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#feedback

2/27/2015 10:23:36 PM
5

Development of Crucible: Control

As far as multiplayer shooters go, generally Team Death-match is usually the king of all playlists with the highest player populations. But, Destiny seems to introduce players to the Crucible through Control. It feels like the game-type was built for all slayer fans, but it does a wonderful job urging new players to move around the map and learn the various power locations (A, B, C). [u]Q: [/u] [b]Can you talk more about the design intentions for Control in the Crucible and offer insight on the development of the game-type? [/b] I’d love to hear insight on how the game-type evolved (from early development) as well as if starting player’s competitive multiplayer careers in Control has any other intended benefits for the player base.
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#feedback

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  • Control was designed as a light-objective layer on top of a basic deathmatch foundation. Players who want to just kill and ignore their team can do that. Players who aren't as confident in their thumbskill can run bases and help out their team just by capturing zones. That's the basics. We wanted players to start out in Control because it's super-fun and very "Destiny", and keeps players near obvious locations so anyone can follow waypoints to find a fight.

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    • Hello Ninjas, Any thoughts on adding a character limit to posts? Some of us are getting a little tired of the Centipedes...

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    • Blah blah run a proper game n stop trying to tweak it n make crap. Seems like destiny is just trying to rip off COD.

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    • Edited by ash: 2/27/2015 11:27:15 PM
      4
      Werd. I'd also like to add that, seeing how not all control points are created equally... are there any plans to communicate to players (through the UI?) that it's a bad idea to... for example grab A (ie on Shores of Time) when your team already has control of B and C.

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      • What's the Ninja badge for?

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