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Mini0n
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se eu tivesse quietinho e não fosse ver merdas do destiny nos forums, reddits, youtube's etc etc safava-me... agora quanto mais leio mais gosto... se compro este jogo, agarro-me de tal maneira que me metem as malas à porta! :-..

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Deixa-te de merdas, Batu.

 

Jogamos juntos e eu mando-te desligar quando chegar a hora :-..

 

PS: Vai criando o grupo "Glitch" no site da Bungie :P

 

PS2: Criar um Clan só dentro do jogo? Pelo site só dá para criar um grupo.

 

PS3: Vejam lá se conseguem entrar aqui: http://www.bungie.net/en/Clan/Detail/190701

 

E podem fazer um pedido para entrar.

Edited by EsCk
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Request sent.

 

 



What’s the Score?
 
The release of a new game is often marked by sacred rituals. Players stand in line at midnight to be the first to play. Managers wonder why their staff suddenly becomes violently ill. Industry experts dig in deeply and write their reviews and recommendations.
 
Typically, games receive their report cards before they become available to the public. We don’t believe Destiny is a typical shooter. You could experience the storyline, jump into a few rounds of competitive multiplayer, and form a Fireteam of friends and take on all the Strikes and you would just be getting started. Those activities are critical components of Destiny, but they are also a foundation for so much more.
 
After thousands of internal playtests, an internal Alpha, and a public Beta, we’ve also learned that Destiny isn’t Destiny without the most crucial component to our living, social world: You.
 
From the beginning, we set out to make Destiny feel like more than bits on a drive. We wanted to build a place for players to visit – a place filled with luminous life. Without a vibrant population for the last safe city on Earth, and Guardians roaming the wild frontiers, Destiny is a shadow of what it should be. That’s not how we wanted to submit for review.
 
We explored several options to populate the world for reviewers. Our team estimates it would take thousands of gamers to ensure each potential public space in Destiny would be populated – that every activity would be accessible at all hours of the day and night. Where on Earth would we be able to find thousands of gamers?
 
The answer, again, is you.
 
So, reviews of Destiny will wait for your arrival. On day one, you’ll be rubbing elbows with the pageant judges, so look sharp. Who knows, you may end up on one of their live streams. They may end up on one of yours, too! 
 
For us, this is a first – a new experience. It’s a bit of a risk, too. We fully anticipate seeing day one reviews from folks who decide to kick the tires, but don’t have the time or patience to take our ride for a nice, long road trip. Some of you might wait to pick up a copy until you read the final verdict from your most trusted review house. We’re okay with that. We’ve created something we’re proud of.
 
We hope you love it as much as we do.

 
 

 

 

Mais um pouco de info sobre end-game.

 

This is not the way the game ends.
 
Of course we’re not going to spoil the dramatic conclusion of Destiny here. However, there’s been a lot of chatter in the places where chatter happens about what awaits you after the end of the tale we’re telling in Destiny.
 
When our story ends, yours will begin. Check out the conversation below. It features questions harvested from the universal mind and answers that are a blend of the insights provided by Bungie designers Luke Smith and Tyson Green.
 
 
Q. Overall, what’s the goal of end game content in Destiny?

 We want to give players and the community challenges to work on individually, and together.

Each player’s goal is to gear up, become more powerful, and face even greater challenges for a chance at the most powerful and awe-inspiring rewards Destiny has to offer. 

Our goal is to curate a living world with activities for every mood. Whether you’re craving high intensity cooperative gameplay, shooting other players in the face in a variety of modes, or scouring the planets for precious resources and hunting for Public Events, we want Destiny to meet whatever mood you’re in.
 

 Q. What can players expect after they achieve Level 20?

 Destiny really begins at Level 20. Afterwards, each player’s power is displayed as their Light Level – this is the yellow number in their nameplate post-20 in the Tower. The way to increase that Level? Get better gear. 

