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Artist Spotlight

In previous TWABs we have shined a spotlight on the artwork in Destiny 2 and our talented Bungie artists that create it. Everything in Destiny—the weapons, the characters, the environments, even the sky—is all hand-crafted by our team to bring the visuals of the solar system to life in your home. Today, we wanted to highlight some of the spectacular art from Season of Dawn and help you find more art to use as your desktop wallpaper. Each artist’s name links to their website where you can browse more of their work. Now, on to the gallery. 

Big thanks to all the artists for uploading their work so we could share it out with you. We will look to continue doing more of these in the future, so stay tuned. 

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What Gives Me Pause

MARS

“I’m willing to overlook your past.”

Crimson light quivers, exhales, and surges in waves across bedrock walls at quickening tempo. Deified machination ripples in judgement.

“Trust doesn’t come easily with you.” Osiris’s eyes wash in Warmind light. He remembers Saladin’s words. Remembers the names that were. He feels small again, against the wash. Alone.

Osiris feels the weight of Rasputin’s assessment. Rhythmic cipher crashes over him as displays sling projections into maddening motion. Osiris’s face splits into golden multitudes to consume the information. Eyes in all directions, searching for the path. Rasputin constructs a model of the system, highlighting an anomalous signal near the edge of Sol’s influence. Osiris’s mind sieves the data into manufactured purpose. 

He is led.

Never one to follow.

With nothing left to chase.

Oxidized dust scours the landing pad. Sagira greets Osiris as he exits the bunker and slumps into his jumpship.

“How did it go?”

“Better than expected.”

“Did you say hi to Ana?”

“She is busy. We have a lead.”

Osiris grips the flight stick. His gaze slips betwixt and between points of focus.

“Do we have to leave right now?” Sagira floats into his sightline. “I’m sure Saint woul—“

Their eyes don’t meet.

“We have a long flight.”

Sagira relents. Her tone sharpens. “How long?”

KUIPER-OORT EXPANSE

||KUIPER SLINGSHOT ACHIEVED: COURSE CORRECTION; NEGATIVE; BREAK LINE TRAJECTORY FAILURE||

||ALERT: GRAVITATIONAL ANOMALY: BOW|| 

Solar warmth peels away into guideless vacuum as Osiris skims across the Heliopause. A hollow serenity bathes his face.  

“What is it?”

Osiris breathes a sigh of relief at the sight of the anomaly.

“An answer.”

“I… feel strange.” Sagira settles from her orbit about Osiris’s shoulders, her voice crackling with interference.

“It might be best if you stay with the ship.”

“It might be best if you had better ideas.”

Osiris grunts under his breath and cuts the engines. “I won’t be long.”

|COURSE CORRECTION;NEGATIVE;BREAK LINE TRAJECTORY FAILURE||

“That’s never true.” Sagira scans the warping stillness. “There’s nothing in there, Osiris.”

“No reason to worry then.”

Sagira narrows her iris at him. “I can’t even find a point to transmat you to.”

“No matter.”

“What?” Sagira faces the anomaly. “What are you trying to prove?”

Osiris affixes a visor to his helmet and clips a localizing beacon to his belt. With a hiss, his head swims in pressurizing atmosphere.

“It has to lead somewhere.” His helmet radio vies with interference.

Sagira droops in disappointment. “Does it?”

He looks through her, eyes sullen and heavy. He nods.

A great Maw yawns before them, wicked and soft. Brilliant unfurling layers of opaque invitation. They drift. The Deep comfort hums through his skin, breeding a resilient calm. A silent static stasis boiling away at the brim of consciousness.

||COLLISION ALERT: BOW | COURSE CORRECTION;NEGATIVE;COLLISION IMMINENT||

The Anomalous Maw welcomes. It is a gullet, endless in hunger and depth that splits reality like petals opening to consume the Sun. The depth warps. Sweet flavor spins through the senses. It cradles him, locks in motionless descent, rocks away fear with warm recognition. Stretches, and wraps, and cribs.

||COLLISION ALERT: STARBOARD;BOW;ABEAM;RADIAL;AFT;BOW;ABEAM;PORT:AFT;RADIAL;PORT:BOW | COURSE CORRECTION: NEGATIVE;TRAJECTORY FAILURE;COLLISION: FAILURE|| 

It threads through space set adrift beyond and before, until there is only within. Within: a point. Lone and stark amid the undulating expanse. Distant, at the edges, and forward, only deeper.

Osiris a wayfaring witness. A reluctant heir. A broken promise made true. A husk to fill a throne of sustenance. A shear to prune the vine. A warden to vacancy. A mind elated and crestfallen. A sojourner of meaning ever seeking.

He turns back. Sagira’s light blinks from shaded canopy within his vessel. Starless bends weave and break through pools of luminescent memory. They flow to the point beyond.

The point grows gaunt, and if he were to reach out, he would brush the walls with his fingertips. Osiris stands in dark quiet comfort. He treads placid trim. He swims in depth lined by pale rivers of white gnashing, far below and above. 

He sends forth his Echoes. Their sight finds no purchase in the gullet. They push the walls beyond his fingers and let stand only the path of want. They drift until no longer felt. The skeins neither snap nor remain.

Before him, the gnarled point softens and splits into a blooming cathedra. A metal seed laid barren in the bosom of the throne in a pool of light. A nexus. He plucks it from the pool. From its drippings spawn a rapturous light, spreading through the enormity and ravenously washing over the gullet at increasing pace.

Dark gives way to cold reflective alloy. 

To logic and formless calculous. 

The cathedra, overwhelmed by prediction, rings with the dull mimicked tone of congruence. They scream to Osiris. His mind. They crave, never to tire, his unique causality. They would grow, unceasing. Death to death, forever.

The path of want falls to assimilation. 

Osiris flees to the safety of Sagira’s blinking light. The gullet quivers reverberation that trails his every step in sentient chromic glisten. He calls for her. To open the ship. To break the false-light wave that besets his every step. To—

“I’m glad you changed your mind.” 

Sagira’s shell shines a reflection across the cockpit as Osiris’s jumpship rolls to face the Sun. “Ready to go?”

||KUIPER SLINGSHOT JUMP-LOCK: TRAJECTORY CLEAR; GREEN LINE||

“Sagira…” He grips a cold metal seed. “Yes.”

The Sun hangs dim and distant in a sea of ink. Its waning glare burns the focus out of Osiris’s eyes. Blind to all other points, they drift; engines humming in anticipation; vessel drenched in an angular shadow.

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This Week At Bungie – 2/27/2020

This week at Bungie, Trials is back on the menu. 

It’s been an exciting week. You all came together and donated your stockpiles of Fractaline to the ongoing effort to build the new Lighthouse and usher in the return of Trials of Osiris next Season. As soon as the final stage was complete, you were invited to survey the completion of the project and light the beacon. We saw your signal as our cue to release this developer insight video confirming what many have been speculating for a while now.

To follow the video, Luke Smith wrote another Director’s Cut that covered a few topics, including our philosophy on Seasons and some challenges in sustaining a game with weapons that last forever. Similar to the threepart epic he put out last year, it contains a lot of important info you won’t want to miss. 

Subclass Changes

With the return of Trials and a new Season on the way, we’re planning to shake things up with some changes to your Guardian abilities. The Dev team has the details, so I’ll let them do the talking. 

Dev Team: Hey, Guardians. Trials is coming back, and the Combat Systems team has been hard at work preparing Destiny 2 for its arrival. We’ve made a number of big changes to the abilities sandbox, and instead of simply dropping them all in the patch notes, we wanted to take this opportunity to offer some transparency for our decision-making process.

Before we begin, we want to give a big shout out to the data scientists here at Bungie. They provide us with mountains of valuable data to sift through—from the win rates of each subclass in each Crucible game mode to the kills-per-minute of each weapon on each platform in each PvE activity. This data allows us to make sure we’re making informed decisions when balancing the game. It allows us to separate the perceived power of abilities, weapons, and armor, from their true, objective power. But The data doesn’t always tell the whole story, and we believe strongly that perceived power and community sentiment are just as important as cold, hard data. Even as Trials returns, we’re committed to maintaining a fun and fair sandbox for both PvP and PvE, and we considered data for all game modes when making adjustments. 

Warlock Melee

Warlocks have long been at a disadvantage in melee fights because it takes them slightly longer than Titans and Hunters to recover from making a melee attack. So, next Season, we’re extending the Warlock’s basic melee range by one meter to a total of 5.5 meters. Warlocks will still melee slightly slower than the other classes, but they’ll now have a one-meter advantage. If you can use this window to land the first melee attack in a slap fight, you’ll likely emerge victorious. We feel this is a more interesting solution to melee disparity than homogenizing all of the melee attacks, and we’ll be studying the data as it rolls in to make sure it’s balanced.

