The intro sections are enjoyable, but they take so long to complete. Back in the day we'd use checkpoint sharing to start at the totems encounter, and now we often start at warpriest. I like intermission sections in raids, but KF overdid it there.
And the Oryx fight takes so long, too. I wish Bungie dropped the bombs required from 16 to 12 with Age of Triumph while they were tweaking the other raids.
Yeah, I like every encounter in KF, including the jumping puzzles, but every single one could stand to be about 1/3rd shorter than they are.
I'd legit play a raid that was just jumping puzzles and a boss. Maybe even hold the boss.
I want an encounter where platforms are involved in killing the boss. Like you have to jump on and off Hive tombships to have an angle to shoot at weak points on a giant Ogre or something.
Woah there Satan.
I don't know about the Tombships part..but picture this. How about you fighting a set piece boss that is the size Oryx was or bigger and you are above him and have to move around the room/area in some fashion to get to his weakspots while he is down below attacking something (city, base whatever). He occasionally throws or launches things at you but the real fight is add management as they drop into the area that you are in. Reaching certain checkpoints in the fight blow off pieces of "armor" until you reach the end the boss is actually almost dead. Then you could finish them off normally or by triggering a cut scene and running a ship into em or something. (I keep picturing the Titanfall 2 level where you are moving between the spaceships that are chasing down the McGuffin.) Maybe not a raid boss, but that would make for a hell of a fun strike.
Interesting. How do they determine that? Is it possible to circumvent by setting your PS4 setttings to, say, Europe?
Asking for a friend...
0
ObiFettUse the ForceAs You WishRegistered Userregular
So I finally got to read some of that Edge Magazine information about Destiny 2. I am slightly concerned about this part:
There are over 80 missions and activities in Destiny 2, and each is substantial - in length, challenge, story and reward.
"We turned all these knobs this one way and it turns out that, at hour 55 you fell off a cliff." It has been fixed of course.
I really hope this doesn't mean it takes 55+ hours to complete the campaign and reach endgame OR that they take that into account when determining when to release the Raid.
So I finally got to read some of that Edge Magazine information about Destiny 2. I am slightly concerned about this part:
There are over 80 missions and activities in Destiny 2, and each is substantial - in length, challenge, story and reward.
"We turned all these knobs this one way and it turns out that, at hour 55 you fell off a cliff." It has been fixed of course.
I really hope this doesn't mean it takes 55+ hours to complete the campaign and reach endgame OR that they take that into account when determining when to release the Raid.
I tend to believe that this is the amount of unique content they have before you start always repeating something. So story missions, strikes, patrols, adventures, lost sectors, world quests and then more after story missions (ala Taken King). I have a feeling they realized that you would have everything unlocked and no progression after probably doing the story missions and a handful of each of the other categories. Especially the stuff only unlocks during the back half of the campaign.
I'm dumb about which is midnight and which is noon, but think of it as releasing really late on Tuesday night.
Tuesday night would be Tuesday midnight, so you're disagreeing with @AuburnTiger .
I hate midnight stuff haha.
Technically what you are referring to as Tuesday midnight would actually be Wednesday midnight. Tuesday ends at 11:59PM. Midnight is actually the first part of the new day (12 am day of whatever). The only time it gets lumped into the previous day is on military time as they need to include it in a 24 hr clock with 0001 being the start of a new day.
So I finally got to read some of that Edge Magazine information about Destiny 2. I am slightly concerned about this part:
There are over 80 missions and activities in Destiny 2, and each is substantial - in length, challenge, story and reward.
"We turned all these knobs this one way and it turns out that, at hour 55 you fell off a cliff." It has been fixed of course.
I really hope this doesn't mean it takes 55+ hours to complete the campaign and reach endgame OR that they take that into account when determining when to release the Raid.
Obi, why in the name of the Traveler would you be unhappy with it taking 55+ hours to complete the campaign? I mean, I get the whole "the real game begins at endgame" thing - it's a time-honored MMO tradition - but as long as it's good content and not a ton of padding/filler nonsense, why would you be opposed to that? Is it because you really want to see what the raid looks like?
