Tag Archives: myth

‘I’m a Longevity Expert With 20 Years of Experience—This Is the #1 Myth I Want To Debunk About Healthy Aging’ – Well+Good

  1. ‘I’m a Longevity Expert With 20 Years of Experience—This Is the #1 Myth I Want To Debunk About Healthy Aging’ Well+Good
  2. Longevity Researcher Says He’s A Decade Younger Thanks To Four Habits He Practices Daily Longevity.Technology
  3. Prof. George Church on Cellular Reprogramming and Longevity Lifespan.io News
  4. Longevity researcher, 53, says his ‘biological age’ is a decade lower Insider
  5. Harvard professor’s four age-defying hacks REVEALED: Expert, 53, is a decade younger thanks to edits Daily Mail
  6. View Full Coverage on Google News

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A U of T epidemiologist on the myth of immunity debt and the real reason everyone’s getting sick

“I was appalled to see the prime minister making those comments”: A U of T epidemiologist on the myth of immunity debt and the real reason everyone’s getting sick

Colin Furness debunks the popular theory and explains how Covid-19 may be weakening our immune systems in the long run

If you have a kid at home, there’s a good chance they spent the last couple of months snotty, feverish, barfy or worse. Young people in particular have been pummelled by the tridemic of RSV, influenza and Covid-19—and you’ve probably heard that “immunity debt” is to blame. Even Justin Trudeau has parroted this popular theory that our immune systems have gotten weak after two years of coddling behind masks and under lockdowns. There’s just one problem: “It is totally, totally wrong,” says Colin Furness, an epidemiologist at the University of Toronto’s Faculty of Information who believes that Covid infections, not public health measures, are to blame for weakened immunity. Here, he explains why.


For weeks now, it has felt like the entire city is sniffling or worse. Is the tridemic something we could have predicted?
It’s predictable that we’d be seeing higher virus rates at this time of year, when we’re spending more time inside sharing air. But the severity of the illnesses has been unexpected. I wouldn’t say that what has happened over the past couple of months was predictable—the Covid we’re dealing with today is not the Covid of previous years. The virus has changed its game, which is what viruses do to be successful. They have to figure out how to fool people’s immune systems, which they can do by mutating, just as the new Kraken variant has. The flu and the common cold are both incredibly good at mutating, which is why they’re back year after year. And they can also reinfect people by figuring out how to hinder the immune system. This is what measles does, and it’s looking more and more like this is what’s happening with Covid: the virus is harming immune systems, which is why annual mainstays like RSV and influenza have been so much worse.

I’ve heard a lot of people say that their flu was way worse than their experience with Covid. But you’re saying Covid is to blame?
Exactly. I would bet that the people who had a really bad flu recently also had Covid in the past eight months or so. The same is true of young people and the amount of severe RSV we saw this season.

I thought our immune systems had just gotten weaker because we spent two years behind masks.
This idea of deferred immunity or “immunity debt” has become very popular. Even the prime minister was behind the podium last month saying that mask wearing and public health measures were to blame for all the sick children. I understand why the public may see this as plausible, because so many aspects of our bodies and minds do work that way. If you don’t exercise your muscles, you’re going to get weaker; if you don’t practise most skills, they’re going to get rusty. So we have this mental model in which the idea makes a lot of sense, but the problem is that our immune systems aren’t a muscle or a skill—it’s not a use it or lose it situation.

What kind of situation is it?
A metaphor that I have been using imagines our immune system as a photo collection. It takes a snapshot of every pathogen it encounters so that it can recognize the bad guy for next time. This is how our immune systems fight back. The photos don’t fade because they aren’t looked at for a few years; they just sit there until they are needed. When a virus mutates, it’s trying to disguise itself to evade detection. But, with Covid, the virus is also punching holes, fading or wearing out the photos—making them less and less useful as tools for identifying other viruses. Instead of immunity debt, we should be thinking about immunity theft.

On a scale from educated guess to proven scientific fact, where does your theory fall?
This isn’t my theory—American immunologist Anthony Leonardi has been the leading voice on the idea that Covid is suppressing immunity. He first introduced the premise over a year ago, and since then we’ve seen mounting evidence. That’s how science works: you have a theory and then you collect evidence that either supports or refutes it. And, in the case of immunity debt, the evidence just isn’t there. You’ve probably heard this theory of a “double cohort,” meaning two years’ worth of infants and toddlers who are now being exposed to RSV for the first time, but that already happened in fall 2021. And that theory doesn’t explain why children are getting so sick.

And immunity theft does?
That is what a lot of the evidence is pointing toward. Last year, I started following pediatric hospitalization rates in the US, which were extremely high because of the Omicron wave. I was worried that we would have a similar situation here in Canada, where our health care system really couldn’t handle the stress. I made a big stink about it, but in the end, I was happy to be wrong—or at least partly wrong. We did have record numbers of RSV in fall 2021 and winter 2022. This year, the overall infection rate was lower, but instead we had an alarming number of very sick children, which is why we had the overcrowded hospitals and children on ventilators. So what happened? What is the difference between this season and last season? The answer is that, last year, young people were, by and large, just starting to get Covid, whereas by the time RSV came this year, a large majority of young people had already been sick with Covid. And immunity theft may have evolved over the past year as well.

You mentioned evidence. Have there been studies to support what you’re saying?
There have been studies looking at the way Covid causes T-cell exhaustion. We now know that the virus can directly infect T cells (the guardian cells that spot infections and help defend the immune system), which we didn’t know before. There was also a study conducted by a group of pediatric specialists at several American hospitals where they looked at three groups of babies. The first group had RSV and Covid at the same time with very high viral loads, which sounds bad; the second group had RSV and Covid at the same time with low viral loads, which sounds less bad; the third group was babies who had RSV and had previously recovered from Covid. It was this last group that was by far the sickest—the ones that had to be ventilated. But it was a small study. You need more participants in order to get a consistent result. And of course it could be a giant coincidence, but it is frighteningly in keeping with this idea of immune system harm.

There are some experts who say that the threat of RSV is behind us and that the flu also seems to be winding down. Doesn’t that suggest things are getting better?
RSV season is like clockwork: it arrives late fall through December, so the fact that rates are coming down doesn’t tell us anything. And flu rates may be declining at this moment, but the flu is a very slippery customer. The virus changes every year, and the timing of the peak is always different. I think we need to watch what happens over the next few weeks: if we’ve got a population of immune-damaged babies and small children, the flu could get really ugly. And the other thing to look out for are fungal infections, which are no big deal with a healthy population, but if we’re dealing with a population with weakened immune systems, that could get really bad.

And, still, the prime minister and even Ontario’s chief medical officer of health are saying that masks are part of the problem. Does that just make you want to scream?
I was appalled to see the prime minister making those comments. And then, shortly after that, he was at a mall pressing his face up against a bunch of children—no mask. That’s the big problem with the false narrative of immunity debt: it’s encouraging people to do the exact opposite of what we need to be doing to keep everyone safe. You hear people saying that we should all just get out there and expose ourselves, but there could not be a worse strategy. I know it’s the same story and people are tired of it, but we should all still be trying not to get Covid. And, if you have had Covid, you want to be even more careful about avoiding other infections. I get it: people are tired and they just want to get back to the happy normality of 2019, which is very appealing. I want that too—I’m just not willing to step away from science to find comfort.



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Game2Give 2022 – Special TWAB > News

The Bungie Foundation is proud to celebrate an incredibly successful year and it is all thanks to the amazing Destiny community you have all built. Nearly 100% of the Bungie Foundation’s funding comes from our community, so we’d like to extend a sincere, heartfelt thank you to each and every one of you who continue to show up time and time again to help do good in the world! Here are a few highlights from 2022: 

Getting Involved With Game2Give 

Beginning today, November 22, our site is officially open for registration and we encourage anyone thinking about fundraising to get signed up! There is an amazing slate of fundraising incentives on offer as well as the official launch of our lifetime fundraising program—the Light Keepers Guild

Exclusively during Game2Give 2022, fundraisers will have the opportunity to earn rewards starting at just $500. The below levels can only be earned during Game2Give 2022. Light Keepers Guild status does not apply.  

$500 – Foundational Layers Emblem 

Everyone’s favorite TwitchCon emblem is back! Fundraisers who hit the $500 level during the event will receive two codes* for the Foundational Layers emblem. 

$1,000 – Bungie Store Gift Card 

Fundraisers who reach this level during the event will receive a $50 Bungie Store gift card plus all lower tier event rewards. 

$2,500 – Digital G2G 2022 Hall of Fame Poster 

Fundraisers who reach this level during the event will receive an entry onto the Game2Give 2022 Hall of Fame and digital copy of the poster plus all lower tier event rewards. 

$5,000 – Physical Hall of Fame Poster + Custom DOTEXE Jersey 

Fundraisers who reach this level during the event will receive a physical copy of the Hall of Fame poster and a customized DOTEXE jersey plus all lower tier event rewards. 

Light Keepers Guild and How It Works

All individual fundraising efforts since Game2Give 2019 will now count towards the Light Keepers Guild totals. Registration for each event must be under the same email address. If you have already earned any of these rewards in previous campaigns, you will not receive additional copies.  

