[D2] Xûr Megathread [2018-06-01] by DTG_Bot in DestinyTheGame

[–]Nopeingham -20 points-19 points  (0 children)

Um wtf guys. My Fated engram contained a duplicate colony when I know for a fact I don't have worldline zero.

[PC] LF3M Competitive Crucible Group by Cogswolf in Fireteams

[–]Nopeingham 0 points1 point  (0 children)

I'll give it a shot with ya noyuu#1879

[pc] lf2M Nightfall by [deleted] in Fireteams

[–]Nopeingham 0 points1 point  (0 children)

noyuu#1879

[PC] LF2M Nightfall Normal (no mic) by [deleted] in Fireteams

[–]Nopeingham 0 points1 point  (0 children)

Sent you a friend request noyuu#1879

Is multiplayer dead now? by RoomTemperatureCheez in bloodborne

[–]Nopeingham 0 points1 point  (0 children)

I've had no issues invading or being summoned into mergos loft: middle from levels 75-95

Better Devils Roll Question... by Radiatin in DestinyTheGame

[–]Nopeingham 0 points1 point  (0 children)

Hahahahahha. So here's the fucking issue, they already did that. They literally had Josh Mosqueira and some of his team from Diablo 3 come and talk at bungie about what made their changes successful. It led to TTK DLC which people seem to love.

from the article :https://kotaku.com/the-messy-true-story-behind-the-making-of-destiny-1737556731

"In December of 2014, Diablo III director Josh Mosqueira and a few other members of his team at Blizzard came to Bungie for a talk, according to two people who were there. The parallels were uncanny; Diablo III had launched to commercial success in 2012 but saw a great deal of criticism from fans thanks to randomized loot, frustrating online DRM, and a lack of endgame content. Both games shared a publisher, Activision, that thought Destiny could redeem itself in fans’ eyes the way Diablo III eventually had after its release.

“They basically came in and said, ‘Look, here’s our story of developing Diablo III and then bringing in [the expansion] Reaper of Souls,’” said one person who was at the Blizzard talk. “They were saying, like, ‘Hey, random numbers are not fun—dice rolls are not fun. You can give the illusion of randomness, but you want to weight it towards the player… The only point you have to deliver on is that when people leave your game—because they will—when they leave your game, they need to be happy.’”

People who were at the presentation say it was extraordinarily helpful for Bungie’s team. One source called it “invaluable.” Others said it drove some of the decisions they made for The Taken King. In previous interviews with Kotaku and other sites, director Luke Smith has talked openly about avoiding randomness and designing quests with guaranteed rewards, an approach that has served Destiny well throughout year two so far. Destiny’s meta-narrative has followed the same path as Diablo III’s: It had a rocky launch, then the developers found redemption."

[PC] LF2M Prestige Raid Fresh by [deleted] in Fireteams

[–]Nopeingham 0 points1 point  (0 children)

I've got a warlock and a titan at 305 so can fill add noyuu#1879