I assume that squall is correct and that what they mean is that there's 55+ hours worth of stuff to do (including endgame questing and whatever), some of which may be repetitive but a lot of which is hopefully unique content, before it gets kinda grindy.
What makes me way more nervous from the tone of that article is that they're still playing through everything and balancing the progression systems themselves, as well as squashing bugs and making the hard decisions to let some of them through. I understand that this is something that occurs with every single game - I don't mean that I'm nervous that they're still playtesting. But the way the article makes it sound - including that Luke Smith comment - there's a bit of "We see a problem with X, so we're going to do Y and hope it improves the experience!" And I'm not that confident that Bungie is going to make the right calls there. I worry about content filler, poor progression design, drop rates, etc. I guess you could call them post-launch growing pains. I'd rather not suffer through too much of that (e.g., in D1: material collection; a LL system that needed to be reworked; story cuts/changes that hurt the cohesiveness).
So I finally got to read some of that Edge Magazine information about Destiny 2. I am slightly concerned about this part:
There are over 80 missions and activities in Destiny 2, and each is substantial - in length, challenge, story and reward.
"We turned all these knobs this one way and it turns out that, at hour 55 you fell off a cliff." It has been fixed of course.
I really hope this doesn't mean it takes 55+ hours to complete the campaign and reach endgame OR that they take that into account when determining when to release the Raid.
I know right? 55 hours? That's it? I took a whole week off, I'll be done with the game in 2 days then! :P
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
So I finally got to read some of that Edge Magazine information about Destiny 2. I am slightly concerned about this part:
There are over 80 missions and activities in Destiny 2, and each is substantial - in length, challenge, story and reward.
"We turned all these knobs this one way and it turns out that, at hour 55 you fell off a cliff." It has been fixed of course.
I really hope this doesn't mean it takes 55+ hours to complete the campaign and reach endgame OR that they take that into account when determining when to release the Raid.
Obi, why in the name of the Traveler would you be unhappy with it taking 55+ hours to complete the campaign? I mean, I get the whole "the real game begins at endgame" thing - it's a time-honored MMO tradition - but as long as it's good content and not a ton of padding/filler nonsense, why would you be opposed to that? Is it because you really want to see what the raid looks like?
I assume that squall is correct and that what they mean is that there's 55+ hours worth of stuff to do (including endgame questing and whatever), some of which may be repetitive but a lot of which is hopefully unique content, before it gets kinda grindy.
What makes me way more nervous from the tone of that article is that they're still playing through everything and balancing the progression systems themselves, as well as squashing bugs and making the hard decisions to let some of them through. I understand that this is something that occurs with every single game - I don't mean that I'm nervous that they're still playtesting. But the way the article makes it sound - including that Luke Smith comment - there's a bit of "We see a problem with X, so we're going to do Y and hope it improves the experience!" And I'm not that confident that Bungie is going to make the right calls there. I worry about content filler, poor progression design, drop rates, etc.
Because I want to run the Raid as close to the day its released and want to do it blind. Its that simple. If it takes 55+ hours to complete the campaign, then there is likely even more time post-campaign to get light level gear appropriate for endgame stuff like raids. Plus Xur is going to probably take endgame-like currency and since its likely he still shows up for a day on the weekend, thats an even tighter window to make that first crucial purchase from him. If I get to play this thing for 12 hours a day for 3 days straight on release, I am still not going to be done with the campaign?! That seems crazy, for me. In fact, at 12 hours a day starting Tuesday night, I wouldn't finish the campaign until Sunday? I finished every single Halo game within a couple days (edit: honestly it was usually in just one day). And then played it for years after that.
Its very important to note that I am not saying a long campaign is inherently a bad thing. I specifically worded my original post by saying "I am slightly concerned" and "I really hope". This is just from my perspective. I get that by having a long campaign they will be super pleasing the people who love story missions and stuff. Reviewers and the general population will be happy that there is a ton to do before endgame. I, however, am more of an endgame type of player, so campaign is less important than getting all the goodies locked behind the hardest stuff. I, personally, do not want to have to spend ~200 hours getting three characters to endgame.
