DJKouza/KouzaLabz July 4th NFT Drop

Just a quick little project I put together to Celebrate this past 4th of July Weekend.

Who: Anyone who joins the discord will be added. (will refresh the WL once a week though just to keep my cost down) https://discord.gg/CSTeMNN9U6
What: 4th of July Celebratory Art, just for fun and to continue to engage with the NFT community. 0 Eth, just gas fees https://opensea.io/collection/4th-of-july-celebration
When: Now, WL mint is open, Public 7/14 and reveal 7/31
Why: Honestly just for fun, no other utility or reward promised.
How: Mint at the Dapp: https://mint.djkouza.com/20220704/

Cool Destiny 2 Resources

Official RaidSecrets Zero Hour Configurations

Other Zero Hour Sheets (Void Config)  (Arc Config)

Zero Hour Config Puzzle Solver (just enter the numbers!)

Heroic Story Missions (Fastest to slowest)  Reddit

Item Manager – https://destinyitemmanager.com/

Item/Activity Checklists –

Time in game – https://www.wastedondestiny.com

RAID Stats – https://raid.report/

Dungeon Stats – https://dungeon.report/

LAST WISH

LEVIATHAN

Pit of Heresy Maps

Scourge of the Past

Menagerie

Gear Checklist  https://destinysets.com/all-items

Lost Sector Maps –

Destiny 2 Lost Sector Maps

@Bungie RNG is totally broken

I’m not sure what kind of RNG Bungie is using for their Public Event spawns, but it certainly is NOT straight random.  There has to be other modifiers at play in what event spawns.  I’m not sure why you would not want public events to be totally random, but apparently Bungie doesn’t like full RNG.

I’ve written a quick PowerShell script to pull 96 public events randomly.  When the events possible are a 3:1 ratio the results are 3:1.

I wanted to add some more complexity so I made the “groups” of events random themselves.  As expected this made the results less random, but still I found the results to be within and expected set.

 

Code:


<# Powershell script by @DJKouza https://twitch.tv/djkouza 2018/07/28 #>

Write-Host "A better RNG than Bungies...."

Function runRNJesus()
    {
    $event=""
    #Pick the grouping to use (we are setting up 4 groups that can be randomly chosen for the event options  
    $random=Get-Random -Maximum 5 -Minimum 1
    Switch($random)
        {
        1 {$group=$group1}
        2 {$group=$group2}
        3 {$group=$group3}
        4 {$group=$group4}
        }
#STATIC GROUP TEST (ie.  what I would really expect)
#$group=@("taken","cabal","taken","taken")
#END STATIC GROUP TEST        
    #Pick which event to spawn
    $random2=Get-Random -Maximum 5 -Minimum 1
    Switch($random2)
        {
        1 {$event=$group.get(0)}
        2 {$event=$group.get(1)}
        3 {$event=$group.get(2)}
        4 {$event=$group.get(3)}
        }
    
        
    Return $event
    }

##Init Variables
$totalcount=0
$avg=0
$cabalCount=0
$cabalStreak=1
$MaxCabalStreak=0
$takenCount=0
$takeStreak=1
$maxTakenStreak=0
$eventCount=0
$group1=@("cabal","taken","cabal","taken")
$group2=@("taken","cabal","taken","taken")
$group3=@("cabal","taken","taken","cabal")
$group4=@("taken","cabal","taken","taken")

#Run loop for event picking (96 = 1 day @ 4/hour)
While($totalcount -lt 96)
    {
    $currEvent = runRNJesus
       
        if($eventCount -ne 12)
            {
            $eventCount++
            Write-Host -NoNewline "$currEvent  |  "
            }
        else
            {
            Write-Host "$currEvent  |  "
            $eventCount=0
            }
        


    Switch($currEvent)
        {
        cabal {
                $cabalCount++
                $takenStreak=1
                if($prevEvent -eq $currEvent)
                    {
                    $cabalStreak++
                    if($cabalStreak -gt $MaxCabalStreak)
                        {
                        $MaxCabalStreak = $cabalStreak
                        }
                    }
                $prevEvent=$currEvent
                }
        taken {
                $takenCount++
                $cabalStreak=1
                if($prevEvent -eq $currEvent)
                    {
                    $takenStreak++
                    if($takenStreak -gt $MaxTakenStreak)
                        {
                        $MaxTakenStreak = $takenStreak
                        }
                    }
                $prevEvent=$currEvent
                }
        }

