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<title>DBO Forums - Cross platform issues?</title>
<link>https://destiny.bungie.org/forum/</link>
<description>Bungie.Org talks Destiny</description>
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<title>Cross platform issues? (reply)</title>
<content:encoded><![CDATA[<p>Right, but where Halo had two different networking models I kinda have a suspicion that Destiny only has one. </p>
<p>In Halo having the host drop or having host status swapped to a different player in a multiplayer game was somewhat frequent. You would get hit with the black screen and scoreboard, basically a way to pause a game world filled with humans the system has no control over while a new host was being worked out. That doesn't really happen in the Crucible. At worst, a few players can't respawn for a few seconds, probably while their games are reconnecting after someone joins or drops, but other players keep playing just fine. If it were the old Halo model both the players waiting to respawn and the players who were still alive would see some kind of massive disruption but I've seen the other team stuck not respawning while I'm free to smoothly run around and shoot which ever enemy Guardians are left... </p>
<p>It kinda makes sense. Destiny is always matchmaking in the background unless you're playing a mode where matchmaking is disabled. And which mode is that? Even Nightfall Strikes and the Vault of Glass matchmake people into the open world until you get to a instanced off area. My guess is that a Crucible match isn't so different than Patrol behind the scenes. In both cases I think Bungie's servers are acting as the host instead of any individual player. So, if I'm right, and if this new network model affected the ability to do saved replays in single player it would have the same effect on multiplayer.</p>
<p>Or who knows? It might not be the networking at all and instead be limitations of RAM or CPU or development time. I just think it's a fascinating thing to speculate about. :)</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56347</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56347</guid>
<pubDate>Tue, 10 Feb 2015 20:54:06 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>Cross platform issues? (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>I also wonder if the fact that next gen consoles record so easily made Bungie feel filmmaking/theater modes weren't a priority?</p>
</blockquote></blockquote><blockquote><p><br />
I'd think so. I also wouldn't be surprised if Bungie wanted to keep exact feature parity between all four version of Destiny and the older consoles (especially the RAM starved PS3) couldn't handle it. They are, after all, displaying decently more complex graphics and shadows than we had in Reach <br />
while also doing constant background matchmaking all on the same old hardware. Perhaps something had to give? </p>
<p>Perhaps the significant work Bungie also did to advance beyond Halo 3's &quot;grind to a halt&quot; co-op networking model has something to do with it too? If I understand it correctly, Halo 3 / ODST / Reach would slow down and even outright pause the entire game world until every player was completely in sync. Destiny never pauses the game world. Instead it seems to try and get players back in sync when it can while keeping gameplay smooth when it can't. This sometimes causes enemies to blip backwards in time or to die and undie and die again as Destiny works out all your fireteam's inputs. Maybe that harder to write down in a coherent, theater-mode-able state?</p>
</blockquote><p>That only happened with enemy AI. In non-firefight matchmaking that never happened. I think the main reason we can't review clips is that the main story modes / patrol modes are all run mainly on the destiny servers somewhere instead of on our consoles.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56329</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56329</guid>
<pubDate>Tue, 10 Feb 2015 19:13:34 +0000</pubDate>
<category>Destiny</category><dc:creator>Blackt1g3r</dc:creator>
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<title>Cross platform issues? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I also wonder if the fact that next gen consoles record so easily made Bungie feel filmmaking/theater modes weren't a priority?</p>
</blockquote><p>I'd think so. I also wouldn't be surprised if Bungie wanted to keep exact feature parity between all four version of Destiny and the older consoles (especially the RAM starved PS3) couldn't handle it. They are, after all, displaying decently more complex graphics and shadows than we had in Reach <br />
while also doing constant background matchmaking all on the same old hardware. Perhaps something had to give? </p>
