[i]Posted by redditor [url=http://www.reddit.com/r/DestinyTheGame/comments/272oxj/game_master_july_2014_destiny_cover_issue/]AgriosEndendross[/url]. Here are a few highlights from the upcoming articles. Bear in mind, these are just highlights[/i]
[b][url=http://imgur.com/2FXMUjY]Games Master July 2014 Destiny Cover Issue[/url]:[/b]
[quote]Pete Parsons, when asked about the difference between new-gen and last-gen:
"Hopefully players will be pleasantly surprised by how appealing it is on [last generation hardware]. It’s the same game, that was hugely important to us. Part of some of the really big, ambitious technologies set up for this... all of this lives on one set of servers. There’s one world that we’re building, and that is extended out to multiple platforms."
Random Public events can appear on patrol or inside of strikes.
Gear can reduce the recharge time of melee abilities such as shoulder charges and throwing knives.
The Hunter has “an emphasis on high damage from short and medium range.”
“Certain pieces of armour come with stat boosts, such as +3 Will or +2 Control. These stack across all your gear, and can do things like lower the recharge time of your powers or boost critical-hit damage.”
Class equipment decisions “are mainly cosmetic.”
One Heavy weapon they liked is named “Red River Mk.24”
“When your team gathers pre-mission everyone’s [space]craft lines up together in a badass congregation, so it pays to have some sweet engines.”
The Hunter's Golden Gun Super fires three thermally charged shots at will, during a short timer, and does not require having a hand cannon equipped.
Teammates entering the protective bubble of the Titan's Ward of Dawn Super are given a temporary boost to their defence when they wander outside of it.
The Warlock's Radiance Super makes his weapons more powerful for a time and can also have the effect of resurrecting Guardians after a fight.
If all the members of a squad perish at once then progress gets reset.[/quote]
[b][url=http://imgur.com/nYUZotu]PlayStation UK Magazine June 2014 Destiny Hands-on[/url]:[/b]
[quote]“I’ve picked a bunch of awesome sounding Focus skills to play with, none better than a flaming throwing knife.”
Destiny’s levels are massive. Set on Earth, the Moon, Venus and other locations in our solar system, each offers hours-upon-hours-upon hours of load-free, non-linear webs to explore. Unbeknownst to most players, these webs are covered in overlapping bubbles – some ‘private’ and some ‘public’. Your starting area is always a ‘public bubble’, which means when you land in any given world you’ll see other people around you. Even if you’re playing in single-player, Destiny’s always-online and always populating your world with other people. “You can’t get a public bubble that’s empty,” insists Parsons.
Individual loot threads mean that replaying old missions will always generate new rewards – a fact Bungie intends to use to pull you back in night after night.
While some armour can be grabbed and equipped mid-mission, loot frequently comes in the form of Encrypted Engram crystals – which must be returned to NPCs at Destiny’s world hub for unlocking.
Every single piece of loot – even arm padding – has its own upgrade path; levelling up different pieces of gear unlocks new features and perks.
Secret areas requiring you to launch your Sparrow off of hidden ramps to access them is confirmed.
On deactivated Ghosts:
“...before we press on I find a deactivated Ghost drone in a sideroom. I press [square] to ‘Revive the Ghost’ and it powers up. 'What does this do?' I ask Pete. He’s surprised I managed to find the Ghost but admits he can’t explain what it – or any other ‘strange things’ I might find elsewhere – mean.”
Lars Bakken, Lead Designer, when asked about working on PlayStation:
“We’re taking advantage of the cool things Sony’s doing with the [PS4] platform. The Share feature’s great – I love that thing. We’re also doing some cool lightbar stuff that’s extremely subtle. If you didn’t look for it you wouldn’t see it: when your health’s low it’s pulsing red, when your super’s ready it’s flashing yellow, when you go into Hive areas it’s pale green. A lot of people aren’t going to notice it but it makes the experience richer, and when the fans notice that stuff we love it.
What’s been the biggest development challenge you’ve encountered?
Lars Bakken: "All the crazy new public stuff that we’re doing. We’re used to making an experience that someone’s going to have over eight to 12 hours, and even though we always had really big spaces and allowed you to attack situations in multiple ways, it still was pushed as a linear series of events. Now we have activities that feel like that, but there are other activities that are wide open. That stuff is scary but it’s coming together. You can go into this place and see people who you don’t even know – they’re doing their own thing in the world. The first time that happens to you in Destiny you can’t believe you’ve never had that experience before, but it feels right and it feels cool. You can roll up to that person, hop off your Sparrow and wave, and the other person waves back and you can shoot a few dudes and maybe then leave or hang out for a while. It’s up to you.
When asked about completely and permanently changing or destroying environments after set world events:
“All those things are possible. Right now we’re just focusing on making sure the first game out of the gate has everything we want in it and is working awesome, and when we start talking about things that’ll happen in the future those kinds of ideas are great. We have those ideas, but we’re going to save that stuff for later.[/quote]
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The sparrow access sounds cool