Bungie Lists A Bunch Of Endgame Improvements Coming To Destiny 2

Today in Bungie's weekly Destiny 2 blog update, the developer laid out a number of endgame improvements it's currently working on. It sounds like rewards and incentives will be improved along with weapon mods, exotics and the emote interface. Crucible PvP will also be getting private matches in early 2018.

Here's the list of what Bungie says it's working on, per live team game director Christopher Barrett:

  • New systems and rewards to give our most engaged players additional, optional pursuits.
  • Better incentives for players who complete challenging Prestige activities.
  • Better rewards and replay value for strikes, adventures, and Lost Sectors.
  • Private matches for the competitive community (we are targeting early 2018).
  • Crucible tuning like adjusted Supremacy scoring and better spawning rules.
  • Better incentives for completing Crucible matches (and penalties for quitting competitive games).
  • Continued improvements to Iron Banner and Faction Rallies, including uniqueness of rewards.
  • Changes to make the mod economy more interesting and impactful.
  • Ongoing improvements to Exotics, including adjustments to reduce instances of duplication.
  • New ways to spend surplus currency and materials (looking at you Legendary Shards).
  • An emote interface that allows players to equip Salty, Spicy Ramen, Six Shooter, and Flip Out all at the same time.

All of that sounds pretty good, especially the fact that Bungie's working on incentivising replay value for strikes, adventures and lost sectors. Obviously we'll have to wait and see what the actual solutions look like, but the fact it's pinpointed the causes of so many of the most common player complaints is promising.

Read more over at Bungie's website.


Comments

    Yeah improving the rewards for normal strikes and lost sectors and adventures would be a big plus. I remember in destiny 1 I used to run all of the strikes over an over again and thought it was pretty fun but in destiny 2 Iv barely played the strikes which feel like a waste of good content as their rewards are pretty rubbish

    I’d just like to be able to play a longish session with being booted because of baboon errors

    These improvements kind of felt like they should have been in the release though.

      Definitely. Put a real bad taste in my mouth. I haven't been this disillusioned with Destiny 2 since The Dark Below DLC (And asking "is that it??"). A week after the release of that DLC I was done for months. Again with this game, i'm asking "What's the point? Why struggle for so many hours to get a duplicate of the exotic I already have with identical stats?"

      It's not even like I have all the exotics either, it's just that this game is acting like The Taken King and beyond never actually happened, and all the quality of life improvements it added (like reduction in duplicate drops) don't exist.

      It's year 4, not month 3. This isn't good enough.

        Completely agree, its staggering how many people seem to be ok with it too. I constantly see, "Guys its only a couple of months after launch, they'll improve it over time with DLC". Hilariously, the same statments were made about how it was just a beta and its not indicative of final product, but if you boil it down the beta we played was essentially the end-game experience of D2. Playing boring, sweaty PvP where the loot is pointless and not doing the strike more than once because the time invested was too great for the limited rewards.

        If this was any product other than a video game no one would accept a newer version of a product having significantly less functionality than its predecessor, especially if functionality was intentionally removed as it has been in this case. The consumer would demand a refund or if not possible do whatever is in their power to warn others and swear off the brand/manufacturer forever more.

          I'm curious to know what you mean by 'significantly less functionality'? Can you give examples?

            PVP changed from a variety of individual modes to 2 queues with no ability to choose what modes you play and always 4v4.

            It was 6v6 for Team death match, control(domination), supremacy(kill confirmed), mayhem mode( super fast ability charge removed from D2).

            3v3 for Skirmish and Elimination

            Rumble mode(free for all)

            Thats just the PVP.

            In terms of PVE we lost the ability to replay story missions, we also used to be able to do Heroic versions of these missions for extra rewards.

            The strike playlist also used to have a "streak" where staying in the playlist provided increased rewards. Later in D1 they also introduced the Heroic strike playlist which really changed things up with additional challenges etc.

            We also lost the ability to run a specific strike for fun, its only a strike playlist now. This had a notable affect for me as even though I played a lot of strikes in D2 I didn't even realise there was a 6th strike until a month in as the match making is terrible. I haven't played this 6th strike more than once because it never shows up.

              I think you really just annoyed with the way they are presented? As a lot of this is still included.

              The PVP stuff you mentioned was end of life D1 stuff, we are only in the early stages of D2. And I do recall some of these games modes were on a weekly rotation and not available all the time.

              4v4 is a good compromise to skirmish IMO.

              You can replay story missions via Ikora.

              Overall D2 provides better drops regardless of the activity let alone just strikes. It would be nice to be able to train for individual strikes though.

              Agreed match making needs some work, some weighting to your least played activity/map would be nice. I haven't had too much of an issue with strikes. Although I've had instances in PVP where I've played the same EDZ map up to 4 times in a row!

    Glad to see they are striving to improve. The game feels a lot more rewarding that D1. D1 felt wayyyy to grindy for such little reward. Keep it up bungie.

    Destiny 1 had, at the end of the game lifespan:

    • 20 strikes (Destiny 2 has 6 strikes)
    • A Heroic playlist for those strikes with weekly modifiers that rotated (Destiny 2 has no such thing)
    • 6 patrol regions including the dense and secret packed Dreadnaught (Destiny 2 has 4, with only the raid even appearing to attempt the density many players thought would be a given after the success of the Dreadnaught.)
    • 68 Exotic Weapons (Destiny 2 has 19)
    • Secret missions including Black Hammer that sparked the imaginations of the player base (Players have spent hours combing over the levels and raid looking for secrets that aren't there in Destiny 2)
    • Private PVP games (Not in Destiny 2)
    • Exciting perks on both weapons and armour that fundamentally changed how you played, as well as unique and worthwhile rewards for completing the highest tier activities.

    This is just a small sample of what we've transitioned over from as recently as a few months ago. A lot of this content was built up over 4 expansions to the game, but it doesn't change the fact that Destiny 2 is pitching itself as the sequel to all that the first Destiny was. It can't be that by removing more things than it adds. Not to mention the less tangible aspects of play it has removed, such as randomised rolls on guns that made getting the same gun still interesting after repeated duplicate drops (something that happens a lot during Destiny 2).

    Not enough has fundamentally changed about the gameplay and graphics and feel of the game for this to earn the number after its name. It could have been a substantial expansion to the first game (along the lines of The Taken King) and nobody would have batted an eye.

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