


<?xml version="1.0" encoding="utf-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
<title>DBO Forums - That sounds nuts!</title>
<link>https://destiny.bungie.org/forum/</link>
<description>Bungie.Org talks Destiny</description>
<language>en</language>
<item>
<title>That sounds nuts! (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Sounds like  hard mode requires a different strategy but honestly, it's not nuts when you can simply open your eyes and see what the platform is called based on who is standing on it. </p>
</blockquote></blockquote><blockquote><p><br />
Except that some of those scenarios require everyone to be able to quickly identify the platform, perhaps without looking, and others require you to identify the platform that does not have a person on it. It might be conspicuous by its absence, but you may not have direct line of sight to that platform, and depending on where you're standing you might see another nameplate in that general area.</p>
</blockquote><blockquote><blockquote><p>Doesn't take more than a round or two for everyone to get it. You play with the numbering system and then you play with a different group who has a different numbering system and confusion abounds.</p>
</blockquote></blockquote><blockquote><p><br />
I get what you're saying-- that it is possible to do it with names, but it requires more processing, and for me that encounter is hard enough and using names makes it harder unless you always play with the same group with the same composition. </p>
</blockquote><p>My raids have had lots of wipes--I play with the same group many times. :)</p>
<blockquote><p>As for the numbers, I don't think I ever ran into a group that used numbers that didn't use the same scheme-- #1 is the platform to the players' left as they enter the room, and #2 is the one on the right, counterclockwise from it... and so on. I have encountered several different naming schemes, but I think all the ones that were numbered were numbered in this way. I could be wrong.</p>
</blockquote><p>Well, that's how I'd number them if I were going to, so there's that.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102942</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102942</guid>
<pubDate>Wed, 13 Jan 2016 09:26:02 +0000</pubDate>
<category>Destiny</category><dc:creator>Kermit</dc:creator>
</item>
<item>
<title>But what if I didn&#039;t see Oryx slamming? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>When Oryx starts moving from the top of the level to slam, there is nothing left alive. Everyone is busy getting into position- but if you can't be bothered to notice whether he goes left or right in that 15-second stretch (when you're not doing ANYTHING more important, except maybe collecting ammo), you're not going to be much use in a hard-mode raid.</p>
<p>There's a minimum level of observation that's CRITICAL - and figuring out where he's slamming is really below that level.</p>
<p>There aren't really two ways about this one. :(</p>
</blockquote></blockquote><blockquote><p><br />
not to mention, after he slams, he just stays there. lol</p>
<p>If you are the runner, or doing a platform, then you should be paying attention to where he goes (no matter if you do numbers, or a set assigned platform) b/c you need to know where he went and what order the platforms need to be activated.  If you are a floater, then you need to know where he is so you can kill the ogres in order.</p>
<p>If you can't be bothered to know where Oryx is, then you are being a bad teammate and wasting everyone's time. Every part of that encounter relies on knowing what platform Oryx is at.</p>
</blockquote><p>Technically whoever is running the encounter, or the floater if nobody is, should be calling out what Oryx is doing-- which side he's going to, when he's slamming, etc-- to keep timing for everyone.</p>
<p>I still contend that's easier not only when you use numbers, but when the scheme is absolute, rather than relative.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102939</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102939</guid>
<pubDate>Wed, 13 Jan 2016 07:56:09 +0000</pubDate>
<category>Destiny</category><dc:creator>narcogen</dc:creator>
</item>
<item>
<title>That sounds nuts! (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Sounds like  hard mode requires a different strategy but honestly, it's not nuts when you can simply open your eyes and see what the platform is called based on who is standing on it. </p>
