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Started By
Message
Posted on 9/24/14 at 7:38 pm to sbr2
Because being awesome at the crucible means you get awesome gear. Amirite?
Posted on 9/24/14 at 8:04 pm to gatordmb89
Unfortunately there is no correlation, but at least I can lord my K/D over these peons
Posted on 9/24/14 at 8:06 pm to sbr2
Destiny tends to cater to the guys with a .20ish kd. Aero would be loaded up with legendary swag at this points. 
Posted on 9/24/14 at 8:22 pm to gatordmb89
What the frick are you doing here?
Posted on 9/24/14 at 10:31 pm to CornDogCologne
Did two queen bounties and strikes. I got the legendary sniper rifle and helm on one strike and the legendary ship and chestpiece on the other.
But seriously, couldn't think of anything besides 200 headshot again? It's horrible. That and crucible headshots.
But seriously, couldn't think of anything besides 200 headshot again? It's horrible. That and crucible headshots.
Posted on 9/25/14 at 6:37 am to Esquire
I keep getting the same legendary piece when I do the Queen missions. Not that bad because it's an easy source of ascendant materials, but I'd like to get my hands on a legendary special.
Posted on 9/25/14 at 7:32 am to sbr2
Yeah I did three yesterday and all I got was Chest and Helms again.
Posted on 9/25/14 at 9:04 am to sbr2
quote:
Get better at the crucible then talk smack
You just have more patience than I do.
Your gun skill is iffy, thats why you have to rock the pulse rifle.
ETA:
quote:
SpeedyNacho is horrible at Crucible
This post was edited on 9/25/14 at 9:10 am
Posted on 9/25/14 at 9:39 am to SpeedyNacho
Gotta let people know. On here, you make it sound like you rock a 2.1 K/D or something like that.
Posted on 9/25/14 at 10:21 am to SpeedyNacho
I'm a level 20 titan. What's the best way for me to begin leveling up in the 20s and earning legendary engrams?
Posted on 9/25/14 at 10:43 am to buffbraz
Queens bounties give away Legendary gear, you may need a person or two to finish it though.
Also I'd suggest choosing either Vanguard or Crucible and ranking that up to rank 2 and then purchasing some legendary gear. Thats what I did.
Sbr2 has a higher K/D though, so you may want to ask him.

Also I'd suggest choosing either Vanguard or Crucible and ranking that up to rank 2 and then purchasing some legendary gear. Thats what I did.
Sbr2 has a higher K/D though, so you may want to ask him.
Posted on 9/25/14 at 11:17 am to buffbraz
Magic cave for a couple of hours
Posted on 9/25/14 at 11:31 am to SpeedyNacho
I've been doing bounties and shite for vanguard marks, but I'm not even to level one yet. Are the queen bounties in the reef? I suck at crucible so frick that. I've farmed on cosmodrome cave and moon mission and it only gives me uncommon engrams. I'll try queen bounties.
Posted on 9/25/14 at 1:26 pm to Witecoco
That is really stupid. Not like we get anything good out of it anyways
Stuff like that, games need to just leave alone. that is why I love them keeping the glitches in the Halo: MC edition. If players find something like that, say good job. Don't try and fix it.
Stuff like that, games need to just leave alone. that is why I love them keeping the glitches in the Halo: MC edition. If players find something like that, say good job. Don't try and fix it.
Posted on 9/25/14 at 1:33 pm to GoCrazyAuburn
Yeah, more or less not bummed about the cave so much as the patch of the Queens gear. That should have been left alone imo.
Posted on 9/25/14 at 1:36 pm to Witecoco
quote:
That should have been left alone imo.
agreed. finally making some progress
Posted on 9/25/14 at 2:18 pm to SpeedyNacho
Future changes from Bungie
In a lengthy post on Bungie.net, Bungie developers have updated fans about what they are working on for Destiny.
Loot
He Who Shall Not Be Named
Long ago during development, the Cryptarch decoded engrams of a given color into gear of that same color. Early in 2014 we added randomness, both for better and worse, to the decrypting process. The result was that end-of-session engram decoding got a lot more exciting and the Cryptarch himself suddenly acquired a personality. Both of these experiences were positive additions to the game.
But we didn’t adequately communicate the potential random outcomes of decryption. Players see what looks like the familiar metaphor of item identification, while the Cryptarch thinks he’s opening a grab bag of loot. Rage sharding of blues ensues. Expect to see changes to address this soon.