Rewards 

$2,500 – Metagalactic Bloom Emblem 


$5,000 – Function of Grace Emblem 


 

You have seen a few of these rewards before, but we are excited to introduce the newest tier: $10,000! 

$10,000 – Core of the Nova Emblem + Small Luminescence Shader 

Our newest tier and one that we are especially fond of. These two exclusive items have been designed specifically to match our Little Lights app. 


Additional Tiers 

We know that some of our Light Keepers have surpassed these levels already and we want to let you know that we have more rewards planned! While we cannot share these details just yet, we do have both digital and physical rewards planned for individuals who reach the $25,000, $50,000, and $100,000 tiers. Stay tuned for details in early 2023. 

Donating 

Fundraising isn’t the only way to join in! It wouldn’t be Game2Give without a batch of fresh new incentives for our amazing donors across the globe. This year we have four incentives that can be earned during the campaign. As in previous years, all rewards can only be earned once per unique donor but donations are cumulative which makes unlocking higher tiers easier when you make multiple donations. 

$10 – Arc Propellant Emblem 


$25 – Respite’s Focus Emblem 


$60 – Tenderhearted Shell, Exotic Ghost 


$100 – Light Hearted, Exotic Sparrow 


Our first ever Sparrow themed to our Little Lights program! And yes, its exhaust leaves a trail of hearts! 

Other Ways to Get Involved 

If streaming or fundraising isn’t your speed and you are unable to donate at this time, that is all 100% OK! We will have a packed schedule of featured streamers and content you can enjoy during the campaign. Be on the lookout for your favorite streamers—our full schedule will be available on December 6 at www.game2give.com! Every view of a stream, every share, re-tweet, or shout-out about the campaign helps.  

Remember to use #game2give and #littlelights when spreading the good word! 

Be sure to follow the Bungie Foundation on Twitter @BungieLove for everything Game2Give related, special content about our mission and impact, and all stream schedules. 

Thank you, Guardians, for all your support and for enabling us to do all this amazing work! 



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This Week at Bungie – 10/27/2022 > News

Before we dive in, please join us in sending Mara Junot (English voice of Ikora Rey) well wishes and hopes for a speedy recovery.

This week at Bungie, we’re humming along to a Deep Stone Lullaby. 

BOO!

Did I scare you? Doubtful, as I’ve tried this trick in a TWAB before. 

Happy Festival of the Lost, Guardians. As tradition, we’ll start with a quick recap of what’s going on in the wild. Headless Ones are roaming Lost Sectors on the hunt for Ghosts, but you’ve already taken up the task of cleaning house. Between a Voltshot roll on the Legendary Mechabre Sniper Rifle or some spicy perks on previous FOTL weapons (Kill Clip BrayTech Werewolf, anyone?), there’s some fun loot to earn, too! We’ve already seen a few gilded Ghost Writers in the Tower, and we can only hope they’re sharing some of the candy they’ve been earning. We’ve also been running some fun fashion and art contests for players. Towards the end of this article, you’ll see a few awesome creations from our players. Up first, let’s get a look at some fun costumes from #ThreadsofFright that players are wearing in-game: 

The Dark Side

Pyramid Guardian

So, what’s on deck for the TWAB this week? Crafting’s on the mind. We have some fun news on deck for next Season, and we’re looking at some long-term goals that the team is planning to execute for Lightfall. We’ll also be discussing some important information around Stadia and Cross Save, followed by Bungie Bounties and a Prime Rewards refresh. 

Let’s get to it!  

Deep Stone Crafting 

Since the addition of weekly featured Raids and Dungeons for pinnacle drops, we’ve seen more players engaging with a variety of raid activities in Destiny 2. While an increase in Power is always exciting, or even the fabled chance at a raid Exotic, we’re taking an opportunity next Season to make your return trips to Beyond Light’s Deep Stone Crypt even more enticing. Starting next season, Legendary Deep Stone Crypt weapons can be crafted!

Each encounter has a chance to drop a Deepsight version of a raid weapon, and players may purchase one per week from the final chest after defeating Taniks. When Deep Stone Crypt is the featured raid of the week, encounter drops are uncapped! This means you can run a full raid and each encounter multiple times hunting for Deepsight drops.

When it comes to these weapons, there was quite a bit of excitement internally as the team started freshening up the perk pools. We asked one of our resident Sandbox experts, Senior Design Lead Chris Proctor, about their approach: 

Proctor: When updating perk pools on older weapons, our goal is to keep the most beloved combinations and drop the rest to make room for new perks. With Deep Stone Crypt specifically, we looked for new perks that synergize well with the perks that originated with Deep Stone Crypt: Reconstruction, Recombination, and Redirection. (I.e., new perk combinations could look like: Reconstruction + Focused Fury, or Fourth Time’s the Charm + Redirection).

We also took the opportunity to add perks to weapons that have never had them before. We’ve created quite a few new perks since Beyond Light shipped, and we’re excited to see how players mix and match for their builds. 

Here are some that I’m personally excited for:  

      • Heritage (Slug Shotgun): Reconstruction + Focused Fury  
      • Posterity (Hand Cannon): Voltshot + Rampage  
      • Trustee (Scout Rifle): Rapid Hit + Incandescent 

Oh, and we took this opportunity to create a new origin trait for the weapons: Bray Inheritance.  

Wait, did Proctor just say that Reconstruction is going to be a crafted trait? Enhance! Owners of Beyond Light can start crafting these awesome raid weapons starting on December 6, 2022. We’ll see you in space next Season, Guardians. 

 

Lightfall Crafting 

With the excitement around upcoming Deep Stone crafting, we felt this would be a great opportunity to talk about some plans the team is eyeballing for the system overall. When crafting was introduced in The Witch Queen, we were very excited to see how players would engage with the feature. Having a direct path to acquiring a powerful perk or a “godroll” can be a bit risky in a game like Destiny, but we’re happy with how players are taking great advantage of what the system offers. That said, there are aspects that the team is looking to address, not only to help address player feedback, but to improve crafting overall. 

First, let’s start with some of the pain points that we’d like to address: 

  • Deepsight weapons are far too common, which leads to some confusion over their value and vault stress. 
      • To a new player, it can be difficult to understand which weapons are actually craftable. 
      • To an experienced player, Deepsight weapons commonly end up in the vault simply for future currency, bringing more stress to inventory management. 
  • Deepsight weapons must be equipped for full currency extraction, causing friction with loadouts. 
      • The goal of this was so that the player would try out weapons they normally wouldn’t and to make the currency feel earned. 
      • It is also somewhat of a byproduct of our original multi-currency perk system.  
      • While this is nice to have, we’d like for players to want to try new weapons for other reasons, not just to earn crafting currencies. 
  • Farming an encounter like Shuro Chi is a very efficient method for leveling. 
      • While this can be fun for some, it is tedious and provides no useful benefits to the player or encounter. 
      • There are no methods for increasing a weapon’s level outside of equipping it. 
  • As mentioned in our Sandbox Q&A, crafted base raid weapons outclass Adept raid weapons. 
      • We want to maintain the value of Adept weapon reward drops from Master raid content.

To address these points, the team is actively working on some changes coming with Lightfall. While these changes are being developed, tested, and finalized, we wanted to share our list of goals and some strategies behind them. 

  • Goal: Reduce Deepsight weapon hoarding. 
      • Strategy: Introduce alternate ways to earn Deepsight currencies. 
  • Goal: Reduce bad luck in weapon recipe unlocking. 
      • Strategy: Provide opportunities within the crafting system to allow users to deterministically choose what weapon to target. 
  • Goal: Reduce loadout stress. 
      • Strategy: Reduce player incentives to equip a suboptimal Deepsight or crafted weapon. 
  • Goal: Improve the value of weapons rewards from Master raid content. 
      • Strategy: As mentioned in the Sandbox Q&A, give the new Lightfall raid Adept weapons access to enhanced perks. (Note that this is not going to be full, freeform crafting).

In the near term, we do want to give players a heads up. Starting in Lightfall, weapons that cannot be crafted will no longer drop with Deepsight. This will help us achieve our goal of reducing Deepsight weapon hoarding and help alleviate some stress on your vaults. Players who currently have these weapons in their inventory should complete their Deepsight objectives and extract their Resonant Elements before February 28 to avoid the loss of Resonant Elements. 

Expect more details around the changes before Lightfall launches in February. 

Stadia and Destiny 2 Update 


With Google’s recent announcement that Stadia will be shutting down soon, we’ve been working diligently to figure out a solution for our players on that platform. While we don’t yet have a long-term plan, we do have a short one. 

At this time, all players who have their main characters on Stadia should set up Cross Save with another platform so that they don’t lose access to their characters on January 18. Stadia players who enable Cross Save will be able to use their characters on linked platforms after Stadia shuts down.  

If Stadia players don’t set up Cross Save by January 18, they will lose access to their characters, items, emblems, Bungie.net account, and Eververse purchases, such as access to Season Passes. 

After January 18, players with Stadia as their active characters SHOULD NOT deactivate Cross Save for ANY REASON. Doing so will result in a complete loss of characters. 

 

Bungie Bounties

It’s been a while since we’ve challenged you in the ways of old, hasn’t it? No, not in the Prison of Elders, but a good old fashioned Bungie Bounty. For those who may be new around these parts, Bungie Bounties challenge you to find us, or a group of players from our community, and achieve victory in the target activity. If you snag that win? Well, you get a sweet emblem to commemorate your achievement.


