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Destiny 2 Season 11 Update 2.9.0 Description

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The Season 11 update for Destiny 2 is now available and you can read the patch notes while the servers are down to implement the changes.

Along with the new update, Bungie is also bringing Fall Expansion to their showcase. A new expansion called Beyond Light will be released on September 22.

But now all attention is focused on the new update, and the developers uncovered all the changes and fixes it includes June 9th.

The game has gone offline but will be available again in an hour when the update is released on all platforms.

Check out the patch notes below.

Destiny 2 Update 2.9.0 Patch Notes

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Eververse

 
A few episodes of This Week at Bungie back, we talked about the future of the Eververse store and how the developers are changing the reward system to optimize the balance between the rewards that can be obtained in the game and the goods available from Tess. There will be a few changes in Season of [REDACTED] to begin with, but the bulk of the improvements are planned for Season 12. The following changes will become available next week:
  • ♦Legendary Armor Ornaments
  • ♦As noted in the previous This Week at Bungie issue, we decided that Season 11 armor could be obtained in-game to motivate players.
  • ♦Courageous Decoration Packs from Season of Opulence are back in the store.
  • ♦Season Pass
  • ♦Added 2 extra units to the Season Pass. bright dust.
  • ♦Shopping for bright dust
  • ♦Added "Accessories" section with shaders and teleportation effects.
  • ♦High-demand items from previous seasons will be available again.
  • ♦ We look at you, Dreams of sorrow.
  • ♦At the beginning of the season, we will once again tell you about those items of the 11th season that can be purchased exclusively for silver.

Later in the new season, we will provide more information on further changes to the Bright Dust system, so stay tuned.

 
Game environment
  • ♦Influential Friends armor mod effect no longer stacks. When using multiple copies of this modifier, they will not provide an additional stat increase.
  • ♦ Developer comments:
  • ♦Only seasonal solar modifiers will stack. Also, the effects of none of the electrical modifiers will not stack.
  • ♦The Influential Friends buff gives +20 Mobility, allowing players to max out three stats, up to 100. The modifier is not expensive enough to offset the benefits it receives, and increasing its cost will negatively impact its primary utility.
  • ♦Season 11 introduces a new electrical modifier with a similar power bonus that does not stack.
  • ♦ Improved Assault Rifle Loader, Improved Plasma Rifle Loader, and Improved Bow Loader armor mods can now drop from super powerful mod sources.

Raid Rewards

Increased the drop rate of the following exotic equipment in raids:

  • ♦Thousand voices
  • ♦Anarchy
  • ♦Always on Time (Exotic Sparrow from the Secret Chest in Past Slayers)
    •  
NOTE: The drop rate is initially 10% and gradually increases to a maximum of 50% over 20 playthroughs.
 

Challenge Rewards

  • ♦Additional materials for upgrading equipment to the Ultimate now drop at 3, 5 and 7 victories in Trials.
  • ♦Added a weekly Trials bounty that unlocks Trials engrams from Saint-14.
  • ♦The reward for the contract corresponds to the reward that can be obtained by winning 3 victories in the Trials this week.
  • ♦Changed the balance of Challenge token distribution for 3rd, 5th, and 7th Challenge Pass wins.
  • ♦This also applies to repeated passes.
  • ♦Challenge tokens are no longer awarded for completing matches.
  • ♦Now they can only be obtained for victories and contracts.
  • ♦The Wealth Pass now doubles the amount of additional Challenge tokens for 3, 5, and 7 wins.
  •  

A MIXTURE OF EASY HAND AND BUMPER JUMP

So, we heard that you are enjoying the previews of the upcoming updates. They are short, sweet, and always to the point. However, this topic will have to devote a little more time. Today the focus is on our staff designer Lisa Brown. She will talk about the long-awaited control remapping feature that our team has been working on.
 
Lisa: Hello Guardians! I'm Lisa, a staff designer on the game environment team. Here's a sneak peek at the in-game action control override feature coming to all Destiny players in the [REDACTED] season.
 
While Destiny comes with preset controls, they are not sufficient to meet the basic guidelines for making the game accessible to people with limited motor skills and mobility. We worked on the controller button remapping feature with prominent consultants in the field: Cherry Ray Thompson (https://www.cherryrae.com/) and Ian Hamilton (http://ian-hamilton.com/blog/). Here I will describe this feature, what it can do, and also, as an example, introduce you to the settings used by some Bungie employees. Quick note: All examples below are for Xbox controller button configuration.
 
Description
Players can customize their own button configuration. To do this, go to the "Controller" section of the settings menu and select the "Button configuration" item. There is a "Custom" option in the list.
 
 
In this menu, you can customize the buttons for your character's in-game actions, control vehicles, and change general settings (for example, to use gestures and control hints).
 
 
If, like me, you tend to use non-default presets, you can use the reset button to navigate to one of these presets and start from there.
 
