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Bungie Explains Why Destiny’s Iron Banner Event Feels A Little Flimsy

When Bungie promoted the current Iron Banner event, it told players that their weapon and armor stats mattered. Some players expected that there would be a direct translation from single player stats to the crucible multiplayer mode. As many found out, that’s not exactly how it worked out.

In the Destiny weekly update, Bungie senior designer Derek Carroll explains how Iron Banner takes your gear into account. Instead of being a direct translation of the stats you see on the inventory screen, things are still tweaked to give lower level players (and even those that haven’t run the Vault of Glass) a fighting chance.

“Our solution to add power back into the mix and keep the Crucible from turning into a ghost town is to scale it down to a reasonable level, and clamp damage on the ‘overkill’ end,” writes Carroll. “A decked-out endgame Guardian can’t defeat a low-level guardian with one shot from an Auto-Rifle. In fact, ‘time-to-kill’ is the same when you’re using higher-level gear against lower-level gear. The opposite is not true, so an enemy with average weapons is going to have a harder time taking you out.”

In other words, low level players can still take out a raid-geared Guardian. Skill plays into Iron Banner more than originally advertised. Future Iron Banners may be handled differently, as Bungie says it is listening to feedback. 

For now, the biggest advantage is about seven levels. After that, the deficit flattens out. So, attacking a target twenty levels above you isn’t different than attacking one seven higher.

In addition to Iron Banner details, Bungie revealed that Destiny is still hosting 3.2 million players each day. Average playtime per player is three hours per day, and on average, players have logged in just under 21 times.

For more, check out out the full discussion with Carroll on the Bungie website

[Source: Bungie]

 

Our Take
While the explanation for Iron Banner makes sense, the build-up and promotion seems to have been a mistake. The caveats about some balancing being in place should have been offered up front. Doing so after the fact makes it seem like Bungie was caught fibbing.

If Bungie hopes to retain a user base for Destiny, open and honest communication is key. Players are smart and sensed things weren’t as advertised with Iron Banner very quickly.

www.GameInformer.com – The Feed

Bungie Explains Why Destiny’s Iron Banner Event Feels A Little Flimsy

When Bungie promoted the current Iron Banner event, it told players that their weapon and armor stats mattered. Some players expected that there would be a direct translation from single player stats to the crucible multiplayer mode. As many found out, that’s not exactly how it worked out.

In the Destiny weekly update, Bungie senior designer Derek Carroll explains how Iron Banner takes your gear into account. Instead of being a direct translation of the stats you see on the inventory screen, things are still tweaked to give lower level players (and even those that haven’t run the Vault of Glass) a fighting chance.

“Our solution to add power back into the mix and keep the Crucible from turning into a ghost town is to scale it down to a reasonable level, and clamp damage on the ‘overkill’ end,” writes Carroll. “A decked-out endgame Guardian can’t defeat a low-level guardian with one shot from an Auto-Rifle. In fact, ‘time-to-kill’ is the same when you’re using higher-level gear against lower-level gear. The opposite is not true, so an enemy with average weapons is going to have a harder time taking you out.”

In other words, low level players can still take out a raid-geared Guardian. Skill plays into Iron Banner more than originally advertised. Future Iron Banners may be handled differently, as Bungie says it is listening to feedback. 

For now, the biggest advantage is about seven levels. After that, the deficit flattens out. So, attacking a target twenty levels above you isn’t different than attacking one seven higher.

In addition to Iron Banner details, Bungie revealed that Destiny is still hosting 3.2 million players each day. Average playtime per player is three hours per day, and on average, players have logged in just under 21 times.

For more, check out out the full discussion with Carroll on the Bungie website

[Source: Bungie]

 

Our Take
While the explanation for Iron Banner makes sense, the build-up and promotion seems to have been a mistake. The caveats about some balancing being in place should have been offered up front. Doing so after the fact makes it seem like Bungie was caught fibbing.

If Bungie hopes to retain a user base for Destiny, open and honest communication is key. Players are smart and sensed things weren’t as advertised with Iron Banner very quickly.

www.GameInformer.com – The Feed

Bungie engineer explains lack of cross-platform play for Destiny

Destiny’s galaxy may be vast and currently well-populated with beta Guardians, but players aren’t able to team up with heroes hailing from different consoles. While technical issues might seem like a likely culprit, Bungie engineer Roger Wolfson told…
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Platinum Games Shares Bayonetta 2 Concept Art, Explains Haircut

In the latest blog on Platinum Games' website, the developer shares some concept art for Bayonetta, and explains why she decided to get a haircut.

You will also find some concept art for Bayonetta's weapons and face, as well as similar images for Jeanne, seen above.

