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#ive been wanting to learn hero mode for a while i think today will be the day
apochryphalantithesis · 3 months
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a test i enjoy .. i will make more
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obeymeluv · 4 years
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Hi lovely! I’m not sure if your requests are open but I just worked out for the first time since ive gotten super depressed! It might not be that big of a deal but can I get some geadcannons on how the brothers would react to this? (: (their lover working out for the first time in months because of their mental illness)
I respect this so hard and am super proud of you. I have similar struggles so it always makes me happy to see someone able to get back up. Good job :) These headcanons will be short because I’m getting ready for bed and have to get into school mode, but here you go! ♥ 
Lucifer
It wasn’t uncommon for him to wake you up, or even gently start the day by sitting at your bedside and whispering sweet nothings
He opens the door soundlessly, as always, and is quite surprised to see you in the middle of doing a yoga series. Thankfully, your back is to the door
Pride blossoms in his chest and, for the first time, it doesn’t feel heavy like the burden of his sin
It’s warm and joyful and feels like an old memory of the Celestial Realm, a call back to happier days
His eyes mist over a bit but no one can confirm it
Lucifer is a perfect, beautiful statue that watches for a few poses before slowly inching back towards the doorway to peek around the corner
Pretends like he never saw anything when you go about the rest of your day, but is absolutely glowing when he looks at you.
Lavishes you in his fancy praise, as always. (”You look enchanting, my love. Simply radiant today.”)
Mammon
He’ll deny it to the day he dies, but he craves your company.
Actually, he’s more likely to admit it when you’re in a depressive episode because you’re tender and vulnerable and that’s how he really is when he lets his guard down. That’s when people need the most love, and you’ve put him back together so much that he wants to repay the favor 1,000x fold
Mammon’s very surprised to see you running careful laps up one set of stairs and down the set on the other end of the hallway (that explains why it took him so long to find you).
It’s like speed walking. He watches for a lap and a half to make sure you’re not rushing off anywhere. You know, making sure nothing’s serious
When he realizes you’re exercising in earnest he’s super stoked. Like, #1 hype man.
“That’s my human! Yeah!” Mammon becomes your cheerleader
Drops sly comments about how it’s actually a good glute workout and he’ll give you a massage afterwards
Keeps up with you more than you’d expect (models train hard, okay?) but does get bored. Maintains cheer position
Carries you around the rest of the day when your legs are sore
Levi
Levi had to do a fair bit of research on depression when he realized you weren’t converting to being a fellow otaku shut-in
The two of you still enjoyed cuddle times, and sometimes he could engage you in games, but the health of his beloved was important! Humans couldn’t be without exercise for too long or it would be bad for them
It’s super awkward but he tries to invite you swimming and things. Sometimes you just don’t have the energy. He understands, and is totally down for cuddling you (with partial back rubs) while playing games
Makes sure you eat and definitely splits his rations
Enjoys the small walks from his room to yours, and makes sure you guys drift between them a couple of times a day. That helps humans, right?
Levi realizes fairly quickly that you haven’t been to his room in a while and goes to check on you
You’re hopping in patterns across the floor, slowly making your way to his room.
You look like you’re having fun!
He’s not sure what you’re doing, but you hop, you squat, then you lunge.
You lock eyes with Levi mid-lunge and wobble a bit. He’s a little pink in the face, but because he’s laughing in sheer delight at how spooked you looked.
You end up flopping over and Levi crouches beside you, offering his hand
When he hears you finally had a burst of energy and wanted to work out, to start over again, he’s very proud of you
May or may not have compared you to Henry and shared some of the more harrowing moments the hero went through (also how he’s awesome and came back better than ever!)
Invites you for a swim and you actually accept
After some laps and splashing about, you spend time floating and cuddling
Satan
Depression is sometimes just a thing humans go through, Satan is finding out.
Between Devildom books and human books, he kind of understands
It’s a thing of time, and sometimes other methods help. He personally thinks the lack of sun in the Devildom is the main culprit
Gives you healthy snacks and tracks down vitamins
Tries to get you to walk the gardens but realizes he can’t force it
Sometimes he gets you outside, reading under trees and lanterns
Satan roamed the House of Lamentation, intending to steal you for another outside reading session, and was surprised to find you out there already
He watched from a high window, peeking tentatively from behind the thick curtain, and let the amused smile cut his lips
Suddenly, you disappeared out of sight. Satan waited for what felt like ages until the logic of ‘the fastest way between Point A and B is a straight line’ kicked in. He held his book carefully, unlatched the window, and jumped out
Demons have good joints and sturdier bodies. The drop and landing was nothing for him.