<p>Perhaps the significant work Bungie also did to advance beyond Halo 3's &quot;grind to a halt&quot; co-op networking model has something to do with it too? If I understand it correctly, Halo 3 / ODST / Reach would slow down and even outright pause the entire game world until every player was completely in sync. Destiny never pauses the game world. Instead it seems to try and get players back in sync when it can while keeping gameplay smooth when it can't. This sometimes causes enemies to blip backwards in time or to die and undie and die again as Destiny works out all your fireteam's inputs. Maybe that harder to write down in a coherent, theater-mode-able state?</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56319</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56319</guid>
<pubDate>Tue, 10 Feb 2015 18:44:02 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>Cross platform issues? (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Custom matches allow you to get so much more information back to the devs.</p>
<p>Of note:  Titanfall delayed custom matches for a very long time as well - I wonder if the new &quot;cloud server&quot; architecture of XBL makes it harder to do?</p>
</blockquote><p>Maybe XBL and PSN don't play by the same rules, which creates issues there? Cross generation platforms is probably wrapped up in this.</p>
<p>I also wonder if the fact that next gen consoles record so easily made Bungie feel filmmaking/theater modes weren't a priority?</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56309</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56309</guid>
<pubDate>Tue, 10 Feb 2015 17:58:33 +0000</pubDate>
<category>Destiny</category><dc:creator>iconicbanana</dc:creator>
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<title>I have no idea (reply)</title>
<content:encoded><![CDATA[<p>Custom matches allow you to get so much more information back to the devs.</p>
<p>Of note:  Titanfall delayed custom matches for a very long time as well - I wonder if the new &quot;cloud server&quot; architecture of XBL makes it harder to do?</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56308</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56308</guid>
<pubDate>Tue, 10 Feb 2015 17:56:17 +0000</pubDate>
<category>Destiny</category><dc:creator>Kahzgul</dc:creator>
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<title>Question for the coder types regarding custom games. (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>I suspect Bungie took a look at custom game statistics, saw that the number of custom games was dwarfed by matchmaking games, and allocated their resources accordingly.  Custom games require quite a bit of additional UI work (for the full suite of options we would expect from a Bungie game) and a lot of it must rarely get used.  </p>
</blockquote></blockquote><blockquote><p><br />
That's not it. About 10% of players have finished the Vault of glass, assuming Bungie's figure of 1.2 million players finishing it, and sales of 16 million. Yet Bungie put a lot of resources into the raid. I imagine Crota hard mode has even fewer finishing it.</p>
<p>So Bungie has no problem with putting in awesome things that most people don't play.</p>
</blockquote><p>My guess, as someone who generally didn't like custom Halo games, would be that low utilization did play at least some significant part in their not returning in Bungie's next franchise.</p>
<p>There were around <a href="https://dl.dropboxusercontent.com/u/293710/DBO/halo_mulitplayer_stats.jpg">3.9 billion</a> games of Reach played as of 2012. How many custom games do you think were played during that time? Keep in mind that 10% would put the number of Reach only custom games close to the total number of Firefight games ever played across both ODST and Reach... the latter of which had Firefight matchmaking. (390 million vs 350 million). </p>
<p>Most people don't finish games at all (<a href="http://www.forbes.com/sites/insertcoin/2013/09/20/what-percentage-of-players-will-actually-finish-gta-5/">reports</a> put the range anywhere from 50% to 90% NOT completing campaigns) so putting resources into a mode that a full 10% of your population finished within a few months even though it takes substantially more time and effort than any of your other content... not to mention the grind to get there... That seems pretty good to me!</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56273</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56273</guid>
<pubDate>Tue, 10 Feb 2015 03:34:26 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>Question for the coder types regarding custom games. (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>Sometime before release Bungie said something like: <em>custom games are not a shipping feature but Destiny is meant to be a back and forth between the developer and the players and if there's enough demand...</em></p>
<p>So yeah, it wasn't a priority, but I don't think it's out of the ballpark.</p>
</blockquote></blockquote><blockquote><p><br />
