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Old 06-11-2013, 08:57 PM   #57
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Re: Destiny

So does anyone know if there is gonna be diff classes ( Healers, Tanks, DD etc ) like WoW or what?
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Old 06-11-2013, 09:08 PM   #58
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Re: Destiny

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Originally Posted by Candyman5
I think it's more along the lines of the "something different" then the typical shooter that are making people excited or at least interested in this game. It has been in development for a good bit of time so I'm hoping for some great info.

Just give me the variety of guns from Borderlands, good servers, extremely customizable characters and some form of Specific skill trees that give loads of options and I will be happy.
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Originally Posted by Flawless
Halo + Borderlands + Guild Wars 2.

I want it.
I called it, lol. Absolutely a must buy.
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Old 06-12-2013, 02:38 PM   #59
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Re: Destiny

Video of mostly the same demo shown at the Sony conference, but with a great interview by Adam Sessler.

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Old 06-13-2013, 11:25 PM   #60
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Re: Destiny

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Originally Posted by CMH
I'm still confused with what makes this game so revolutionary.

Not to take anything away from it but it looks like Halo and Mass Effect. I can't get excited for that. That's just first person Mass Effect. And while ME is great, why should I care so much that someone is making another game that's already been made?

I need more details. The stuff coming out is showing me environments and enemies. Every game is gonna have lush environments and new enemies. If it doesn't, they aren't trying in next gen. So what separates this?

What makes this like The Witcher which is already spreading actual information on how it changes the landscape for its genre?


Sent from my mobile device.
I agree, looks good but I got a lot of Halo out of it, the way some of the enemies/npcs moved, thought I heard something called a Ghost and looked like a sticky grenade was there.
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Old 06-15-2013, 09:27 PM   #61
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Re: Destiny

Just checked out the play through. Graphics look good, but I'll pass gents. I like my shooters to be a bit more visceral than what was shown. I cant get with the rays of light emanating from the enemies when shot, or the fact that they disintegrate and turn into coins when they die.
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Old 06-21-2013, 04:28 PM   #62
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Re: Destiny

Eurogamer: Destiny: how to save online worlds

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Most online worlds restrict your potential social circle to a few hundred players running around on a walled-off copy of the game world, called a "shard". Some allow you to switch between shards to find friends, but this is seldom an intuitive experience - and the sense of artificially divided, parallel universes is jarring in a genre that otherwise thrives on total immersion.

Destiny, Ryan is saying, will have no such divisions. No creating characters on multiple servers to play with different groups of friends. No paying to transfer a character from one server to another.

Enabling this holy grail of online gaming are two important technologies. The first is Destiny's hybrid networking design, which locates itself somewhere between the server/client relationship of MMOs, where the world you're playing runs almost entirely on a distant server, and the peer-to-peer system of most online console gaming, where information is traded directly between players' machines. It's this approach that also enables Destiny to deliver the skilled, fast-paced action gameplay that MMOs have historically struggled to do.

The second technology is an intriguing concept mooted by Ryan, one which I've never heard spoken of before: "social matchmaking". This will be the glue that binds Bungie's game servers to all those locally simulated solo or co-op games running out in the wild. In the process it will turn many thousands of tiny shards into the impression of a single persistent universe - one so big it could, potentially, dwarf Eve Online's New Eden.
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After Destiny's spectacular live debut at E3, it might seem strange to dwell on a back-end technology at such length. There are a lot of sexier topics to discuss. There's the game's stunning art direction, for one, which mixes surprisingly hard sci-fi with fantasy, steampunk and organic motifs and a solid grounding in the familiar real world. To my eyes, it's one of the most distinctive and exciting visual designs for science fiction since Ralph McQuarrie brought battered asymmetry and medivalism to George Lucas's galaxy far, far away. This is a richly textured world with a visible history, arguably much more so than Halo's militaristic space opera, and it has me thinking of SF authors like Peter F Hamilton and the late Iain M Banks as well as Star Wars.

Then again, there are the Halo callbacks in the demo that let you know the creators of the definitive sci-fi shooter are in charge, from the ammo read-out on Staten's pulse rifle to the chatty orb - an intelligence called a "Ghost" - that accompanies and assists him, like the infamous 343 Guilty Spark. (The Ghost is voiced with characteristic elegance by Game of Thrones' Peter Dinklage.) Or perhaps your boat might be floated by the RPG elements that bubble up, notably the elaborate guns you loot from enemies, each of which can be customised through its own talent tree of upgrades.
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For me, though, it was that little wave that caught my attention, and then two words that sealed the deal: "Public Event." When Jones and Staten emerged from their co-op adventure - so like those that I relished in the Halo series - into a public area where other fireteams seamlessly converged on a big fight with a bug-like automaton, Destiny linked an experience I already know I love with one I've been looking for from MMOs for years, but finding only fleetingly, most recently in Guild Wars 2. It's the thrill of encountering other players in the wild and then having your goals converge with theirs in a natural and unforced way.

The potential of MMOs has always resided in the way they refuse to draw lines between solo, co-operative and competitive play, between friends and strangers. And yet those cracks always seem to appear regardless.

The vision outlined by Ryan, held together by the concept of social matchmaking, is perhaps the most convincing answer to that problem I've heard to date. The goals are the same as the traditional MMO, but the gameplay, the philosophy and the technology are quite different. Perhaps that puts it in a different genre, earns it a different label; I don't much care if it does. Destiny doesn't have to call itself an MMO to save them.
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Old 06-22-2013, 12:23 AM   #63
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Re: Destiny

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Originally Posted by Flawless
Nice. Destiny is the one game that has me wanting to buy a next gen console, even with it coming out for the current gen of consoles. Hopefully they'll add in some sort of trading feature for the public areas. Half the fun of MMO and MMO like games is hanging around in the hub.
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Old 06-22-2013, 04:41 AM   #64
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Re: Destiny

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Originally Posted by LambertandHam
Nice. Destiny is the one game that has me wanting to buy a next gen console, even with it coming out for the current gen of consoles. Hopefully they'll add in some sort of trading feature for the public areas. Half the fun of MMO and MMO like games is hanging around in the hub.
Public hubs have already been confirmed. Their in third-person, you can trade and gamble loot, and there's a yet to be announced competitive aspect. My guess would be arenas in the public areas. Also, you will get your own spaceship that you can customize and hangar.
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