</blockquote><p>Except that some of those scenarios require everyone to be able to quickly identify the platform, perhaps without looking, and others require you to identify the platform that does not have a person on it. It might be conspicuous by its absence, but you may not have direct line of sight to that platform, and depending on where you're standing you might see another nameplate in that general area.</p>
<blockquote><p>Doesn't take more than a round or two for everyone to get it. You play with the numbering system and then you play with a different group who has a different numbering system and confusion abounds.</p>
</blockquote><p>I get what you're saying-- that it is possible to do it with names, but it requires more processing, and for me that encounter is hard enough and using names makes it harder unless you always play with the same group with the same composition. As for the numbers, I don't think I ever ran into a group that used numbers that didn't use the same scheme-- #1 is the platform to the players' left as they enter the room, and #2 is the one on the right, counterclockwise from it... and so on. I have encountered several different naming schemes, but I think all the ones that were numbered were numbered in this way. I could be wrong.</p>
<blockquote><p><br />
I don't do LFG so I guess I don't run into people who gave themselves unpronounceable names.</p>
</blockquote><p>Lucky you :)</p>
<p>On the other hand, it's those &quot;near Saturn/Far Saturn&quot; people that really drive me up a wall.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102938</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102938</guid>
<pubDate>Wed, 13 Jan 2016 07:53:50 +0000</pubDate>
<category>Destiny</category><dc:creator>narcogen</dc:creator>
</item>
<item>
<title>^ BAM! (reply)</title>
<content:encoded><![CDATA[<blockquote><p>The only time it's important is during the sisters, right, when someone else has to take so-and-so's platform.</p>
</blockquote><p>This.  During the Oryx fight it doesn't really matter that much, the 4th platformer just needs to know they're now on float duty.</p>
<p>Anyway, having done it both ways w/ many of the PS4 crew, either way works just fine.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102907</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102907</guid>
<pubDate>Wed, 13 Jan 2016 02:20:06 +0000</pubDate>
<category>Destiny</category><dc:creator>dogcow</dc:creator>
</item>
<item>
<title>That sounds nuts! (reply)</title>
<content:encoded><![CDATA[<p>I think there's a basic misunderstanding here. If we're talking about numbering based on where Oryx starts, I don't have a problem with that, although I haven't played with a group that used that (or perhaps needed to, not having played on hard). I've not done the raid dozens of times, but I can see who's on what (again, just by looking), and the clearest description for me has always been Funkmon's platform (or whoever's). The only time it's important (for normal) is during the sisters, right, when someone else has to take so-and-so's platform. I have played with groups that have different static numbering schemes and someone always seems to get confused. (Maybe just me.)</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102886</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102886</guid>
<pubDate>Wed, 13 Jan 2016 01:05:05 +0000</pubDate>
<category>Destiny</category><dc:creator>Kermit</dc:creator>
</item>
<item>
<title>Here&#039;s a diagram of the Oryx hard mode fight. *IMG* (reply)</title>
<content:encoded><![CDATA[<p>This is good, because we might have to have this discussion in my raid tomorrow :-)</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102885</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102885</guid>
<pubDate>Wed, 13 Jan 2016 00:55:27 +0000</pubDate>
<category>Destiny</category><dc:creator>MacAddictXIV</dc:creator>
</item>
<item>
<title>Here&#039;s a diagram of the Oryx hard mode fight. *IMG* (reply)</title>
<content:encoded><![CDATA[<p>Yes, I agree. In my last couple sentences, I went with that. It doesn't seem that relevant though, since well practiced groups aren't having this kind of a discussion. :P</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102884</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102884</guid>
<pubDate>Wed, 13 Jan 2016 00:54:24 +0000</pubDate>
<category>Destiny</category><dc:creator>Funkmon</dc:creator>
</item>
<item>
<title>Here&#039;s a diagram of the Oryx hard mode fight. *IMG* (reply)</title>
