This is the last item in the IGN First list, this is where IGN took some [url=http://www.ign.com/articles/2017/07/22/ask-bungie-anything-about-destiny-2-a-ign-first]questions [/url] were taken from the audience, and the best were sent to Bungie, this is their response.
[b]IGN user Wal2Hazard asks: Is there any reason as to why we didn't see a Theater mode in Destiny 1? Will it be included in Destiny 2?[/b]
Destiny 2 project lead Mark Noseworthy: D2 doesn’t feature a Theater Mode. I don’t know for certain if the sword glitch still functions. We’ve changed a lot of the code and content under the hood for how things work, including swords (of which there are now many types).
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[b]IGN user Rawah asks: Will we have any sort of Arabic in game? Is there a place I can see a complete list of languages the game supports be it via subtitles or in-game narration?[/b]
Mark Noseworthy: Unfortunately, Arabic isn’t supported. Our localization team is eager to take on every language, but they do have limits. Here is the official list of locales we plan to support for D2 at launch: Latin American Spanish, Russian, Polish, and Chinese are brand new to D2.
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[b]IGN user Coohippo asks: It's been mentioned a few times that Destiny 2 will be a lot easier to update than Destiny 1. How quick or frequent would this be?[/b]
Mark Noseworthy: We regularly patched Destiny 1 and remain committed to again with D2. I think where we didn’t meet our own expectations and that of the community was with rich new content, on a predictable schedule. We tried out a lot of different shapes and sizes in D1, and we’re confident we have a really good offering in the pipe for D2. Players will always want more and we’re going to try as hard as we can to deliver.
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[b]IGN user BrigasmV2 asks: Will Destiny 2 Support HDR or have any enhancements on the PS4 Pro / Xbox One X?[/b]
Mark Noseworthy: As you can see in the D2 Beta, the PS4 Pro is already supporting dynamic 4K resolution. The Xbox One X ships after D2, so we don’t have any announcements for how we’re supporting it right now but it is something we are interested in. In terms of HDR, we won’t support HDR at D2 console launch. We’re really excited about the feature (I own an HDR TV and want it badly too!) and very much want to see it arrive sometime post-launch. But I can’t promise a date today.
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[b]IGN user Stasx asks: Dear Bungie, In earlier comments, you mentioned that, "for the first time, cloud servers will be used for gameplay" in the Destiny franchise. Can you please elaborate on how specifically the networking methodology of D2 will differentiate itself from the at times problematic netcode of Destiny?[/b]
Mark Noseworthy: This ‘[url=https://www.bungie.net/en/News/Article/45919/7_This-Week-At-Bungie--05252017]Code Words[/url]’ Blog post on the Bungie Weekly Update covers this better than I ever could.
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[b]IGN user Ranondra asks: Will our characters remain mute through the sequel?[/b]
Destiny 2 Project Director Luke Smith: Yep.
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[b]IGN user lxl_Linc_lxl asks: Are there any multi passenger vehicles?[/b]
Luke Smith: Nope.
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[b]IGN user BlackSuitSpider asks: With the Resilience, Recovery, & Agility on the armor now, will the armor have a visual look to it that reflects the boosts on it? For example, High Resilience - Heavy Armor, High Agility - Sleeker, Thinner armor.[/b]
[b]EDITED UPDATED ANSWER:[/b] Luke Smith: With each piece of armor, the design team considered its visuals before assigning stats to it. For instance, armor that looks thick and defensive armor is assigned the Heavy designation, which prioritizes Resilience and Recovery. Our goal with Resilience, Recovery, and Mobility is that these are stats players can feel while they are playing, e.g., a High Mobility Warlock running a Lightweight weapon is going to zoom around the battlefield more than a Warlock who has prioritized Resilience or Recovery. Adding additional Resilience, Recovery, or Mobility to a piece of armor is just one use for the much-discussed mod slot on armor in Destiny 2.
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[b]IGN user WBDawg asks: What are some the changes you're making to the game as a result of feedback from the beta?[/b]
Luke Smith: By the time beta was live, the team had already been playing a pretty different version of the PvE tuning from our couches (grenades are more powerful, kinetic/energy weapon damage improvements, power ammo economy refactor). We’ve also made tons and tons (and tons) of changes of varying sizes that is a function of closing down a video game (we’re almost done!). In the wake of the beta, we’ve made a few changes that will increase Super Regeneration across the game.
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[b]IGN user UnstoppableBullett asks: How much time do we have between launch and the raid first dropping?[/b]
Luke Smith: Like I said before, it’s IGN First, not IGN Everything. :-)
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[b]IGN user Theguy05 asks: Was their anything that the community missed in Destiny 1 that bungie snuck into the game?[/b]
Luke Smith: On one hand probably. On the other hand probably not. It just depends on if you’re left or right-handed.
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[b]IGN user Corgi8 asks: Will pvp and pve been balanced separately or as one?[/b]
Luke Smith: PVP and PVE are balanced separately in many ways (things like: outgoing damage across weapon archetypes, ability and melee damage are all different). So I think what you’re actually asking is “Will the combat rhythm for Destiny 2 diverge across PVE and PVP?” The answer to that is “No.” In Destiny you build a character with a bunch of powers, abilities, and we hope, a combat rhythm that is consistent across the game.
~[i]TheGreatNike[/i]
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Edited by TheLastRib: 7/29/2017 3:55:02 AMLuke Smith should be a mute.