He calls your name and starts walking around.
It’s not until he’s made a full lap and you’re giggling (behind him somehow?) that he realizes you’re just leisurely walking laps around the house
Super embarrassed that he got worried (and that you ended up behind him). Jumps when you touch his shoulders or if you hugged him around the waist
You’re happy and...yourself for the first time in a while and Satan’s heart is so happy. Before you can break the hug, he twines his fingers with yours and just holds your hand to his body
Eventually you break away, kiss his shoulders, and start a game of tag that turns into sky-watching, and laying on his chest as he reads 
Asmodeus
He knows how to break hearts but he ALSO knows how to fix him
He’s always trying to get his brothers to hang out and make good memories. Despite what he says and how he acts, he really cares for them from the bottom of his heart
You count, too. You’re like, top tier. Basically family. VIP space. Maybe SPOUSE space (but that’s too fast for a human, right?)
Though rare and private, Asmo has his bad days, too. They can either be fixed, or they can’t. Usually things are just distractions. The heart will heal in its own time.
Asmo went to your room with the latest round of pampering but stopped short of announcing himself. Does he hear...music?
Nudging the door open with his foot, his eyes light up so pink the gradient is disappearing.
You’re dancing and humming, making faces at yourself in the mirror.
His heart clenches with a beautiful pain because you’re so vibrant and lively and he knows it was hard for you to find this again
The pampering is abandoned for an impromptu PRIVATE dance party
Silly and sweet things, waltzing and just being close, hugging as you sway side to side
Lots of forehead kisses and pet names.
Beelzebub
He didn’t think your behavior was out of the ordinary since Belphie slept a lot.
Beel is always motivated by something--food, sports, working out, family stuff--so he’s not familiar with the lack of desire to do anything
When he learns you’re not just catching up on sleep and you might be having a rough time, he asks Lucifer and Satan what to do
They decide you should work out. That releases endorphins in humans and that sounds like what you need!
The attempts don’t go well, but you’ll at least come out of your room and be a resistance weight for him
Beel went into the weight room to do some pre-warm up exercises. He was mentally planning his reps and figuring out what muscle groups were on the schedule when he heard the clinking of weights
His brothers had other ways of working out so that meant only one person could be in the weight room
Beelzebub stamped down the urge to rush in and watch you in all your occupied glory, reminding himself you could drop a weight on yourself (or worse)
His purr gives him away
He’s proud, borderline excited, and just purrs long and loud from the entryway
Jumps into the workout with you, doing light exercises
Beel gets a little playful adjusting your posture, but it’s all sweet hugs and rocking you back and forth
Regardless of what muscle groups were on the schedule for the day, it’s arm day because he’s lifting you up, throwing you a little, and catching you in his arms
Give this happy, snuggly boy some kisses  
Belphegor
He can sense your state of mind by the nature of his sin. He sleeps a lot and has a knack for telling when someone’s sleep is anything but restful
Belphegor’s not 100% sure, but he thinks he can tap into your dream space. There’s this little ball of sad-tired-something that lets him know you’re not okay
There’s quiet mini-dates that ease the sting of your sadness, but he knows it’s not enough
When he sleeps, he has dreams about you being happy and hopes he can push them into your mind
Cuddles fix things. He’s down for couple naps.
Belphegor goes in and out of sleep; it’s during one of his periods of waking that he notices you’re not there
Hugging his pillow, he shuffles about the House of Lamentation to find you
He finds you cleaning and organizing the kitchen. Cleaning is a sign of healing, right? Lots of movement?
Belphegor realizes you’re doing more than cleaning. You’re stretching and lifting things like they’re Beel’s weights
It looks time-consuming, and like you’ve been at it for a while
Belphie plonks his head on your shoulder, asking how you’re feeling. He’s got that sleepy Cheshire Cat smile
You’re just as happy as can be, happier than he’s seen you in a while, and you celebrate by stealing a bunch of snacks and making a blanket fort in his room 
Hope you liked it :)
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insertdisc5 · 5 years
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Yet Another Zelda Roleswap (the masterpost)
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✨what's this AU?
Check THIS POST I DID that started it all and also the AU’s tag
✨in this au, the previous legends about the triforce are the same, aka “zeldas are princesses links are heroes and ganon/ganondorf is always the same guy and the big bad”! BUT THIS TIME DESTINY DID AN OOPSIE and ganondorf forgot all about his previous lives while link is the one who remembers them all!!! zelda just wants to travel and read cool legends and didnt expect to be part of one
✨ZELDA STUFF
-trans girl, found the name zelda in very very very old royal records
-she's like 16 or something
-seventh heir to the throne who wants to prove herself, so she goes on an adventure to save the world!!!!