Titan Barricades

A Titan’s barricade is incredibly powerful in Trials because you can use it to safely resurrect your fallen teammates. Next Season, we’re creating counters to the barricade while also raising its health from 500hp to 600hp. Barricades will now take extra damage from Special-ammo weapons, anti-barrier weapons, and certain Heavy weapons. This change makes barricades sturdier while giving opposing players the option to use their Special ammo to bring down the barricade more quickly.

The following weapons now do 30% extra damage to Barricades:

  • Sniper Rifles
  • Grenade Launchers
  • Linear Fusion Rifles
  • Machine Guns
  • Trace Rifles
  • Anti-Barrier Weapons

The following weapons now do 60% extra damage to Barricades:

  • Shotguns
  • Fusion Rifles

You’ll see yellow damage numbers when hitting a barricade with a counter weapon, which always feels good.

One-Shot Abilities

With the introduction of the Hunter’s Weighted Knife in Season of Dawn, each class now has a neutral-game ability that can kill PvP opponents in one hit. We’ve taken a pass at all of the one-shot abilities to tune their risk/reward factor. We’ll warn you that some these changes look extreme on paper, but we made a point to make sure these abilities retained their overall feel. 

For the Titan’s three Shoulder Charge abilities, we reduced the auto-targeting angle by 50%. That might sound like a lot, but acrobatic Titans could previously auto-target to make an instant 90-degree turn. We also adjusted the lunge distance to 5.5m for both targeted and untargeted lunges. Targeted lunges were previously 6m, while untargeted lunges were previously 4.5m. These changes make for a more consistent experience while lunging.

For the Hunter’s Weighted Knife, we’ve reduced its tracking significantly and created new tracking tech that will make the knife more faithful to its initial throw trajectory.

As for the Warlock’s Handheld Supernova, we’ve made a number of changes to bring this ability in line with the other one-shot abilities. While part of HHSN’s strength lies in its pairing with the Contraverse Hold Exotic gauntlets (which are also being tuned this Season), our data indicated that even without Contraverse Hold, Handheld Supernova needed to be adjusted. Here are the changes:

  • Increased activation time by 0.6 seconds
  • Reduced hold time from 3.5 seconds to 2.5 seconds
  • Reduced range by 20%
  • Tightened horizontal spread of bolts by 25%
  • Bolt explosion now does self-damage
  • Reduced bolt explosion radius from 3m to 2.5m

In our playtesting, we’ve found that the product of these changes is an ability that is still incredibly strong but now has a risk/reward ratio commensurate with its power. (After all, this thing can vaporize multiple PvP opponents instantly.) There’s even a bit of silver lining here —the tightening of the bolts leads to more concentrated damage at range, improving its viability against Supers. To compensate for this change, other elements of the middle Voidwalker path are being buffed, including the Nova Warp Super, which now has increased damage resistance, a longer duration, and a reduced blink cost.

General Subclass Tuning

We’ve made changes to a number of subclass paths in an effort to tighten the gameplay balance. For example, Stormcaller top, Striker bottom, and Arcstrider bottom have remained dominant in PvP for multiple Seasons now, consistently beating out all other paths in both win-rate and average efficiency. These paths have also ranked among the top PvE paths in terms of kills-per-minute. We’ve adjusted these paths (and others) to bring them closer to the middle of the pack. On the other end of the spectrum, paths such as Voidwalker bottom, Nightstalker bottom, and Striker middle needed some love, so we’ve taken steps to lift them up.

In the spirit of transparency, we take no joy in nerfing the abilities, weapons, and armor that we all love to use. We wish the answer to keeping the game balanced and fresh was always to buff the underperforming elements. But such an approach leads to power creep—the slow and steady increase of the average power of everything in the game—which trivializes the incredible game modes and encounters that the other teams at Bungie work hard to create. After all, as Destiny players ourselves, we go home and play the game too, and we want the game to be as fun and as healthy as possible.

That’s it from us today. You’ll find more details about these changes and more when the patch notes drop in early March. 

Oh yeah . . . and Hunter Tripmines are sticky again. Stay sharp, Guardians.

As promised, in addition to these explanations, there will be patch notes when the new Season begins. Those should give you the full illustration of how the game is changing. Until they arrive, we hope you enjoyed this preview.

Twitch Prime Rewards

More Twitch Prime Rewards go live this week. If you’ve already signed up, Amanda Holliday has your new items waiting. Everyone else can sign up now by linking your Bungie.net account. Here’s a look at what rewards Amanda will have for you this month:
  • Poultry Petting – Exotic Emote
  • Praxic Finery – Exotic Sparrow
  • Age of Tomorrow Shell – Legendary Ghost
  • Sails of Osiris – Exotic Ship

Pick up a hot ride or the ability to pet a fine feathered friend. Don’t forget, there will be a new set of Twitch Prime Rewards coming up next month too!


STONKS ARE UP

END OF THE SEASON

With the Empyrean Foundation restored, the last Triumph to acquire the Savior Seal has been unlocked. Players completing this Seal should claim and equip it to ensure it isn’t removed when Season of Dawn ends on March 10.

Additionally, players have until 9:59 AM PST on March 13 to claim their Season of Dawn rewards on their Bungie Rewards page, with a deadline to purchase being 11:59 PM PST on March 31.

Finally, the Player Support team is working on an End of Season article highlighting quests, items, and Triumphs leaving with the transition to Season of the Worthy.

STONK MARKET CLOSING SOON

The community has been questioning if they can continue donating to the Empyrean Foundation. Players will be able to donate their Polarized Fractaline until the Season ends on March 10.

UPCOMING RESOLVED ISSUES

Below is a list of issues that will be resolved when Season of the Worthy and Update 2.8.0 becomes available on March 10:

  • Tower travel loading times will be returned to normal.
  • The Prime Attunement buff will once again show up on new characters after previous character deletion.
  • The Pigeon and the Phoenix lore will become available again to those who earned the lore. Players who acquire Bastion in later Seasons will be granted all Pigeon and Pheonix lore.
  • The empty Solstice of Heroes gift message from Tess will no longer show up.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Put Your Phone Away

It’s about time for another Movie of the Week. The community is always creating cool stuff, and this is the place we highlight the coolest stuff made in video form. Everyone who earns Movie of the Week or an Honorable Mention is taking home a snazzy emblem to show off to all their friends. Let’s get to it. 

Movie of the Week: Kitsune!

Honorable Mention: Star Crossed Players

Wow. Its been an eventful week and we’ve shared a lot—but we aren’t done yet. All of this Trials of Osiris talk may have some of you wondering if there’s going to be PVE content coming next Season. Luke mentioned we have more info coming and shared a cool picture of next seasons artifact, which you can now download in 4K here. There will be plenty to do for players who prefer to take on the minions of the darkness. 

Next week, we’ll share more on what to expect in Season of the Worthy. Only one more TWAB left to go before the new Season!

<3 Cozmo

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Destiny 2020 Director’s Cut

Hey everyone,

Setting aside the tricks our memories play on us, things are often clearer in hindsight than when we’re looking ahead. The recent past is clear, loaded with learnings from the mistakes we make, and the future is fuzzy, hopeful, and unknown. As we readied last year’s Director’s Cut, we had made a number of changes to the game and wanted to give you all some insight as to why we made those changes. 

Each Director’s Cut is a chance to acknowledge and own the learnings from the past (when the wounds are fresh) and give a glimpse at tomorrow. 

This edition is arriving a little earlier in the development process for how we’re thinking about Year 4 (and beyond) and, while some of the changes the game needs are clear to us, there are others we’re still thinking about. Last summer’s payload covered a wide-range of topics that ended up touching on almost the whole game. Today’s DC is going to look in depth at just a couple of topics: how our philosophy on Seasons is evolving and the problems with weapons that last forever, with some additional quick-hit topics at the end. 

This isn’t exhaustive, we know there’s more going on in the game than below. And there will be more to talk about later in the year.

Before we look ahead, let’s look back one more time. 2019 was about a few things for Bungie and Destiny: 

Asserting our vision for Destiny. It’s an action MMO, in a single evolving world, that you can play anytime, anywhere with your friends. It’s a game we want to keep building on, and to do so with creative and work/life sustainability. Without our team’s talents, there isn’t a Destiny. And while that seems OBVIOUS to say, I think it’s pretty easy to lose sight of amidst the “This was awesome”/“This was not so awesome” reactions to entertainment. As I covered at length last year, the way we built the Annual Pass wouldn’t work for us over the long haul. We had a lot of help and person-power from our awesome (and now former) partners. We needed to find a better way forward, while preserving the player experience and our business, because we are now self-publishing Destiny. That was a big lift for Bungie in 2019. 

