Cool Destiny 2 Resources

https://braytech.org/

Maps for lore items and much more – https://lowlidev.com.au/destiny/

Item Manager – https://beta.destinyitemmanager.com/

Item Checklists – https://www.d2checklist.com/

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

RAID Stats – https://raid.report/

Lost Sector Maps – https://destinysets.com/all-items

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

 

ReCap Bungie April update Preview: March 23rd @11AM PST

Wow, Bungie clarified ALOT for us today.

Light level will increase to 335 Max, we’ll be getting new bounties, quest lines and missions plus a new strike featuring Malok (Muh-Lock)  as well as a revamped version of the Archon Priest Strike.

We are definitely getting a revamped version of the Prison of Elders with a Level 41 recommended light 260 that has matchmaking along with a level 42 “Challenge Mode” recommended light 320 which requires a purchased passage called a Sigil similar to Trials of Osiris.  The level 41 Prison will have a chest at the end which does NOT require a treasure key and will give gear that is upto 320 light.  For the challenge you will basically have 3 rounds against bosses where they will give three modifiers.  The challenge is score based, where score is cumulative among the fireteam.  There will be no matchmaking in this mode.  Your Sigil will have a Cumulative score and High score goal for the week.  The high score goal (30k) will reward players with a weapon, while the cumulative score goal (90k) will reward you with an armor.  Challenge bosses will be a mix of 4 new taken bosses along with the old Prison of Elders bosses, but with a few new tricks up their sleeves.  Bosses should remain the same through the week.  Challenge reinforcements will be triggered based on boss health levels and will come in 5 waves.  After each round of challenge you will receive a multiplier on the next rounds bonuses.

Playstation players will receive an exclusive quest with reward as well.

I’ll update this post as I review my notes.