That article seemed to indicated Edge got two days at Bungie to play through the review build, in which time they completed the campaign. As such, if a reviewer (who likely has anywhere between six and ten thumbs) can do it at a relatively rapid pace, I believe that most of us will find it doable if we are inclined to do so.
That article seemed to indicated Edge got two days at Bungie to play through the review build, in which time they completed the campaign. As such, if a reviewer (who likely has anywhere between six and ten thumbs) can do it at a relatively rapid pace, I believe that most of us will find it doable if we are inclined to do so.
I mean did they beat the campaign or did they just get shown a few select missions, one being the end of the campaign?
jefe414"My Other Drill Hole is a Teleporter"Mechagodzilla is Best GodzillaRegistered Userregular
edited August 2017
I suppose it all depends on how they tier the raid system in D2. I figure they'll incorporate some sort of challenge mode so maybe there will be normal, hard, challenge. In this case, I figure the 'normal' mode would have a reasonable "I didn't play non-stop for 4 days straight" light level requirement.
EDIT: While I'm hoping for VAST amounts of content, I'm with you Obi. I want to be raid ready ASAP. Blind raids are easily my favorite Destiny activities.
The raids aren't the be all and end all for everyone though and a lot of people will just play D2 solo and do strikes/patrols so them focusing on that for the many at the expense of the few is mostly how mmos go these days.
PSN: ThatDaveFella
+2
jefe414"My Other Drill Hole is a Teleporter"Mechagodzilla is Best GodzillaRegistered Userregular
I'm pretty sure they did focus on the story, patrols, etc. which is why they added stuff like hidden sectors and those side adventures. I'm simply saying that I would prefer to have all that and be able to do a blind raid at a normal difficulty level before spoilers abound.
I'm just glad that I'm taking the whole week off for D2. Then I don't have to worry about release times and what not, I can just play when it goes live.
Also, for PS4 raids, I am out of town and unavailable mostly until Monday. I'm free to raid most of next week, though, if people need another experienced raid body.
Having never participated in a Destiny blind raid, I'm hoping to do exactly that.
I'll be putting in a leave slip for a couple of days, but I think the best I can manage will be the Thursday after release... the drawback of having become indispensable to my superiors.
Also has there been any info on when the first raid will drop? At release, 3 days after, a week?
The raids aren't the be all and end all for everyone though and a lot of people will just play D2 solo and do strikes/patrols so them focusing on that for the many at the expense of the few is mostly how mmos go these days.
I agree. Which is why I guess my perfect balance would be story mission length similar to Destiny 1, but an expanded patrol/strike/nightfall/adventure/etc system so that people who don't want to raid have plenty to do after the campaign while those who do want to raid are able to do so by the time the raid releases.
The raids aren't the be all and end all for everyone though and a lot of people will just play D2 solo and do strikes/patrols so them focusing on that for the many at the expense of the few is mostly how mmos go these days.
I agree. Which is why I guess my perfect balance would be story mission length similar to Destiny 1, but an expanded patrol/strike/nightfall/adventure/etc system so that people who don't want to raid have plenty to do after the campaign while those who do want to raid are able to do so by the time the raid releases.
I think I'd actually prefer a longer story/mission length but have the raid pushed out an extra week. And no Xur/Xur-equivalent for the first weekend. MOAR STUFF, MOAR TIME
The raids aren't the be all and end all for everyone though and a lot of people will just play D2 solo and do strikes/patrols so them focusing on that for the many at the expense of the few is mostly how mmos go these days.
I agree. Which is why I guess my perfect balance would be story mission length similar to Destiny 1, but an expanded patrol/strike/nightfall/adventure/etc system so that people who don't want to raid have plenty to do after the campaign while those who do want to raid are able to do so by the time the raid releases.