When I think about the total scope of that work and the sheer force of will the team demonstrated to deliver in 2019, I feel pretty good about what we achieved (usually, this is where we’d list all of the positives but, instead, let’s use the word count to improve on the past and look ahead to the future). 

As we began 2020, much of the existential dread of “Will we make it out of this transition?” is gone. We’ve clarified our vision for Destiny and are working toward the future with that vision in mind. For me personally, the drive home each night isn’t focused on “Will Bungie survive?” like before. Now it’s “Where can Destiny go?” and “How can we get there?” 

When I came back from the holiday this year, something about Destiny felt off to me. Season 9 is – to me – the best winter season we’ve done in Destiny 2. But something felt missing. And that missing element is what I think we need to focus on throughout 2020 and into 2021. 

Aspiration: 1. A hope or ambition of achieving something. 2. The action or process of drawing breath. 

In Destiny 2, aspiration is what keeps our game alive. It is the air that fills its lungs, it is the breath that gives the game meaning. Aspiration can be about entering Destiny 2 for the first time and feeling the potential of what you could become. It can be about the pursuits in front of you. Or it can also be PVP players looking over the horizon and seeing the Lighthouse and its treasures awaiting them – if they pass The Trials. 

Aspiration isn’t something reserved for the elite or the engaged; it’s for everyone (although when I listen to players express the feeling that, “There’s so much to do and none of it matters,” I feel that pain). It’s about the potential of a game to be more than something that just fills your time. It’s about having goals and working toward something that matters to you. I’m not so naïve as to think we can make something that matters to everyone – we all have different values, goals, and time. But I do think Destiny 2 can do a better job of enabling players to set short-, medium-, and long-term goals to work toward. 

As a player, aspiration is something I feel so strongly about. It’s the difference between a game I fall in love with and a game I consume like junk food. 

Last year, we started thinking about aspiration and what is missing from Destiny. The gaping, burning-eye-shaped hole is something I’d felt since we set Trials aside early in D2. Its return is part of a bigger goal for Destiny moving into 2020 and beyond: 

We need to refuel aspiration in Destiny 2. 

And a bunch of what we’re going to cover in this edition of the Director’s Cut is going to orbit this. 

Seasons of Change

With a few Seasons under our belt since Shadowkeep, we’re well underway on internal discussions around how we feel about them. We look at these iterations through a bunch of lenses. First, there’s the soft, smushy, “How do we feel about Seasons?” These feelings are mined from our own experiences and from ongoing roll-ups of information from our Community. We also look at how well Seasons are engaging our players. Are people coming back each week? How long are they playing? What do we look like month-over-month and how does it perform against our historical data? Then we start to talk about where to take Seasons in Year 4. Looking back, there is some good stuff and things we need to work on.

 Let’s start with what’s been working well. 

  • Our Seasonal narratives are starting to connect to one another. The transition to Season 10 – with the community getting involved by donating Fractaline (in 100-count stacks accompanied by looooooooooong button holds [big shout out to the top 3 Fractaline donors in the world:  3jlowes, Dathan WarBucks and joshd29]) and lighting the Lighthouse – was a neat start at players working to move the world forward, ensuring that each story link in the Seasonal chain connects to the next and sets up where we’re heading. 
  • The “Save a Legend” element of Season of Dawn was a nice deep cut for those who have been with Destiny since the beginning and a way to introduce the-ultimate-Titan-as-pigeon-superfan-slash-Guardian-orinthologist to many people who hadn’t found his grave the first time. Seeing your reactions was a highlight (and the team had a lot of fun building this one).
  • I’ve enjoyed the simplicity of leveling up Destiny’s version of a Battle Pass. We wanted a progression that you could advance just by playing the game. (We don’t think we’ve got the whole XP thing figured out. Running in and out of Lost Sectors and flash-farming XP isn’t what we had in mind, but we can keep tuning it!) 

Speaking strictly about my own play patterns, I feel the need each Season to get all of the Pass’ Universal Ornaments and the title. I like knowing those cosmetics are unique and won’t be offered again. However, I find myself personally less motivated to try and get awesome rolls for the new weapons, which is especially strange considering I like having a “nice version” of each gun in Destiny.

Wanna do some weapon stuff now? There’s gonna be more weapon stuff later on, but let’s just chum the waters a little bit:

[INTERLUDE]

I still really like playing this game. I’ve acquired almost every weapon in the game (whyyyyyyy Anarchyyyyyyyyyyyyyyyyyyyyyyyyyy). I have some pretty slick rolls on a few of them and near-miss “internet-approved god rolls” on others (Spare Rations Rapid/Kill Clip and then Full Bore and a quick visit to Disappointown with Alloy Magazine). Like many of you, I end up gravitating to a few weapons and just using them instead of everything else. Sure, the Outlaw Multikill Clip Breachlight I farmed from Season of Dawn is nice to have (and I love the art for the Dawn weapon set) but is it really going to displace my go-to PVE kinetic weapons? Probably not. I know that. 

I recently sat with a couple of external folks who really love Breakneck. It’s the only thing they use. They aren’t ever going to use another primary weapon in Destiny 2. Why? Because they don’t need to. 

Part of aspiration is the pursuit that comes with it and, right now, the way we are (and have been) treating weapons in Destiny 2 isn’t actually fueling the aspiration engine. 

Back to Seasons.

[END INTERLUDE]

On the other hand:

We aren’t delivering the feeling of an evolving world. Instead we are delivering the feeling of ephemeral private activities and rewards that go away. The Forsaken Annual Pass had its share of challenges (see last year’s DC), but it also had this awesome property: If I stopped playing for a Season, when I came back, there were a bunch of rewards and activities that I could catch up on.  

What we’re discussing now – and which is early enough that things might still change – is how we focus our efforts around Seasons from a development standpoint, while also trying to create the moments that make memories, WHILE ALSO balancing the amount of “fear of missing out.” This is a tricky balance, because these elements don’t connect neatly and, in many cases, they work against one another. 

The wall of text below is how we’re thinking about things at the moment. We’re going to be continuing to take in the feedback our guts and data provides (your reactions and feedback are a part of that data, so do continue to let us know your thoughts) on our Seasonal model. Before we get into some more thoughts and details, I want to be extremely clear: 

This year’s version of Seasons has too much FOMO in them. We want to fix this, and next year’s Seasons will have less.

Because we aren’t spending our development resources and time as well as we could, we’re talking about moving away from creating Season-bespoke private activities and instead using that time and effort to build themes that aren’t just represented by a marquee event that will fade away, but rather to inject these Seasonal themes into more of the game. Like we continue to evolve the world’s narrative, we could invest more in the evolving world of our public spaces and take further efforts to evolve Destiny 2’s core activities. 

Core activities? What are those? 

Core activities are a way we think about a player’s options and motivations in a given evening of Destiny. They are meant to be more evergreen (quest/campaign content, for instance, is not generally evergreen). It’s usually something matchmade and designed with replayability in mind, either from the properties of the activity itself or the rewards. For example Crucible is fundamentally replayable because the opponents can be different and other players are the ultimate A.I., where The Ordeal is fundamentally replayable because of its reward structure, rather than random encounter generation. (In fact, we hope The Ordeal is consistent within a given week to create mastery and efficiency in defeating it). 

Ideally, core activities are convergence points for player motivations (e.g., “I want to maximize XP, chase awesome items, and generate economy that I can use to further my goals” [Yes, I know no one talks this way]). 

Right now, our Seasonal Activities (like Sundial) compete with the core activities. They have new rewards and award players powerful gear, but they don’t provide a bunch of XP. Core activities provide a bunch of XP, but we all feel the pain of, “How many more Seasons will I get the Titan Rain-Catching shoulder pads from the Drifter?” What this competition means is that it can be really hard to line up a “night of optimizing” in Destiny because you’re being pulled in different directions by our design!

So what could investing more in core activities look like? It could mean more rewards being distributed into these activities or it could mean taking a theme for a Season and using it to galvanize Strikes. If we’re going to ask players to engage with these activities, we have an opportunity to leverage rewards throughout the Season. Imagine the armor sets or Sundial weapons being woven into core activity reward pools. Or imagine experiences like pursuing rolls for sweet weapons that could only be found in a given playlist as an end-of-match reward, like a Crucible Eyasluna. 

We also think we could invest more of our development time on our questlines. Right now, things like Sundial consume team resources and then fade away. Imagine instead that Seasonal questlines like “Save a Legend” didn’t go away in the following Season, but instead existed until the next Expansion releases. That way, as players drift in an out of the game, there’s a bunch of content building up for them to play when they return. 

