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#feedback

5/31/2018 9:59:17 PM
273

Crucible Labs: Showdown Feedback

Yesterday, Crucible Labs became available with its first featured game mode. We’ve gotten quite a few questions on how the mode works, where to leave feedback, and what to expect moving forward. [b]PvP Design Lead Derek Carroll[/b] has some answers: [b]Derek:[/b] The gametype we're testing in this Lab is Showdown, a 4v4 team game that might feel a bit familiar to those of you who played Doubles. Double Doubles? Anyway, the rules are simple: Take out the enemy as many times as you can within the time limit to win each round, best 3 out of 5. If the game is tied 2-2 after 4 rounds, you will play a FINAL SHOWDOWN that's pure elimination, crowning the victor. Crucible Labs is a work-in-progress, and we're learning as we go! We expect this Lab to be available until the next Weekly Reset on June 5, but if something goes truly sideways, we might have to end the test earlier. We’re deliberately starting Labs off simple, not just to test Showdown, but the Labs process itself. You will notice that there are no ranks or rewards given for participating in the Labs playlist this time, but that’s something we will likely change in the future. This time around, we're going to ask you to sound off in the feedback forums on Bungie.net, though we'll be watching Reddit, Twitter, and all your usual haunts. In the future, we'd like to get more scientific about the whole thing, but for now, your gut reactions will be great. We're interested in any and all feedback you may have to offer, but the most obvious things we'd like to hear are: [quote][b]• What did you think about this mode? • Was anything confusing? • Did anything seem missing? • Was there a map it played better/worse on? • Were there spawning issues? • Were the rounds too short/too long? • Was there a weapon or other sandbox combination that affected the game in a negative way?[/b][/quote] Thanks in advance for checking this out, and I hope you have fun as you help us make the Crucible a better place for everyone! -derek
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  • Very confusingly explained but okay...

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  • • What did you think about this mode? Unimaginative, boring and just a reskin of Doubles • Was anything confusing? Nope, the objective was very clear. Most kills win • Did anything seem missing? Originality • Was there a map it played better/worse on? I found all maps worked fine that I played. As it was a 4v4 affair. 6v6 would have been different as would 2v2 but for 4v4 which 95% of all maps are designed for meant that they were fine for the encounter • Were there spawning issues? No • Were the rounds too short/too long? far far too long. up to 15 minutes a game is really bad. Reduce each round to 2 minutes. The tie-breaker to 1 minute. Maximum 9 minutes is a good fit. • Was there a weapon or other sandbox combination that affected the game in a negative way? Nope, the meta remained the meta Hope this helps!

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    • What a joke this pvp is so broken like most of the rest of the game how about u deva stop being lazy and actually have a tiered ranking system on how well you do so teams won’t be so uneven all the time with some suffering badly because of uneven skill gap players need to be matched with their skill set so do it most other games do You would receive less whining and bitching if more games were tiebreakers and dead heats

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    • With all due respect. Please don't make Showdown a Rotating Playlist item in September. It's just Survival, but with a Highest kills per round instead of wiping the enemy team.

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    • I know this is a small thing but is there any way to make it we're you can tell which area your going to say I'm trying to get to Dynamo appoach and I want to check if I'm still going the right way I have to open the director instead could y'all implement something were you maybe set waypoint markers you could enable on the map from the director so when you flash your ghost you don't have to go to the director you can see it on HUD thanks

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      • Letting us try out different sandbox builds would be more benefitial tbh. Right now, the PvP meta is at it's worse. Boring, slow and absolutely no skill-gap.

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      • Showdown was meh.....how bout a game mode where you can use as many exotics as you want kinda like mayhem

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        • 2
          I’ve seen a post mention an exotic build and think it’s a good idea and it also got me thinking! Remove ‘all’ exotics from trials and competitive and see how it balances out, it may just stop the whining or give players something to think about when whining! It also may help in getting players to use something outside the meta, bring in new meta and also eliminate the exotic problem entirely! No harm in trying?

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        • More objective focused games like rift would be nice but something new to compliment the new pvp/pve mode

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        • Rift please

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        • Destiny PvP is dead, save your game and focus on PvE.

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        • Faction Rally should Be Permanent and have like an activation Mode to activate Renown(only time you start Faction Token farming) in Patrol. And Then they should Introduce a Faction War of some Sort. and make the players who Are Faction Farming Feel rewarded by making the Tower Look more like that Faction(after the week 1) Until Reset(every 4 weeks). so if Dead orbit is in the lead the tower has a dead orbit feel to it..and vic versa..lets say FWC passes Dead Orbit The tower will Gradually Change To FWC. it will add a Harry Potter kind of feel to the Tower and A Great Welcome. Faction War would probably be PvP with only Faction Gear and Faction Weapons! Each Faction would have a Different Buff that takes effect in PvP and PvE. The difference in PvP Faction War would Be an Objective...Not only to Kill. Once you(you specifically) kill 9 players a Sigil of your Faction will Drop(pick it Up (Hold Square) and you must take it back to your Teams base. while You have the Sigil You get a Buff..u can either Run to ur base and score a good amount of points or Reap the benefits of the Buff and Cause Havoc on your Foes!(Super Recharge Rate Extremely Increased! and score buff). Once you have the sigil and are killed you will lose it and the kill count will reset. witch means you will need 9 more kills before you get the option to Obtain another sigil has to be new maps to incorporate the bases! 6v6(4v4v4)or 9v9(6v6v6)!! huh!😉 huh!😋) 4 players of each faction or 6 of each Faction! you could even make it so a special Vendor comes along when witch ever Faction is in the Lead to Offer Faction Goodies! for Faction Members only(special Shader? Gear Ornaments? Bounty auras? Faction Shells? Ships?) they can even add a Faction Engram to each Faction Leader that you can Purchase with Faction Tokens(Once every regular reset). The Faction engram has a Small chance(like the NightFall) to Drop an Exotic Faction Item. this will give a huge incentive to grind your faction out! Bungie This Idea Was Made For you! Take it and Bring it to Glory!!! FREE of Charge! Lets Make Factions Meaningful Again! https://www.bungie.net/en/Forums/Post/246081145?sort=0&page=0 https://www.bungie.net/en/Forums/Post/246059207?sort=0&page=0

