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Bungie Weekly Update - 03_12_2015
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Bungie Weekly Update - 03/12/2015 作成: DeeJ Edit

This week at Bungie, we’re mapping the next game changer for your Guardian.


If you checked in with us last week, we teased you with the next upgrade for Destiny. With the dust from 1.1.1 still settling, it wasn’t yet time to dig into new details. We could only say that you’ll download it before the House of Wolves arrives.


Until then, we’ll call it 1.1.2, because a fancier name like “Claude” or “Miguel” wouldn’t help us with version control. For now, we can start to talk about what it will contain. Once again, it will add some new features to the game – and fix some old ones.


Let’s plot a course to what’s next, and see if you like where we’re headed.



It’s Alive!

This time last year, every developer in the studio was focused on a single goal: Preparing Destiny for launch. We were building a new world – and dreaming of the day when the walls would fall away and you’d be invited in to make it your own. That’s what brought us in to work every day. Every Artist. Every Engineer. Every Designer. They were all striving to enable your first steps into that world.


Ever since Destiny went live, there have been various teams at Bungie. We’re all working on Destiny, but different teams have goals for different projects. We’ve specialized to meet the needs of this sprawling community. Each class of developer has a specific focus. Some of them are creating new adventures for your Guardian – those both revealed and still secret.


The team we’re talking to today supports the Live Game. They’re the ones looking at the original blueprints to support the journey we began last September. They help us all to evolve, one update at a time.

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One of the goals of the Live Team is to listen to the player and improve their experience. They hear your voice when you tell us what you want. They react to what you’re teaching us as citizens of the world we built.


Design Lead M.E. Chung talks about how we decide what to include in each update:

There are a lot of things that factor into which features make it into a release. We get feedback from everywhere. We meet with our Community and Player Support Teams every week. They bring up the latest topics and top sentiment from various forums (b.net, reddit, etc). The User Research team gives us a regular report on how the community is spending their time in the game. We have conversations in the halls with our coworkers who ask for changes. We get friendly peer pressure from our buddies outside the studio when we’re online, playing the game for ourselves.

Our goal is to figure out what will result in the best experiences and make the most players happy. Every day, we have to think about how we allocate our time. Some plans can be surprisingly complicated to execute. At the end of the day, we want to continue to make the experience of playing Destiny better and deliver content to keep things fresh (and boy, do we wish we were faster). It’s been a huge learning process for us, and we are committed to improving.


Lead Producer Matt Priestley talks about the challenges in deploying new content:

We need to pick improvements that we can design, build, test, and release with quality in a given timeframe. That starts with Design and Player Support nominating a set of changes. We put our ideas on the whiteboard and try to drive an acceptable Design and Test plan for each of them before our internal cutoff date. Our first job is to start with a big ambition. Our second job is to scope to what we can actually get done. Many ideas don’t meet our standards for the time we have.

With a game as complex as Destiny, that process can be tough. Take, for example, our fix for losing heavy ammo on death. That bug arose from the way in which several major gameplay systems work together. We engineered several fixes, but always wound up creating new bugs. We didn’t think it was acceptable to create new problems for a minority of players. Eventually, one of our engineers had a clever insight for how to fix the bug, and we patched it in the 1.1.1 Update.


The room where they meet is a place where you are discussed constantly. If you’re talking about an issue on the forum, it’s a safe bet that are they’re working it out on their whiteboards. Next up, 1.1.2 is their project. While they have yet to arrive at a locked list of guaranteed features, there are some priorities that they’re excited about exploring…


Vault Space – We know you need more space to collect all the treasures you gain from your missions, and more gear is on the way.


Raid Fixes – There are times when Atheon and Crota can be uncooperative, so we’re tackling their worst bugs.


Audio and Visual – Not everyone wants to see or hear a game the same way, which is why we’re looking at providing more options.


PVP Ammunition – The Crucible team wants to change the way ammo crates dictate the flow of a battle.