Just as we continue to evolve the narrative of our world, we can continue to invest in evolving the world of open world public spaces (in case you’re unfamiliar, these are the spaces where you seamlessly see other players appear). We’ve built a world where players can encounter others, but we haven’t made a world with fights challenging enough where you feel like other players matter. 

Weapons Forever: The Problem 

OK. Let’s talk more about weapons. And let’s begin with how weapons have worked in Destiny 2. All the way back to Destiny 2 vanilla, every weapon you get is a weapon you can keep and infuse to raise its Power level indefinitely. Remember the waters I talked about chumming earlier? It’s time to eat. 

In Destiny 2, with infusion, it’s like having every card you own in Magic available and playable in all formats forever. It passively creates power creep (an ongoing Destiny problem), which also means our teams need to spend more and more of their time re-testing and supporting old stuff instead of making new stuff, it reduces player desire for new items (which dismantles aspiration like the shard-the-blues post-Crucible match ritual), and it means we ultimately create a ton of gear that doesn’t have any value beyond ticking the box on the “I Got It” checklist.

That isn’t value. It’s actually the opposite of value, because it’s work that we could be putting into making new stuff, or improving old stuff. 

Our combat team works extremely hard to make weapons feel unique. Each Legendary (and many blues) get their own flavors of special sauce. Sometimes it’s the way a gun sounds, sometimes it’s the insanely over budget range stat (HAND IN HAND), sometimes it’s the recoil pattern, sometimes it’s the art, sometimes it’s something indescribable that just makes an item resonate with our players. 

In an action game like Destiny, our weapons are feel-based extensions to the character. I’ve played MMOs and ARPGs where I get amazing weapons, but rarely have those weapons felt like an extension of my avatar. Certainly in an action game like Dark Souls or Sekiro, the weapons become a feel-based extension of my character, rather than a stat stick like Fang of Korialstrasz.

Remember many, many words ago (in previous DCs) when I talked about the collision between the action game and the RPG? Couple with that with our theme of aspiration and I believe we are approaching an inflection point for weapons and infusion in Destiny 2. 

We’ve made a lot of Magic cards, and we want you to keep the ones you love in your collection (as opposed to taking them and throwing them all away and having the Tower get destroyed again). And a bunch of those Magic cards could be playable around the world while free-roaming or in PVP formats. But where Power matters or aspirational activities are involved, we’re going to make some changes to Legendary weapons. 

There was a lot of learning to do when Destiny launched in 2014. But there was also some real good stuff in that game. I think back on a bunch of it fondly – almost wistfully at times. The weapons from the Vault of Glass could be powerful, unique, and rare. If you had Fatebringer, you probably had a bunch of Ascendant Shards to commemorate all of the times you didn’t get it. I miss those days, when rewards were rarer and so special that you celebrated (or hated!) when your friends got one. That’s in part because the design of the game gave them space to be different, space to be awesome. 

It’s hard to cleave out that space in the current version of Destiny 2. Weapons that are supposed to come from pinnacle activities like Raids or Trials don’t really have space to breathe. The answer can’t be “Just make them better,” because that approach ends up with the Reckoning situation I described last year. Now we had Pinnacle weapons, which were largely just talents that had Exotic-esque capabilities in Legendary-clothing. These weapons were typically the result of long pursuits and when they arrived in your hands they were pretty strong (sometimes hilariously strong; looking at you RECLUSE). It also meant the team spent significant time developing each one. 

If you imagine the abstract weapon space as a pyramid, those pinnacle weapons largely sat at the top of the pyramid. Most other Legendary weapons are down in a clump of “They aren’t really that different.” Why? Because when every Legendary item the team builds is going to be around forever, outliers get weeded out. 

Back to 2014: The Vault of Glass weapons could be memorable because we knew they weren’t going to be in the ecosystem for things like Trials, Nightfalls, and Raids forever. They’d naturally fall by the wayside because Power (Attack/Light in those days) would make them obsolete. 

In the world we’re imagining, we’ll have space at the top end to create powerful Legendary weapons. Legendaries that are just better than other items in the classification. We’ll be able to do that, because the design space for weapons will expand and contract over time. Items will enter the ecosystem, be able to be infused for some number of Seasons and beyond that, their power won’t be able to be raised. Our hope is that instead of having to account for a weapon’s viability forever when we create one, it can be easier to let something powerful exist in the ecosystem. And those potent weapons entering the ecosystem mean there’s more fun items to pursue. 

Changes like this also mean Legendary weapons (or their talents) that would be “shelved” could be reissued at a future date. Or could be brought back in fun ways by involving our community. The more specific nitty gritty for this will come a little bit further down the road but we wanted to get some of thinking behind it to you sooner rather than later. The simplest version of how it is going to work is: Legendary weapons will have fixed values for how high they can be infused. Those values will project the weapon’s viable-in-end-game lifespan and we think that lifespan is somewhere between 9 and 15 months. 

One final note: We are not applying this to Exotic weapons at this time. We want to iterate on the Legendary ecosystem first.


Cosmic Gardeners

Last year, we said: 

We want playing Destiny to feel like you’re playing in a game world with true momentum, a universe that is going somewhere. A game where things are happening—not just in terms of new items and activities but also in terms of narrative. It’s frequently seemed like Destiny was treading water in terms of moving the world’s narrative forward. We want to tackle this in Destiny 2’s third year.

That statement is still true for us today, as we look into D2Y4 and beyond. We started this in Year 3, but the job isn’t done. By its very nature this is something that really doesn’t have “an end.” The idea of building a narrative that is moving the story of your Guardians (plural, all of you!) forward, creating a universe where permanent change is possible, and where players can have meaningful impact, is still a thing we’re chasing and experimenting with. 

To get there, change is going to be inevitable (see above where I talked about how we’re thinking about adjusting the Seasonal model). We’ve said before that Destiny 2 cannot keep growing indefinitely. There are lots of reasons why this is true, some technical, and some creative, because the story wants to push into new areas. 

On the technical side, I come back to sustainability. As new areas, features, and event types are added to Destiny, the problems of maintenance grow accordingly for the team. New changes to the system have to be checked against all content, new and old alike. That introduces risk and a big burden on our teams to maintain that legacy content. In practical terms, it also prevents us from responding to players who have problems as quickly as we would like.

Seasons can do some of the heavy lifting here, in the sense of giving players a sense of shared purpose and understanding of what they’re working for. But when we ready expansions, it’s a chance to make some more fundamental changes to the game world and its systems. We’ve done significant systems changes to all Destiny games every time we’ve shipped an expansion, and now we’re going to be making more changes to the game world as we go forward. 

We’re getting towards the end here but, before we wrap, here’s a few quick hits on some important topics.

SHORTCUT #1: Faction Rallies

Lots of folks have been wondering if Faction Rallies will return. We have no plans to bring back Faction Rallies. The reward gear hasn’t been used that much, our character cast is growing too large, and crucially, they didn’t drive a bunch of engagement with the game. That said, there’s some sweet looks in that gear and we’re moving the Faction Rally armor to the Legendary engram reward pools in Season 10, alongside a few popular faction weapons. 

SHORTCUT #2: Bright Engrams 

For Season 10, we’re doing away with Bright Engrams as purchasable items. We want players to know what something costs before they buy it. Bright Engrams don’t live up to that principle so we will no longer be selling them on the Eververse Store, though they will still appear on the Free Track of the Season Pass. 

SHORTCUT #3: New Light, New Intro

Our goals for New Light last year were about bringing new players into the universe and getting them to the core activities as quickly as we could. We dramatically underestimated how many new Guardians would wake up on the Cosmodrome. We’re going to improve the New Light entry this fall and flesh the starting experience in Destiny out.  

SHORTCUT #4: Questlog

There’s another round of changes coming out with Season 10 for the Quest tab. The number of Quests you have at any given time sure can feel daunting, especially for procrastinators, so we’re adding a new feature to the Quest tab – categorization. All Quests are automatically assigned a category, and this buckets them into a specific area within the Quest tab. 

For example, Exotic quests get their own category, as well as Seasonal quests. The Seasonal quest category is helpful in that it contains all of the quests that expire at the end of the Season. There are several categories, including one for older releases (e.g. Forsaken quests). This should help players focus on the quests that are new and most relevant vs. older content that maybe isn’t as high-priority as it used to be. 

Exit Music

Thanks for being here. I appreciate that you’re invested in the game enough (or excited enough about trolling) to sift through the text above. We’re early into 2020 and we’ve got some cool stuff planned. Shortly, Season 10 is entering orbit and there will be more to talk about as the calendar continues. A lot of work from a lot of folks goes into each time I, or anyone else from the dev team, talks about how we’re thinking about the game. Many thanks to them, and many thanks to you for being a part of this community. 