Destiny: The Cave
The social experience of a cave farming run is amazing: the herding to get a team of Guardians all behind the line and firing in the right direction, the rush to grab the loot, the scramble when the panic wave starts, the beckoning glow from inside the cave. The speed at which the community organized around this activity was inspiring and humbling to us.
But shooting at a black hole for hours on end isn’t our dream for how Destiny is played. Our hope is that social engagement in public spaces is only one part of the Destiny experience. Expect changes soon which decrease the efficiency of cave farming and correspondingly increase engram drops from completing activities.
Reward Celebration
Growing more powerful by acquiring new upgrades, gear or progression is central to Destiny’s player experience. Our goal is to always celebrate when this occurs, both as a reward in and of itself and to communicate to players what is going on.
During development we sometimes prioritized making a system functional over celebrating its rewards, for example:
The Vault of Glass contains highly coveted loot but the actual moment of reward happens without fanfare and can be easily missed.
The lowest level of the Daily Heroic gives great XP and Reputation rewards, but neither of these progressions appears on the postgame screen.
We will slowly be addressing these and other issues going forward.
Social
Voice Communication
Our vision for Destiny is that all players, even matchmade players in the Crucible, Strikes, the Tower or public spaces, be able to communicate with one another in a way that promotes positive socialization. Voice communication is the easy answer, but existing voice paradigms, including those in our own Halo games, have not done enough to protect players from abusive griefing from a minority of players.
Destiny’s near-term solution will be to allow players to opt-in to voice communication during matchmade activities. Work on this feature was underway at launch and should be rolled out this year in Strikes and the Crucible.
Activities
Strikes
Strikes are intended to be a fun, combat-filled romp and stomp with a big boss and cool rewards at the end. Better with cooperation, but doable in a pick up group.
Since launch we’ve tracked down an issue which has made Strikes more challenging than originally designed by both increasing damage taken by players and decreasing the damage inflicted by players on the boss. Expect to see this addressed soon, and for Strikes to become a little less grindy as a result (sorry, Raiders – incoming damage is working as intended in the Vault of Glass).
Balance
Our goal when balancing Destiny is to never have one player choice– for example a choice of class or weapon– either be so much better than the alternatives that it is the only valid choice or to be so much worse that it would always be a mistake to choose. When we are successful with this kind of balance the result is a wide set of equally compelling player builds, some of which may be preferred by one player or another but none of which is an absolute right or wrong choice.
Exotic Weapons
Exotic Weapons are designed to look, feel and sound overpowered, but to not actually break the game. We hope these weapons challenge the way players think about their loadouts and expect their idiosyncrasies to sometimes be a little frustrating. We find ourselves wanting to collect them all and hope players feel the same way.
Not all our Exotic Weapons currently live up to this promise. In particular those weapons received from completing exotic bounties including Thorn and Bad Juju have disappointed many of us who have gone through the great effort to obtain them because, despite looking and sounding amazing, they feel underpowered. We’re here to offer some advice: don’t shard those guns. Their time will come.
Auto Rifles
The Auto Rifle archetype is designed to appeal to players who like to throw up a wall of bullets and not worry if a few miss their target. It is intended to inflict sustained damage at close to medium range, but to lose effectiveness at longer ranges.
Today the Auto Rifle is too effective at long range, even beating Scout and Pulse Rifles in some circumstances. Expect stability and/or damage adjustments to the Auto Rifle to address this in the weeks ahead.
Scout Rifles
Scout Rifles are for players who like to keep their enemies at medium range and hate to miss. They are intended to be an awkward weapon to use at close range but to be dominant– as long as you land your shots– at medium and longer ranges.
Scouts just aren’t hitting hard enough today when compared to other precision weapons. We’ll be addressing this soon.
Shotguns
Shotguns are for those situations where you need to deliver a massive spike of damage, right now, to the thing standing next to you about to do you harm.
Today shotguns are effective beyond their intended range, especially when upgraded with that intention. Expect changes soon to address shotguns which push the envelope of what it means to be close quarters.
Thank you for helping us drive these changes. Keep sharing. Keep talking. We’re watching and listening.
–Bungie
In a lengthy post on Bungie.net, Bungie developers have updated fans about what they are working on for Destiny.
Loot
He Who Shall Not Be Named
Long ago during development, the Cryptarch decoded engrams of a given color into gear of that same color. Early in 2014 we added randomness, both for better and worse, to the decrypting process. The result was that end-of-session engram decoding got a lot more exciting and the Cryptarch himself suddenly acquired a personality. Both of these experiences were positive additions to the game.