I think I'd actually prefer a longer story/mission length but have the raid pushed out an extra week. And no Xur/Xur-equivalent for the first weekend. MOAR STUFF, MOAR TIME
Man you know Xur is going to show up that first weekend and sell something that will never be sold again
I think the 55 hours thing is overblown when it comes to a good chunk of the players in this thread. Odds are if your goal is to be raid ready, you won't be hunting for dead ghost, secret lore and enjoying the scenery and sky boxes. Other things will influence that playtime too. If you run a strike, even a new one, with new players it will take much longer than if you're running it with friends with voice comms.
The raids aren't the be all and end all for everyone though and a lot of people will just play D2 solo and do strikes/patrols so them focusing on that for the many at the expense of the few is mostly how mmos go these days.
I agree. Which is why I guess my perfect balance would be story mission length similar to Destiny 1, but an expanded patrol/strike/nightfall/adventure/etc system so that people who don't want to raid have plenty to do after the campaign while those who do want to raid are able to do so by the time the raid releases.
I think I'd actually prefer a longer story/mission length but have the raid pushed out an extra week. And no Xur/Xur-equivalent for the first weekend. MOAR STUFF, MOAR TIME
Man you know Xur is going to show up that first weekend and sell something that will never be sold again
Yeah...
Also, something just struck me: I will never get an opportunity to see D2's character creation process/options.
The raids aren't the be all and end all for everyone though and a lot of people will just play D2 solo and do strikes/patrols so them focusing on that for the many at the expense of the few is mostly how mmos go these days.
I agree. Which is why I guess my perfect balance would be story mission length similar to Destiny 1, but an expanded patrol/strike/nightfall/adventure/etc system so that people who don't want to raid have plenty to do after the campaign while those who do want to raid are able to do so by the time the raid releases.
I think I'd actually prefer a longer story/mission length but have the raid pushed out an extra week. And no Xur/Xur-equivalent for the first weekend. MOAR STUFF, MOAR TIME
Man you know Xur is going to show up that first weekend and sell something that will never be sold again
Yeah...
Also, something just struck me: I will never get an opportunity to see D2's character creation process/options.
Easily solved. Just spin up a secondary PSN account and you can see it in all it's glory if you really want to.
I think the 55 hours thing is overblown when it comes to a good chunk of the players in this thread. Odds are if your goal is to be raid ready, you won't be hunting for dead ghost, secret lore and enjoying the scenery and sky boxes. Other things will influence that playtime too. If you run a strike, even a new one, with new players it will take much longer than if you're running it with friends with voice comms.
The reason why I'm worried its not overblown is that they specifically talked about that 55+ hours in terms of "progression" and it "falling off a cliff at 55 hours" into the game. This means that
1) They hit a progression wall at 55 hours, which could mean level or light. I think that means they hit the pre-raid cap at around 55 hours. I doubt "progression" means dead ghosts or secret lore or exploration in general.
2) There was more non-raid content in front of them that, due to hitting the progression wall, would not offer any more gear improvements but instead just be content.
When presented with the following, they decided this was a problem. That for some reason letting people hit the progression wall with content remaining was a bad thing. And so they "fixed it." Which can only mean they slowed the progression currently in place and making it necessary to complete the remaining content talked about in #2. So my worry is that the new and improved base progression wall is now well past 55 hours. Which implies that there is well past 55 hours needed to hit the initial progression wall, which is likely the part where endgame starts.
I think the 55 hours thing is overblown when it comes to a good chunk of the players in this thread. Odds are if your goal is to be raid ready, you won't be hunting for dead ghost, secret lore and enjoying the scenery and sky boxes. Other things will influence that playtime too. If you run a strike, even a new one, with new players it will take much longer than if you're running it with friends with voice comms.
The reason why I'm worried its not overblown is that they specifically talked about that 55+ hours in terms of "progression" and it "falling off a cliff at 55 hours" into the game. This means that
1) They hit a progression wall at 55 hours, which could mean level or light. I think that means they hit the pre-raid cap at around 55 hours. I doubt "progression" means dead ghosts or secret lore or exploration in general.
2) There was more non-raid content in front of them that, due to hitting the progression wall, would not offer any more gear improvements but instead just be content.