See you soon,

Luke Smith

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This Week At Bungie – 2/20/2020

This week at Bungie, all eyes are on Stage 7.

Time and time again, this community humbles us. A few weeks ago, you were challenged with the Empyrean Foundation, requiring billions upon billions of Fractaline donations to light a beacon of hope. You’ve strategized your investments, brought riches to our dear friend Spider, and smashed six goals faster than we could have imagined. Here’s an update on your shared progress:

Whether you’ve been donating or investing, this has been a community-wide effort from the get go. Your combined efforts are paving the way to success. Soon, the final Triumph for the Savior title and a fancy new shader will be available for everyone, and it’s all thanks to you.

Now, let’s shift gears. A few weeks back, we promised some Sandbox previews leading up to Season of [Redacted]. Let’s get to it.

Taking a Pass

This week, we’re putting the magnifying glass on weapons. While Swords were given a bit of an overhaul in functionality, other weapon archetypes are seeing some finer tuning. Damage values, ranges, and even reload canceling are on the table this time around. We know one of the first questions on your mind will be, “Is this a Crucible-centric update, or will PvE get changes this Season as well?”

While the following changes will be coming out at the beginning of Season of [Redacted], some are in preparation for a new PvE challenge coming later in the Season. A new Nightfall difficulty, officially dubbed “Grandmaster,” will test even the most proficient Guardians. We’ll have more details about this new ordeal in the coming weeks. But for now, we have information from the Dev team on changes being made to ensure that we strike the right balance between challenge and reward. 

Dev Team: For Season of [Redacted], we’ve adjusted quite a few weapon archetypes alongside the changes to Swords that were announced two weeks ago. While these are not all the changes in the release, we’re covering some important conversation pieces here.

Izanagi’s Burden

Since the removal of auto-reload effects from Rally Barricade and Lunafaction Boots, as well as the introduction of a catalyst for Izanagi’s Burden, it’s seen a significant uptick in use. Izanagi’s Burden solidified itself within the majority of endgame builds due to its excellent burst damage, sustained damage, ammo economy due to Special ammo, and safety due to being a Sniper Rifle. The Outlaw trait was swapped out for No Distractions to be more in-line with the fantasy of the weapon and to ensure the trait on the weapon would still work with Honed Edge.

    • The animation speed of Honed Edge is no longer affected by the reload stat
    • Outlaw has been replaced with No Distractions

Sniper Rifles

We gave Sniper Rifles an increase in PvE damage back in Shadowkeep. We’re removing that change for a few reasons. Sniper Rifles have a lot of utility and safety due to their range and the increased damage was giving them too much of a leg-up on their closer range counterparts. That gulf only widens as the difficulty of any given encounter goes up. The direct changes to Adaptive and Rapid-Fire Snipers were to make the differences in the sub-archetypes more impactful again as well as to give some amount of parity with the adjustments to Shotguns and Fusion Rifles.

    • Damage to Major enemies and above have been reduced to pre Shadowkeep values (~-20%).
    • Adaptive Snipers precision multiplier has been reduced from 3.25x to 2.95x.
    • Rapid-Fire Snipers base impact has been reduced from 100 damage to 90 damage.

Grenade Launchers

Through a combination of archetype adjustments and new perks being introduced, Grenade Launchers have been quite powerful ever since Season of the Drifter. We’ve changed the Aggressive frame sub-archetype to the Rapid-Fire sub-archetype to be more in line with other weapon’s established conventions and slightly reduced their effectiveness on Powerful enemies to give other weapons some more breathing room.

    • Aggressive Frame grenade launchers are now Rapid-Fire Frame Grenade Launchers.
      • Rapid-Fire Frame Grenade Launchers have had their damage reduced to account for their Rate of Fire (0.8x), but now also have increased reserves.
      • Previously, Aggressive Frame Grenade Launchers fired faster than Adaptive but had the same damage.
    • Damage to Major enemies and above by Power weapon Grenade Launchers reduced by ~10%.

Lord of Wolves

The ease of use granted by changes to Release the Wolves made it very difficult to approach and made the margin of error extremely large. We’ve pushed the two states apart via accuracy to ensure that the default state is the norm, rather than the exception. With this change, Release the Wolves should be used at extremely close ranges against large targets instead of just being a better version of the default behavior.

    • Release the Wolves now significantly reduces this weapon’s accuracy while active.

The Last Word

When reintroduced in Season of the Forge, The Last Word became quite dominant due to its extremely forgiving maximum time-to-kill (TTK). We’re adjusting the way the weapon works to focus it back as a hip-fire based weapon while also improving that side of the experience for both controller and mouse and keyboard inputs. We also made it a little less forgiving so that you still have to concentrate on your aim while wielding the weapon.

    • Fan Fire now adjusts the precision scalar while hip-firing.
    • Fan Fire impact values have been adjusted.
      • Precision Hip/ADS adjusted from 67.95/67.95 to 68.27/52.2.
      • Non-Precision Hip/ADS adjusted from 50.01/50.01 to 38/38.
    • Aiming down sights no longer provides additional effective range (damage falloff).
    • Reduced stability for Mouse and Keyboard input.
    • Reduced the effective range.
    • To improve the experience, adjusted the way target acquisition is handled while hip-firing.

Shotguns

One issue we’ve been waiting to fix before adjusting Shotguns again was an oddity in the way our aim assist system works with weapons that don’t care much about precision damage. As an example for Shotguns, at certain distances between players, the aim assist system would prioritize the head, causing the entire spread to deviate from center mass and make the player miss out on the kill. With that issue out of the way, we made more adjustments to Shotguns to give other weapons a little more time to react to them.

    • Target acquisition for non-slug Shotguns has been adjusted to no longer account for precision locations.
      • Previously, target acquisition could actually cause the player’s spread to deviate from the intended aim vector, causing most of the spread to miss.
    • Cone angle is now adjusted on a per sub-archetype basis and is no longer adjusted by the range stat.
    • Aiming down sights no longer adjusts effective range for this weapon archetype.

Fusion Rifles

Similar to the issue noted above with Shotguns, Fusion Rifles also suffered from some target acquisition related oddities that we’ve since fixed. Most of the changes here are adjustments focusing on the High Impact sub-archetype. Backup Plan was an Exotic perk in the original Destiny release, and it was placed on Legendary Fusion Rifles in Destiny 2 due to them being Heavy ammo weapons at the time rather than the Special ammo weapons they currently are. When weapons were shuffled around in Forsaken, the perk came along with them, and we’ve decided to adjust it alongside the archetype itself to have it fall back in line with other Legendary perks.

    • Target acquisition for Fusion Rifles has been adjusted to no longer account for precision locations.
      • Previously, target acquisition could actually cause the player’s volley to deviate from the intended aim vector, causing most of the volley to miss.
    • Damage falloff for this weapon archetype can now floor at 0.5x (Previously 0.75x).
    • Effective range and the impact of the optics stat for this weapon archetype has been reduced across the board.
    • Backup Plan
      • Backup Plan now adjusts impact to match the Rapid-Fire sub-archetype while active.
      • Charge time is now set to match the Rapid-Fire’s sub-archetype * 0.85 while active.

Auto Rifles

Some small tweaks have been made to give Auto Rifles a small boost in efficacy for the Crucible—though they also influence PvE. The nature of the way Destiny is played tends to have Semi-Auto based weaponry be more effective in general and so we’re compensating for that with these tweaks. These are fairly modest changes intended to give Auto Rifles more of a chance in an open fight without attempting to drag the TTK of the entire game down.

The following impact values have changed:

    • High-Impact Frame
        • 22/35.2 Default/Precision (Previously 22/33)
    • Precision Frame
        • 17/27.2 Default/Precision (Previously 17/25.5)
    • Adaptive Frame
        • 15.75/25.2 Default/Precision (Previously 13.75/22)
    • Rapid-Fire Frame
        • 13.4/20.1 Default/Precision (Previously 12.5/18.75)

These are some of the biggest changes coming to weapons, but be sure to check out the official patch notes in early March for the full list. We’ll also have a preview of Exotic armor changes, along with tuning to your Supers and abilities in the coming weeks. Stay tuned.

Balancing Act

When processing the #Help forums, Destiny Player Support is tasked with distributing need to know information to players in need. Help articles, workarounds, and general troubleshooting are the keys to success. 

XBOX NEGATIVE SILVER BALANCE

Earlier this week, Destiny Player Support noticed an increase in reports about negative Silver balances on Xbox that we are continuing to investigate. Players who are still running into this issue on Xbox should reboot their console and log back into Destiny 2 to verify their Silver balance.

