http://www.pcgamer.com/watch-how-des...gh-framerates/
Lawl. Was wondering why I would occasionally get killed by those jumps the few times I ran the event, at least this provides some semblance of an explanation.
http://www.pcgamer.com/watch-how-des...gh-framerates/
Lawl. Was wondering why I would occasionally get killed by those jumps the few times I ran the event, at least this provides some semblance of an explanation.
Just got this for PS4 for 25 bucks. Without season pass though but still was a nice find.
http://steamcommunity.com/id/razaelsilva
EU PSN ID: Raazael
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Dunno. Elsewhere they don't seem to be, but I have died a few times randomly while jumping, but on Mercury it seems more prevalent. Not sure if it's just an issue with the jump pads there or what, but I've kinda largely been avoiding Mercury altogether. Between having only one (that I've seen) public event and seemingly being by far the smallest actual planetary zone, not to mention the rather bland visual design/color scheme, I'd rather get any milestone progress done on pretty much literally any other planet : /
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I know you can't respond, but it was fairly clear he was addressing Lens.
Hence the mind-reading comment. I haven't really followed your squabbling before this and it seems like Lens was a pretty clear topic of discussion. Addressing one point, is not addressing all points. Just something to think on while you're in time-out I guess. It wasn't even your mistake, I have no idea why you wanted to die on that hill, but die you certainly did. God speed soldier.
I thought Masterwork were legendaries just juiced up.
Hahaha that's sooooooooo bad Bungie. That wording makes it sound like it never got play-tested. If true (doubt it), that does seem to er on the side of incompetent. At least we know it wasn't deliberate (for it to be intended they had to know about it), just poorly implemented. Shame on Bungo.
I literally died on these 8/10. I was the only one everytime too, it was so confusing.
Last edited by RapBreon; 2017-12-12 at 04:36 AM. Reason: Clarity!
Because the light level is a gating mechanism, primarily. It isn't about making the mobs hit the players harder or have more health. The original Normal-difficulty Raid required a 260 Light Level, and would downscale you to 280 if you were higher (IIRC). The mobs were also 260+, with Calus I think capping at 280. The idea is to keep players in the range where the mobs pose a threat, but allow some power creep, to make it easier if you have better gear, but only to a point.
The Prestige raid raises that 260 to 300. That isn't the difficulty increase directly, it just requires you to gear up to offset it. The difficulty increase comes from the changed mechanics, the changes to revive tokens, etc.
The stated goal they had was to keep Prestige as endgame content, meaning it would always be at the highest light levels, and thus would always require you to have the next expansion. That's really not much different from other MMOs, in terms of design principles. That it was tied to some achievements and quests is what really threw a wrench into things, which is why they've agreed they did wrong and are amending it. But they stated that their long-term goal is to add in a third difficulty, so we'll basically end up with "retro prestige" which is the old light level it launched with, and "true prestige", which will basically be like it worked up until now, only available to those with the newest expansion, even if it includes older content. Achievements and quests will all be tied to the "retro" version, though, I would presume.
I dont get scaling in this game. Time to kill didnt change for me from power lvl 20 to power lvl 310. Rocket launcher deal exactly the same dmg it do.
Also, sometimes my dmg goes up for no reason - instead of dealing 40 dmg per shot i suddently deal 80-90. Time to kill still dont change at all.
I rememeber this because basic Cabal grunts still take 2 headshots to get killed from scout rifle. At 20 light lvl and at 300 light level. Or power. Whatever.
Can somebody explain this?
Kind of. after december 12th they will drop as just a new rarity but you can break them down for a material kind of like the mats from the dark below in D1 to infuse into legendaries to boost them up.
Which could just mean find a masterwork, break it down, infuse into nameless midnight and you have the best scout rifle still and thats that which doesnt seem to suggest much more longevity beyond chasing the perfect rolls on them and even that is far less random than destiny 1's "please have firefly, please have firefly" level stuff.
Because actual level doesn't do much. All that matters if your level relative to the enemy.
Take this theoretical example
Your level = mob level. scout rifle kills in 2 headshots.
Your level is a little lower then mob level. scout rifle kills in 3.
Your level is a lot lower. scout rifle kills in 10.
Your level is higher. scout rifle kills in 1.
Since the world is scaled to your power level you always kill in 2.
When you enter a place with fixed level (like the raid at 260-280) you can notice a difference (until you get above 280 because your downscaled then).
This means that you, the player, never actually get more powerful. Power level is a completely artificial number that merely locks you out of some content, entering a raid at 200 (if its even possible) would simply mean you do almost no damage and get 1 shot by everyone.
It ignores such insignificant forces as time, entropy, and death
We could do with additional modifiers for the variety of weapons. Someyhing that needednt be exotic exclusive
So i know it could just be me but has anyone else noticed grenade launchers seem very rare? Including blues i think i've gotten 10 total since launch. Only noticed when i wanted to infuse the exotic one.
RIP Genn Greymane, Permabanned on 8.22.18
Your name will carry on through generations, and will never be forgotten.
To be honest, I'm not even sure why this game has a traditional leveling system. Light level supersedes it in all ways. Could just put extra ability points behind 'light milestones'. I guess for the Engram system?
To maintain the 'illusion' of growing stronger. No different from most modern MMO-esque game though. Absolute number going up but relative number remaining somewhat steady is a good way into convincing players they're growing in strength.
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No I get too many T.T
I get that in a PvP environment for the sake of fair play. But it bothers me that in PvE an enemy that took 5 shots to kill at Power Level 100 still takes 5 shots to kill at Power Level 300. Destiny 2 completely took away the 'getting stronger' element of leveling and increasing your weapon strength.
RIP Genn Greymane, Permabanned on 8.22.18
Your name will carry on through generations, and will never be forgotten.
Great, 7 hour + maintenance just as i start the game on my day off. Sigh.
http://steamcommunity.com/id/razaelsilva
EU PSN ID: Raazael
It ignores such insignificant forces as time, entropy, and death
You've got two basic options;
The first is that enemies don't scale, and as you level up, your power grows, and earlier content becomes trivialized. This means that 95% of your time, or more, is exclusively spent in the last "zone" you reach, and all the other content is ignored and irrelevant; it's leveling trash that doesn't matter.
The second, which Destiny 2 uses, is that the enemies scale, so content is always relevant and challenging, even when you return to an earlier zone. Leveling up is more about unlocking content than increasing power linearly.
Frankly, I much prefer the latter system.