Unfortunately this now seems to be what game developers say when they have cut a feature that a minority of users are passionate about (see 343 and Halo 4 campaign films).  I suspect Bungie took a look at custom game statistics, saw that the number of custom games was dwarfed by matchmaking games, and allocated their resources accordingly.  Custom games require quite a bit of additional UI work (for the full suite of options we would expect from a Bungie game) and a lot of it must rarely get used.  </p>
</blockquote><p>It's unfortunate we don't have custom games, but I don't think that's an unfortunate explanation for them, or anyone, to give - I think it aligns with your theory exactly, actually, and I don't see where it's wrong for a studio to focus on their main objectives, new experiments (fully-online, Raids, etc.) or what people play most. :)</p>
<p>I also think since Destiny was a pretty different beast than Halo, so they also wouldn't be able to know how much those past statistics would apply to their current project.</p>
<p>But Destiny is still the first foray into this series. I could see lots of features added in sequels, just like Halo did for a decade. :)</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56271</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56271</guid>
<pubDate>Tue, 10 Feb 2015 03:09:35 +0000</pubDate>
<category>Destiny</category><dc:creator>Leviathan</dc:creator>
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<title>Question for the coder types regarding custom games. (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I suspect Bungie took a look at custom game statistics, saw that the number of custom games was dwarfed by matchmaking games, and allocated their resources accordingly.  Custom games require quite a bit of additional UI work (for the full suite of options we would expect from a Bungie game) and a lot of it must rarely get used.  </p>
</blockquote><p>That's not it. About 10% of players have finished the Vault of glass, assuming Bungie's figure of 1.2 million players finishing it, and sales of 16 million. Yet Bungie put a lot of resources into the raid. I imagine Crota hard mode has even fewer finishing it.</p>
<p>So Bungie has no problem with putting in awesome things that most people don't play.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56268</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56268</guid>
<pubDate>Tue, 10 Feb 2015 02:36:17 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>Question for the coder types regarding custom games. (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Sometime before release Bungie said something like: <em>custom games are not a shipping feature but Destiny is meant to be a back and forth between the developer and the players and if there's enough demand...</em></p>
<p>So yeah, it wasn't a priority, but I don't think it's out of the ballpark.</p>
</blockquote><p>Unfortunately this now seems to be what game developers say when they have cut a feature that a minority of users are passionate about (see 343 and Halo 4 campaign films).  I suspect Bungie took a look at custom game statistics, saw that the number of custom games was dwarfed by matchmaking games, and allocated their resources accordingly.  Custom games require quite a bit of additional UI work (for the full suite of options we would expect from a Bungie game) and a lot of it must rarely get used.  </p>
<p>That being said, it sure would be nice to have them.  Matchmaking is fun, but custom game nights were/are a blast.  However, what I might like to see even more is some new innovative gametypes.  How about implementing a &quot;Hold the Relic&quot; gametype?</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56261</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56261</guid>
<pubDate>Tue, 10 Feb 2015 00:24:22 +0000</pubDate>
<category>Destiny</category><dc:creator>squidnh3</dc:creator>
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<title>Server Load (reply)</title>
<content:encoded><![CDATA[<blockquote><p>That is a good question. I think it may have to do with consumer expectations and the idea that Bungie wants to have features live up to their legacy when they roll them out. Rather than release halo 1.5 with matchmaking, they put their energy into Halo 2. My gut says that they want to add the feature, but they want to do it in such <strong>a way that it will work with all of the crazy permutations people would want from bungie's custom menus.</strong> I think it was too much for them this time around and they're still figuring out a way to make it work smoothly.</p>
</blockquote><p>I could see that being a real issue with server load, depending on how their servers are maintained.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56258</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56258</guid>
<pubDate>Mon, 09 Feb 2015 23:55:45 +0000</pubDate>