-adventurous and impulsive and naive
-main weapon is bows, she also knows magic and sheikah techniques
-has six siblings who dont really pay attention to her. shes probably the youngest
-her point of view is very black and white at first
-even when she gets in the middle of link and ganon’s story she still doesn’t believe she is The Zelda of legend
-how could she she’s just a zelda, one among many, just a kid playing at being a princess
-(she IS the zelda)
-she gets a bird AND a white horse!!!!
-if she sees a weird cave she WILL go into it 
-would probably eat moss if dared
✨LINK STUFF
-genderfluid, uses he/they
-hes in his early twenties
-a man zelda meets during her travels, who seems to know a lot about old legends
-he can see koroks and fairies, who can’t be seen by most people
-gets all his past lives' memories after he gets the master sword, over a period of a day or two
-maybe link does remember his past deaths along with his past lives, but past deaths are maybe more muted…. less like he experienced them and more like someone told him about it. still fucks him up tho
-i feel like he’d be pretty nice and sleepy all the time, until you mention something that has to do with his memories (aka, ganondorf, but also like “oh ive heard some hero in the legends went back to being a kid to save the world or whatever) and he’d get this super serious, focused look… something like that, little things that would make zelda go :^?
-he just really wants to kill ganondorf ya dig
-SO MANY BOSS FORMS probably one per main title (kinda like xant’s battle in TP) (strongest/hardest to fight is majora’s mask link), and final form is definitely some twisted looking fierce deity
-as for his past selves he has all of their memories and its kind of… they’re not him, he’s him, they’re just memories that he has, but when he is very very stressed its “memories become actual personalities for a sec” time. 99% of the time its just him and then ganondorf is there and its like WILL EVERYONE SHUT UP IM TRYING TO MAKE A MURDER HERE
-he’s not controlled by malice or anything because it would feel like a deus ex machina to me
-in the end he doesnt die and he gets redemption because he didnt hurt anyone he just tried to kill ganondorf a few times hes good, and also zelda is his friend and an heir to the throne he’s got immunity. poor guy just needs help processing all those lives and needs a cabin in the woods with some fairies!!!
-re: his past lives, oot link SUPER HATES ganondorf while ww link is more sympathetic. links who havent fought ganondorf are ambivalent about him
-endgame ship is either with ganondorf OR beedle. beedle is the secret ending
-will eat moss
✨GANONDORF STUFF
-he's in his twenties i promise he just has resting old man face
-zelda’s old childhood friend
-doesn’t remember anything about his past lives
-gerudo king, very serious but fairly well loved
-lets not talk about malice it either doesnt exist/this ganondorf doesnt have any/this ganondorf knows how to control it. either way its not gonna affect the story
-”what are you wearing today king” “oh, just whatever” (its not whatever he spent hours finding the day’s outfit)
-found out about his past lives while reading a very very very old book, probably read it and stayed in his room for a week and then promised himself to never ever ever turn out like that
-genuinely a good person
-would never eat moss
✨RELATIONSHIPS STUFF
-zelda and ganondorf actually knew each other as kids! Both being royalty and all. legends do talk about a hero a princess a beast or whatever but don’t use link or ganondorf’s names since it’s been so long- it takes zelda and ganondorf both finding old, old books on their own to be like “AH OOPS”!!! Ganondorf learns about his past lives much earlier than zelda, who finds out during her adventures, and she goes from seeing ganondorf as a dear friend to being like “…but what if he’s really bad though”
they’re old childhood friends, you know, the kind that were best friends before and then grew up and saw each other less often (different kingdoms and all) so they kinda grew apart, and then zelda starting her quest made them reconnect again! Ganondorf is a little older than zelda so he always saw her more as his little sister who just jumps into mud because she totally saw a sword there i promise, and zelda sees ganondorf as her cool older brother who actually pays attention to her, unlike her actual siblings
-when link and zelda meet, zelda’s like “weird dude but probably harmless” and link is like “weird girl but probably harmless” and then she’s like “oh my name is zelda” and link goes “ah just likeWAIT” and he kinda observes her to… gauge her abilities? My Zeldas Were Better kinda thing. i guess during their final battle he’s like “you’re really a zelda, after all” and its bittersweet
the second zelda figures out link is also part of those legends she goes full hero worship mode, which makes link’s fall from grace… really… hard on her. ive been admiring you and wanting to be a hero like you all this time, turns out you’re not a hero and also Not Okay
-re ganondorf and link, after everything that happened uuuh
human brain: it probably takes them both a long while to get used to each other, given that one was almost killed by the other and the other has vivid memories of having their world(s) destroyed by the one, but after a while they probably bond over their shared uuuuh memories i guess. link visits gerudo city once in a while and they catch up and become friends and