Strikes and Crucible matches can award powerful gear and currencies which you’ll use to buy Legendary (purple) gear from the Tower. Players can choose to champion one of our three Factions (New Monarchy, Dead Orbit, or Future War Cult) in both cooperative and competitive activities. This allows them to rank up and purchase gear from a particular Faction. 

Which Faction you champion is related to what kind of build you’re focusing on. If you’re Warlock looking to focus on Discipline and Strength, you’ll be looking at the Dead Orbit Legendary Set and coveting it. If you’re looking for a great Legendary Hand Cannon you might champion the Vanguard, or maybe the Future War Cult, depending on which piece tempts you most. 

Additionally, post-Level 20, players will unlock the Heroic mode progressions for Daily Heroic Story Chapters and Weekly Heroic Strikes. For example, in the Weekly Heroic Strikes, there are three recommended Light Levels and the first one, 22, will feature two modifiers.

Q. Tell us more about these Heroic Strikes!
 
A weekly rotation of very challenging Heroic Strikes (and the pinnacle Nightfall Strike) use high-level enemies and global modifiers to create challenges that require skill, gear, and sometimes creative character builds to beat.

Modifiers are one of the ways we tweak content we’ve already built. The first modifier is called “Heroic.” Heroic leverages the more difficult version of the encounters, but the second modifier is where we really start to challenge players. Take a modifier like Arc Burn – which increases all damage dealt by Arc Damage by 300%. If you’re a Bladedancer Hunter, you’re about to be an even more destructive force, and everyone else in your Fireteam is going to be scrambling for Arc weapons. But, if the enemies you’re facing also use Arc weapons, they will cut through you like paper. 

We give a very similar treatment to the Daily Heroic Story Chapter, which are featured on a daily basis with bonus rewards.
 

Q. What about Bounties?

Xander 99-40, a Vendor in the Tower, will also offer Daily Bounties that send you into a variety of activities in exchange for experience and reputation rewards. These Bounties will provide Faction Reputation, either for the Vanguard or whichever Faction you’re championing, in addition to a bunch of XP. 

Post-Level 20, XP is still super important to players. You are going to be seeking as much XP as possible to level weapons and armor, complete your first Subclass and make your way through the second. Bounties and the Daily and Weekly Activities are important sources of these bursts of XP.  


Q. Was the Iron Banner I experienced in the Beta indicative of what I’ll experience in the full game?
 
In the full game, Iron Banner is a longer lasting event that will give players more time to engage in it.
 

 

Q. Beyond Iron Banner, are there other events in the game?
 
There are!

Q. How does high level weapons, armor, and abilities change how I experience the overall sandbox?
 
Some Exotics provide unique modifiers that might change which abilities you focus on, creating new ways to be effective in cooperative and competitive play. It’s all about options and personal optimization. 

As players make their way through Destiny they are going to find out what types of weapons, talents and stats they prefer when gearing their Guardian. Thinking about it in terms of Arsenal and Builds is a simple way to start to explore Destiny’s depth. 

An Arsenal example: A Pulse Rifle player may find that he wants to find a Pulse Rifle with a talent combination like Full Auto (converts the weapon to a fully automatic), but he wants Field Scout (which extends the mag and the clip to the weapons max), so he’s going to have to hunt for a weapon sates his desires. 

Now, Builds: Builds continue to progress long after players have completed the last Story mission. A bunch of the synergies found within a given build don’t come online till late in this build – like the Fireborn Sunsinger doesn’t actually earn the Self-Resurrection power till very late in his progression.

There are also synergies outside of the builds in the form of both Armor Talents and Exotic Armor. Armor Talents allow players to align their arsenal and their build to create powerful synergies. 

For example, a Titan might try and find weapons with Grenadier (kills with this weapon reduce the cooldown of your grenades), and marry it with a bunch of Armor Talents which also accelerate grenade cooldowns. This Titan would probably also be looking for a lot of high Discipline armor as the Discipline lowers the cooldown for grenades. 