When presented with the following, they decided this was a problem. That for some reason letting people hit the progression wall with content remaining was a bad thing. And so they "fixed it." Which can only mean they slowed the progression currently in place and making it necessary to complete the remaining content talked about in #2. So my worry is that the new and improved base progression wall is now well past 55 hours. Which implies that there is well past 55 hours needed to hit the initial progression wall, which is likely the part where endgame starts.
Perhaps, but I keep in mind that this is PR talk and that the biggest knock on Destiny 1 was its lack of content. I personally take those statements with a huge grain of salt. I'm sure there's lots of things to do and discover, but I doubt you need to finish 79 PvE activities before getting to the raid. We'll see soon enough.
I feel that if there is that much content, that it puts the odds of the raid being on launch week very low, likely pushing it to the following Friday. I doubt if they put that much work in the content they want folks to blow past it to rush the raid release 2 days in.
Yeah, taking Bungie's word at anything at this point, given their track record, is questionable at best. I want what they say to be true, but .... well, yeah.
Another thing is say I have 80 activities. One activity is Strike A where I go through a map and kill a boss. Strike B is the same map, but I go the opposite direction. Or maybe several missions in the same area, we just go to different parts of the map in a different order or different enemies spawn.
Those are additional activities, and yet....
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
So I finally got to read some of that Edge Magazine information about Destiny 2. I am slightly concerned about this part:
There are over 80 missions and activities in Destiny 2, and each is substantial - in length, challenge, story and reward.
"We turned all these knobs this one way and it turns out that, at hour 55 you fell off a cliff." It has been fixed of course.
I really hope this doesn't mean it takes 55+ hours to complete the campaign and reach endgame OR that they take that into account when determining when to release the Raid.
I know right? 55 hours? That's it? I took a whole week off, I'll be done with the game in 2 days then! :P
Nope, Gamestop gets regular Hunter, Walmart gets Million Million/Exotic Sword Hunter, and Walgreens gets Blacksmith/Nighthawk hunter.
I thought that I would easily get through campaign/story events in 4 solid days of playing before I go back to work, but now I don't know. I have this thing where for games I'm really hyped about I ignore party invites and go dark until I complete the story; I don't touch multiplayer at all until I'm done.
Now I'm worried I won't even get to play with friends during those first 4 days I have off. I mean, it's a first world problem, but still . . .
No one seems to have answered whether I can set my PS4 to GMT and start playing Destiny several hours early.
I suppose there's no way to know for sure until it launches. I guess it depends on whether the servers are looking for where your ISP originates or whether it just trusts the client to not allow the connection until the local PS4 clock says it's midnight.
No one seems to have answered whether I can set my PS4 to GMT and start playing Destiny several hours early.
I suppose there's no way to know for sure until it launches. I guess it depends on whether the servers are looking for where your ISP originates or whether it just trusts the client to not allow the connection until the local PS4 clock says it's midnight.
It's based on the regional store you buy it on, setting your clock won't make any difference
No one seems to have answered whether I can set my PS4 to GMT and start playing Destiny several hours early.
I suppose there's no way to know for sure until it launches. I guess it depends on whether the servers are looking for where your ISP originates or whether it just trusts the client to not allow the connection until the local PS4 clock says it's midnight.
It's based on the regional store you buy it on, setting your clock won't make any difference
Interesting. Does the PSN store even discriminate by time zone, or is it generic "North America," etc?
Posts
Bolded was my plan, as well.
(Destiny) Doot Doot, Shoot Brutes for New Boots, Woot Woot for Rad Suits and Phat Loots
I don't know about the Tombships part..but picture this. How about you fighting a set piece boss that is the size Oryx was or bigger and you are above him and have to move around the room/area in some fashion to get to his weakspots while he is down below attacking something (city, base whatever). He occasionally throws or launches things at you but the real fight is add management as they drop into the area that you are in. Reaching certain checkpoints in the fight blow off pieces of "armor" until you reach the end the boss is actually almost dead. Then you could finish them off normally or by triggering a cut scene and running a ship into em or something. (I keep picturing the Titanfall 2 level where you are moving between the spaceships that are chasing down the McGuffin.) Maybe not a raid boss, but that would make for a hell of a fun strike.