<content:encoded><![CDATA[<p>As someone who has done it with rotating numbers and with static pillar numbers multiple times each, I'm not sure one is &quot;better&quot; than the other.  I will say that the rotating numbers strategy allows for less people to know the fight less well and just do their jobs.  Rotating who is the floater isn't a huge deal if everyone knows what to do there.</p>
<p>But that's the thing, if people are new (or don't care), then teaching them 1 role is easier than teaching them the whole fight to comprehension levels.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102883</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102883</guid>
<pubDate>Wed, 13 Jan 2016 00:42:26 +0000</pubDate>
<category>Destiny</category><dc:creator>slycrel</dc:creator>
</item>
<item>
<title>K1 spawns either on 2 or 4?! (reply)</title>
<content:encoded><![CDATA[<p>Boy, no wonder I was confused as hell</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102881</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102881</guid>
<pubDate>Wed, 13 Jan 2016 00:25:24 +0000</pubDate>
<category>Destiny</category><dc:creator>ZackDark</dc:creator>
</item>
<item>
<title>Here&#039;s a diagram of the Oryx hard mode fight. *IMG* (reply)</title>
<content:encoded><![CDATA[<p><img src="http://www.reactiongifs.us/wp-content/uploads/2014/11/argue_with_that_blazing_saddles.gif" alt="[image]" /></p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102880</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102880</guid>
<pubDate>Wed, 13 Jan 2016 00:14:07 +0000</pubDate>
<category>Destiny</category><dc:creator>Schedonnardus</dc:creator>
</item>
<item>
<title>Here&#039;s a diagram of the Oryx hard mode fight. *IMG* (reply)</title>
<content:encoded><![CDATA[<p><img src="http://i.imgur.com/Rxq8brf.jpg?2" alt="[image]" /></p>
<p>These diagrams show how different the fight gets and how tight the timing is during the Oryx fight.</p>
<p>Oryx slams on 1. Runner and guy 1 gets up. Runner goes on the platforms at 1 and runs around counter clockwise. Guy 2 gets up. Ogre 1 (O1) spawns. Guy 3 gets up. Knight 1 (K1) spawns. Ogre 2 spawns. Knight 2 spawns. Nobody is on 4.</p>
<p><strong>20 seconds has passed.</strong></p>
<p>Runner has relic. Ogre 3 spawns. Runner starts running towards where the ship will be. Positions 1 and 2 run away to the middle. Knight 3 spawns. Ogre 4 spawns. Runner has taken shield from vessel of Oryx. 3 abandons his post.</p>
<p><strong>40 seconds has passed.</strong></p>
<p>Knight 4 spawns. Oryx slams his fist. People are still killing Vessel. Vessel dies.<br />
<strong><br />
50 seconds has passed.</strong></p>
<p>Everyone shoots at Oryx.</p>
<p>--------------------</p>
<p>Everyone has to, within about 15 seconds, be at the exact correct spot, know exactly where their knight and ogre are, know how long it will be until the Vessel is dunked on (if early, you don't have to avoid the axion darts, if late, you do), know exactly where to turn and shoot exactly right after the vessel dies, and where the bombs are. Virtually all of this is 100% dependent on where Oryx slams his fist. If you don't know where Oryx is, you will almost certainly cause a wipe.</p>
<p>Furthermore, those two guys Floaters (F) 1&amp;2, know exactly where the ogres are, how to kill them, and what to do. Imagine if, within the first 15 seconds, we have to swap floaters, have a guy move to a platform, and immediately be right in the mental zone for a job that requires to the second timing and nigh perfect execution by the whole team. That's what would happen if we assigned people to the same platforms, which I know you're not advocating, but I know some do.</p>
<p>However, that layer of geography, spawn side left, Saturn right, etc, forces people to think, since job 1, 2, and 3 are different. &quot;So spawn left, that's 3, right?&quot; They lose a second and it can fuck the team.</p>
<p>Now, on a practiced group, I don't imagine this is actually a huge issue. I personally like the assigned spot names better, but since the job changes based on position, it's just far more practical to not add that extra layer of info.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102873</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102873</guid>
<pubDate>Tue, 12 Jan 2016 23:38:45 +0000</pubDate>
<category>Destiny</category><dc:creator>Funkmon</dc:creator>
</item>
<item>
<title>But what if I didn&#039;t see Oryx slamming? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>If you can't be bothered to know where Oryx is, then you are being a bad teammate and wasting everyone's time. Every part of that encounter relies on knowing what platform Oryx is at.</p>