The designs come from freelance artist Mari Shimazaki, who wrote, "After talking with Hashimoto and Kamiya, the three of us came to the conclusion Bayonetta’s not the kind of girl who’d show up with the same hairstyle for her sequel. A girl can be known to change her hairstyle depending on her mood, so I guess Bayonetta was in the mood for something short. Still, knowing her, there’s no telling when she’ll decide to change it again."

Shimazak also explains that Bayonetta's theme this time around is "solid" which is why her design for the sequel is built with more straight lines, where in the previous game, Bayonetta's design used more curved lines.

You can head to here to see all the designs, as well more details on Jeanne. For more on Bayonetta 2, head here to learn how you will be able to play the original game on Wii U with Nintendo-themed costumes, and here for our hands-on with the game at E3.

[Source: Platinum Games]

Thanks to Clint for the news tip!

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Ultra Street Fighter 4 trailer explains what makes it ‘ultra’

What does it mean to be “ultra?” If it’s new characters, new stages, new modes, new features and tweaked gameplay, then no one can accuse Ultra Street Fighter 4 of false advertising. If that’s not ultra to you, well, you might want to steer clear…
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New Trailer Explains What Exactly Disney Magical World Is

The latest trailer for the upcoming Disney Magical World attempts to explain exactly what the game is and how it plays.

The game appears to take a lot of cues from Animal Crossing, allowing you to decorate yourself and your home, interact with assorted characters, and go fishing. On top of that however, you will find card collecting, the ability to take photos with Disney characters, and the one thing that's been missing from Animal Crossing for years – ghost fighting and hunting.

Disney Magical World, and its accompanying pink 2DS release April 11.

(Please visit the site to view this media)

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Ragnarok Odyssey ACE Launch Trailer Explains What’s New

It's not a sequel to the PlayStation Vita's Ragnarok Odyssey, but if this trailer is to be believed, it might as well be.

Added weapons, skills, giants, dungeons, costumes, and quests are only the start of the list of content that has been added to Ragnarok Odyssey for today's re-release. One of the game's biggest changes, is its length. A huge collection of endgame content nearly doubles the length of the original game. You can learn about ACE's many additions by heading here.

Ragnarok Odyssey ACE is available today for PlayStation 3 and Vita, with cross-play and cross-save compatibility.

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[Source: PlayStation Blog]

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Yoshi’s New Island Launch Trailer Explains What’s Old And What’s New

Yoshi's New Island releases on Friday for 3DS (and 2DS), and a new launch trailer showcases what's new, and what has stayed the same.

If you played Yoshi's Island on the Super Nintendo then much of what you know and love remains intact. Additions, some of which have been outlined before, include new egg types, new vehicle transformations, and single-cart multiplayer minigames across multiple 3DSs.

Yoshi's New Island releases this Friday March 14. For more on the game, head here.

(Please visit the site to view this media)

We featured the Super Nintendo Yoshi's Island as a Super Replay back in 2011. You can check out all of the episodes here.

[Via: CVG]

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DICE explains Battlefield 4 ‘Carrier Assault’ mode

Haven’t played Battlefield 2142? If that’s the case, the upcoming ‘Carrier Assault’ mode in the Naval Strike DLC for Battlefield 4 will feel like a fresh experience. Inspired by 2142′s ‘Titan’ mode, Carrier Assault challenges opposing sides to sink…
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Blizzard Explains Selling Level 90 Character Boost

When Blizzard announced the pre-order campaign for World of Warcraft expansion Warlords of Draenor, they revealed that players would be able to boost their character to level 90. Furthermore, additional level 90 boosts would be for sale. Now a developer from the studio has explained the move.

Speaking to Eurogamer, Ion Hazzikostas, lead encounter designer, said that Blizzard decided to sell additional level 90 boosts (at $ 60) so that players with more than one character didn't have to re-purchase the expansion. "We realized as soon as we came out with Warlords of Draenor boost to 90, we knew that there was going to be demand for more than one. It's tremendously awkward to tell someone that you should buy two copies of the expansion just to get a second 90. That's odd," he explained. 

As for the price of the boost, Hazzikostas says it was done so as not to "devalue the accomplishment of leveling," for those that choose to take that route.

Warlords of Draenor does not have a release date yet.

[Source: Eurogamer]

 

Our Take:
While Hazzikostas' explanation of the price and Blizzard's wish to make leveling worth something makes sense, the fact that the level boost costs the same as the expansion itself makes his first statement odd. By charging $ 60 for the boost and expansion, you are effectively telling someone to by the expansion twice. I guess at a minimum you're saving them a trip to the retail or digital store.

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