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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
6/14/2023 10:34:51 PM
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Crucible Maps

TL;DR - Crucible Maps needs to be BY MODE and Modes shouldn't share maps with one another if they aren't the same 'type' of gameplay. Crucible Maps have long been in dire need of being specifically tuned for specific modes. Putting aside the fact that the maps were designed for 4 v 4 and never updated when we went back to 6 v 6; and the terrible design decision to emphasize and embrace team-shooting over individual player skill and 1v1/1v2 firefights.... The major modes I can think off should follow these kinds of basic guidelines: Clash, Elimination, Showdown... the Team Deathmatch Modes - Maps should be slightly smaller (but much larger than what we currently have to compensate 6 v 6 and encourage splitting apart once more instead of team shooting); perhaps tighter and more winding pathways/doorways, etc. Maps that encourage active movement and firefights. Control, Zone/Momentum Control - Should be larger; with the control points being EQUALLY spread apart from one another (so we don't have the utter BS that is "defend these two points because they're closer to one another" that we have now). This, in addition to the fact that Control needs to be more like the same game type from Halo -- in that points should be trickled to a team for holding zones with more zones held increasing the speed they earn points, and kills should grant no scoring progress and be purely for forcing players off zones for capturing... oh AND ZONES SHOULDN'T BE ABLE TO BE CAPTURED MID-FIREFIGHT, aka they need to go into "contested" flags instead of being able to be actively captured while the players are shooting one another. Rift - Maps need to be redesigned with better spawn points for players; a more centralized Rift spawn (or multiple centralized points to keep that 'random' feel). Scoring in regards to challenge progressions should be adjusted to fireteam-based --- because having to fight your own team for carrying the spark and killing the carriers, etc is terrible design.

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