The Enemies Of Destiny First Page: http://www.gameinformer.com/b/features/archive/2013/12/16/the-enemies-of-destiny.aspx?PostPageIndex=1 With the Covenant and the Flood in Halo, Bungie knows a thing or two about creating iconic enemies. Art director Christopher Barrett told us all about the four new alien foes that players will be gunning down in Destiny in terms of background, looks, architecture, and more. The FallenBarrett: The feeling we wanted to get across with them is they’re space pirates, basically. They’re these vicious race of guys who act like a pirate crew. They might mutiny or there’s a captain who might lead them on a particular ship. We wanted a race that could show up anywhere. They didn’t need some big base or installation. You find them around a corner and they were scavenging for loot or whatnot. We wanted to give this idea that they were this once proud and noble race with these great houses, but now they’ve fallen. And that’s where they get their name. Now they’re scattered to the winds and have their own pirate ships, but they still wear the banners and flags of their once great house. Maybe someday the houses will reunite. There are a lot of fun ideas we can play with there. They have four arms, which is unique to them. We actually went back and forth a few times on the four arms thing. We weren’t sure how it was exactly going to work. People were worried that it would look like that guy from Mortal Kombat [Goro -- Ed.]. They have pieces of body armor, but then they’re pirates so it’s torn and tattered. They’re like the bounty hunters of the solar system. They have cloaks and pieces of armor. Playing up the four arms idea, they’re a little bit spidery I guess. Because they’re sort of nomadic you see them mostly in their ships. [They’re inspired by] Maschinen Krieger [Kow] Yokoyama style of mechs and vehicles. It’s kit bashed pieces of armor. It’s almost like a weird rusted futuristic submarine kind of style. We may someday come across a bigger Fallen space. The CabalBarrett: We knew for a space sci-fi kind of game we needed the big, huge, militaristic empire kind of theme. They definitely fit that. They have huge capital chips and giant tanks. Their bodies are huge, their armor is huge, and their guns are huge. So they might just go and take over a planet by force, just kind of roll over it. They definitely are coming to the solar system and setting up these bases and trying to take over by force. We definitely wanted big, heavy space marine kind of look so that’s why you have the heavy armor, almost an animalistic feel to their armor designs. When they take off their helmet they’re big lumbering space rhinos. They come from a warm, humid climate so they have to keep wet inside their suits. They’re basically big beasts. We joked for a while about lining the inside of their spaceships with troughs so they were like horses. We wanted their ships to be basically space barns. I don’t know if you’ll find hay on the ground, but you want that feel. I don’t know if we’re actually going to end up doing that. They’re gruff but they’re really ordered as well. They have a hierarchical military order to them. It’s sort of that back and forth of the beasts that are really gruff and aggressive mixed with that kind of order is kind of a cool thing to play with. [Their structures are] massive, metal, and industrial. There will be black smoke pouring out of them. There will be oil streaking down the sides of the facades -- these monolithic industrial military structures. [Next page: Read about The Vex and The Hive] Page 2: http://www.gameinformer.com/b/features/archive/2013/12/16/the-enemies-of-destiny.aspx?PostPageIndex=2 The VexBarrett: The fantasy of them that we wanted to play was these endless waves of metal armies marching at you. They aren’t entirely machines. They have some organic part to them as well. They’re a little bit of a mixture of robots and creatures. We wanted to make them with tails and long, claw-like fingers, not your typical sci-fi robot or android. We didn’t want to go that route. They’re creating armies. They’re creating these big warp gates around the solar system. They can potentially bring in armies from elsewhere. They might time travel or come from another distant time. Where they came from or when they came from is inscrutable. They’re not shiny, brand new, right off of the assembly line. They’re made of almost something that feels like hammered brass or something that could be thousands of years old. But that mixed with the robotic design of them gives you that [feel] of ancient robots. Their weakspot is not their head like many of the other characters. It’s in their abdomen. It’s a glowing white energy core. And when you shoot it, it just explodes this glowing liquid. [Remember] in Halo the grunt birthday party skull? When you shoot a grunt there’s this spray of confetti and this noise like, “Yay!” That’s absolutely what inspired the way you kill Vex. We wanted with them to create architecture that wasn’t logical in some way. Like you don’t understand why they’re making it. I think that’s the crux of why we did that. It’s inscrutable in some way. Whether it’s some routine they’re running or some ceremonial thing they’re doing or if they’re just doing it because they have always done it. You’ll come across [everything from] small pillars of stone to massive towering citadels. The architecture that they build is almost like stone anthills. They’re building in an organic fashion. There are corridors inside them where it’s almost imperceivable what’s up and what’s down. You don’t go in there and see staircases and railings and the coffee machine. They’re very much alien. The Hive Barrett: Think space zombies. They’re the most fantasy-inspired race. We’ve imagined them as this ancient alien race that’s kept themselves alive by some magical means for millennia. They just float through the solar system on these big, sarcophagus-looking ships. It’s really playing up the feeling of zombies and fantasy undead. It also plays with the feeling of royalty, like they might have kings or they might have knights. Their main units are a mixture of organic and inorganic so they’re not clothed like a lot of units. You’re not sure if the armor is organic or if it’s ceremonial armor that they put on a million years ago and it’s sort of grown into their skin. An organic shell that’s sort of grown in a way that almost resembles knights’ armor. You’ll see their dry, mummy-like flesh exposed. And then when you shoot them they’ll burst into dust and embers. Imagine when you look at pictures of shipwrecks underwater and they’re just kind of covered with barnacles and they look like they’ve eroded because they’ve been there for a long time. We want to make their ships feel like that. Basically spaceships that feel like they’ve been covered in space barnacles or whatever and have been eroded because they’ve been moving like shipwrecks for millennia. It’s much more darker, gothic inspired. But still alien and sci-fi at the same time. We’re trying to mix those two, but they’ll have what might typically feel like a dungeon or more ceremonial throne room-like spaces or dark corridors filled with webbing. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- Bungie Artist Builds His Own Destiny Gunhttp://gaoom.com/2013/12/16/bungie-artist-builds-destiny-gun/ Sloan Hood is an artist at Bungie. He’s also an avid cosplayer. The two activities met last month when he dressed up as a class from the studio’s upcoming space shooter Destiny, and while the outfit is impressive, it’s the gun that’s got my attention. Call it “cheating” if you must, but since he’s one of the people making the game, Hood has access to all of its 3D models. So his replica of the “Thorn” sidearm isn’t some best-guess effort based off some screenshots and concept art. He was able to get the actual model for the gun from Destiny’s 3D artists, break it up and run it through a 3D printer. The result is a gun that’s as close to the real thing as you’re ever going to get. Nice and Sweet job the Bungie Artist did on the Gun, I wonder if we will be able to develp our own Weapons in Destiny? Quote Link to comment Share on other sites More sharing options...
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