The full article can be found at Bungie.net
This week at Bungie, we welcomed Lord Saladin back to the Tower. He brought his Iron Banner with him.
Like you, I had put a lot of effort into gearing up for his triumphant return. During the Beta, the promise of his battle royale between exotic warlords was intriguing, but the level cap left some of the carnage to the imagination. I was eager to see how real Guardians would clash in the arena to gain his favor.
Prior to Iron Banner, my Warlock had a real case of the Blues. There wasn’t a single Legendary in my inventory. Before the arrival of the Iron Lord, I stepped up my game. For two weeks, I wasn’t willing to leave the Tower without a fistful of bounties to reap. Last weekend, with a lofty reputation and a pocket full of currency, I finally stood before Arach Jalaal of Dead Orbit.
“The Cryptarch never loved me,” I mourned. “You have no choice. I’ve lost track of how many enemies I’ve killed for you. It’s your turn to make good on a promise you made when you sold me your bond.”
After cashing in the spoils of a hundred wars, I emerged in the sunshine of the Tower draped in respectable gear. Sheathed in an ominous shade of black from head to toe, I strode the plaza like a priest sworn to battle. My legend was on the rise, and I knew my favorite weapon (my void-infused fists) had received some upgrades that would serve me well.
This sudden flash-evolution even readied me for a Raid. Alongside five apocalyptic horsemen from my friends list, I plundered my first Legendary weapon from the Vault of Glass. It was a Scout Rifle (never my first choice) but it would have to do. Time was short, and my newfound power was about to make my investments pay off in the form of blood and glory.
On the first night of Iron Banner, my Level 26 Warlock looked dashing, but I was still apprehensive. Was I powerful enough? Would I be able to hang in the most challenging arena of the Crucible? After all, power matters in Iron Banner.
I compensated for my fears with the nastiest killers I could muster from my clan. They had become well acquainted with Atheon’s timeless rage, and bristled with the rewards to prove it. One of them was even a Level 30. Perhaps, as a team, we would be able to achieve victory.
Then, a funny thing happened. One of us got killed by a Level 6 Hunter.
“That’s impossible!” gasped a member of my team. “DeeJ, you said power mattered!”
The next day, some of the same questions were being whispered in our studio. One glance at our forum was enough to confirm that our concerns were being shared far and wide. The return of Lord Saladin delivered a hard spike in Crucible traffic. With it, a rush hour of confusion and downright anger had congested the Internet. Through the fumes and the tears, the basic consensus was obvious: Warriors didn’t feel as if they wielded the advantages that had been clearly advertised.
If you’re feeling that, we’re feeling it too. You’d probably love to talk to a designer who can shed some light on the subject. Since that’s a perk of my gig, I’ll share with you a conversation I had with Senior Designer Derek Carroll:
Please tell us about how Iron Banner works. There are a lot of Level 30 Guardians out there who thought they had a shot at immortality against everyone but each other.
Derek: If you were expecting to vaporize a crowd of noobs with a single burst from your SUROS Regime, I can see how you’d be disappointed. Imagine going into the Iron Banner as a mid-20s player totally unable to participate in the fun. We didn’t want players to have to complete the Vault of Glass in order to compete
But we told them that “Power Matters!” We even put a gaudy flaming banner on our website. Fire is hard to animate, you know.
Derek: The way we pitched Iron Banner did make it sound like a “no-holds-barred” playlist. In reality, we delivered what we felt would be a competitive experience for everyone, not just players at the level cap. The reaction from players seems to be: “No, we want it to be bad for lower-level players. That’s the point!” We’re listening to that feedback, but this first Iron Banner is fairly conservative.
So power doesn’t matter?
Derek: Power certainly matters, but so does skill. 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.
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.
If you want to test this, go back to your vault and grab some of the guns you outgrew on Venus and feel the difference in your engagements. If you really want to feel the burn, start a new Guardian and jump right into the fray.
Some people have done just that, though. Can you explain how a Level 5 Guardian can use a starter gun to take down a Raid veteran?