</blockquote><p>Well, then I clearly need to play a LOT more of it. I still have no idea how Oryx influences most of the spawns...</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102868</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102868</guid>
<pubDate>Tue, 12 Jan 2016 23:02:35 +0000</pubDate>
<category>Destiny</category><dc:creator>ZackDark</dc:creator>
</item>
<item>
<title>But what if I didn&#039;t see Oryx slamming? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>When Oryx starts moving from the top of the level to slam, there is nothing left alive. Everyone is busy getting into position- but if you can't be bothered to notice whether he goes left or right in that 15-second stretch (when you're not doing ANYTHING more important, except maybe collecting ammo), you're not going to be much use in a hard-mode raid.</p>
<p>There's a minimum level of observation that's CRITICAL - and figuring out where he's slamming is really below that level.</p>
<p>There aren't really two ways about this one. :(</p>
</blockquote><p>not to mention, after he slams, he just stays there. lol</p>
<p>If you are the runner, or doing a platform, then you should be paying attention to where he goes (no matter if you do numbers, or a set assigned platform) b/c you need to know where he went and what order the platforms need to be activated.  If you are a floater, then you need to know where he is so you can kill the ogres in order.</p>
<p>If you can't be bothered to know where Oryx is, then you are being a bad teammate and wasting everyone's time. Every part of that encounter relies on knowing what platform Oryx is at.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102867</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102867</guid>
<pubDate>Tue, 12 Jan 2016 22:22:14 +0000</pubDate>
<category>Destiny</category><dc:creator>Schedonnardus</dc:creator>
</item>
<item>
<title>But what if I didn&#039;t see Oryx slamming? (reply)</title>
<content:encoded><![CDATA[<p>When Oryx starts moving from the top of the level to slam, there is nothing left alive. Everyone is busy getting into position- but if you can't be bothered to notice whether he goes left or right in that 15-second stretch (when you're not doing ANYTHING more important, except maybe collecting ammo), you're not going to be much use in a hard-mode raid.</p>
<p>There's a minimum level of observation that's CRITICAL - and figuring out where he's slamming is really below that level.</p>
<p>There aren't really two ways about this one. :(</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102864</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102864</guid>
<pubDate>Tue, 12 Jan 2016 22:14:35 +0000</pubDate>
<category>Destiny</category><dc:creator>Claude Errera</dc:creator>
</item>
<item>
<title>But what if I didn&#039;t see Oryx slamming? (reply)</title>
<content:encoded><![CDATA[<p>Geometry-based call-outs are better, imho. The trick is settling with a reference.</p>
<p>However, just like Right/Left;Jungle/Desert;&quot;Venus&quot;/&quot;Mars&quot;, it takes very little time to get used to a new call-out. Oryx just happens to be a little tighter on timing.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102854</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102854</guid>
<pubDate>Tue, 12 Jan 2016 21:23:34 +0000</pubDate>
<category>Destiny</category><dc:creator>ZackDark</dc:creator>
</item>
<item>
<title>That sounds nuts! (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Sounds like  hard mode requires a different strategy but honestly, it's not nuts when you can simply open your eyes and see what the platform is called based on who is standing on it. Doesn't take more than a round or two for everyone to get it. You play with the numbering system and then you play with a different group who has a different numbering system and confusion abounds.</p>
<p>I don't do LFG so I guess I don't run into people who gave themselves unpronounceable names.</p>
</blockquote><p>why waste a few rounds learning where everyone is? the numbers don't lie. Oryx always slams on 1 (no matter what platform it is). You number counter clockwise from there.  Too many people argue about where front/back or left/right is. Numbering counter-clockwise from Oryx is the simplest way.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102847</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102847</guid>
<pubDate>Tue, 12 Jan 2016 21:00:13 +0000</pubDate>