 

When Bungie Bounties first formed, these primarily took place in PvP activities. For this go, we’re opening the funnel a bit. Starting November 1, we’ll be hosting Bungie Bounties across multiple game modes. Player vs. Player, Player vs. Enemy, and Player vs. Enemy vs. Player. We’ll have a little bit of Crucible, some strikes, some Gambit, and even a bit of Seasonal content for you to engage with. Seeing as though it’s still spooky season, we’re even looking to have some bounties take place in Haunted Lost Sectors. 

Your targets for this Bounty? Well, you may recognize some of them. Since the release of Destiny, we’ve been graced by a group of community volunteers dedicated to helping players in need. Whether you’re hitting some connection issues or looking for workarounds on a given bug, our Community Mentors are ready to help you out in our #Help forums. Their tagline: White Gloves, Gold Standards. We’ll also have a few of our Community Ninjas on the prowl. If you’ve never seen or heard of them, that’s expected. They keep our forums clean by applying the banhammer where applicable. A few of them will be streaming for this Bounty to help you on your hunt, while others will be running through activities solo and under the radar, matching whoever the wind may bring to them. 

Now, let’s get on to the rules and schedule. 

Rules 

Players must match with a Bungie Bounty target during their timeslot and win or complete the match. 

  • If you are on the same team, you’re tasked with helping our Bounty achieve victory. 
  • If you’re matched against them, you’ll need to try your hardest to defeat them in battle. 
  • If this is a PvE activity, you must complete the activity to be eligible for the emblem. 

Note: Habitually quitting activities during these Bounty timeframes can result in disqualification. Leaving too many matches can also result in your account being suspended from activities.  

Schedule 

We’ve got a bounty of participants from all around the world, so check the time zones to make sure you’re hunting for them at the appropriate time. 

Tuesday, November 1 

Time

Platform 

Activity 

Players 

5:00 AM Pacific

(12:00 UTC)

Any 

Vanguard Ops 

7:00 AM Pacific 
(14:00 UTC)

Any 

Ketchcrash  

9:00 AM Pacific

(16:00 UTC)

Any 

Haunted Lost Sectors 

11:00 AM Pacific

(18:00 UTC)

Console 

Control 

11:00 AM Pacific

(18:00 UTC)

Any 

Ketchcrash 

1:00 PM Pacific 

(20:00 UTC)

Console 

Control 

  • Pobreloko#9880 
  • Honz#9336 

1:00 PM Pacific

(20:00 PM UTC)

Any 

Vanguard Ops 

3:00 PM Pacific

(22:00 PM UTC)

Console 

Control 

  • Fenibbo#4588 
  • EZ#9920 
  • SteelAssassin#2987 

7:00 PM Pacific

(2:00 UTC)

PC 

Control 

Wednesday, November 2 

Time Platform Activity Players

3:00 AM Pacific

(1000 UTC)

Any 

Vanguard Ops 

5:00 AM Pacific

(1200 UTC)

PC

Control

7:00 AM Pacific
(1400 UTC)
PC Gambit

7:00 AM Pacific

(1400 UTC)

Any 

Haunted Lost Sectors 

9:00 AM Pacific 

(1600 UTC)

Any 

Vanguard Ops 

11:00 AM Pacific

(1800 UTC)

Any 

Vanguard Ops 

11:00 AM Pacific

(1800 UTC)

Any 

Ketchcrash 

1:00 PM Pacific

(2000 UTC)

Any 

Haunted Lost Sectors 

3:00 PM Pacific

(2200 UTC)

Console 

Control 

5:00 PM Pacific

(0000 UTC)

PC 

Gambit 

Thursday, November 3 

Time Platform Activity Players

5:00 AM Pacific

(12:00 PM UTC)

Any 

Ketchcrash 

7:00 AM Pacific

(1400 PM UTC)

Any 

Vanguard Ops 

9:00 AM Pacific

(1600 PM UTC)

Any 

Ketchcrash 

11:00 AM Pacific 

(1800 PM UTC)

Any 

Vanguard Ops 

11:00 AM Pacific

(1800 PM UTC)

Any 

Ketchcrash 

1:00 PM Pacific

(2000 PM UTC)

PC 

Control 

1:00 PM Pacific

(2000 PM UTC)

Any 

Vanguard Ops 

3:00 PM Pacific

(2200 PM UTC)

Console 

Control 

3:00 PM Pacific

(2200 PM UTC)

Any 

Expedition 

5:00 PM Pacific

(0000 AM UTC)

Any 

Vanguard Ops 

We’re excited to light the Bounty beacons once more. Stay tuned for further announcements! 

 

I Challenge You to a Duel – Prime Gaming Update 

Ah, it’s a wonderful time of month. Here in the States, the leaves are falling, rain has returned, and I’m searching my house for gloves to keep my hands warm. With our Prime Gaming rewards update, we have a fun emote for you that includes a glove of sorts. Not for comfort, but to challenge your friends (or enemies) to a quick battle. If that battle goes sideways? Well, don’t worry – we’ve got a Ghost for your resurrection and a ship and Sparrow for you to high-tail it out of the fray. 

  • Concentric Dawn Exotic Sparrow 
  • Woomera B-5 Exotic Ship 
  • Adonis Exotic Ghost 
  • Duel Legendary Emote 

If you haven’t yet signed up for Prime Gaming, we highly recommend it! There are quite a few perks they have for you, including some monthly cosmetic rewards with Destiny 2. Check out our guide for more details. 

 

Crow Deserves some Candy


 

There have been some spooky bugs popping up with Festival of the Lost. Spectral Pages gone missing, deceased weapons rising from the grave, and more. Player Support has the latest on what’s been fixed and what we’re still trying to exorcise from the game.  

This is their report. 

WORKAROUNDS FOR CONVERTING PAGES 

Players still having issues converting their Spectral Pages into Manifested Pages should ensure that they: 

  • Obtain the Gone but Not Forgotten quest from Eva Levante in the Tower. 
  • Are wearing the Masquerader’s Helm with a Festival Mask. 
  • Have at least three free spaces in their character’s inventory. 
  • Have Spectral Pages in their inventory prior to entering the Haunted Sectors playlist. 

If Spectral Pages aren’t converting into Manifested Pages after confirming the above, players may need to: 

  • Clear their console or PC game cache. 
  • Complete a strike. 
  • Obtain more Spectral Pages. 

Complete a Haunted Lost Sector (Note that not all Spectral Pages will convert into Manifested Pages). 

HOTFIX 6.2.5.2 

Next Tuesday, November 1, Destiny 2 Hotfix 6.2.5.2 will be released. View our Destiny Server and Update Status page for maintenance times, as well as the timeline below (all times are Pacific):     

  • 9 AM PDT: Destiny 2 maintenance begins.  
  • 9:45 AM: Destiny 2 is brought offline.  
  • 10 AM: Destiny 2 Hotfix 6.2.5.2 will begin rolling out across all platforms and regions.  
  • 11 AM: Destiny 2 maintenance completes.  

KNOWN ISSUES 

While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help forum: 
  • Certain shaders may apply textures incorrectly to pieces of the Festival of the Lost mech-themed armor sets. Once resolved these shaders may display differently on the armor sets. 
  • The Sundered Flesh shader applies coloring inconsistently across gear. 
  • A Season 16 emblem dropped from Week 10’s Intended Authority Seasonal Challenge. 
  • The “All Pages Manifested” message appears for all players upon entering a Haunted Lost Sector. This message is not accurate and should only appear upon completion of a Haunted Lost Sector. Players are not losing any Pages when this message appears. 
  • The source of the Retrograde Tourer Exotic ship is inaccurate. 
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum. 

Spooky Scary Oryx-ton 


 

Hippy: It’s Spooky Scary Skeleton season in Destiny 2. Enough said. Oh, and a bonus MOTW because the debate is real. 

Movie of the Week: Spooky Scary Oryx-ton 



Sam: When it comes to this time of year, I really am quite a scaredy cat about anything spooky or creepy or alarming, but this was a really cool spin on storytelling that we think you might enjoy!  

Movie of the Week: So hungry  

B-b-b-bonus: The great Mechabre Debate 

Happy Hall Between! 


 

Bruno: So, it’s that time of the year again! We wear amazing masks, collect tons of sweet candy, and put those spooky Headless Ones down for some loot (I love the new Mek-uh-ber Sniper Rifle). And we also listen to the awesome banter between Eido, Glint, and Drifter. Don’t you love how innocent and sweet Eido and Glint are? And don’t you love how creepy and good with nicknames uncle Drifter is? Because I do.  

Art of the Week: Tales from the Haul

Ivan: Smallens attack… And they do it with their only weapon, which is cuteness. I’d give away all my candy to such a beautiful crowd. 

Art of the Week: Happy Festival of the Lost, Eido and the House of Light! 

