destiny 2
@everlinks
Okay, look, on some level I get it. An infinite currency exploit, especially for something that has no cap, can cause serious long-term damage to a game’s economy, so get it under control as soon as possible.
This happened yesterday in Destiny 2 when a new legendary shard farm was found, which allowed you to buy a Guardian Games class item from collections, disassemble it for shards, buy more Glimmer from Rahool for shards and still get away with a few dozen shards.
The first thing I heard about it was from a FalloutPlays YouTube short at noon, although I think the bug was caught a little earlier in the day before it became widespread. The glitch was disabled at 1:20 p.m.
This raises two concerns, one of which I believe is more important than the other. The first is “Of course Bungie patched something that will benefit players so quickly!!” There were complaints that another bug was occurring at the same time where leaving comp games saved people from losing points. But even that was fixed by the end of the day.
This is one of those “game developer versus player perception” issues that most games, but Destiny in particular, run into again and again. On the technical side, flipping a switch that disables an item is probably a lot easier than, say, fixing a specific boss bug that is messing things up for players in a dungeon. And like I said, yes, it’s true that a very simple, very quick infinite currency bug can ruin your game’s economic feedback loop for a very long time when suddenly everyone is stocked with 50,000 shards, so I understand the rush to fix things like this , even if it feels good for the players. The problem is players’ perception that glitches that benefit them will be patched immediately and more damaging ones will stagnate. This would be less bad if there were less short-term and short-term bugs in the game, but there are many why this keeps popping up.
destiny 2
Bungie
So that’s the half where I think we need at least a little understanding of how game developers work. The other end of this is something that probably needs to be addressed, the fact that the Legendary Shard economy itself isn’t in a good place.
Currently, the primary use for Legendary Shards is to play for roles in specific vendor weapons. Granted, that cost has been reduced, but due to RNG, the game becomes a literal slot machine when you’re chasing a 5/5 roll of uncraftable weapons, and you’re spending shards wildly faster than you pick them up, much of the time. Other people went broke when the shard cost doubled and spent 100 shards per subclass for that one weekend suffering an Adept hand cannon to the point of being infinitely refocusable. Thousands were thrown in for many players.
The fact is, there really isn’t a good way to farm dedicated shards, much less than enhancement cores. And while pips can be another currency that people lack, it doesn’t have the same level of gambling mechanics.
Legendary shards are mostly just playtime with no really efficient way to farm them. If you do a full Strike or complete a full Crucible match, you get… 4 Shards. You get 4 Shards from each Legendary Drop you dissect, and these drop at fairly fixed intervals. The “best” shard farm in the game right now through actual gameplay is probably spamming Terminal Overload completions for 3-4 Legendaries each time, or running the seasonal Battlegrounds which can net you 5-6 engrams and gear per run . But that’s about it.
The cost is high, both for the engram gamble and for things like 400 shards for the weekly Ascendant Alloy (which also requires more sources). Acquisition is low. I agree that it needs to be reviewed, although I certainly understand why fixing infinite glitches like this would be a priority.
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I’ve been writing about video games, television, and film for Forbes for over 10 years, and you may have seen my reviews on Rotten Tomatoes and Metacritic. I cover all types of console and PC games, but when it comes to looting or shooting I’m definitely up for it. When I look at something, it’s usually sci-fi, horror, or superheroes. I’m also a regular on IGN’s Fireteam Chat podcast and have published five sci-fi novels.
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