lizard brain: after 100k words they DATE
no i wont write how it happens you will NOT make me embarrass myself in front of everyone because i earnestly wrote about how link visits ganondorf every time he’s in gerudo country and at first link just passes by to give ganondorf news about how zelda is faring as queen and news about the world, and as time goes and years go by  they start talking about their lives and struggles and just taking walks across the desert together and having sand seal races and everyone in ganondorf’s court is like “so when’s that little voe coming back” and ganondorf is like “i neither know nor care that its been three months since his last visit” and everyone’s like (smirk) “okay” and when has he even started to look forward to link’s visits anyway how did this happen and then link comes back and smiles gently and shows ganondorf this cool rock he found that looks like ganondorf’s face and ganondorf is smitten
takes them both Y E A R S to realize their feelings and then date tho. slow burn or bust
✨WORLD STUFF
-takes place in a time where the games’ adventures are only known as legends where they didnt even write down ganondorf’s and link’s names
-now that im thinking about it it wouldnt happen like THOUSANDS OF YEARS after any game because then ganon and link wouldnt be that worried about their destiny??? so maybe like 100-200 years after a game??? and the ppl writing down the legends were just terrible bookkeepers who couldnt even think write down link and ganon’s name
-(smash voice) EVERYONE IS HERE!!!!!!!! tingle and agitha the bug princess and sidon and especially groose who is uuuuum zelda’s rival who is totally not in love with her
-i think in botw its implied koroks are only seen by people like link and zelda??? so id say only people with uuuuh magical power??? can see them???? so koroks are just doin their thing, playing pranks, helping people without them knowing, and, in the case of makar, playing romantic music around couples
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thesevenseraphs · 5 years
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Director’s Cut: Part III (Finale)
OK. When I started writing this Director’s Cut, I figured it would be an easy couple-thousand-word post. My plan was to rapidly look back at the past six months of Destiny 2 and layout a simple outline of where we want to go this Fall. I think I still did that, but I ended up wanting to talk more about the “why”, the team, and share how we are thinking about Destiny. I remember following games when I was younger and being excited to dig into the messages the developers put together, like Tigole’s posts on raids and dungeons back in my WoW days. 
And I loved it. And I loved reading those posts.
Maybe this was all a love letter to long-form communication—a relic from a time before it was all hot takes, 140/280-character posts, and upvotes.
I didn’t think this would add up to something longer than almost every paper I wrote in college. But here we are.
Before we get to today’s programming, I want to circle back on reloader mods and also about mods more generally in Armor this fall, in case you missed my Twitter thoughts. 
These general mods--which provide the exact same effect as Hand Cannon reloader (but also affects other small arms weapons)--cost 4-5 energy (depending on the mod) and do not have an elemental affinity associated with them.
These general mods -- of which there are 11 -- are unlocked for everyone automatically, so you can start to tinker right away.  
Basically, when you want to specialize your weapon, it requires matching your armor's energy type.
And then you get an energy discount on socketing the mod.
Thanks for the questions on this.
Let’s finish this series by looking at combat—where the action game and RPG collide—and begin the conversation about the “single evolving world” portion of our vision. (We’ll have more on the evolving world later this month after the feeling has returned to my fingers.)
COMBAT: THE INEVITABLE COLLISION OF ACTION AND RPG
We want the game to be an awesome power fantasy where challenge can push back on its players. As we discussed in Part I, the game started to bend in Year 2 under the weight of this Power and Destiny’s imperative that it ride the line between action game and RPG. This section is going to explore that collision across a variety of places: the UI, the player character, and of course PvP.
Part I: Damage Numbers and the 999,999 Problem
Destiny 2 was built with very different goals in mind than was the much-improved version of the game we’re playing today. Some parts simply weren’t meant to last for several years. One of those parts is the displayed-damage values relative to the player’s Power level.  
This problem most clearly manifests to players as the frequency of “999,999” showing up in your HUD. As the post-Forsaken year continued, the curve that dictates the value of displayed damage sharpens into a hockey stick. The display values for Shadowkeep rocket off the graph and become almost vertical! 
This inflation for damage is getting retooled this Fall. It will look like a UI numbers squish, but more crucially, behind the scenes we’re setting up the damage-display system to last. It’s important that you understand we are not nerfing your outgoing damage; rather, we’re refactoring the displayed number game wide. 