Q. When should I expect to give the Vault of Glass a run?
 
The Vault of Glass can be broken into beginning on September 16th, assuming you’ve achieved level 25. This allows all of our players a week to dive into the world, start to make their Guardians and prepare for what lies behind a giant door on Venus. 
 

 

Q. What are some other ways you plan on continuing to support Destiny, beyond content? Do you have any support/sustain plans in the works?

Our first few weeks are already set aside to be reactive to what the community teaches us. After that, we have plans and plans, but all of the details will depend on what we learn in the next two weeks.

There are many evolutions ahead of you, Guardian. Many ends and plenty of beginnings. Be brave.

Edited by Kinas_
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Já aceitei os pedidos pendentes.

 

Agora, continuo sem perceber como se cria um Clan. sei que está ligado aos Grupos, mas no Clan ID o que meto? Onde se cria um Clan?

 

Editar Grupo para Enable PlayStation Clan Features. Acho.

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Parece que já consegui. O Mini esteve mais perto. É a tag que queremos dar lol.

 

Definir como o nosso clan, é que já só dá depois de termos o jogo.

Edited by EsCk
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A pedido de muitas famílias (dos Marrazes cof cof).
 

 

 

Pvp: Player(PC) vs Player(PC) (I.E Crucible)
Pve: Player(PC) vs Environment(or NPC) - strikes, stories, open world, raids, etc...
NPC: Non-player characters. Generally people you fight for or against that are not controlled by real people.
PC: Player characters.

Story mode: normal go to x and do y. Other players will come in and out of your story experience. Sometimes, you will be on your own. Strikes: Your Standard 3 man group play(pve). Matchmaking will be enabled
Raids: 6 player ( or 2 x fireteams) pve content. Matchmaking will not be enabled. These will be much harder and is considered endgame. Also they have something called raid lockouts.
Raid lockouts: Raids will have a mechanic that does not allow you to benefit from the same boss loot more than once a week. Other MMOs have physically stopped you from entering the content, hence the word lockout. Datto claims that lockouts will simply mean you no longer get loot from that specific boss more than once a week. You should be able to run the raid as many times as you would like.
Endgame: The apex of content, normally the hardest thing to do in the game. This is what people do once they hit max level. Raids and Pvp can be considered endgame.
Loot table: A predefined set of weapons/armor/vanity items a boss/event can drop.

Crafting: Creating something out of something else(mats)
Consumables: items that disappear after using. I.E Ammo supply. These can be held in your inventory
Vendors: NPCs you purchase/sell things to. There are also Crafting vendors which are a bit more complex
Mats: Materials, used to create other things or to purchase other currencies

Class Archetypes: a "Role" in which you class playes( dps, tank,healer,utility)

DPS: Damage per second. This Archetype simply does damage
Tank: This Archetype is meant to absorb/stop/block/redirect damage away from other players
Healers: This Archetype heals/prevents damage.
Utility: This is a class that focuses on boosts. Through Auras,Actives, Passives, etc.. this player will buff/help other players
Actives: skill you activate to use
Passives: skills that don't require activation to use
Auras - generally passives that are shared to other group members, generally within x range
Buff: strengthen yourself or allies; e.g. do more damage, absorb damage, move faster
Debuff: weakens enemies; opposite of buff; do less damages, etc.
CC: (crowd control): immobilize/stun enemies
Dot: (damage over time): e.g. poison
AoE: (area of effect): skills/weapons that effects multiple enemies in an area; e.g. grenade, nova bomb
Aggro: This is the mechanic people refer to that determines if a mob will attack you. Some games have "Agro Tables" in which player generate/lose something called threat. Who ever has the highest threat gets "Agro" aka attacked.
Threat: A mechanic that determines how pissed off you have made a mob/npc. This may not be in Destiny.
Leashing: An advanced agro term, imagine if a mob was a Chain Chomp from super mario, as you get closer it attacks but if you back away far enough it will return to its normal location. Some mobs will be leashed, others will not be.

 

 

Estes são os básicos. Há muitos mais. :-..

 

Enjoy padawans.

Edited by Kinas_
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