“IN THE VALLEY” CRIMSON DAYS EMBLEM

On Tuesday, Destiny Player Support received reports that code generation and redemption for the “In the Valley” Crimson Days emblem had ended approximately nine hours earlier than expected. To ensure players who had already generated a code had a chance to redeem their code or a friend’s code, the deadline to redeem was extended until Wednesday’s daily reset. 

CURRENT KNOWN ISSUES

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
  • Full Hymn of Desecration stacks are being removed from player’s inventories upon earning the final one.
  • World chests in the Dreaming City are not dropping Glimmer.
  • The Aeon Safe Gauntlets list the incorrect requirement to activate the Aeon Energy perk in the armor inspection screen. Players need to get melee kills to activate the Aeon Energy perk.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

They Believed They Could Fly

Titans like to punch things, right? Sometimes, things aren’t within reach of their fists. This week’s winners bridge the gap with some killer editing that really drove it home.

Movie of the Week: Titans Just Want to Punch Things

Honorable Mention: An Perfectly Average PvP Montage

Honorable Mention: Wedding in the Dreaming City

Let’s say you want a cool emblem. You should do what this week’s winners did: make a cool video and submit it to the Creations page on Bungie.net.

I’m still having a bit of trouble processing the fact that you’ve all raised billions of Fractaline in the last few weeks. On top of that, you’ve completed countless Timelost weapon bounties in the process. Spider is swimming in shards. Your XP gains are overflowing.

I can only hope to one day own a successful business like our Fallen friend.

While all this has been happening, Osiris confronted an old ally(?) to provoke them to pick a side. Have you seen the new cinematic in the game? It’s out there. In the weeks to come, your victory over the Red Legion on Mercury will be complete. A new Season is on rapid approach and with it comes new mysteries, threats, and activities to plunder for rewards. If you’re enjoying those Obelisks, you still have time to farm their resonance levels and weapon bounties before the next Season begins. We’ll share more with you real soon…

Cheers,

Dmg04

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This Week At Bungie – 2/13/2020

This week at Bungie, we had to fix the timeline . . . again. 

Sometimes when you kill a bug it doesn’t stay dead. Earlier this week, while deploying Hotfix 2.7.1.1, a small number of servers failed to restart with the proper configuration file. This reintroduced a previous issue that caused some players to lose currency. We had to reset the clock again, and roll back character data to ensure that no one’s hard-earned currencies were lost. To give you some details from behind the scenes, we posted a detailed recap of why this issue reemerged and how we’re working to prevent it from rearing its ugly head again. Player Support has more info below on Hotfix 2.7.1.2 going live this morning and how it put this bug to bed for good. 
In other news, Crimson Days is back and Guardians are partnering up to show their love. The Tower decorations are up and Lord Shaxx is inviting partners to enter his special Crimson Doubles playlist in the Crucible. For the full details, check out our Crimson Days page or last week’s TWAB

Fronktaline

To invest or to donate? That is the question the community has been pondering since the Empyrean Foundation event began last week. Many in the community are recommending that players keep investing in Obelisks, but we’re seeing a steady rise in donations as players have already hit stage five. We’ve also received reports from Spider that this economic stimulus has been great for his business.

Here is a look at current Fractaline donation tracking as of noon PST. 

Billions of Fractaline have been donated, but you have billions more to go to reach stage seven and unlock the final Triumph for the Savior Seal.

An Affinity for You

When we introduced Armor 2.0 with Shadowkeep last fall, we got a lot of feedback on the new armor system – specifically pertaining to Elemental Affinities. Many of you have been asking for the ability to change Elemental Affinity types on armor. We’ll be adding the ability to do this starting next Season. 

You’ll soon be able to change the Elemental Affinity on any piece of armor to either of the other two Affinity types directly from the item’s inspection screen by hovering your cursor over the armor’s energy icon. This is intended to mitigate the experience of getting an armor drop with a stat roll you want, but the wrong Elemental Affinity. Changing an armor Affinity type will cost 1 Upgrade Module. If your armor is already upgraded to a higher energy level, the cost will be the total upgrade materials necessary to reach that energy value plus 1 Upgrade Module. 

Seasonal Mods

We also received a lot of suggestions on how to improve Seasonal mods. Starting next Season, the Seasonal armor mod socket (e.g. Undying Mods, Dawn Mods) will also be able to use mods released during the Seasons before and after the armor piece was released.

For example, armor with a mod socket from Season of Dawn can now equip Dawn Mods, Undying Mods from Season of the Undying, and [Redacted] Mods (from Season of [Redacted])

Iron Banner

As Crimson Days comes to a close, Lord Saladin will arrive just in time to fill the hole in the heart of a less decorated Tower. Red flowers will be replaced with a burning shield as the last Iron Banner of this Season kicks off next week.

Iron Banner and Valor Bonus

Start: 9 AM PST on February 18

End: 9 AM PST on February 25

This is your last shot to finish your Iron Banner quest this Season and pick up any pinnacle rewards from Iron Banner bounties. Equip your best gear and control those zones!

GROUNDHOG DAY

Player Support is the first to field reports of issues in the game. The Help forum is the best way to throw up signal flares if you suspect something is awry.

This is their report.  

HOTFIXES AND ROLLING BACK ACCOUNTS

After Hotfix 2.7.1.1 went live on Tuesday, the Player Support team started receiving reports of players missing their Destiny 2 materials and currencies, again. We alerted the rest of the development teams about the issue and the decision was made to immediately take the game down to prevent more players from being affected. Around 4 PM PST, we finished rolling back player accounts and brought the game back online.

Earlier today, we released Hotfix 2.7.1.2 which included a server code fix to prevent currencies and materials from disappearing again, as well as a fix for the infinite Dawnblade Super issue. 

BOND, CRIMSON BOND

Lord Shaxx has decorated the Tower and brought Crimson Days back to the Crucible. Along with a partner, you can forge a Crimson Bond with them in the Crimson Days Doubles playlist, earn Confectionary Hearts, and purchase unique rewards. The event will end at the weekly reset on February 18.

KNOWN ISSUES

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
  • Players who completed quests or lost progress, gear, or weapons between 8:30 and 10:30 AM PST on Tuesday, February 11, will have to complete or earn them again due to our account rollback.
  • The “Fire of the Crimson Days” emblem can’t be accepted if it’s already your inventory. Delete the emblem and accept the new one to continue.
  • Unearned/unclaimed Crimson Days triumphs will be removed when Crimson Days ends and won’t be able to be claimed afterward.
  • Players having trouble collecting their Undeterred, SVC-12, or IVC-10 Sparrows need to make room in their Sparrows and Consumables inventory to receive them.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Best Picture

Our movie awards may not have all of the pomp and circumstance of the Oscars, but dmg04 always dresses up when he picks the winners. Also, you don’t have to wait a year for more Movies of the Week. So that’s a bonus. Anyway, our award process is pretty simple – we pick our favorite community-made videos and the winners get an emblem. Just please make sure you include your Bungie.net profile link in the description of the video if you win.

Movie of the Week: Little Legend

[youtube https://www.youtube.com/watch?v=tmBSmgDKXFM?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable Mention: I got a Fever

[youtube https://www.youtube.com/watch?v=Ordj3hmn08w?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Hard to believe we only have one month left in Season of Dawn. If you’re planning on getting the title before the end of the Season, make sure you start finishing up any Triumphs you need. Looking at the numbers, the community should be unlocking the Empyrean Foundation Triumph soon.

We gave you quick look at some upcoming armor changes and we’ll continue to unveil details on what else to expect next Season in the weeks to come.

<3 Cozmo

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Destiny 2 Outage and Rollback

Earlier today (Tuesday, February 11th), after the launch of Hotfix 2.7.1.1, we were made aware of the re-emergence of an issue which caused a small percentage of players to lose currency and materials. This comes after the first incidence of this issue, which caused all players to lose currency and materials on January 28th with the launch of Hotfix 2.7.1, and resulted in player account rollbacks. With today’s incident, we have taken similar steps and rolled back accounts to the state they were in as of 8:30 AM PST (before the launch of 2.7.1.1).

Since both of these incidents are identical in cause and the effect on our players, and because both incidents happened within a close window of time, we wanted to give you a picture of what went wrong, how we fixed it, and how we’re planning on making sure this doesn’t happen again in the future. First, let’s look at what caused this problem in the first place: a game bug involving inventory management and a series of server configurations that re-introduced the bug after it was fixed.

Inventory Management

In Destiny 2, quests are treated similar to other inventory items, such as currency and materials. All items have a timestamp, based on when they were first added to a player’s inventory. This timestamp is used to sort quests in the order in which they were acquired. The game cleans up a player’s inventory upon each login, to make sure it is consistent with any changes to content, such as the maximum number of items of a particular type the player can carry.