We’ve also had something that, over the years, the team has come to call “The Immunity Wall.” This is a value where players cannot damage AI. In the game today, if you’re 50 Power below an enemy and you shoot it, you deal a big ol’ donut. Another change we’ve made for fall is that we’ve lowered (raised?) the immunity wall to 100. This means you can now deal damage to enemies you are up to 100 Power below. The at-Power (you and an enemy are the same Power) experience isn’t changing. This isn’t a nerf. This is a way for folks to take on greater challenges by fighting further below the Power curve.
Part II: Buffs, Debuffs, and Stacking Rules
You know it, I know it, and Gladd knows it: The way damage stacking works in the game right now is busted. Multiplicative damage combines with the exponential damage inflation above to send damage numbers to soaring heights of “we cannot continue this way.” 
We’ve taken all the weapon damage buffs (these enhance the player’s outgoing damage) that can appear on the character and stack-ranked their damage effects (these are effects like Empowering Rift, Well of Radiance, Lumina’s buff, and top-tree Void Titan’s Weapons of Light). We’ve also overhauled the system under the hood, so the damage calculations use only the most powerful buff on a player at a given time. It’s got nuance to it, though: If you’re under the damage effect of something stronger than Well of Radiance, you will still receive the healing effect from the Well, but the damage bonus would come from the other buff (e.g., Lumina or Weapons of Light).  
We’ve made some changes to debuffs as well (a debuff is an effect that weakens the enemy). We’ve touched the effects and durations of a number of them. These effects include Hammer Strike, Shattering Strike, Tractor Cannon, and Shadowshot (Shadowshot will now work on powerful weapons as well). 
In general, only one ability buff can be active on a player at a given time, and enemies can be affected by only one debuff at a time. There are notable exceptions in the form of Exotics and weapon amplification perks (Kill Clip, Rampage, et cetera). The Exotics and weapon amplification perks will remain multiplicative increases to damage above the ability buff values. 
Here’s a simple version: Buffs that apply to a single weapon (Rampage, Kill Clip, Exotics) can still stack. But buffs that affect all your weapons no longer stack. The most powerful of those buffs will be applied to your damage. I’m sure someone is gonna make a video that shows this in action on October 1st.
Part III: Supers Everywhere
Masterworked guns. Super mods. Orbs everywhere.
Right now, for a pretty decent player running Super mods, the time it takes to gain a Super is under two minutes in PvP. If you compare the duration and damage of roaming Supers in Destiny 2 to roaming Supers in Destiny 1, you’ll see they’re more powerful now than ever before. We didn’t even have roaming Arc Titans in Destiny 1, but every time I play PvP, I get killed by one twice in the same Super. Similar to the way that deep down, we all know the damage-dealing capabilities of Guardians has gotten out of control, we know the Supers have too. Destiny 2 was overly restrictive at launch, but now the pendulum has swung too far in the other direction. We’ll start bringing this back toward center in Shadowkeep.
On a livestream a couple months ago, I mentioned that we’re lowering roaming Super damage resistance. And we are. Seeing someone pop a Super should not instinctively make us want to run away, give up, or float off the map. We want Super kills to feel earned, and we want players on the business end of a Super to feel like they can make a big play and put down that Striker Titan. Being able to challenge someone in their Super is important, and right now, many of the Supers are very, very hard to challenge.
On top of that, more things than ever now contribute to players getting their Supers back, so we’re doing some tuning there as well. Supers will be just as powerful, but they will be a more strategic choice. As such, we’re reducing the effectiveness of orbs on refilling the Super meter and reducing the Super energy gained from kills and assists.
This isn’t just a PvP problem. Remember that series on the Reckoning in Part I? It’s all related. Supers are still very, very powerful in the PvE game—players will just need to be slightly more specific with their timing and positioning than in the past. This kind of tuning is a pendulum: We’ve swung it hard in different directions, and we’re all hopeful that these changes will begin to find a better middle ground for Destiny 2.
I know you’ll let us know your thoughts (once you’ve played it this Fall).
Part IV: Heavy Ammo Available
In Destiny 1, Heavy ammo became an in-match rally point in 6v6 matches. Once opened, players nearby would all get some Heavy ammo. In Destiny 2, Heavy ammo is a jockey-for-position speed-before-need looting game that gets played all the time. In Destiny 1, Heavy ammo felt metered, and in Destiny 2 you can defeat a team (but not an Arc Titan) multiple times with a brick for a Hammerhead.
See where is this heading?
We’re making some changes to Heavy ammo in Destiny 2: Heavy ammo will be communal in 6v6 playlists. We’re also reducing the amount of ammo per brick in PvP for certain 6v6 archetypes. It’s not exactly the same as D1 though—when a player cracks open the Heavy crate, other players have a window of time to interact with it to get their Heavy ammo.
