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#feedback

Edited by eLantern: 1/23/2015 11:19:59 PM
3

The Crucible's Playlists, Bad Control-based Maps, and Additional Notes

100% Agree

15

Somewhat Agree

7

Somewhat Disagree

6

[b]@Bungie - [/b] Shores of Time and Blind Watch are easily the two worst maps for the Control game-mode and should have their weighting reduced dramatically in the Control playlist's map rotation; Firebase Delphi is another worth mentioning because it too isn't very good. Shores of Time is possibly a broken Control map (competitively speaking) given how easy it is to provide cover fire towards protecting and/or defending both the B and C locations once they're captured; especially, since it's fairly easy to use snipers to lock down certain traversing choke-points on the map and do so from solid defensible positions between those two territories. Without a full team of coordinated and competent players it's damn near impossible to break that hold unless the other team is full of incompetent players or has an idiotic player or players who will push for three caps. The A territory is positioned so poorly that it greatly handicaps a team's ability to hold more than just it - those forced to spawn at it's location are at a huge disadvantage. Overall, it's just not a very good map design for the Control game-type -- the Clash game-type on the other hand is a different story as the map plays okay within that game-mode thanks to having several fun engagement areas and some pretty terrific lines-of-sight. Blind Watch is probably the worst designed Control map in the game given the extreme proximity of territory B to C and the funky spawn system that appears to have been implemented in the Control game-type solely to help with trying to balance the game-play. Teams that control both the C and B territories can fairly easily be forced to spawn all the way out to territory A or very near it if the opposing team positions itself near enough to the C territory; hopefully for a coordinated aggressive push to cap it. The spawning all the way over by territory A while holding C and B is more problematic on this map than it is on others due to this maps' more narrow linear design. This fairly easy to trigger spawn flip provides some semblance of balance by helping to alter which teams will have an opportunity to hold the ideal territories, but it also causes a lot of headaches in the general game-play and like on Shores of Time it'll require a pretty major coordinated team effort. It's worth mentioning that the map plays somewhat alright in the Clash game-mode, but again it's terrible in the Control game-mode because the A territory is at a significant disadvantage. Another map that has a bit of a balance issue related to the Control game-type is Firebase Delphi. It's fairly easy to see the advantages to holding the A territory given it's proximity to the B territory, plus the location of the heavy ammo spawns greatly favors the team that holds the A territory. There are several interesting methods to traverse the map that can help in flanking enemies who are holding the ideal territory so it's not as bad as the other two maps, but again it's far from balanced. I think the map could be helped greatly by moving the heavy ammo location for the C side; perhaps move it down the ramp from where it is now to somewhere by the big building's indoor/outdoor entrance or maybe even move it to a location around that outdoor sort-of hanger-like area (but on the C territory's side) that leads to the central ramp going-up towards the indoor ring area and the B-territory. Another map much better suited to the Clash game-mode verse the Control game-mode due to the C territory being at a noticeable disadvantage. Rusted Lands, Twilight Gap, Anomaly, Burning Shrine, Pantheon, Asylum, and the Cauldron all play fairly balanced between the territories. Sure there are slight advantages to holding a particular pair together on each, but nothing as significant nor near game-breaking (per the Control game-mode in a competitive match) as the maps I mentioned above. [u]First side note[/u]: Given that I don't play on the Playstation I'm not able to play on Exodus, so perhaps someone else can fill-in whether or not that map is "bad" for the Control game-type. [u]Second side note[/u]: I'd like to see the Control playlist incorporate the medium-large to large sized maps First Light, Bastion, and Skyhook into its map rotation too. I see no reason to exclude these maps that would also feature some vehicular combat from this playlist as the core game-type of controlling the territories remains the main concept and they work well enough with teams of 6v6 to fit-in with all the others -- this ties into my third-side-note below. [u]Third side note[/u]: Consider turning the Combined Arms playlist (medium-large to large maps which features vehicular combat and is tied to the Control and Clash game-modes; plus, potentially the Savage game-mode too -- hint, hint) into a 9v9 or 8v8 playlist instead of 6v6; thus, making it feel more distinctly different (more akin to a big team battle feel) which in my opinion should help allow it to be a more desirable playlist for some to enjoy spending time in then it currently is. [u]Final side note[/u]: Please create and infuse new crucible bounties that encourage better teamwork in order to win matches; for example: perhaps consider having Control bounties such as, "Win 5 Control Matches", "Have the most territory defenses in a Control Match 3 times", "Finish 1st in Points in a Control Match your team Wins 3 times", and "Score the Winning Points in a Control Match 3 times". [b]@Fellow Guardians -[/b] [i]If you only somewhat agree with me please explain where it is that we see differently and why; plus if you somewhat disagree or find yourself 100% disagreeing with me please let me know how it is that we view things in polar opposites or mostly opposite. I appreciate your feedback as I'm sure Bungie does too. Thank you.[/i]

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  • I agree with all of your statements. However, as a realist, I don't see many - if any - of these changes ever implemented. It took months for them to "fix" Blind Watch and their efforts were futile. I'm actually quite a bit confused on why they are not fixing issues swiftly. This is a new IP and to keep an audience, you must address problems timely otherwise players will be rather hesitant to purchase the next iteration. Either they do not care what problems lie within the game, they're heavily focused on upcoming expansions, they're heavily focused on upcoming sequels, or a combination of the above. But no matter what, they are not listening. That's the big problem.

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  • Edited by eLantern: 1/23/2015 10:42:30 PM
    I'm not seeing much feedback despite the number of votes in support and/or against what I've outlined in my thread. I'd very much like to hear what other Guardian's opinions are on the concerns, matters, and suggestions I laid out for Bungie; plus, it should be helpful for them (Bungie) too were they to read this thread.

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  • Edited by Adam: 1/22/2015 12:08:57 AM
    The Map Design in Destiny really holds the Multiplayer back..... The maps are just so unbrokenly unbalanced it makes Iron Banner a nightmare sometimes. They need to change Shores Of Times somehow. It's ina really bad place in terms of balance.

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