But we didn’t adequately communicate the potential random outcomes of decryption. Players see what looks like the familiar metaphor of item identification, while the Cryptarch thinks he’s opening a grab bag of loot. Rage sharding of blues ensues. Expect to see changes to address this soon.
Destiny: The Cave
The social experience of a cave farming run is amazing: the herding to get a team of Guardians all behind the line and firing in the right direction, the rush to grab the loot, the scramble when the panic wave starts, the beckoning glow from inside the cave. The speed at which the community organized around this activity was inspiring and humbling to us.
But shooting at a black hole for hours on end isn’t our dream for how Destiny is played. Our hope is that social engagement in public spaces is only one part of the Destiny experience. Expect changes soon which decrease the efficiency of cave farming and correspondingly increase engram drops from completing activities.
Reward Celebration
Growing more powerful by acquiring new upgrades, gear or progression is central to Destiny’s player experience. Our goal is to always celebrate when this occurs, both as a reward in and of itself and to communicate to players what is going on.
During development we sometimes prioritized making a system functional over celebrating its rewards, for example:
The Vault of Glass contains highly coveted loot but the actual moment of reward happens without fanfare and can be easily missed.
The lowest level of the Daily Heroic gives great XP and Reputation rewards, but neither of these progressions appears on the postgame screen.
We will slowly be addressing these and other issues going forward.
Social
Voice Communication
Our vision for Destiny is that all players, even matchmade players in the Crucible, Strikes, the Tower or public spaces, be able to communicate with one another in a way that promotes positive socialization. Voice communication is the easy answer, but existing voice paradigms, including those in our own Halo games, have not done enough to protect players from abusive griefing from a minority of players.
Destiny’s near-term solution will be to allow players to opt-in to voice communication during matchmade activities. Work on this feature was underway at launch and should be rolled out this year in Strikes and the Crucible.
Activities
Strikes
Strikes are intended to be a fun, combat-filled romp and stomp with a big boss and cool rewards at the end. Better with cooperation, but doable in a pick up group.
Since launch we’ve tracked down an issue which has made Strikes more challenging than originally designed by both increasing damage taken by players and decreasing the damage inflicted by players on the boss. Expect to see this addressed soon, and for Strikes to become a little less grindy as a result (sorry, Raiders – incoming damage is working as intended in the Vault of Glass).
Balance
Our goal when balancing Destiny is to never have one player choice– for example a choice of class or weapon– either be so much better than the alternatives that it is the only valid choice or to be so much worse that it would always be a mistake to choose. When we are successful with this kind of balance the result is a wide set of equally compelling player builds, some of which may be preferred by one player or another but none of which is an absolute right or wrong choice.
Exotic Weapons
Exotic Weapons are designed to look, feel and sound overpowered, but to not actually break the game. We hope these weapons challenge the way players think about their loadouts and expect their idiosyncrasies to sometimes be a little frustrating. We find ourselves wanting to collect them all and hope players feel the same way.
Not all our Exotic Weapons currently live up to this promise. In particular those weapons received from completing exotic bounties including Thorn and Bad Juju have disappointed many of us who have gone through the great effort to obtain them because, despite looking and sounding amazing, they feel underpowered. We’re here to offer some advice: don’t shard those guns. Their time will come.
Auto Rifles
The Auto Rifle archetype is designed to appeal to players who like to throw up a wall of bullets and not worry if a few miss their target. It is intended to inflict sustained damage at close to medium range, but to lose effectiveness at longer ranges.
Today the Auto Rifle is too effective at long range, even beating Scout and Pulse Rifles in some circumstances. Expect stability and/or damage adjustments to the Auto Rifle to address this in the weeks ahead.
Scout Rifles
Scout Rifles are for players who like to keep their enemies at medium range and hate to miss. They are intended to be an awkward weapon to use at close range but to be dominant– as long as you land your shots– at medium and longer ranges.
Scouts just aren’t hitting hard enough today when compared to other precision weapons. We’ll be addressing this soon.
Shotguns
Shotguns are for those situations where you need to deliver a massive spike of damage, right now, to the thing standing next to you about to do you harm.
Today shotguns are effective beyond their intended range, especially when upgraded with that intention. Expect changes soon to address shotguns which push the envelope of what it means to be close quarters.
Thank you for helping us drive these changes. Keep sharing. Keep talking. We’re watching and listening.
–Bungie
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