<category>Destiny</category><dc:creator>Schedonnardus</dc:creator>
</item>
<item>
<title>That sounds nuts! (reply)</title>
<content:encoded><![CDATA[<p>Sounds like  hard mode requires a different strategy but honestly, it's not nuts when you can simply open your eyes and see what the platform is called based on who is standing on it. Doesn't take more than a round or two for everyone to get it. You play with the numbering system and then you play with a different group who has a different numbering system and confusion abounds.</p>
<p>I don't do LFG so I guess I don't run into people who gave themselves unpronounceable names.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102833</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102833</guid>
<pubDate>Tue, 12 Jan 2016 11:30:00 +0000</pubDate>
<category>Destiny</category><dc:creator>Kermit</dc:creator>
</item>
<item>
<title>Yes, this is a common hard mode strategy. (reply)</title>
<content:encoded><![CDATA[<p>On easy mode, I much much much prefer calling out platforms from the beginning and sticking with them. On hard mode, it takes so much work to damage the ogres, and each position has another job, there has to be two guys off platforms in the middle damaging ogres.</p>
<p>For those new to hard mode, this makes sense because just about every job on hard mode is difficult. The platformers have to snipe knights in reverse of the ogres, and do it quick. The ogres need to be downed at the same time, and as simple as it sounds, it isn't. Specialization on the task is pretty much necessary. Having one guy on each platform, then swapping the fourth guy into the middle makes it an exceptionally complicated run.</p>
<p>Otherwise, you're right. Names or designations. On sisters, I always get dibs on spawn side right, and I always note where others are so I can replace them if they get stuck as runner. It's just not an option for hard mode Oryx.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102832</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102832</guid>
<pubDate>Tue, 12 Jan 2016 11:16:46 +0000</pubDate>
<category>Destiny</category><dc:creator>Funkmon</dc:creator>
</item>
<item>
<title>Don&#039;t worry, I am as lost as you are (reply)</title>
<content:encoded><![CDATA[<p>I'm with you.  That's how we did it on our first raid, and worked well.  Maybe our group was just weird.  I think someone suggested a numbering system, but we kept reverting to just saying our names.  We did it enough times without switching positions that it amounted to the same thing though, really.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102831</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102831</guid>
<pubDate>Tue, 12 Jan 2016 10:57:45 +0000</pubDate>
<category>Destiny</category><dc:creator>cheapLEY</dc:creator>
</item>
<item>
<title>That sounds nuts! (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>I much prefer everyone picking a platform and then referring to it using the person's name. Any numbering system confuses someone.</p>
</blockquote></blockquote><blockquote><p><br />
To me that is... insane. That means each platform gets a new name every time a player switches platforms, or each time you play with a different group, or when a player dies and a floater needs to take over the platform.</p>
<p>Just about every group I've played with that uses a number system uses the same one, and as long as somebody points it out before the start, it's much easier to call out numbers than names. You're only dealing with 1-4 for platforms. You can call out where Oryx is heading (Oryx is going to two&quot;), players can call out their numbers to indicate they're on the platform (&quot;two is on&quot;) they can let everybody know where someone has died (&quot;dead on two&quot;) and the sherpa can call out that the floater needs to cover a platform (&quot;floater to platform two&quot;).</p>
<p>How the naming works with an LFG group and players with unpronounceable names I can't imagine.</p>
</blockquote><p>I prefer having an absolute description when talking about specific platforms, and a relative one when saying &quot;two is on&quot;, since the order changes depending on the starting platform.</p>
<p>L1, L2, R1, R2</p>
<p>1 is closest to where Oryx spawns. Very easy to identify.</p>
]]></content:encoded>
<link>https://destiny.bungie.org/forum/index.php?id=102829</link>
<guid>https://destiny.bungie.org/forum/index.php?id=102829</guid>
<pubDate>Tue, 12 Jan 2016 10:43:16 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
</item>
</channel>
</rss>