Several months ago, players reported that quest log sorting wasn’t working properly, and we wanted to fix that. The team investigated and found that the clean-up process was resetting the timestamp on a subset of quests, which was breaking chronological sorting. We decided to fix this by disabling the timestamp-resetting behavior for quests. That fix was conceptually reasonable but, through subtle side effects, it ended up disabling too much of the clean-up process. The net result was that the game calculated the wrong cap quantity for stacked items (such as currencies and materials), which caused items above the cap to be lost. We knew this code was critical and, per our typical process, we had two domain experts provide code reviews for the change – but sadly, we didn’t spot the bug.

A few days later, our internal test teams caught this issue. However, we incorrectly concluded that it was caused by a tooling failure with debug workflows we use for testing, and not an actual bug within the game. Having dodged all our diligence, the issue went live in 4.7.1. Once the bug was identified in the live game, the next step was to figure out how to fix it, which leads us to the next discussion: game servers and their configurations.

Server Configurations

Before every major release (for example, Shadowkeep), we do comprehensive stress testing to try and model user behavior and its impact on our service architecture. Because there’s no substitute for millions of real player behaviors, we supplement this testing by closely monitoring service metrics after launch.

Back in October, in order to handle increased CPU and player load for Shadowkeep’s launch, we spun up additional servers (in this case, called WorldServers); more servers, in fact, than we have ever used before for this task. Running with this many servers has had some small side effects that we were tracking but were generally invisible to players. For example, one issue was that a small percentage (less than 1 percent) of these servers would crash on start-up due to the volume of servers overwhelming one of the backing databases. Our workaround for this was to simply manually restart the crashed servers each time we detected this issue, and this appeared to address the problem without any discernable side effects for players.

Fast-forward to two weeks ago. The 2.7.1 update had the aforementioned bug that caused character data corruption and resulted in our first ever rollback of character data. To fix that issue quickly, we applied a patch to the servers instead of trying to get a full build of the game code deployed. This involved making a change to a server setting to override the game code used to process character data and then restarting the WorldServers to pick up that change. 

Fast forward again to today, February 11th, when we rolled out the 2.7.1.1 update coinciding with the launch of Crimson Days. After launch, some of the WorldServers once again crashed on startup because of a high volume of servers starting simultaneously. Once again we manually restarted those servers and thought everything was fine. We were wrong. 

Unbeknownst to us, this crash resulted in those WorldServers not applying the previous character data corruption fix. This meant that a small percentage of WorldServers were running the old code and the bug that was corrupting character data. We have verification systems that detect these sorts of version misconfigurations, but the WorldServer crashes and subsequent manual restarts caused the servers to also skip the verification process. Prior to this morning, we had believed skipping these overrides and verifications to be impossible.

As a part of our standard practices of verifying a new build, we also have our test teams log in with a number of test accounts in order to verify the player experience. Because we have hundreds of servers in our retail environment, every manual test we performed was (un)lucky enough to hit the “good” servers, and all of them missed the small percentage of servers that were in a bad state. So we gave the all clear.

Today, as the game came back on after the 2.7.1.1 deployment, we started seeing player reports of lost currency. The team began investigating immediately and took the game down at 10:30 AM PST. In that time, hundreds of thousands of unique players had logged into the game or accessed their characters through a third party service. Our investigation uncovered what we thought was an impossible situation: a small number of our WorldServers had loaded without the correct configuration which fixed the corruption issues from 2.7.1. Unfortunately, anyone whose characters had been accessed using one of these out-of-date servers encountered the character-corrupting problem.

Once we determined this was the same issue that occurred on January 28th and we understood how it happened, the team decided that our best path forward – rather than trying to identify each affected account and risk missing something in the process – was to restore all character data from the backup that took place just before the 2.7.1.1 patch rolled out. 

Preventive Measures

The team has identified a number of additional safeguards that should prevent this particular issue from happening in the future. 

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Destiny 2 Hotfix 2.7.1.1.

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PlayStation Xbox Live Steam Stadia Battle.net

Activities

Iron Banner

  • Added a Triumph to track Iron Banner Packages earned in Season 9. This will retroactively count all packages already earned this season.
  • Fixed an issue that prevented the Efrideet’s Gift Triumph from completing when players earned 50 Iron Banner packages in Season 9. This is retroactive

Gambit

  • Fixed an issue where resetting your Infamy rank could reset progress on the “Get Closer” pursuit. This is retroactive, and will auto-complete for any players that has already been above Mythic this season.

Eververse

Carousel

  • Fixed an issue where Solar Class emotes were incorrectly priced. Emotes will now be correctly priced at 500 Silver, and the carousel will be visible once more.

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This Week At Bungie – 2/6/2020

This Week at Bungie, we’re calling in reservations. 

It’s been a wild week in Destiny 2. Inotam, Oblivion’s Triune, made their grand entrance into the Sundial. Guardians descended upon Mercury, weapons in hand, eager to protect the timeline from certain annihilation. While you’ve prevented the Psions from changing history, this isn’t the last trial you’ll face – not by a longshot.

The first three Empyrean Foundation goals have been met with haste. One billion Fractaline isn’t enough for the Foundation, and the next goal is currently in reach. Your next stop: 2.2 Billion Fractaline donations.

We knew you’d rise to the challenge, but this? This is absolutely insane. Keep that Fractaline coming. We’re seeing quite a few Guardians investing in their Fractaline futures, but many hitting the donation button to quickly earn some sweet Timelost weapons.

The final triumph for the Savior Seal will be completed once the community completes the seventh stage of this event. We’re excited to see a new title in the wild. Players will also unlock the ability to pre-order the Savior Bungie Reward pin once they have completed all Triumphs for the Seal.

Now, let’s look at the calendar. We have some beats to cover that are coming up quick, with a new Season on the way in just over a month! Below, you’ll find details on Crimson Days, Destiny 2 Hotfix 2.7.1.1, and a patch note preview for Season 10.

Love is almost in the air

Have you been feeling a bit lonely lately? Lacking a partner by your side in the heat of battle? Crimson Days is on approach, bringing the perfect opportunity for you to form an unbreakable Crimson Bond with a fellow Guardian.

[youtube https://www.youtube.com/watch?v=9ylerb7niFQ?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Crimson Doubles returns to the Crucible during the event, bringing explosive 2v2 combat to the fold. Stay close to your partner: you’ll each have heightened ability regen as long as you retain your Crimson Bond. If you stray too far away from each other, opponents will be able to see your every move. If you’d rather take your partner out for a stroll in one of Destiny 2’s PvE activities, Shaxx will offer bounties for you to complete in a two-person fireteam.

As you complete Crimson Doubles matches and bounties, you and your partner will be showered in delicious candy hearts. To sweeten the deal, Daily and Weekly bounties will offer double XP. Bright Dust will also be rewarded when completing your weekly bounties.

As you begin to stockpile Confectionary Hearts, they can be exchanged with Lord Shaxx for Crimson Days themed rewards, including two new Exotic Sparrows. Ride in tandem to show the strength of your Crimson Bond!

If this is your first Crimson Days event, or you didn’t earn enough hearts in years past, rewards from previous events will also be available to earn alongside the new Sparrows.

Additionally, spare Confectionary Hearts may be exchanged for Warmhearted Gift packages containing Glimmer, with a slight chance for legendary loot. Once you’ve collected both Sparrows and claimed the associated Triumph, an exclusive emblem will become available through Bungie Rewards.

Eververse will feature many items from previous events for Bright Dust, including two new items exclusive to Crimson Days. One new item will be available for Silver only, the Heartfelt Union Multiplayer Emote.

Here’s the emote in action:

Crimson Days will be available from February 11 to February 18, 2020.

Cutting Edge

We’re a little over a month out from the next Season of Destiny 2 and this seems like a good time to start talking about Sandbox. Over the next few weeks, we’ll be covering upcoming changes to weapons and abilities. Some changes will be PvP-centric, while others will bear more of a PvE focus.

Our first subject: Swords.

Some are sharp. Some are blunt. One lets you bend space and time to teleport through enemies. Another has projectiles that can take down foes at range. Since the launch of Destiny 2, we’ve been seeing feedback on general functionality and the team has been kicking around ideas on how to make things a bit more enticing.

After some brainstorming and development time, Swords are receiving a sort of tableflip when it comes to light attacks, heavy attacks, and guarding. While you’ll still rip and tear through opponents, as you would expect from a Sword, most of what you know needs to be unlearned. The blades have been rebalanced, and a new energy meter is making its way to swords. Below, you’ll find a full rundown from our development team.