And More Art of the Week: Titan – Mint condition 9.0 

And even More Art of the Week: Cutest pumpkin I’ve ever seen 

OK, one more Art of the Week: Nyan Cat go weeee 

And the last AOTW, I promise: Colonelhead, ready for deployment 

Long Time No TWAB 

It’s been a while since I had the pleasure of writing one of these. It’s always a thrill to dive in just a bit deeper with what’s coming to Destiny and what the team is excited about. Make no mistake, these are honestly written by a good sized group of folks here at Bungie. Subject matter experts, editors, localizers, asset creators, and so many more. Some TWABs may be brief, and some may be massive, but each one is authored with the same amount of love. Thanks for stopping by for another blog installment. 

Until next time, I’ll be dreaming of a fully crafted Trustee. Which DSC weapon are you most looking forward to? Holler at us in the comments. 

Cheers, 

dmg04 



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DESTINY 2 HOTFIX 6.2.5.1 > News



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Crucible  

  • Fixed an issue where Iron Banner: Eruption was awarding Crucible medals instead of Iron Banner medals. 

Seasonal 

  • Fixed an issue where players were prevented from placing Ships of the Shipstealer relics in the H.E.L.M. 
  • Fixed an issue where the week-seven Seasonal Challenge “Shaper II was significantly harder to achieve than other Challenges that are required in order to gain Repute. 

Raids and Dungeons 

  • Fixed an issue where players sometimes didn’t teleport to reward location after completing final encounter.
  • Fixed an issue where certain raids and dungeons were not progressing the Masked Mayhem Triumph for gilding the Ghost Writer Seal.
  • Fixed an issue where Enhanced Repulsor Brace was not stronger than the base perk. 
  • Fixed an issue where Mindbender’s Ambition (Adept) wasn’t dropping with two perks in the left trait column. 
  • Fixed an issue where the scope for Arbalest’s Electromagnetic Execution ornament would flicker under some circumstances. 
  • Reduced the number of Headless Ones needed to be defeated in Haunted Lost Sectors for the One of Many Triumph.
  • Manse Macabre ship preview is now brighter. 
  • Fixed an issue where the purchase button tooltip on the Event Card upgrade dialog was missing ticket expiration text. 
  • Fixed an issue where the image and instant reward icon of the Bold Chapalu Sparrow on the Event Card upgrade dialog were using incorrect dyes. 
  • Fixed an issue where the Automatic Transmission Event Card challenge was rewarding the Mechabre Sniper Rifle instead of the BrayTech Werewolf Auto Rifle.

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Myth, busted: Formation of Namibia’s fairy circles isn’t due to termites

Enlarge / Drone image of car driving through the NamibRand Nature Reserve, one of the fairy-circle regions in Namibia.

Stephan Getzin

So-called “fairy circles” are bare, reddish-hued circular patches notably found in the Namibian grasslands and northwestern Australia. Scientists have long debated whether these unusual patterns are due to termites or to an ecological version of a self-organizing Turing mechanism. A few years ago, Stephan Getzin of the University of Göttingen found strong evidence for the latter hypothesis in Australia. And now his team has found similar evidence in Namibia, according to a new paper published in the journal Perspectives in Plant Ecology, Evolution and Systematics.

“We can now definitively dismiss the termite hypothesis, as the termites are not prerequisite to form new fairy circles,” Getzin told Ars. This holds both for Australian and Namibian fairy circles.

As we’ve reported previously, Himba bushmen in the Namibian grasslands have passed down legends about the region’s mysterious fairy circles. They can be as large as several feet in diameter. Dubbed “footprints of the gods,” it’s often said they are the work of the Himba deity Mukuru, or an underground dragon whose poisonous breath kills anything growing inside those circles.

Scientists have their own ideas, and over the years, two different hypotheses emerged about how the circles form. One theory attributed the phenomenon to a particular species of termite (Psammmotermes allocerus), whose burrowing damages plant roots, resulting in extra rainwater seeping into the sandy soil before the plants can suck it up—giving the termites a handy water trap as a resource. As a result, the plants die back in a circle from the site of an insect nest. The circles expand in diameter during droughts because the termites must venture farther out for food.

The other hypothesis—the one espoused by Getzin—holds that the circles are a kind of self-organized spatial growth pattern (a Turing pattern) that arise as plants compete for scarce water and soil nutrients. In his seminal 1952 paper, Alan Turing was attempting to understand how natural, non-random patterns emerge (like a zebra’s stripes), and he focused on chemicals known as morphogens. He devised a mechanism involving the interaction between an activator chemical and an inhibitor chemical that diffuse throughout a system, much like gas atoms will do in an enclosed box.

It’s akin to injecting a drop of black ink into a beaker of water. Normally this would stabilize a system: the water would gradually turn a uniform gray. But if the inhibitor diffuses at a faster rate than the activator, the process is destabilized. That mechanism will produce a Turing pattern: spots, stripes, or, when applied to an ecological system, clusters of ant nests or fairy circles.

A researcher investigates the death of grasses inside fairy circles in a plot near Kamberg in the Namib. The recording was made about a week after rainfall in March 2020.

In 2019, Getzin’s team conducted a study of fairy circles in northwestern Australia, near an old mining town called Newman. The team dug more than 150 holes in almost 50 fairy circles in the region to collect and analyze soil samples, specifically to test the termite hypothesis. They also used drones to map larger areas of the continent to compare the gaps in vegetation typically caused by harvester termites in the region, with the fairy circles that sometimes form.

The vegetation gaps caused by harvester termites were only about half the size of the fairy circles and much less ordered, so they didn’t find any hard subterranean termitaria that would prevent the growth of grasses. But they did find high soil compaction and clay content in the circles, evidence for the contribution of heavy rainfall, extreme heat, and evaporation to their formation. “Termite constructions can occur in the area of the fairy circles, but the partial local correlation between termites and fairy circles has no causal relationship,” Getzin said at the time. “So no destructive mechanisms, such as those from termites, are necessary for the formation of the distinct fairy circle patterns; hydrological plant-soil interactions alone are sufficient.”

Having effectively disproven the Australian termite origin hypothesis, Getzin turned his attention to specifically testing the termite hypothesis for Namibia, using a similar methodology. While his earlier work on Namibian fairy circles did not specifically address the investigations of plant roots, this new study shows that plant roots are not touched by insect herbivores.

Investigating a fairy circle in Brandberg in Namibia 35 days after rainfall in March 2021.

“For the first time, we went right after rainfall to the fairy circles and checked the new grasses for termite herbivory,” Getzin told Ars. “Our excavations demonstrate that termites did certainly not cause the death of the grasses. If you come too late to the fairy circles, the grasses are long dead and detritivores like termites may have already fed on the lignified grass. But they did not kill the grass. We are showing unambiguously that the grasses die before and completely independent of any termite action.”

So what’s next for Getzin? He believes more research is needed on the swarm intelligence of plants, likening plants to beavers in the sense that they can act as “ecosystem engineers” that modify their environment. “Most people cannot believe this or are unwilling to believe that, because plants have no brains,” said Getzin. “But plants act similarly like the beaver as ecosystem engineers because their only way to survive is forming optimal, strictly geometric patterns”—in other words, Turing patterns.

DOI: Perspectives in Plant Ecology, Evolution and Systematics, 2022. 10.1016/j.ppees.2022.125698  (About DOIs).

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Destiny 2 Update 6.2.5 > News



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Activities 

Crucible 

    • Fixed an issue where Crucible and Iron Banner Seasonal kills and deaths were only being updated at match complete, rather than continually during the match. 
    • Fixed an issue where Guardian eliminations did not progress the Seasonal Greetings Triumph. Fixed an issue in Rumble where some incorrect voiceover lines were playing. 
        • Shaxx apologies profusely. 

Iron Banner: Eruption 

    • Fixed an issue where Crucible medals were awarded rather than Iron Banner ones. 
    • Fixed issue where shutdown bonus points were awarded multiple times if more than one player contributed to the shutdown.  
        • It will now only award points to the team once. 
    • Fixed an issue where the game type icon did not display on the activity intro screen.  

Expedition: Plunder 

    • Ruffians will no longer despawn when drill phases end. Additionally, their spawn rate has increased by 7%. 

Dares of Eternity 

    • Treasure Coordinates will now drop after activity completion. 

Raids and Dungeons 

    • Added mitigations for issues where players could inadvertently die after ringing the Bell of Conquest in the Duality dungeon. 
    • Fixed an issue in Duality dungeon where rapidly interacting with Calus statues could block progression. 
    • Fixed an issue in King’s Fall where players received confirmation on completion of the Deepsight puzzle but didn’t have the chest spawn. 
    • Fixed an issue in King’s Fall where players would join in progress at the wrong location before starting the Golgoroth encounter. 

Gameplay and Investment 

Armor 

    • Fixed an issue where Gyrfalcon’s Hauberk Overshield allowed players to gain infinite Juggernaut melees, Loreley Splendor Helm Sunspots, and Promethium Spur Rifts. 
    • Fixed an issue where Ionic Traces Generated from Fallen Star granted Glaive shield energy. 
    • Fixed an issue where Dawn Chorus was not showing in players Collections. 
    • Second Chance Anti-barrier shield throw will now fully deplete a Barrier Champions barrier at the Grandmaster level. 