Strikes – The numbers tell us that there are some missions that are successfully completed far less than others, inspiring us to look at why people quit.


Fair Warning: Our hopes and dreams are always at the mercy of “Triage!” The longer we support the Live Game, though, the more confident we feel about calling the shot.


1.1.2 is still weeks away. That gives us plenty of time to delve into each point. We’ll talk about this again (starting next week).



Knowledge is Power
We just made the point that talking to us on the Bungie.net forum is a great way to add your voice to the process we use to support Destiny. There’s another team at Bungie who is devoted to addressing your issues, and making sure they end up on the Live Team whiteboards. Every week, they share with us their report…


In an effort to communicate to players about the issues we’re investigating, we have created more articles on known issues and why they occur. Please take a look at some of our newest knowledge-base articles:


・Sword of Crota turning speed issue
・List of Crota’s End issues
・List of Vault of Glass issues
・Black Hammer perks
・Text in game replaced by question marks


We’re seeing some reports of players losing items when transferring items using the Companion App or their Bungie.net profile. We are actively investigating this issue and have a list of steps you can follow to attempt to retrieve these items.


Your Feedback is a huge Help to us. Please keep it coming!



〜記事要約〜
<アップデート内容の決定プロセスについて>
サポートチームやユーザーリサーチチームからの報告はもちろん、実際にプレイしている同僚や友人などからの意見、また自分がプレイした感想もフィードバックとして活用している。


集めたフィードバックやデータを基に、ゲーム体験へ最も良い影響をもたらし、多くのプレイヤーをハッピーに出来る改善を選別。また、ゲームを常に新鮮に感じられる様に開発のスピードも重要となっている。アップデート内容の決定プロセスはチームにとって日々勉強になっている。


こうしたアップデートの際、特に『Destiny』のような複雑なタイトルだとそのプロセスの難易度が跳ね上がり、うまく期間内で設計・開発・テスト・リリースが行える改善を行えたとしても、予期せぬ新たなバグを産み出してしまい、その対応に追われる結果になることもありえる。


フォーラムやサポート、SNSなどでの意見はきちんと開発チームに届いおり、フィードバックは我々にとって大きな助けになっている。


<第2弾の拡張パックの発売前に適用を予定しているパッチ1.1.2に含まれる一部改善と修正内容について>

保管庫の拡張:DeeJは多くのプレイヤーが保管庫にさらなるスペースを必要としていることについて理解はしている。また、今後さらに多くの装備品が登場する。

レイドの修正:現在アテオン(金星レイド:ガラスの間のボス)とクロタ(月レイド:クロタの最期のボス)に生じている重大なバグを修正予定。

オーディオとビジュアル:音声やビジュアルの再生と表示について、さらなるカスタマイズを可能にするオプションが提供される予定。

PvPの弾薬:クルーシブルチームは、戦闘のフローに絡む弾薬クレートの処理を変更したいとのこと。

ストライク:幾つかのミッションにおける完了率が他よりも低い状況にあり、その要因の特定を進めている。


パッチ1.1.2の配信は数週間先となる予定。


<現在調査中の問題について>
以下の問題について現在改善に取り組んでいる。

・クロタの剣を使用し、剣を捨てたもしくは消失した後にキャラクターの回転速度が早くなってしまう問題。

・“クロタの最期”において、ソードベアラーが落とす剣が消える問題や、クロタが剣を持ったプレイヤーを倒すタイミングの問題を調査中。

・“ガラスの間”における、テレポート関連のバグやミノタウロスの体力とシールド回復に絡む問題。

・ブラックハンマー用Perkの進行に絡む問題。

・Xbox One版において、ゲーム内のテキストが?に置き換えられる問題。




情報元:
Bungie Weekly Update - 03/12/2015

参考・出典:
doope!:保管庫の拡張やレイドの修正など、「Destiny」の1.1.2パッチに向けた改善の一部概要がアナウンス
EAA:Destiny:パッチ内容の決定方法を公開。次回パッチ1.1.2では保管庫拡張なども

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