Part V: Let’s Talk About PvP
There has been a lot of conversation (internally and externally!) at different points during the year around the support Bungie provides PvP. On one hand, we have continued to tune the game each quarter, added pinnacle PvP weapons (that somehow ended up as pinnacle PvE weapons), tried out a ranking system in the Crucible, and returned the game to its 6v6 roots. On the other hand: We haven’t released a new permanent game mode, many game modes from Destiny 1 are nowhere to be seen, there isn’t a public-facing PvP team, and the last real thing we said was Trials is staying on hiatus indefinitely.
Let’s get some of this sorted out.
Trials of the Nine wasn’t the hero we wanted it to be. We made too many changes to a formula that—while it had begun to decline in Destiny 1—wasn’t as flawed as we thought. When we were making Destiny 2, we talked a lot about making sure it felt like a sequel, bringing in new players, and simplifying the game—and Trials of the Nine created another casualty there. It happened on my watch, and if I could turn back time, I’d challenge us to do many things differently. If nothing else, I hope it’s clear we are committed to learning from the mistakes we make and making it right.
There were some really cool parts to the Emissary. Some of the gear was pretty potent (Sup, Darkest Before), but the theme felt weaker, the Trials card was less important, and the stakes felt lower. Trials of the Nine didn’t work the way we’d hoped, and Trials of the Nine is on hiatus indefinitely.
So why have we been so quiet about PvP? Well, we didn’t have a lot to say. We weren’t actively developing something to hype up. We knew PvP was going to be something everyone got for free in New Light, so it wasn’t really a part of the Shadowkeep core offering. What are we doing about PvP became a question we were asked internally, too. A bunch of folks on our team are passionate about PvP and wanted to know where it was heading.
PvP is in need of some quality-of-life improvements and restructuring. This Fall, with New Light (hopefully) bringing a bunch of new folks into Destiny and with our existing players looking for some updates to PvP, we will start by making significant changes to the PvP portion of the Director.
Today, it’s a fine balance between adding playlists and maintaining healthy populations when we’re looking at changes to playlist structures. We want to achieve a couple of goals: First, we want players to have some more agency with respect to “pick a playlist, play a mode.” And second, we want the playlists to drift back to the “everything is a factor of 3” that Destiny 1 used (and that the rest of the game mostly uses).
Player counts being based on a common number (like 3) is important. It enables a bunch of activity options for groups of friends to engage with. In Destiny 1, players could run a couple strike groups, team up for a raid, go play 6v6 PvP, split up and go to 3v3 PvP, et cetera. At launch, Destiny 2’s 4v4 PvP completely broke this pattern, and we want to reset that bone with PvP this Fall.
We’ve revised the playlists a lot, and here’s how it’s going to work:
We’ve removed the Quickplay and Competitive nodes from the Director.
If you’re looking for an experience like Quickplay, we’ve added Classic Mix (a connection-based playlist [like Quickplay today]). Classic Mix includes Control, Clash, and Supremacy.
Competitive is replaced by 3v3 Survival (which now awards Glory).
We’ve also added a Survival Solo Queue playlist that also awards Glory.
We’ve added 6v6 Control as its own playlist.
With the potential influx of new players this Fall, we want to have a playlist that signals to new players that this is where to start. 
We feel like 6v6 Control is the right starting place when introducing new friends to Destiny.
We’ve added a weekly 6v6 rotator and a weekly 4v4 rotator. 
These rotator playlists are where modes like Clash, Supremacy, Mayhem, Lockdown, and Countdown will appear.
We’ve removed some underperforming maps from matchmaking, too.
We’ve also been working on four variants of 3v3 Elimination. They include different approaches to revives (token resurrection or not) and variations on how Heavy ammo works. Elimination is going to make its return in Crucible Labs. However, Elimination is very much unfinished. It’s missing VO, and there are no unique medals associated with it. Between the missing polish and the four variants we’d like your feedback on, Elimination—for the time being—is a great fit for Crucible Labs. We fully expect it to graduate out of Labs and find a warmer home.
We wanted to make sure we could test Elimination on some familiar maps, so we’ve brought back Widow’s Court and Twilight Gap. We want to play with you, and watch you play Elimination in this combat sandbox and see how it all fits together.
We’re also changing how we do matchmaking. With a bunch of potential new players entering Destiny via New Light, we don’t want PvP to feel like you’re being told it’s time to learn to swim as the helicopter door opens over the Pacific Ocean. So, we’ve made some changes to separate the new swimmers from the Olympians.