Weapons  

    • Version of Horrors Least no longer in the game has been removed as a requirement for the Dreaming City badge for all three classes. 
    • Blood Feud Submachine Gun will no longer appear tiny on the inspection screen. 
    • Fixed Wish-Ender’s Queens Wrath perk not working in Crucible. 
    • Fixed Iron Banner Sidearm and Rocket Launcher from the rewards track not having Masterwork slots. 
    • Fixed King’s Falls Sundered Flesh shader that was applying inconsistently.  
    • Fixed the glow on the Peacebringer weapon ornament. 

Weapon Balance 

Archetype 

            • Increased the effects of the stability stat on recoil reduction by around 20% at the high end. 
            • Increased critical damage multiplier from 1.5 to 1.55 which raises the critical damage from 30 to 31. 
            • Increased Bows stow duration. Duration varies by subfamily and handling stat. 
                • Before with 0 to 100 handling. 
                    • Lightweight: 0.4 to 0.2s. 
                    • Precision: 0.433 to 0.2s. 
                • After with 0 to 100 handling:  
                    • Lightweight: 0.45 to 0.3s. 
                    • Precision: 0.48 to 0.33s. 
            • Rebalanced the effect of the handling across Pulse Rifles. 
                • Increased effects of handling by 5% at the high end (mostly affects Lightweights and Adaptives). 
                • Reduced effects of handling by 2% at the low end (mostly affects High-Impacts and Rapid-Fires). 
            • Adjusted damage falloff scale based on the range stat. 
                • 0 range: reduced from 16 to 15m. 
            • Increased the precision multiplier from 1.6x to 1.65x (crit damage goes from 30.4 to 31.4). 
            • Piece of Mind base zoom reduced from 19 to 18. 
            • Reduced body damage from 42 to 40, and crit damage from 73.5 to 70. 
            • Increased auto aim fall-off distance by 30% across the board. 
            • Previously Sidearms were the only primary weapon where auto aim fell off significantly before damage, this brings them up to parity with other primary weapons. 
            • Reduced damage fall-off end (the distance at which the damage dealt by the weapon in hip-fire reaches its lowest point, going ADS extends this distance) from 24m to 23m across the board. 
            • This means damage fall off will begin at the same point, but damage will decrease a bit faster. 
            • Increased critical damage from 22.4 to 23.8 and base damage from 16 to 17. 
            • Reduced the zoom of Shayura’s Wrath, Shayura’s Wrath (Adept), and Friction Fire from 16 to 15. 
            • Reduced critical damage from 18.2 to 17.9 and base damage from 11 to 10.85. 
            • Reduced the effect the intrinsic Precision Frame perk has on recoil direction by 50% for Fusion Rifles only. 
        • Reduced Glaive shield damage resistance vs players from 75% to 50%. 
            • Damage from player supers unchanged at 50%. 
            • Damage from non-players unchanged at 97.5%. 
            • Increased the settle time after receiving flinch by 60%. 
            • Reduced received flinch in PvE. 
            • Increased effect of the stability on recoil reduction at the low end of the stat by around 10%, at the high end of the stat by around 25%. 
            • Increased blast radius by 0.4m across the board. 

Perks 

        • Removed audio cue from activation. 
        • Removed the 20% scalar on aim assist fall off. 

Exotics 

        • Fixed an issue where the Queen’s Wrath perk was not properly applying Truesight in certain PvP maps, Lost Sectors, and other activities. 
        • Reduced aim assist by 20. 
        • When Release the Wolves is active:  
            • Reduced ADS accuracy penalty 10x to 3x. 
            • Removed the previously existing 25% universal base damage buff. 
            • Added 40% additional PvE damage buff. 
            • Removed the 50% critical hit multiplier penalty. 
        • Reduced recoil direction stat from 90 to 73. 
        • Reduced aim assist stat from 45 to 40. 
        • Reduced damage resistance versus players when Arc Superconductor is active from 50% to 15%. 

Abilities 

    • Fixed an issue where some icons were displaying with the wrong background at Ikora. 
    • Fixed an issue with Burning Mail where the camera sometimes could detach while spinning at specific sensitivities. 
    • Fixed an issue where both Lightning Surge and Thunderclap abilities were not doing damage to Stasis crystals or Bleak Watchers. 
    • Fixed an issue where Gathering Storm, Lightning Surge, Thunderclap, and Jolt icons were not showing up in the kill feed. 
    • Fixed an issue where Combination Blow wouldn’t deactivate when swapping subclasses. 
    • Fixed an issue where Void Overshield keyword flyout was shown when inspecting Whisper of Rime. 

Platforms and Systems 

    • Fixed an issue where players on PlayStation Network continued seeing the Lightfall pre-order upsell dialog after they had purchased the pre-order. Interacting with the dialog sent them to the store product page, which correctly showed Lightfall as already owned. 
    • Fixed an issue where the purchase confirmation toast did not appear on Xbox, Microsoft, or Sony platforms after purchasing the Season 18 Season Pass. 

General 

    • Fixed a photosensitivity issue where the Ketch turrets were flashing in the player’s camera when targeted. 
    • Fixed an issue where new Hunter characters made on veteran accounts may have incorrect subclass access. 
    • Fixed an issue where the Deepsight platforms would block a portal in the Throneworld mission, The Ritual. 

 

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Community Focus: Legoleflash > News

Welcome Guardians, to this week’s Community Focus. Hot off the press – Err… Word document? — is an interview with a content creator who creates cinematic weapon reviews and build guides that come with a mini-montage for showcasing how things work in-game.  

Introducing Legoleflash. 

Welcome, Lego! Let’s start off with a rapid-fire because that sounds like fun. Who are you, what are your pronouns, and where are you from?    

Hey! I’m Lego, known everywhere online as Legoleflash (he/him). I’m a Destiny 2 YouTuber, podcast host, 7x Movie of the Week winner, and Fusion Rifle and Glaive fanatic from Austin, TX.  

Heck yeah! We will be sharing a few of those MOTW winning submissions soon, but first, let’s talk about what got you into gaming and content creation? 

Gaming has been a part of my whole life, and I mean that quite literally, as my dad owned a video rental store growing up. I’ve got some amazing pictures of me playing the original NES while still in diapers! 

I became a drummer, as well as a wedding videographer, and gaming stuck with me through all of it. My journey into content creation began when I used those skills from music and editing to create a video called Liftoff, which won Movie of the Week shortly after The Taken King was released. This propelled me into hosting podcasts, becoming “the Fusion Rifle guy,” winning six more MOTWs, all the way to where I am now: making Destiny 2 cinematic guides and reviews for every type of player. 

MOTW “Liftoff”: 

That sounds like such a fun way to spend your childhood! It’s also really fascinating how you took that love of video games and your job as a videographer and created a space to help others learn.  

How did you find Destiny and when did you start playing?   

Being a huge fan of Halo, I knew I had to try out what Bungie was cooking next. I was on the road with my band when the Destiny beta was happening. I’ll never forget waiting forever for that hotel internet to finally finish downloading it. When I jumped in the game and pulled out my Sparrow for the first time, I was sold right there. Every action I took felt like it had a bit of space magic to it, so fluid and engaging. I’ve been hooked ever since. 

It really is the “space magic” that brings so many of us in, isn’t it? So, let’s dig a little deeper and get into what type of content you tend to focus on.  

As of three months ago, I transitioned from strictly MOTW-type videos to using that same visual flair to create engaging Destiny 2 builds, guides, and weapon reviews. I really enjoy the deep dives on weapon stats, perks, and buff stacking. My videos break all that down in a way that’s fun, cinematic, and engaging for every type of player. 

For example, I tried out nearly every combination of perks on the Epicurean Fusion Rifle from the Duality dungeon, and then visually showcased which ones worked best for me before breaking it all down in this crafted Epicurean guide. 

Epicurean Perk Guide: 


 

I have so many players comment, “You make this build/weapon/class look SO fun!” and ultimately, that is the goal. I love creating content that helps people have even more fun with the game they already love. The new content has the channel growing at a rate I could have never imagined, so I’m excited about investing more and more time into this new style of helpful cinematic videos. 

If you’re a player looking to learn more about weapons, perks, mods, Aspects, Fragments, and how they can all stack together to do fun stuff, my videos are for you. Don’t let your “skill level” stop you from learning something that can change the game for you. I’m 34 years old. I put the full auto mod on every sidearm I have (Thank you for that, Bungie. Seriously) because my fingers can’t pull the trigger fast enough, and yet I still managed to climb to the #1 Rumble player in the world two Seasons ago. Whatever stage you’re at, you can still become legend in Destiny 2, and my channel is always a place of encouragement for that. 

MOTW “Become Legend”: 


 

That seems like a positive way to wrap up a lot of information for players that maybe otherwise don’t feel like they are very “good” at the game or are just looking to improve a little more.   

And now it’s time for the “big” question: what is your main character and your favorite loadout? 

My main PvE character is my Titan, but my main PvP go-to is my Hunter for the radar mind games. My favorite loadout right now is a build for my Arc 3.0 Titan I call the “No Aim Freight Train.” It’s truly for everyone, and I can’t help but have a laugh the whole time I’m running it. I use Cerberus+1 and An Insurmountable Skullfort to slide, shoot, and melee my way through an entire Crucible match. Slot on the Knockout and Juggernaut Aspects, and you’re speeding around amplified without a care in the world. It’s really great for just letting off some steam! 