Derek: Your skill will take you 80% of the way to victory, but that last 20% will be a much harder climb without the gear you’ve been relying on.
Then what is the exact advantage that I gain from powerful weapons and gear?
Derek: Having a lot of Defense reduces the damage you take from lower level players. Conversely, having a lot of Attack on your Weapons or high character level for your Abilities neutralizes the advantage higher level players might have against you.
To keep competition close and avoid unwinnable fights, the largest advantage you can have is around 7 levels. So, if you attacked a target 20 levels above you, you’d have a fair shot at winning that fight.
If this was not supposed to be a Raider’s paradise, what was the overall goal?
Derek: The Crucible is intended to be a fun, competitive experience for players of all skill levels. The Iron Banner playlist skews toward the “hardcore” end of the spectrum. We still find matches based on skill, not character level, so if you find yourself in a game with players with much better gear than you, you should feel good about that. Lord Saladin thinks you can take them.
Sadly, but predictably, not everyone is so confident in themselves. What are you gonna do about all the quitters?
Derek: Please remind players that, win or lose, they get Crucible Marks, XP, and Gear rewards for completing the match. As with all things Destiny, we’re looking at the data and we’ll come up with a plan to address it in future events.
Allow me to assure you that data is not the only thing we’re looking at. I know for a fact that a lot of my Bungie friends will read the comments for this (and every) Bungie Weekly Update. So, tell us what you think. The Iron Banner is a different way to reap new rewards. Is it different enough to serve its purpose?
Lord Saladin will very likely play by different rules the next time we clear a landing zone for him in the Tower.
09/09/2014 – 10/09/2014
Yesterday marked the one month anniversary of the launch of Destiny. Hard to believe. It feels like so much more time has passed, given the battles that have raged and the adventures that have ensued. Check out the achievements you’ve logged as a community:
- Destiny averages 3.2 million players each and every day!
- Average playtime is still right around 3 hours a day, even on weekdays, one month after launch.
- The average player plays Destiny 1.8 times a day.
- The average player has played Destiny 20.9 times.
- Over the past three weeks, we’ve had more players online in Destiny than we did during the same span for Halo 3 and Halo: Reach, combined.
We thank you for playing. And, we thank you for the passion and enthusiasm that has made the Destiny community so strong already. It’s been amazing to watch your Guardians become legends. Your reactions and your opinions have helped us to make Destiny better over this past month.
Pioneering something new is never easy. When we see the raw numbers, it’s easy for us to say that the destination was worth the journey. Stay tuned for the next evolution of our shared adventure.
Mail serves many purposes. The parcels we receive are everything from wish lists to queries. There are love letters filled with embarrassing praise and admonishments of blinding scorn. Some are answered. All are read. To complete the weekly ritual, let’s open the Sack.
Emo Joe89: Are you going to fix #Gaming and the other forums overrun by people trying to find people to play Destiny with?
Mind you, I love it when people use their time on our forum to make connections with people to share a game. That’s far from a problem in my mind. That’s awesome.
We just need better lightning rods for different types of energy. The #Community forum is overrun, too. I had a good conversation with the Bungie.net team this week about that very topic. They have a new User Experience designer who really knows his stuff. I’m looking forward to the progress we’ll make in creating more logical spaces to talk about more specific things. In the meantime, it’s nice to see people reaching out to find quality teammates.
Dmoney12321: Is Destiny going to keep evolving?
I’m pretty excited about the next game update. I think you will be, too. We’re working up an explanation of what we’ll be changing. You’ll know what I know real soon. Some of you will laugh. Some of you will cry. Some of you will howl at the moon. Some of you will rejoice. We’ll always look to strike a balance.
Ryokuji: What does the future look like for audio options?
Brighter. I’ve sat in on the discussions. We take your wish lists and we sort them based on what we can accomplish. I hear chatter about voice options. I even hear rumors about matchmade teammates being able to talk to each other. Some day.
Some day, we’ll have this conversation again. That day will come next week, even. Between now and then, have a nice weekend. Play some Destiny. We’re sure you’ll tell us all about it, and we wouldn’t have it any other way.