Interesting. How do they determine that? Is it possible to circumvent by setting your PS4 setttings to, say, Europe?
Asking for a friend...
I really hope this doesn't mean it takes 55+ hours to complete the campaign and reach endgame OR that they take that into account when determining when to release the Raid.
Xbox Live / Steam
So that would imply you're not really playing until Thursday morning?
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
I'm dumb about which is midnight and which is noon, but think of it as releasing really late on Tuesday night.
(Destiny) Doot Doot, Shoot Brutes for New Boots, Woot Woot for Rad Suits and Phat Loots
I tend to believe that this is the amount of unique content they have before you start always repeating something. So story missions, strikes, patrols, adventures, lost sectors, world quests and then more after story missions (ala Taken King). I have a feeling they realized that you would have everything unlocked and no progression after probably doing the story missions and a handful of each of the other categories. Especially the stuff only unlocks during the back half of the campaign.
I hate midnight stuff haha.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Technically what you are referring to as Tuesday midnight would actually be Wednesday midnight. Tuesday ends at 11:59PM. Midnight is actually the first part of the new day (12 am day of whatever). The only time it gets lumped into the previous day is on military time as they need to include it in a 24 hr clock with 0001 being the start of a new day.
Obi, why in the name of the Traveler would you be unhappy with it taking 55+ hours to complete the campaign? I mean, I get the whole "the real game begins at endgame" thing - it's a time-honored MMO tradition - but as long as it's good content and not a ton of padding/filler nonsense, why would you be opposed to that? Is it because you really want to see what the raid looks like?
I assume that squall is correct and that what they mean is that there's 55+ hours worth of stuff to do (including endgame questing and whatever), some of which may be repetitive but a lot of which is hopefully unique content, before it gets kinda grindy.
What makes me way more nervous from the tone of that article is that they're still playing through everything and balancing the progression systems themselves, as well as squashing bugs and making the hard decisions to let some of them through. I understand that this is something that occurs with every single game - I don't mean that I'm nervous that they're still playtesting. But the way the article makes it sound - including that Luke Smith comment - there's a bit of "We see a problem with X, so we're going to do Y and hope it improves the experience!" And I'm not that confident that Bungie is going to make the right calls there. I worry about content filler, poor progression design, drop rates, etc. I guess you could call them post-launch growing pains. I'd rather not suffer through too much of that (e.g., in D1: material collection; a LL system that needed to be reworked; story cuts/changes that hurt the cohesiveness).
Xbox Live / Steam
Nighthawk helmet I thought was GameStop exclusive?
I know right? 55 hours? That's it? I took a whole week off, I'll be done with the game in 2 days then! :P
XBL - Foreverender | 3DS FC - 1418 6696 1012 | Steam ID | LoL
Destiny 2 now sorted in my head.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
I think we all know time is going to become confusing after seeing light to dark light to dark of multiple days of consecutive play anyways.
Because I want to run the Raid as close to the day its released and want to do it blind. Its that simple. If it takes 55+ hours to complete the campaign, then there is likely even more time post-campaign to get light level gear appropriate for endgame stuff like raids. Plus Xur is going to probably take endgame-like currency and since its likely he still shows up for a day on the weekend, thats an even tighter window to make that first crucial purchase from him. If I get to play this thing for 12 hours a day for 3 days straight on release, I am still not going to be done with the campaign?! That seems crazy, for me. In fact, at 12 hours a day starting Tuesday night, I wouldn't finish the campaign until Sunday? I finished every single Halo game within a couple days (edit: honestly it was usually in just one day). And then played it for years after that.
Its very important to note that I am not saying a long campaign is inherently a bad thing. I specifically worded my original post by saying "I am slightly concerned" and "I really hope". This is just from my perspective. I get that by having a long campaign they will be super pleasing the people who love story missions and stuff. Reviewers and the general population will be happy that there is a ton to do before endgame. I, however, am more of an endgame type of player, so campaign is less important than getting all the goodies locked behind the hardest stuff. I, personally, do not want to have to spend ~200 hours getting three characters to endgame.