“No Aim Freight Train” Guide: 

You know what, I’ll let the “no mention of Warlocks” shade slide because “No Aim Freight Train” is hilarious and the perfect description of an Arc Titan. 😊   

We have already talked about the type of content you make, but what is the vibe of your channels? 

My YouTube, Twitter, and TikTok channels are all about sharing great information while having fun. Every video starts with a MOTW level mini-montage of a weapon, mod, or build, followed by a step-by-step guide on how to do it yourself. Even if you’re just following along on Twitter, I’m always answering questions on what perks would work best for YOU on your Fusion Rifle, or just posting about how beautiful the Destiny 2 skybox is that day. 

That sounds super chill and communicative. I am sure that helps your community feel more comfortable reaching out too.  

Now for a little change of pace, I want you to go way back in your memory files to your early days in Destiny. What is something you wish you knew before starting Destiny? 

I wish I knew how awesome playing with a community could be. Every game I played before Destiny was a “mic off” multiplayer experience. I never even thought about joining a clan (love you, Resolute) or grouping up with online players weekly, and now my life would literally not be the same without it. 

My wife and I had our firstborn at the beginning of the COVID pandemic, and that was just terrifying. I’ll never forget the way my Destiny fam was there for me when my wife was hospitalized with hyperemesis, or the way a clan member mailed us baby supplies when they were unavailable locally (you’re the best, Lttlen), or how my Trials team could revive each other every weekend as we processed whatever trials we had endured IRL that week (Wilson, Merc, see ya soon). 

Wait, hang on, I didn’t know we were cutting onions during this interview. But in all seriousness, that was a really heartwarming bit of story to share with us.  

To get a little more inspiration out of you, let’s get a little more specific for this next question. What is one piece of advice you want to share with the New Lights as they join the Guardian ranks? 

 

Ask questions! Comment on Twitter, Reddit, YouTube, TikTok—pretty much any social platform— if you want help with an activity or need advice! I know a new game can be intimidating, and maybe you’re coming from a game that isn’t as social, but Destiny 2 has an amazingly helpful community. There are a lot of people who want  to help you learn how to do a raid for the first time,  show you a dungeon, or take you to the Lighthouse. 

Also check out the Destiny 2 app’s ”Find a Fireteam” feature! I use it all the time! It’s so helpful for content that might be a little too hard for you to do by yourself. 

Oh, I totally second asking questions! The community is really one of the best when it comes to helping others learn and grow.   

Okay, we’re getting towards the end. The big questions are out of the way. 😊 Let’s talk about what you have coming up next.  

I’m starting to create “community voted” montages! It’s essentially a challenge to take weapons that are unique, but not necessarily meta, and showcase how amazingly cool they can still be. I’m looking forward to having the community participate in choosing which ones they want to see next! 

I’m also compiling a video on how to use Destiny community resources to help others use the numbers and stats I use in all of my breakdown videos. The community is amazing, and there are so many helpful tools out there!  

And finally, where can people find you and anything else you want to add?  

First, thank you for having me on to share a bit about my cinematic videos and how I love Destiny 2 so much. 

To all the Bungie devs, thank you for all your hard work on the game that has changed my life. 

And finally, thank you to the community members working on the amazing Destiny 2 resources that make deep dive videos even possible. 

[end scene] 

That marks the end of this week’s Community Focus! Thank you again to Lego for hanging out with us for a bit and sharing your story. Please make sure to go say hi to him over on his socials if you feel inclined!   

Before we go, we just wanted to ask you to continue to tag us with your suggestions for a future Community Focus over on our social channels. Remember, this is open to anyone  in the Destiny community that you feel the community should know about! We want to know who you go to for everything from Grandmaster Nightfall loadout inspiration to laughter and cozy times, to the best person to ask about your Guardian’s fashion choices. And memes. Of course, we want to see who has your favorite memes. 

Have a great weekend, Guardians  

Stay crafty! 

Sam   

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From Presage to Nightmares, the Cycle of Narrative Evolution > News

The process of creating a video game that players can connect with is complicated. Like really complicated. You’ve got audio syncs, a thousand different story ideas, environment management, online connection support, localization, activities, sandbox balancing, and—well, you get the idea. There’s a lot that goes into what makes a game memorable, more than just the story you experience. But what if I told you that the stories you’ve experienced within some of your favorite games originally were planned differently? Or that the narrative you loved so much was actually content from a previous brainstorming session that didn’t originally make it into the game? What if I told you that this happens all the time in games?  

An excellent example of “the story you thought you knew” is Season of the Haunted, which was born from some old scrap notes created when planning an Exotic mission for the Beyond Light expansion called Presage. Season of the Haunted was one that tore at the heartstrings of developers and players alike. It was a story that connected millions of players from around the world through the power of authentic human experience. Players shared their own stories of guilt, loss, and healing. They shared their favorite moments. They shared their vulnerability, and it was beautiful. Now take all that and think one simple thing: ‘90s horror classic Event Horizon.  

We’ll get there in a bit.  

Here to explore the journey from those old scrap notes to an incredible new experience are a few members from our narrative team, Robert Brookes and Nikko Stevens, both of whom are senior narrative designers.  

“It was such an odd experience,” Brookes recalls, reflecting on what was originally being planned for the Presage mission. “I’d only been at Bungie for like… two weeks, I think? It may have been a month, but it felt like I had just walked through the door before my first brainstorming meeting for the Exotic mission.”  

He continues, saying, “We were talking about [placing the mission on] a derelict ship because there was some old concept art of a ship being lost around the rings of Saturn and it kind of felt like an old Navy spaceship, but there wasn’t really a foundation for what it was going to be or who was going to be the enemy. We had talked about possibly involving the Cabal, but I remember  someone said that we should do some kind of spooky ghost ship.” Brookes laughs, adding, “So my mind immediately went ‘oh, my god,’ and I just started scribbling ideas about the 1997 sci-fi horror flick Event Horizon and then held it up for the rest of the group to see. I remember asking if anybody had seen that movie and it was so funny to see the looks on their faces when the dots were connecting in their minds.” 

Stevens adds when talking about the rabbit hole that is the Egregore, a strange fungus that is associated with the Darkness and found throughout the Presage mission, saying, “When we were working on Presage, the Egregore was a sort of by-product of us looking at what assets were available for a spooky ghost ship experience, and what assets we had that would align with each other. I had pointed out Drifter’s contained fungus plant on his ship, funnily enough, named the Derelict. After some world art tests, it was decided that we could utilize that plant asset to give our haunted ship, the Glykon, an overgrown and rundown feel. This stemmed from the phrase we all anchored our ideas with when referring to the Glykon, ‘It came back wrong.’” 

Once the idea took root, it didn’t take long for the narrative team, particularly Brookes and Stevens, to get cracking on ideas, particularly when the sci-fi fandom love started flowing. “The basic idea was for a ship to go somewhere it wasn’t supposed to be and come back wicked wrong,” recalls Brookes. “It’s a classic TV trope, but a classic for a good reason.”  

According to Stevens, “Once we’d committed to using that plant asset, I began work on building out what it actually was, based on lore surrounding the Drifter’s exploits, and the core concepts of the Darkness that we would be explaining more over the course of the next year or two of content releases. From there, the Egregore became that connective Darkness network we all know and love. It was really the idea of a collective consciousness, stemming from how the Darkness functions, and the cult-like aspects of Calus’s followers that led me to the name Egregore in the first place.” 

He continues, adding about the development of Presage: “With the idea of the Egregore in place, we knew that it had to be a big part of the Leviathan returning, and that festered into the wonderful spore colony you see aboard the Leviathan today! This also allowed us to flesh out how the Egregore functioned and talk more about its connections to death and memory, based on the ideas that were planted in Presage.” 

Brookes remembers fondly, “I remember thinking, ‘Hold up, what if our version of ghosts centered around trauma and unsolved business?’ And I’m looking at Shadowkeep and the shared thread of trauma there, and this massive lightbulb just went off. Ideas started spinning about what sort of Nightmares would await, who would be on Calus’s ship, and what would Guardians face while there? What sort of Nightmares haunt Calus himself?” 

Sounds incredible? And it was! Just… a little too incredible (and big) for an Exotic mission, which is why the idea stayed on the cutting room floor, waiting to inspire something even greater. “Even though Nightmares were not originally part of Presage, the concepts that allowed us to connect them and Season of the Haunted seamlessly to the happenings of Presage were all seeded in the Exotic mission itself,” says Stevens.  

Thinking back on how this experience could be created, the team discussed what it would sound like. What it would look like. Stevens adds, “This came from a conversation I had with Kareem Shuman and Adam Croft from our audio team about the possibility of bringing back old voice lines and using them in a disembodied context, like voices or memories of the dead were speaking to you through this connection to the Crown of Sorrow, and the Darkness. This is something that had never been done before, and we had to figure out what the process was for dredging up old recordings from their WAV graves and zombifying them without breaking anything else in the game or driving other development teams to madness.” 

This is one of those video game things that seems very easy to do. Something someone might imagine is as simple as, “just ctrl-copy/paste the line over,” but there are considerations to be had! Would the player understand this ghostly voice, both with how it sounds and what we are trying to convey? Was there enough narrative runway to explain where these voices were coming from and why? Would localizing  the English recordings into other languages be ten or more times the work? What would it sound like when these voices are communicating with you? Which characters would we meet across this perceived veil? Cayde? Uldren? Someone… or something else? These are all things the team had to contend with. Nothing is ever as simple as it seems. 