Additionally, we’ve also taken a longer look at matchmaking and overhauled the skill-matching system. In the game today, Quickplay is the only playlist that doesn’t have some version of skill matching in the game. We’re preserving that behavior (connection matchmaking) in the 6v6 Classic Mix playlist. Here’s what gets really annoying about skill match:
When it’s overly restrictive, it’s fatiguing when every single game feels like a sweat fest.
When it’s overly loose, a player can get an entire evening of unlucky matchmaking RNG where they’re getting dumped on by squads of Terminators shredding Kinderguardians. A bad time (for the Kinderguardians)!
There’s much more complexity and nuance to an evening of PvP than those two statements above, but they do accurately capture the core problem: a lack of match-to-match variety. Sure, for a bunch of Terminators, a night of stomping might be a blast, but what about the folks on the receiving end of that business? This is where it gets tricky to improve matchmaking—people generally tend to focus on their own experience in their feedback.
We think variety across an evening of PvP is important. This Fall, skill match should ensure a wider variety of matches, regardless of player skill. Some matches should be tense and thrilling, while other matches should be stomps. This philosophy should also apply to the top players, so they don’t feel like every match is a sweatshow, either. We’ve refactored how players gain Glory ranks with these skill match changes—we’re factoring in your skill value to Glory gains and losses, so that number can more effectively represent skill. We’ve also made a number of quality-of-life changes to Glory, Valor, and Infamy to make losses less punishing to your streaks. Once the above changes go live in October, we’ll be watching, listening, and reading as you check them out.
AN EVOLVING WORLD
There’s an aspirational vision for what “evolving” could mean for Destiny. Someday, Destiny could become a dynamic world, where the world changes each season. We want playing Destiny to feel like you're playing in a game world with true momentum, a universe that is going somewhere. A game where things are happening—not just in terms of new items and activities but also in terms of narrative. It’s frequently seemed like Destiny was treading water in terms of moving the world’s narrative forward. We want to tackle this in Destiny 2’s third year.
During Season 8, a new situation will unfold on the Moon (I’m being cagey here only because I am reluctant to spoil anything). Over the course of the season, parts of the game will change before the situation culminates in an event that will ultimate resolve it, and its content will be exhausted. But this resolution sets up the events of Season 9, which again adds something new to the game and resolves it, something that too will go away, but not before setting up Season 10, et cetera.
This differs from last year’s Annual Pass, which permanently added activities to the game. This year will see events that last for three months and offer new rewards to chase, although at the end of that period, some of the activities will go away. For a time, the rewards will too. But we also acknowledge that part of playing Destiny is collecting all of the stuff, so in future seasons the weapons and Legendary armor associated with these seasonal activities will be added to other reward sites.
I alluded to some of this when we were Looking Back. The game continuing to grow forever isn’t something we can support. Destiny’s simulation, fidelity, and architecture fundamentally make it a big game. I’ve seen a lot of “game X does it, why can’t Destiny?” but the referenced games and ours have very different technical profiles.
Technical limitations aside, we also don’t think making a game that grows forever is Destiny’s path forward. It’s why the second component of the vision is a single, evolving world (to clarify, that single evolving world doesn’t mean there’s only one destination on the Director—that’s not where we’re heading!).
You were there with your friends, got the gear and weapons to remember it by, made the memories, and changed alongside Destiny.  
In late August, we’re going to talk more about the Annual Pass and how it’s continuing to evolve.
CLOSING TIME
If you’ve made it this far, thanks. I think I could probably write another 10,000 words about this game. This Fall is my ninth working on Destiny. And at times it’s felt way longer than nine years. There have been dark, dark days. For you. For us here, and certainly for me. But this year has been special—it’s been a lot of fun talking with you all and getting to try some different things (whether they are a stream where I turned up unshowered because my hot water went out the morning of [yep] or a Twitter promise that turned into way too many words [this]).
The Bungie team has worked incredibly hard, and we’re excited to get Shadowkeep onto your hard drives in October. Big thanks to them for their hard work and also for helping me put this together on a comically tight timeline. Many, many emails and work-related IMs were sent during the construction of this message.
Thanks for playing, reading, and being a part of this community.
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mrmichaelchadler · 6 years
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Red Dead Redemption 2 Weaves History of Western Genre into Gaming Masterpiece
The first note I took while playing Rockstar’s hugely-anticipated “Red Dead Redemption 2” was “I’m not sure this is supposed to be fun.” Of course, it eventually becomes quite fun but it’s telling that the game radically reshapes expectations of what that word means in its opening chapters. It’s an incredibly difficult game to play alongside anything else. Try jumping to it from “Call of Duty: Black Ops IV” or “Assassin’s Creed Odyssey,” the two other current hot games, and you’ll get whiplash at the change of pace, style, and tone. “RDR2” takes its time to develop characters, their world, and even the way you play games. In that sense, it’s one of the very few PS4 generation games to challenge the form in any way. With narrative roots that stretch from John Ford to David Milch, “Red Dead Redemption 2” owes a greater deal to other mediums than most modern games, but it’s the way it redefines its own medium that’s so breathtaking. It’s one of the best games of this generation.