Dev Team: Swords are getting a little more love this Season. While Swords have been a staple of Destiny ever since their introduction in The Taken King, we felt they were due for an update both to freshen them up, but also to allow us more room to work with them in later releases.

Sword Energy

    • Swords now have their own reserve of energy that recharges naturally on its own, and is not to be confused with ammo capacity. This energy will overtake your melee slot while you’re wielding a sword and is spent on various actions.

Guarding

    • Guarding now uses sword energy instead of consuming ammo. Different guards have different consumption rates, damage resistance and behaviors, so be sure to experiment and find a guard type you like. You’ll still need at least one ammo to begin guarding, though.
    • Back during Season of the Drifter, the Stronghold exotic for Titans was introduced, allowing them to guard with relative impunity and opening up a more interesting opportunities for swords to shine in a variety of content which caused us to take another look at the guard function itself. Although the guard function has always existed, it was never really considered worth the cost. With this change, we hope that players will use their guard intelligently to protect themselves instead of it being an almost unused button. Rest easy, Stronghold has also been modified to still allow Titans a unique guarding experience.

Light Attacks

    • Grounded light attacks for all Swords will now loop for an infinite combo, and all Swords can cleave.
    • While the basic three hit combo is quite a staple of melee weapons in many games – In a shooter this leaves the player extremely open to enemies. By letting the light attacks loop, we also push them and the heavy attacks apart further. Cleaving on light attacks was previously only on the Aggressive Swords, but we opted to add it to the rest of them for more hack ‘n slash.

Heavy Attacks

    • Heavy attacks now consume Sword energy. While you are always able to perform a heavy attack, the attack is stronger when you have full energy, and weaker when you don’t.
    • A lot of swordplay in many situations simply boiled down to endlessly mashing the heavy attack button instead of mixing up attacks which wasn’t quite the most interesting experience. Do note that aerial heavy attacks as a general rule do not consume Sword energy, but that can vary based on the Sword.

Shield Bypass

    • A portion of most Sword attacks can partially bypass elemental shields.
    • We added this to give Swords a little bit of a personality difference from shotguns who share a very similar role in combat as powerful CQC  weapons.

In general, Swords have also had some of the damage amounts for different attacks changed, and the various Sword perks have been adjusted. So you’ll want to experiment a bit after the changes hit. We do hope you’ll enjoy the changes.

Blinded by the Light

Hotfix after Hotfix, Destiny Player Support is here for you. Timetables, known issues, and frequently asked questions are handled with care. They approach each conversation with white gloves and gold standards.

This is their report.

CONTRIBUTING TO EMPYREAN RESTORATION

On Tuesday, the Empyrean Restoration went live. Player Support noticed that some players were confused on how to participate and contribute their Polarized Fractaline. To do so, players must complete the Bright Light quest from Saint-14. To unlock this quest, players must complete the following prerequisites:

      • Complete the following quests from Osiris: A Matter of Time.
      • Then, complete Saint-14’s quests: Tribute to the Colonies, Cornerstone, and A Guardian’s Duty.

CRIMSON DAYS AHEAD

Next week, Crimson Days returns to the Crucible. Our Help article will update on February 11, 2020, to bring you updated information about the event, including that it will end at the weekly reset on February 18.

Here are a few known issues about the event:

      • Players will be unable to accept Lord Shaxx’s “Fire of the Crimson Days” emblem if they already have this emblem in their inventory. Deleting the emblem will allow them to accept the new one and complete the “Welcome to the Crimson Days” Milestone.
      • Players who are removed from a match and rejoin will not be able to respawn until the current round ends. These player will see “Waiting for Ally to Revive” for the remaining duration of the round.
      • Crimson Days bounties do not advance the Crucible Bounty Vendor Challenge.

HOTFIX 2.7.1.1 AND RESOLVED ISSUES

Next Tuesday, February 11, we will release Destiny 2 Hotfix 2.7.1.1. This update will resolve some issues currently affecting players. Here is another preview of some of the issues that will be resolved:

      • The Efrideet’s Gift Triumph will retroactivity unlock for players who turn in 50 Iron Banner packages in Season of the Dawn.
      • The Get Closer pursuit will no longer have its progress reset when resetting Infamy. This is retroactive and will auto-complete for any player who has already been above Mythic rank this season.
      • A Season 9 Iron Banner Triumph has been added that tracks purchased packages from Lord Saladin. This is also retroactive.

Additionally, here’s the timeline for the Destiny 2 Hotfix 2.7.1.1 release on Tuesday:

      • 8:00 AM PST (1600 UTC): Destiny 2 maintenance will begin. Players may experience sign-on issues during maintenance.
      • 8:45 AM (1645 UTC): Players will be removed from activities and will be unable to log in until 9 AM.
      • 9:00 AM (1700 UTC): Destiny 2 Hotfix 2.7.1.1 will be released and players will be able to log in.
      • 10:00 AM (1900 UTC): Destiny 2 maintenance will end.

CURRENT KNOWN ISSUES

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:

      • Players are continuing to report increased Tower load times after Update 2.7.1.
      • The Playin’ the Odds emblem doesn’t drop and cannot be reacquired from Collections. While we investigate, the only way to receive this emblem right now is to reset your Infamy rank three times in one Season.
      • In the Bright Future quest, Orbs of Light that are collected sometimes are not accurately reflected in the quest’s progress. Some players have reported that deleting or claiming a bounty may help with progression issues.

For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Variety

Over the years, there have been quite a few “metas” in Destiny 2. Different Legendary weapons will take the spotlight from time to time, sometimes usurped by a truly Exotic underdog. This week, our winner brings a montage using every exotic in the game.

Movie of the Week: SoaR-ing

[youtube https://www.youtube.com/watch?v=V8gMSBglqis?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Honorable Mention: Guardian Bowl LIV

[youtube https://www.youtube.com/watch?v=HtW0dx0y6ro?wmode=transparent&rel=0&fs=1&w=1136&h=641]

Winners will find their new MotW-themed emblem in their collections within the next year or so. If you have some sweet clips or a fun montage, make sure to submit it to the Community Creations page. For carnage, or a chance for a sweet emblem, apply within.
We’re almost to the weekend, but we’ll be scouting the Destiny Fashion scene for combinations worthy of an emblem. In case you missed it, we kicked off another Fashion Week on Tuesday. Only requirements: the Star Light, Star Bright emblem from the Guardians for Australia foundation effort, and a good eye for fashion.
Reply to this tweet with a picture of your Guardian and the emblem equipped. If we retweet you, the Levante’s Prize emblem will be granted to you within a week. Here’s a quick example of a recent winner:

I can’t wait to see what combinations you cook up. Have a great weekend, and we’ll see you next time.

Cheers,

Dmg04

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Joining

The three oldest sisters—Ozletc, Tazaroc, and Niruul—gathered around Amtec, the youngest. They spoke in harmonizing tones, each voice the pluck of a different string on the same instrument.

“You know our purpose,” said Ozletc. “This crumbled timeline…”

“Will let us right the wrongs of Ghaul the Abdicated,” said Tazaroc. “And thus see our people…”

“Reborn,” said Niruul. “Loosed from our fetters.”

“I know your purpose,” said Amtec, who was the most beloved. She trembled in their massive presence. The three oldest sisters had begun the process of joining, known only to them through ancient texts of the mind, never accomplished in recent memory. It was a permanent metaconcert; an unbreakable bond of self-dissolution. Already their minds had begun to merge, and Amtec could see them being drawn closer, as if by some magnetic force in their bones. 

“Then you know,” said Ozletc.

“The consequences of our failure,” said Niruul.

Amtec nodded. Her eye darted from sister to sister, now both more foreign and more familiar, as each sister was each other sister, somehow, combined. 

“Together, we are stronger,” said Tazaroc. 

“Than any threat that may challenge us,” said Ozletc. “But should we fail…”

“Unlikely though it is,” said Tazaroc.

“You must succeed where we could not,” said Ozletc. “And so, you will join with us…”

“In mind,” said Niruul.

“But not in body,” said Tazaroc.

Already, Amtec could feel the power of their minds—their mind—settle against the edges of her own like a heavy, flat stone. 

“And so our failure,” said Niruul.

“Will be your failure,” said Ozletc.

“And our revenge,” said Tazaroc.

“Will be your revenge,” said Ozletc.

Amtec had hoped since the beginning to join her sister in mind and body on the battlefield of time. She had thought, today, they would ask. But she knew that if she felt it too keenly, they would taste her disappointment, and she craved their love.

“I understand,” she said, and she vowed to see that any threat that would harm her sisters would be annihilated so thoroughly that it would be wiped from living memory.