Stevens adds, “So, once we reached Season of the Haunted, the Narrative team came together and, between Robert Brookes and me, we immediately linked all these concepts together and to the Nightmares. It all just made sense and worked to prop up several of the stories we’d be telling over the remaining Seasons of the year. So, we collected all the Nightmare assets we had and began constructing a story about internal trauma and overcoming it in a sort of inverse of how the characters aboard the Glykon had faced their own demons but failed to overcome them.” 

But back to film and its power over the imagination: Event Horizon was a major inspiration. In that movie, a rescue crew investigates a spaceship that disappeared into a black hole and came back… different. This wasn’t the only film they drew inspiration from during the ideation stage. “Stevens and I compare Presage to the first Alien movie: small and self-contained,” says Brookes. “Season of the Haunted, however, was larger. Larger location, larger threats, and a narrative that was… well, moving somewhere also larger. If Presage was the first Alien movie, with its small cast and claustrophobic environment, Season of the Haunted was Aliens, where everything was bigger. And like the Alien franchise, Season of the Haunted’s ‘alien experience’ needed to feel more human. Just like with the first two Alien films, there’s a family dynamic with the cast, and that really felt like it informed the decisions we made about moving forward with Nightmares and what it means to come face to face with the ghosts of trauma’s past.”  


A personal favorite storyline of mine from Season of the Haunted was that of Crow. I related to it deeply, reconciling who I was in the past growing up homeless, scared, and angry, to how I’ve evolved into the person I am today. The person I’ve been allowed to become thanks to the safety I’ve been able to create through the years, similar to that of Crow and his past self as Uldren. “Oh yeah, we always knew we were going to have Crow be one of the focuses,” recalls Brookes. “We knew his story was going to be intertwined with Uldren’s. We just knew it had to happen.”  

And can we just take a moment here, please, to appreciate how stunning Brandon O’Neill’s performance as Crow and Uldren was during Season of the Haunted? According to both Brookes and Stevens, O’Neill knew exactly what he wanted to do when stepping into the booth and was able to nail it on his first take. “He just knew the assignment perfectly and delivered everything we wanted and so much more through and through,” remembers Brookes. “He could just switch from Crow to Uldren on a dime. It was so impressive to see.”  

O’Neill definitely nailed it. You could feel his character’s pain through each gritted voice line, through each sob as he wept on the floor throughout his journey. But he wasn’t the only character at play here.  

According to Brookes, there were quite a few paths the team thought about taking. At one point, it was discussed whether or not Ikora should be one of the characters haunted by memories of Cayde-6, but the stars never quite aligned for that. It was an obvious choice, but the resources and scheduling simply weren’t there. “Would it have been cool for Cayde-6 to come back again?” asks Brookes. “Of course, but there was just no way we could have done it in the time we had.” 

Caiatl’s involvement, however, was a no-brainer due to her Very Complicated™ relationship with her father, Calus. That relationship eventually led to the inspiration behind the Duality dungeon, which allowed the Narrative team to fully explore the tangled history between this particular father and daughter duo.  

Thinking back on some player reactions to Calus and Caiatl, Brookes loved seeing the reactions to Calus and the justifications people made for his behavior. “Seeing people say that they don’t think he’s such a bad guy and that he’s selling a lie of who he is and giving you the reasons for his way of life… it was intense,” reflects Brookes. “And I get it. It’s easy to make excuses for him and buy into his lies, but then you get to see him from Caiatl’s perspective and realize that, no, maybe he’s not right. He literally had someone butcher her dog because she liked it more than him. He’s just a total sociopathic narcissist.”  

I could see the wonder in Brookes’ eyes during this interview. The journey into the past of Presage and the creation of Season of the Haunted, the complexity of player reactions, and the rich history of the Destiny universe all swirl behind his eyes as he recalls the path of creation. It’s that wild look of creative passion that made me unable to suppress a smile of pride for the Narrative team and all of the teams here at Bungie. Everyone has their own idea of what game creation looks like, or is, but it’s nearly impossible to fully grasp  the sheer love and drive developers have when crafting the experiences that are ruminating in their heads, because there aren’t many feelings like it. You can’t fake that sort of dedication and love of storytelling. That love is one of many puzzle pieces that make the teams here at Bungie so magical (in my eyes).

So how did Zavala come into play? A little chaotically, to be honest. Brookes confesses, “There was a non-canonical lore tab that slipped into the game quite some time ago, I think during the Forsaken expansion. It teased the idea that Zavala had a relationship with someone. It was never really explored and sort of passed off like fanfiction, even though it came from us here, but I knew that I loved this idea. The only caveat was, in the context of Nightmares, losing someone you love is always centered around tragedy like, ‘the baddies killed the love of your life, oh no!’” Brookes continues, “I didn’t want Zavala to be John Wick-ing his way through the Destiny universe. But then Julia Nardin, our senior narrative lead at the time, came in with the thought that a couple’s relationship rarely survives the death of a child because it’s such a traumatic experience. It’s a personal experience, one that makes people crumble at the very weight of it. To have the love of Zavala’s life survive all of the chaos her family underwent and to pursue her own path of healing was the more powerful route. Thus, leaving Zavala behind and unable to reconcile the loss of his son and the woman who held his heart.”   


This was also a big reason why the team added those then-mysterious knitting needles in his office. It wasn’t a hobby. It was a piece of his heart at the root of sentimentality. He’s a complex man, and Season of the Haunted explored that in a rare way for the Titan Vanguard.

This particular narrative pulled at a lot of our players’ heartstrings. It did for us too, but for Brookes, it was a little more personal, because he was struggling with a loss of his own. His team was nothing short of supportive and understanding, allowing him to step away from the subject matter or choose to work on something that ended up helping him without sacrificing his health and mental safety. “When we were working on Season of the Haunted, my mom passed away unexpectedly,” he shares. “Right as we were closing out the Season, she passed. For those three months, I went into this weird grief cycle where I was compartmentalizing three different fantasy characters and shaping what their own grief looked and felt like. I felt their pain and then immediately jumped into my own grief right as we were preparing to wrap up. It was such an odd coincidence to be working on such a complex project like this and then to be smacked with it in real life.”  

He shares that it did end up becoming helpful in a way. Almost cathartic. “I had to work through three different people’s ways of dealing with grief after internalizing where they failed to move on. And  I really do think that this helped prepare me a little for this loss because I experienced that trauma alongside those characters as a narrative designer and a player. It was a lot. That year was heavy for so many, but I really feel that Season of the Haunted let me safely explore that part of my own story more deeply.”  

Luckily following Season of the Haunted with Season, Season of Plunder was a nice palette cleanser. We went from intense trauma to being able to chase pirates with Drifter. Auntie Eris helps us deal with our problems, while Uncle Drifter wants to set the world on fire and maybe grab an adventure or two on the way. It’s called balance.  

Both Stevens and Brookes reflected on the process and how it’s not always this elegant trail and there’s a deeper process to make an idea fathomable and tangible. “Once we get an idea that has traction and leadership is onboard, the next part is making sure that the game hasn’t moved past the moment you’re trying to create when telling an evolving story. There are storyline threads that have ended, and revisiting moments like that can feel forced or like they’ve come too late. Our job, as Narrative, is to think about how to conceptualize this growing history and how we can make it ‘cool’ and relevant to the current story. It should be an additional adventure, not a distraction.” 

On that note, Stevens adds that the connections made to the game’s histories may not always be obvious, but they are there. “While the connection between the Glykon and the Leviathan is pretty obvious, did you know that the Glykon is actually a Red Legion ship that was stolen from a shipyard on Nessus? It’s true! Check the lore.” Brookes added, “We had a string of meetings where we would sit down with Ashley Flanagan, our historian, and just shout obscure character names to see what stuck to the wall.” 

“Also,” Stevens continued, “did you know that the visual you saw in the Lightfall trailer—showing Calus’s majestic yolkless wrinkles—was pulled from a description in the lore attached to the Presage mission? It’s in the first chapter of the ‘Captain’s Log’ lore book. There are so many little clues and details in the lore that become inspirations for content you experience later on in gameplay or cinematics. Sometimes these come from music, activities, weapons, or art already in the game, and sometimes the lore comes first.” 

The path of storytelling is never simple, but even those moments with the largest impact came from the smallest kernels of creativity. According to Stevens, “When all those elements come together, you get to see a small idea, like what Calus could look like, or how the Crown of Sorrow functions, expand into Season-forging concepts, such as they did in Season of the Haunted. The Crown of Sorrow, for example, went from being a cursed object that breaks its wearer to a vessel of power for the Vanguard to tame our most painful thoughts. The Egregore went from a physical display of corrupted Darkness, to… still that, but also a connective network of experience made manifest in our reality. These ideas got deeper, they changed, they grew… like a fungus. See? Full circle moment.” 

Speaking of full circle, the technical side of the cutting room floor can get daunting sometimes. “Checking 900 obscure lore tabs that could be referenced,” Brookes offers as an example, is just one of the many ways that even reusing older concepts is never lazy or simple. “To validate a moment for a franchise like Destiny,” Brookes explains, “you need to make sure everything fits. Does the idea make sense? Is it safe for global players with aspects like the translation of names in different languages or unintentional references to real-world events? Ideas are amazing, but if they aren’t doable in a safe way, or in a way that does a game justice, then it just won’t work. That’s part of the job. How to make an idea work. How to make it make sense.” 