Xbox Live / Steam
I mean did they beat the campaign or did they just get shown a few select missions, one being the end of the campaign?
Xbox Live / Steam
EDIT: While I'm hoping for VAST amounts of content, I'm with you Obi. I want to be raid ready ASAP. Blind raids are easily my favorite Destiny activities.
Also, for PS4 raids, I am out of town and unavailable mostly until Monday. I'm free to raid most of next week, though, if people need another experienced raid body.
I'll be putting in a leave slip for a couple of days, but I think the best I can manage will be the Thursday after release... the drawback of having become indispensable to my superiors.
Also has there been any info on when the first raid will drop? At release, 3 days after, a week?
Gamertag - Khraul
PSN - Razide6
No word; my guess is a week minimum.
I agree. Which is why I guess my perfect balance would be story mission length similar to Destiny 1, but an expanded patrol/strike/nightfall/adventure/etc system so that people who don't want to raid have plenty to do after the campaign while those who do want to raid are able to do so by the time the raid releases.
Xbox Live / Steam
I think I'd actually prefer a longer story/mission length but have the raid pushed out an extra week. And no Xur/Xur-equivalent for the first weekend. MOAR STUFF, MOAR TIME
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Man you know Xur is going to show up that first weekend and sell something that will never be sold again
Xbox Live / Steam
Yeah...
Also, something just struck me: I will never get an opportunity to see D2's character creation process/options.
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Easily solved. Just spin up a secondary PSN account and you can see it in all it's glory if you really want to.
The reason why I'm worried its not overblown is that they specifically talked about that 55+ hours in terms of "progression" and it "falling off a cliff at 55 hours" into the game. This means that
1) They hit a progression wall at 55 hours, which could mean level or light. I think that means they hit the pre-raid cap at around 55 hours. I doubt "progression" means dead ghosts or secret lore or exploration in general.
2) There was more non-raid content in front of them that, due to hitting the progression wall, would not offer any more gear improvements but instead just be content.
When presented with the following, they decided this was a problem. That for some reason letting people hit the progression wall with content remaining was a bad thing. And so they "fixed it." Which can only mean they slowed the progression currently in place and making it necessary to complete the remaining content talked about in #2. So my worry is that the new and improved base progression wall is now well past 55 hours. Which implies that there is well past 55 hours needed to hit the initial progression wall, which is likely the part where endgame starts.
Xbox Live / Steam
XBL: Sans Gravitas, Steam, Destiny, Twitch
Destiny Raid Groups: Team NATBurn, Team Fourth Meal (Disbanded)
Perhaps, but I keep in mind that this is PR talk and that the biggest knock on Destiny 1 was its lack of content. I personally take those statements with a huge grain of salt. I'm sure there's lots of things to do and discover, but I doubt you need to finish 79 PvE activities before getting to the raid. We'll see soon enough.
I feel that if there is that much content, that it puts the odds of the raid being on launch week very low, likely pushing it to the following Friday. I doubt if they put that much work in the content they want folks to blow past it to rush the raid release 2 days in.
Another thing is say I have 80 activities. One activity is Strike A where I go through a map and kill a boss. Strike B is the same map, but I go the opposite direction. Or maybe several missions in the same area, we just go to different parts of the map in a different order or different enemies spawn.
Those are additional activities, and yet....
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Nope, Gamestop gets regular Hunter, Walmart gets Million Million/Exotic Sword Hunter, and Walgreens gets Blacksmith/Nighthawk hunter.
Now I'm worried I won't even get to play with friends during those first 4 days I have off. I mean, it's a first world problem, but still . . .
I suppose there's no way to know for sure until it launches. I guess it depends on whether the servers are looking for where your ISP originates or whether it just trusts the client to not allow the connection until the local PS4 clock says it's midnight.
It's based on the regional store you buy it on, setting your clock won't make any difference
PSN- AHermano
Interesting. Does the PSN store even discriminate by time zone, or is it generic "North America," etc?