A little history: “Red Dead Redemption” was released in 2010, a lifetime ago in the world of gaming, and yet it holds up today due to is landmark world creation and riveting storytelling. In that game, set in 1911, you play an outlaw named John Marston who is forced to help bring in his old gang after the government kidnaps his wife and child. In a truly brilliant narrative move, the sequel is actually a prequel, set 1899, in which you play Arthur Morgan, another member of the Marston gang when they were still together. The knowledge that the gang you’re running with—the men you call brothers—will all betray each other and fall apart adds a layer of poignancy to every positive development in “RDR2” that really enhances the overall mood of the game. In many ways, the narrative of this game is about the blunt nature of change—how it can smother those unprepared for it—and that theme extends all the way through the action of the previous game.
Back to that first note. The first thing you notice when you get to control Arthur is that he’s slow. The game opens in a snowy setting that feels like it’s meant to recall Quentin Tarantino’s “The Hateful Eight.” Your gang is hunkered down in a cabin in the snowy mountains and you need to find supplies. Everything feels like work. You have to loot enemies one by one. You move slower because of the heavy clothing you’re wearing in the conditions. Horses are slower going up the wintry mountains. Everything is incredibly deliberate. Most games open by dropping you into an action scene that’s going at a breakneck pace. “RDR2” does the opposite. It will eventually open up to fast-paced shoot-outs on galloping horses and speeding trains, but those opening scenes set an unmistakable tone—this is not your standard action game.
As the game progresses, your gang moves to warmer climates, and eventually to major cities, including one clearly modeled after New Orleans. The setting of this game is one of the most breathtaking in gaming history, maybe the most. The details of it are stunning, and the game even allows for something called “cinematic mode,” in which the screen becomes letterboxed as you travel from one place to another, playing out like a movie as much as a game. It enhances the sense that this is a game that owes a great deal to film. However, the experience of “Red Dead Redemption 2” reminded me more of episodic TV than film in that you drop in for an hour, push the plot forward with a mission or two, learn a little more about the supporting characters, and bounce out again. It clearly owes a great deal to “Deadwood” with its emphasis on a lawless landscape and muddy, brutal style. One of the first fistfights you get into will leave you covered in mud. And much of the style looks like “Deadwood.” I’m personally growing a glorious mustache (yes, you have to shave in this game, and feed your horse, and do all kinds of other things that most games take for granted).
While we’re on the “Deadwood” subject, fans of film Westerns will spot dozens of literal and tonal references. There’s a train robbery scene at night with your gang lit by the train light in the adjoining woods that practically owes Andrew Dominik’s “The Assassination of Jesse James by the Coward Robert Ford” an on-screen credit for this great scene shot by Roger Deakins. John Ford’s classic films, especially “Stagecoach” influence some of the tone, and its hard not to think of “McCabe & Mrs. Miller” in some of the small towns that look like they were just built, but the biggest auteur influence feels like Sam Peckinpah and the violent gang of “The Wild Bunch.” (Some have said Leone, and that’s lazy. Sure, DNA from Eastwood’s Man with No Name is in every Western anti-hero since, but there’s little tonal or stylistic similarity otherwise. This actually feels more like “Unforgiven” if you want to consider Eastwood's career.) It’s the kind of game that makes you want to do a Western marathon while you’re playing it. If you’re so inclined, do those four—“Assassination,” “McCabe,” “Wild Bunch,” and “Stagecoach”—and you’ll appreciate this game even more.
As someone who has been writing about games for over a decade now, I’m curious about how they intertwine with the other mediums I love and cover, but the thing that blows me away is when a game feels like it’s actually pushing its form to another level. Those games are rare. “Resident Evil 4,” “Bioshock,” “The Last of Us,” “Dark Souls.” “Red Dead Redemption 2” belongs on that list. Its willingness to be strange, slow, frustrating, unpredictable, and melancholy separate it from even great modern games that so often seek to meet gamer expectations instead of challenging them. So many developers see games as a product that works if it makes the gamer happy again in ways they’ve been made happy before. Rockstar seeks to build on the history of video games instead of just continuing it. And they’ve written another incredible chapter in it with “Red Dead Redemption 2.”
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