Cozmo.

  • Feedback about Season Pass has been heard: "This is our second stab at the reward structure of the pass and we are definitely looking to continue to improve it season over season. Feel free to add any suggestions on what things you would like to see as rewards in the pass and what you don't want to see." (Reddit)
  • Eververse icon flashing is currently planned to be fixed in the next update. (Forums)

DMG.

  • On "you had to be there" moments:

Hey all,

Pulling the quote from our Season in Destiny 2's Third Year blogpost, where the "You had to be there when..." quote originates:

"Doing this allows us to evolve the world—narratively, but potentially physically as well. It is not possible to keep Destiny frozen in place to allow all activities to live forever while also changing the world in meaningful ways. This strategy lets our team be agile and innovative. We believe that Destiny will grow even better when the world state can change, and that the best Destiny stories are the ones where “you had to be there when….” "

I've bolded a piece to give it a bit more spotlight. There are technical and developmental limitations involved where we cannot continue to support an additional activity with every single release. When I say support, this could be translated as numerous things: supporting bug fixes every release if something comes up in a new patch, refreshing rewards to keep activities relevant/engaging, or even general install size of Destiny 2 as new things are added season to season.

There was a bit more context from Luke for this in the Director's Cut: Part III blogpost:

" I alluded to some of this when we were Looking Back. The game continuing to grow forever isn’t something we can support. Destiny’s simulation, fidelity, and architecture fundamentally make it a big game. I’ve seen a lot of “game X does it, why can’t Destiny?” but the referenced games and ours have very different technical profiles.

Technical limitations aside, we also don’t think making a game that grows forever is Destiny’s path forward. It’s why the second component of the vision is a single, evolving world (to clarify, that single evolving world doesn’t mean there’s only one destination on the Director—that’s not where we’re heading!). "

Narratively, this gives the team opportunity to create world changing experiences. With the transition from Season of Undying to Season of Dawn: Defeat the Undying Mind, stop the Vex Offensive, set the stage for Osiris/St. 14. We saw some negative feedback when the Undying Mind was defeated as the payoff was delayed. To paraphrase a post I read on this subreddit: "Why did I have to be here if I still waited three weeks after beating the boss?" On the other side, we saw a lot of positive feedback around the storylines of Osiris/Saint 14. In other words - things we can improve on, and things we can drive more of.

I greatly appreciate all of the feedback on this topic. The team has been digesting it as they develop future seasons for Year 3. (Reddit)

I didn't say it specifically (which I should have) - there is no intention to force these moments by removing content. We have things to improve on to make some of these moments more impactful. Wanted to provide the reasoning in case people had missed the previous posts. (Reddit)

  • Feedback that all dungeons should drop pinnacle rewards has been heard. (Forums)