 
To change the action associated with a button, select the button next to the corresponding action, and in the next menu, click the button you want to use to perform that action.
 
 
Teams, teams, teams
One of the problems with remapping controls in Destiny is that we have SO MANY custom commands. These are common actions: throwing a grenade, using superpowers, jumping, running, sliding, etc. When you play on PC, you have an entire keyboard at your disposal. However, the number of buttons on the controller is limited, and we have much more actions than buttons.
 
To solve this problem, we give players the opportunity for each action to specify not only a button, but also a command input method. Three input methods are supported:
      • Pressing – standard button press (for example, crouching in the standard configuration).
      • Retention - to perform an action, the button must be held down for a short time (for example, to create a barricade or split when playing as a titan or warlock).
      • Double tap – to perform an action, the button must be pressed twice (for example, to dodge when playing as a hunter).
 
Examples include some exotic weapons (Northern Lights, Symmetry, Hard Light, etc.) with an alternate use case that is usually activated by holding down the reload button. Now these functions can be configured separately and placed on different buttons or assigned to them with different input methods. For example, I want to change the weapon mode switch from holding the X button to double-clicking the X button. Now, if I want to switch the shooting mode to "Symmetry", I double-click the X button.
 
For a double tap, you can also set the maximum amount of time that the system will log it. This can be done from the controller's main settings screen.
 
 
Dual button press support
In addition to customizing individual buttons, the game supports simultaneous pressing of two different buttons. An example would be pressing the right and left bumpers at the same time in the default configuration to cast a Super.
Here is an example of a reconfigured configuration where the player has tied several basic character functions exclusively to the main action buttons using button mapping:
      • Shooting: X
      • Optical sight: Press Y
      • Cooldown: Press A + X
      • Alternate weapon mode: Hold A + X 
      • Melee: Pressing B + Y
      • Grenade: Double tap B
      • Super: Press A + B
      • Jump: Press A
 
Limitations and exclusions
While this feature is a step forward in making Destiny more accessible to people with special motor abilities, it is still limited for now. For instance:
      • The control override feature is limited to in-game actions and does not affect the GUI or menu navigation.
      • One of the problems in the field of providing accessibility to people with limited motor functions is that the player needs to hold down the button for a certain time. We have the ability to choose between holding and normal toggling by tapping for some actions (aiming, running, crouching), but we weren't able to provide this option for all cases (e.g. shooting, jumping class ability, preparing to throw a grenade, drawing onions, etc.)
      • We wanted flexibility when we gave players the ability to bind any action to any button or combination of buttons, but this flexibility leads to unexpected combinations for the players themselves.
      • Example: If you bind a melee strike to pressing the X button and some other action to holding the X button, the melee strike is activated before the long press is registered, so the player always strikes and does not perform another action.
      • We do not have an error control system for each individual case.
      • In this update, we have been focusing on controller button remapping, so some of the new features are not yet available when assigning functions on the keyboard (for example, individual binding for different class abilities or some warlock abilities, such as Phoenix Charge or Icarus Dash).
      • As for support for pressing two buttons, the system does not register cases when you first hold down one button and then press the other.
      • Unlike the preset configuration options, a preview is not available for a custom control binding.
 
Examples from Bungie
Here are some examples of custom button bindings used by players here at Bungie.
 
I'll start with my own. I usually play with the Leaper preset, but I have a problem with melee attacks on right stick. Although this is a faster option, I often accidentally press the joystick under high tension, and often spoil my well-aimed shot with an accidental blow. I needed to remap my melee strike to a button that I wouldn't unintentionally press, so I moved it to the A button and tied the ultimate to a dual bumper combo. I changed the right stick press to player select, and the finisher was tied to double-tapping the A button. I also remapped switching to an alternate weapon mode from double-tapping the X button to holding it, because I like it better.
 
The second example came from a left-handed player who usually uses the Mirror preset, but wanted a full gaming experience, and therefore changed the functions of the main action buttons and D-pad elements. Actions like reload, jump, crouch, etc. are now mapped to D-pad buttons, while gestures are mapped to action buttons.
 
A third Bungie employee was keen to recreate the classic Halo experience in Destiny. He started with the default control scheme, tied aiming to the right stick, throwing the grenade to the left trigger, melee strike to the B button, and crouching to the left stick. After that, he put his ultimate on the A button, jump on the left bumper, and his class ability on the right. He also decided to leave the heavy attack, light attack, and defense (actions that are only used in third-person modes, such as moving supers) on the original right trigger, right bumper, and left trigger.
 
We hope this feature will allow us to make Destiny more flexible and accessible to people with disabilities. However, we'd also like to point out that this is just the first step in Destiny's accessibility enhancements.
 
We're thrilled to be introducing a new accessibility feature to Destiny 2, and we'll be watching to see how the first version of it performs in real play.
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