    $totalcount++

    }
$cabalPercent=$cabalCount/$totalcount*100
$takenPercent=$takenCount/$totalcount*100
Write-Host ""
Write-Host "Taken: Max Streak $MaxTakenStreak  |  Total $takenCount  |  Percent $takenPercent"
Write-Host "Cabal: Max Streak $MaxCabalStreak  |  Total $cabalCount  |  Percent $cabalPercent"

 

 

Whisper of the Worm – Is this a whisper of things to come?

So the first round of the Whisper of the Worm quest is over, and my thoughts are mixed.  First, you have a cool new gun that everyone wants.  Second, you have RNG teamed with a pretty grueling mission.

Event Spawn Rate:

Here is the problem for me.  Having the mission availability be tied to RNG is just a bad idea.  (I know it’s the same server wide so “everyone” has the same chance)   Basically, you need to sit on IO and continuously check your map for the “right” public events to spawn.  Sure you can run around and do some missions etc, but for all intents, you are stuck just “chilling” and waiting.  The spawn rates were ranging from decent to abysmal at times.  This is not the definition of a fun “grind” this is just a waste of time and not really viable for people who want to do other things.

 

Event Difficulty:

I think the event difficulty level isn’t too bad.  I’m not a fan of the long drawn out jumping puzzle part though.  Basically if you aren’t able to traverse the jumping puzzle quick enough as a team you are never going to finish the event.  The final “boss” room is a bit over kill.  There really aren’t many places to stand where you can stay alive for more than a few seconds.

 

Overall thoughts:

The time and effort for this event don’t really equate to the reward.  Not so much the difficulty but the frustration level of it being a limited spawn.  This makes it difficult to run with the same group more than 1-2 times unless you are all “Hardcore gamers” or get lucky with a few back to back spawns.  Bungie has missed the mark in my opinion with this event.  Hopefully when Forsaken comes out we’ll see more events, and time locked is ok, but making the spawns that random is really just frustrating to the player who doesn’t want to spend all day on a game.

 

Destiny 2 loot system opinion

I’ll start by giving my feedback on the recent Forbes article’s take on Destiny’s current loot system and add in some additonal opinions afterwards.

Reference: Forbes 

  • Engrams

I think that the Engram system needs some work, but I’m far off from saying it should be done away with.  If you eliminate the engram system you are really removing the need for the cryptarch.  At this point in the games evolution it would not be consistent to remove that piece of the experience.

  • Exotic / Legendary System

Removing the 1 Exotic rule would be detrimental to the game’s loot system.  While it’s argued that this limit forces you to choose a select few items that you will use, it then forces you to look for Legendaries that are fun to use as well.  Allowing a full load out of exotics would create two tiers of players, the haves and have nots.    With the vase number of perks available on Legendary gear trying to have a separate PvP and PvE balance of inventory would be ridiculous.   Imagine how easy it would be to run strikes and raids with full load outs of Exotic weapons/armor?  The only real way to resolve this would be to introduce either a dificulty modifier based on the number of exotic items equipped, or to have a higher difficulty settings.  Neither of these should reward you over the normal/hard settings, as that would introduce another obstacle beyond light/level that would be needed to earn end game rewards.

  • Gear Sets

Couldn’t agree more that having Gear that actually has a significant impact on game play is something that really make items worth working for.  Beyond the simple I/D/S rolls and perks, having task specific perks make gear really worth collecting.  RAID gear has always seemed to have these perks, such as WoTM gear dealing extra damage to Fallen enemy types, taking less damage when holding the Siva charges etc.  I think that Destiny has made some great strides in having gear sets actually be useful and have a purpose.  I’d love to see this expand where collecting all gear in a set earns more than just a shader, maybe unlock another perk, require all pieces to equip?  Have some fun with it and give even more purpose to collecting.

  • Mannequins / Treasure Room

B

  • Perk Trees