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        • Honestly those questions don't feel pertinent. Showdown was a dry experience, which is fine for a test, but without something to make the mode dynamic, it doesn't matter if the spawns aren't working well or a weapon feels unbalanced. The short answer is Labs needs more Space Magic. If Labs can only give us reshuffled configurations of current gamemodes, it does not have a bright future. Give us Javelin Rugby (zone control plus rift). Give us instant grenade recharge dodgeball (lock out all other abilities but the grenade). Give us sparrow quiddich. Give us SPACE MAGIC. From a story perspective Labs makes sense - following the Red War Shaxx has got to want to push guardians further, make them challenge each other in wholly unexpected ways. That's what Labs should be - Shaxx throwing challenge after challenge at our guardians. I'd love to see that become real.

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          • Seemed like a fun mode. However it was just a mix of modes we already have. Objective modes is what we need, like rift and king of the hill. Showdown was neat but took too long, matches just dragged on.

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          • It feels terrible. I would rather have game modes with unique objectives rather than just kills and deaths.

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          • Make king of the hill. Or A and B capture

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          • Just want to say thanks for implementing crucible labs! I'm looking forward to seeing what you guys can fiddle with and change about for us to test! For now, my initial impressions of showdown are that it brings very little to the table as it is essentially just a long winded, round based game of clash. I feel like it is unnecessary to break up the play of a slayer gamemode with rounds and leads to teams playing in very boring and campy play styles as soon as they have a lead. The same can be said for the doubles variant. I would very much like to see more objective focused gamemodes like hard point or rift, where there is a set focus for players to congregate towards. A flashing indicator to show an update to crucible labs would help raise awareness for it, with maybe an I game blurb? I look forward to seeing what comes next! Thank you.

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          • Vendor Engrams STILL stuck at 340

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          • [quote]Yesterday, Crucible Labs became available with its first featured game mode. We’ve gotten quite a few questions on how the mode works, where to leave feedback, and what to expect moving forward. [b]PvP Design Lead Derek Carroll[/b] has some answers: [b]Derek:[/b] The gametype we're testing in this Lab is Showdown, a 4v4 team game that might feel a bit familiar to those of you who played Doubles. Double Doubles? Anyway, the rules are simple: Take out the enemy as many times as you can within the time limit to win each round, best 3 out of 5. If the game is tied 2-2 after 4 rounds, you will play a FINAL SHOWDOWN that's pure elimination, crowning the victor. Crucible Labs is a work-in-progress, and we're learning as we go! We expect this Lab to be available until the next Weekly Reset on June 5, but if something goes truly sideways, we might have to end the test earlier. We’re deliberately starting Labs off simple, not just to test Showdown, but the Labs process itself. You will notice that there are no ranks or rewards given for participating in the Labs playlist this time, but that’s something we will likely change in the future. This time around, we're going to ask you to sound off in the feedback forums on Bungie.net, though we'll be watching Reddit, Twitter, and all your usual haunts. In the future, we'd like to get more scientific about the whole thing, but for now, your gut reactions will be great. We're interested in any and all feedback you may have to offer, but the most obvious things we'd like to hear are: [quote][b]• What did you think about this mode? • Was anything confusing? • Did anything seem missing? • Was there a map it played better/worse on? • Were there spawning issues? • Were the rounds too short/too long? • Was there a weapon or other sandbox combination that affected the game in a negative way?[/b][/quote] Thanks in advance for checking this out, and I hope you have fun as you help us make the Crucible a better place for everyone! -derek[/quote] Ahhh fukk you

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            • Your crucible labs were worse then the game. Mode is just camper an waiting til time was out. The lag was incredible and I do not understand why it is that other game can install sand box change , yet you can not. I do not understand why you would not even consider testing dedicated servers. To be honest there is nothing to test at this point.

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            • Can you make the dark forest a landing type zone so we can practice with our supers since we would have pretty much unlimited super?

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            • How about you take care of your Bullshit matchmaking before you think about new game modes. How you are able to create such lopsided teams out of 8 individuals in competitive is absolutely beyond me. Maybe an investment in some math tutoring would help...

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            • It is basically Clash divided into rounds or Doubles mode for 4 players. There are no side objectives nor deeper strategy than Clash. Tie Breaker round is the fun part. Maybe implement it to all rounds and spawn heavy on opposite directions. Rounds feel to take longer than other modes. The game drags while players have no ability to finish the rounds earlier. Small maps (Burnout) tend to have more firefights but feel crowded. It takes a while to find other players on big maps (Distant Shore) which generally result in camping.

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            • This game mode promotes passive play. It’s a waste as it’s just a mixture of clash and survival. We NEED game modes with actual objectives. Bring back rift. Perfect a king of the hill mode. Let us throw the arc charge ball in a hoop!!

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              • seemed same as all other. kill to win

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              • It plays slow in my opinion

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