<category>Destiny</category><dc:creator>iconicbanana</dc:creator>
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<title>Continuity (reply)</title>
<content:encoded><![CDATA[<p>It seems that this might be trivial, but it came to my mind as something they may have considered...</p>
<p>Part of the fun of custom games in Halo was creating unique gametypes with special characteristics. Halo was a game that had default weapons. Master Chief could pick up any weapon and use it as a disposable tool. You could customize your loadout in Reach, but that was still from a list of default weapons. A shotgun was a shotgun was a shotgun.  You could make a shotty-sniper gametype.  Petetheduck would make amazing metagames off of that level of choice.</p>
<p>People have come to expect that from Bungie's custom menus. </p>
<p>With Destiny however, they have stated that they want you to have a relationship with your guns.  You can customize them so that they feel right for you. If you were loaded into a game with a crappy pulse rifle using perks you hate, that would be off-putting. They have talked about giving users a continuous experience and this runs against that. </p>
<p>Now, I know what you're saying:&quot;Why don't they just let you keep your guns but still allow custom matchmaking?&quot;</p>
<p>That is a good question. I think it may have to do with consumer expectations and the idea that Bungie wants to have features live up to their legacy when they roll them out. Rather than release halo 1.5 with matchmaking, they put their energy into Halo 2. My gut says that they want to add the feature, but they want to do it in such a way that it will work with all of the crazy permutations people would want from bungie's custom menus. I think it was too much for them this time around and they're still figuring out a way to make it work smoothly.</p>
<p>I could be totally wrong about this, but my sense is that this is probably one of the hurdles.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56252</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56252</guid>
<pubDate>Mon, 09 Feb 2015 23:23:47 +0000</pubDate>
<category>Destiny</category><dc:creator>ckamp</dc:creator>
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<title>Question for the coder types regarding custom games. (reply)</title>
<content:encoded><![CDATA[<blockquote><p>So if you're super interested in all this coding stuff, I'm curious what you might think the issue would be with custom matchmaking for crucible: specifically, if it's more a coding issue or a philosophy issue. Could it be implemented easily? Is it more likely that Bungie doesn't want custom matchmaking? Talk amongst yourselves.</p>
</blockquote><p>It's entirely possible that game mechanics like supers and heavy ammo drops completely break any gametype that is not slayer. Notice how every single game type in destiny is basically slayer. Even salvage nets you points when you kill, and you can very well win without taking a single relic as they don't give you that many points.</p>
<p>I'm sure there are team and skill compositions that would just wreck CTF for example.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56251</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56251</guid>
<pubDate>Mon, 09 Feb 2015 23:20:41 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>A very underutilized resource (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Because players could organize controlled PvP environments and then test anything they wanted to find weapon stats, damage values, how much armor that new helmet really gives, etc..</p>
<p>This would be a big step towards opening up that &quot;conversation&quot; between the players and Bungie.</p>
<p>Right now, the conversation is a lot like &quot;Hey Bungie, fix this broken raid!&quot;  &quot;Okay, we've added more random elements and bugs.&quot;</p>
</blockquote><p>Why <em>wouldn't</em> Bungie want to let the community identify glitches or broken mechanics for them in PvP, much the same way that the player base found all those raid bugs? </p>
<p>Alternatively, what might accurate metric analysis mean for crucible? Further discussion points.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56244</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56244</guid>
<pubDate>Mon, 09 Feb 2015 22:52:49 +0000</pubDate>
<category>Destiny</category><dc:creator>iconicbanana</dc:creator>
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<title>Yep, precisely what I was suggesting. (reply)</title>
<content:encoded><![CDATA[<p>I think Beorn's idea was a nice solution.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56243</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56243</guid>
<pubDate>Mon, 09 Feb 2015 22:44:58 +0000</pubDate>
<category>Destiny</category><dc:creator>iconicbanana</dc:creator>