As Brookes puts it, the Narrative team is determined that nothing goes to waste. “We like to use the whole carcass,” says Brookes on why the cutting room floor isn’t where ideas go to die. “I have an entire folder on my computer of unused concept art and prototype ideas. And whenever we go into a brainstorming meeting, I always pull that up to be like, ‘What weird idea can we try to make a reality today?’” He adds, “That’s actually how we got the Harvester in Season of the Haunted. Eve Astra, one of our senior world artists, came up with that design originally for Festival of the Lost. Never let anything go to waste, and you’ll never run out of new ideas.”  

This is just one of the many ways that the cutting room floor has inspired some of our own strongest narratives, but you never know what else has been inspired by something like a terrifying ‘90s horror flick. Or a meme. Or just an oddball idea that comes out of nowhere. The challenge is honing that and crafting it in a way that players can feel and cherish. Each puzzle piece creates a blueprint for the future of what a game can be, and even shifts how we see past experiences. It’s about balance, vulnerability, and never shying away from throwing even the wildest ideas at the proverbial wall. Because when you have a good team, those seemingly off-the-wall ideas can transform into something truly great. And trust me, you have no idea what’s coming, but keep this little inside look in mind as we race towards Lightfall and beyond.  

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Community Focus: Kujay > News

Happy Friday, Guardians! Welcome back to one of our favorite segments on Bungie.net, this week’s Community Focus! This week we are chatting with a content creator who has a pretty rad day job, Kujay!   

Hi Kujay! Thank you for taking the time to chat with us! So, let’s get started with a little background. Who are you, what are your pronouns, and where are you from?  

Hello, my name is Kujay (he/him). I’m an aircraft designer by day and a Destiny content creator by nightfall! I grew up in a small town in eastern Kansas before eventually moving out to Southern California after college.  

Wait, aircraft designer? Yeah, we are going to have to touch on that in a moment. But first, what got you into gaming and content creation?  

I got into gaming at a very young age, when I was just four years old. I had just started going to daycare, and there was a Super Nintendo that all the kids could play with. The first game I ever played was Yoshi’s Island (still an amazing game to this day!), and good lord, I was hooked immediately! Fast forward about 20 years, and after moving to SoCal, I found myself with a LOT more free time than I was accustomed to during school (aerospace engineering coursework is no joke!). Then, shortly after the launch of Rise of Iron, a friend of mine that was streaming started poking me about trying out streaming for myself. After pushing him off for a few months, I eventually gave in and bought a PS4 webcam. I found out that streaming is a ton of fun (and something I’m really good at), so much so that I’ve been doing it for nearly six years now! 

That sounds like my kind of daycare. 😊 Alright, big question here — how in the world do you balance both a full-time job and content creation? 

Over the years it has been difficult to balance my professional career with the content creation side of my life. In the early years, I used to stream a LOT more, getting in streams every Friday through Monday (usually involving lots of Trials of Osiris assistance!). However, as the years went by and the responsibilities for my day job started mounting, I began to scale back the amount of content I was pushing out. I’ve started focusing more on YouTube in the past two years, as it’s something that I can do “piecemeal,” as opposed to having the camera rolling for a live stream. And on the Twitch side of the house, I’m mostly a “weekend warrior” now, with streams only on Saturdays and Sundays. It’s been tough to juggle the two sides of my life, but also IMMENSELY rewarding. How many people get to design airplanes during the week, and then come home to a successful stream and YouTube channel on the weekend? It’s something that I don’t take for granted! 

Gosh, that just sounds like such a wild ride, and you seem to have done such a great job at maintaining it. So, you mentioned Yoshi’s Island, but how did you find Destiny?  

So, interestingly enough, I had actually taken quite a long break from gaming when Destiny came calling. After binging the hell out of Skyrim my senior year of high school, I didn’t game much at all during my freshman or sophomore years of college. However, I got pulled back in by the PS4 remaster of The Last of Us (AMAZING game btw!), which I never got the chance to play when it originally launched. And then, as if by “destiny” (wink wink), a few days after finishing up The Last of Us, I got an email from Sony inviting me to play the upcoming Destiny alpha. I was always more of a Call of Duty kid growing up, but many of my childhood friends were MASSIVE Halo fans. When I asked them about Bungie’s next project with Destiny, all of them encouraged me to try it, describing the game as a mashup of Call of Duty, Halo, and “Space Skyrim.”  I decided to try out the alpha shortly thereafter, and I was instantly hooked. The gunplay was far and away the best I had ever experienced. And now, over eight years later, I’m still as helplessly addicted to Destiny as I was the first time I ever landed in the Cosmodrome. 

A day one player, love to see it! What type of content do you like to focus on when you’re streaming or making videos?  

I like to focus on endgame content within Destiny, with a focus more so on the PvP side, be it Trials of Osiris or Iron Banner. I also love GM Nightfalls and raids, and I especially savor day one raid experiences with my group!  

That is super awesome! Endgame content can be so challenging, so having content creators like yourself to help teach and shepherd others is really cool to see. For those newer players, what is something you wish you knew before starting, or at least in the beginning of, your Destiny journey? 

Honestly, I wish that someone had told me just how thoroughly I was going to be absorbed into the Destiny universe and the wider Bungie community. How am I still playing the same game after eight years?!  Hahaha, just kidding =). But in all seriousness, I wish I knew how important it was to find a solid group of people to play Destiny with. I played solo for a decent chunk of time during vanilla D1 before finding my way to LFG (Looking for Group) websites. If I hadn’t been captured by the magic of OG Vault of Glass, there’s a good chance I may have stopped playing Destiny during those early days. The game is immensely more fun to play when you have friends to jump into harder content with and bounce builds and ideas off of. Because of this, I am incredibly excited for Guardian Ranks and in-game Fireteam Finder coming to Destiny 2 next year. I think those will serve as catalysts for thousands of players to start forming friend groups of their own and unlocking the true “endgame” of Destiny

Heck yeah! With endgame content being your focus, do you have any advice for players looking to improve their skills as a player? 

If you’re someone who wants to dive deeper into the endgame experiences in Destiny and improve your skills, the absolute best thing you can do is reach out to other players and start building a friend group that you can play Destiny with. While Destiny can be played solo, the game’s full potential  is realized when you have an established group of people that you can lean on, both in casual PvE environments and deep in the trenches of Trials. Teamwork really makes the dream work, and you’ll become a better player when collaborating with other like-minded players over time. 

Alright, it’s time to ask, what is your main character and favorite subclass? 

I’ll probably draw a lot of ire here, but Hunter is my main character, and I have been hopelessly addicted to Stompees for the better part of five years now. Going all the way back to Modern Warfare 2, my favorite way to play FPS games has always been about speed, speed, and more speed! To that end, I am absolutely IN LOVE with Arc 3.0 Hunter. The Speed Booster is just *chef’s kiss* and Gathering Storm might just be the coolest Super in the game now. I used to main Arcstrider from Seasons 2 through 8, so coming home to my old baby with Arc 3.0 has been amazing! 

Oh yes, going fast in video games is always fun! 😊 What kind of vibe does your channel maintain? 

My channel tends to walk the line between both entertaining AND educational. In one moment, we’ll dive deep into the lore of Destiny’s universe and start speculating about future stories to come. Then in the next, something completely ridiculous will happen within a Crucible match (at the expense of my opponent OR myself, both happen often!). We’ll often talk about builds or the state of the game as a whole, all while keeping things pretty light-hearted with lots of laughs along the way. Just like the balance between my work life and content creation, my channel thrives in its duality between education and entertainment. 

Entertaining and educational while keeping it light-hearted? Sounds like my kind of place!  

Alright, it’s about time to wrap up our interview, but I did want to ask because you have been really inspirational so far in our conversation. What is something you want to make sure every New Light knows as they join the Guardian ranks? 

With the current New Light experience, it can feel overwhelming once you wrap up your introduction in the Cosmodrome. You’re summoned to the Towe, and you’re presented with quest after quest after quest. My advice would be to choose just ONE of those quests and commit to it alone. By the time you finish up that first quest, there’s a great chance you’ll have gotten to try some new weapons, increased your Power a bit, and in general, have gotten a feel for the gameplay loop of Destiny. And once most people get that far, the gameplay alone is usually enough to get them hooked! 

For more specific tips, 1000% start using Destiny Item Manager for a massively improved inventory experience. That, and make sure to check in with Ada-1 every day for those sweet, sweet combat mods! 

And finally, where can people find you?  

I stream over on Twitch every Saturday and Sunday morning, with the occasional video upload over on YouTube. I am also very active over in the land of Twitter, with plenty of hot takes and shenanigans to keep just about anyone entertained! 
Thank you so much Kujay for hanging out with me! Please make sure you go check out his channels and give him a follow if you vibe with his content. If you haven’t checked out our most recent Community Focus with Leyla, you can do that now! And until next time, keep tagging us with your Community Focus recommendations over on our social channels. 

Stay crafty, Guardians!   

Sam 



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