Destiny update, The Taken King will look to expand on the story Bungie first developed in Year One |
DESTINY'S latest expansion from Bungie, The Taken King, will look improve on the story by expanding the RPG elements and focusing on the arrival of Oryx on his mission for revenge.
UPDATE ONE: A new Destiny hotfix has been launched to help solve several issues including map rotation and Quest Weapon drop rates.
The drop rate for auto rifle, Husk of the Pit, has been increased by 150% for the Blades of Crota.
The PvP section of the game has seen the biggest range of fixes applied, all of which can be found below.
Making way for the changes to come in The Taken King, Tess Everis has temporarily left the Tower, with her old inventory of special order items now stored in a Kiosk terminal near Eva Levante in North Tower.
Weapons
- Fixed an issue where “Packing Heat” achievement/trophy could not be unlocked by newly acquired Exotic weapons
- Fixed an issue where Husk of the Pit drops were disabled
- Drop rates for the Husk of the Pit from Blades of Crota have been increased by 150%
PvP
Updated the House of Wolves Control playlist to include the following maps with a lower weight in the rotation:
- Rusted Lands
- Shores of Time
- Pantheon
- Exodus Blue (Sony)
Updated the House of Wolves Clash playlist to include the following maps with a lower weight in the rotation:
- Firebase Delphi
- Twilight Gap
- Blind Watch
- Exodus Blue (Sony)
Inferno and Doubles playlists now have different tuning values for ammo crates
- Special Ammo initial spawn time and respawn intervals have been changed to 180 seconds
- Max of three Special Ammo crates will now be placed at one time
- Heavy Ammo crates now spawn only once per match at 300 seconds
Recent updates from the studio's devs have revealed they hope to improve on the experiences players have had in the past by building on using quest givers and cutscenes.
Players on Xbox and PlayStation platforms have complained in the past that Destiny's original offering lacked depth, something they wanted to see improved on in The Dark Below and House of Wolves expansions.
But it seems The Taken King, the third DLC from Bungie, will be that add-on that could expand on the story, finally scratching that itch that has been plaguing fans of the new franchise.
The basic premise to the Taken King has been revealed as: Bad guy shows up in town, brings his evil fortress and army and it's your job to stop him.
(A Taken King prologue cinematic focused more on what is set to unfold for Guardians in September and can be viewed below.)
Community manager David Dague has also announced that more is set to be unveiled to fans, much in the same way Bungie went about it for House of Wolves earlier this year.
Dague explained following the release of the Gamescom trailer: "We know you have questions, and we have big plans to answer them. Similar to how we introduced you to the House of Wolves, we’re preparing a series of live broadcasts on Twitch to give you an in-depth look into all of the ways that The Taken King will change the way you play Destiny.
"Let the speculation ride for now. We’ll talk more after everyone has made a safe trip home."
The Taken King's creative director Luke Smith and executive producer Mark Noseworthy revealed more on the process of changing the storytelling mechanics in the Taken King.
First of all, the studio are now preparing to build on the basic RPG elements in the game, expanding how patrols are now monitored while also helping to expand what NPCs do in Destiny.
Speaking to Game Informer, Smith added: "When the game came out all of us at Bungie were like 'okay it's probably time to look at pivoting a little bit, let's make some changes to some of the stuff we've been making with the Dark Below.'"
"It's about what the player's did as an entity last year, influencing the future, we hope that inspires your mind and your imagination in Destiny Year Two so you'll hoping that some of the stuff you do is going to play into what happens next.
Talking about developing a story that included activities that could be revisited, like in Destiny, Noseworthy revealed: "Let's have quests, let's have NPCs in the Tower that are really quest givers and can end up being the benefactor of the missions that we play in.
"Often what it takes is a hundred little things, the quest itself, the name of the mission, the setup of the dialogue, maybe a cinematic in there, all these things working together can suddenly help to make it so you know what you are doing, the context and where you are headed."
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