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<title>Customs could work like the Raids: No XP gains (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>It'd be a lot easier to get your thorn playing with a bunch of friends who could feed for you. Not that you can't do that anyway, though.</p>
</blockquote></blockquote><blockquote><p><br />
No XP/bounty progress during custom matches would pretty much negate &quot;cheesing&quot; the bounties.</p>
</blockquote><p>XP, sure why not. Bounties, that could be a problem.</p>
<p>Stuff like <a href="index.php?id=50506" class="internal">this</a> would last <em>forever.</em></p>
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<link>https://destiny.bungie.org/forum/index.php?id=56239</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56239</guid>
<pubDate>Mon, 09 Feb 2015 22:39:15 +0000</pubDate>
<category>Destiny</category><dc:creator>Morpheus</dc:creator>
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<title>But custom games would open up the realm of testing (reply)</title>
<content:encoded><![CDATA[<p>Because players could organize controlled PvP environments and then test anything they wanted to find weapon stats, damage values, how much armor that new helmet really gives, etc..</p>
<p>This would be a big step towards opening up that &quot;conversation&quot; between the players and Bungie.</p>
<p>Right now, the conversation is a lot like &quot;Hey Bungie, fix this broken raid!&quot;  &quot;Okay, we've added more random elements and bugs.&quot;</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56234</link>
<guid>https://destiny.bungie.org/forum/index.php?id=56234</guid>
<pubDate>Mon, 09 Feb 2015 22:32:49 +0000</pubDate>
<category>Destiny</category><dc:creator>Kahzgul</dc:creator>
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<title>People already do this in Rumble games (reply)</title>
<content:encoded><![CDATA[<p>2 of the other players are your friends, so you can organize this kind of cheese-fest at your leisure.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56232</link>
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<pubDate>Mon, 09 Feb 2015 22:29:17 +0000</pubDate>
<category>Destiny</category><dc:creator>Kahzgul</dc:creator>
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<title>Would love to know what Bungie&#039;s priorities are atm. (reply)</title>
<content:encoded><![CDATA[<p>Just in general. In regards to PvP it seems like their focus is on mechanics, i.e. pulse rifle fixes, shotgun nerfs, etc.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56222</link>
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<pubDate>Mon, 09 Feb 2015 21:20:02 +0000</pubDate>
<category>Destiny</category><dc:creator>iconicbanana</dc:creator>
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<title>I remember that too (reply)</title>
<content:encoded><![CDATA[<p>But I forget the source.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56219</link>
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<pubDate>Mon, 09 Feb 2015 21:16:14 +0000</pubDate>
<category>Destiny</category><dc:creator>Blackt1g3r</dc:creator>
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<title>Question for the coder types regarding custom games. (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I think it's a matter of priorities. Custom game types were lower on their priority lists because (while Destiny has the Crucible) Destiny is designed as a game where everything you do is part of the Universe. The Crucible is just one more way you train for taking on the PvE encounters so having custom Crucible games does not really fit into the Universe. Plus, if they allow custom games but shut down bounties then it messes with player progression. So they may need to think about how to accommodate that.</p>
<p>I wish they would at least take the simplest route of allowing us to just run regular Crucible matchmaking with two fireteams of six each and just disable bounty collection in that case. Maybe have Lord Shaxx decide to open up &quot;practice&quot; sessions or something. The rules would still be normal Crucible rules but now you can control who you are playing with. Perhaps later on they could come up with special bounties for this mode that would mitigate the progression problem.</p>
</blockquote><p>Sometime before release Bungie said something like: <em>custom games are not a shipping feature but Destiny is meant to be a back and forth between the developer and the players and if there's enough demand...</em></p>
<p>Don't know where to begin to try and find the source... but it's in my head, so you should all take it as empirical evidence.</p>
<p>So yeah, it wasn't a priority, but I don't think it's out of the ballpark.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=56215</link>
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<pubDate>Mon, 09 Feb 2015 21:02:31 +0000</pubDate>
<category>Destiny</category><dc:creator>Leviathan</dc:creator>
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