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Edited by Cozmo: 7/26/2018 11:20:57 PM
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Crucible Labs Feedback

If you have feedback on our latest experiment mode in Crucible Labs, please leave it here. The mode we are testing is Lockdown, and it will be available until the next weekly reset. Senior Designer Andrew Welden explained how it works in this weeks TWAB. [quote] Lockdown is a new 4v4 round-based Competitive mode that, like Control, is about capturing and holding zones. Unlike Control, your only score comes from playing the objective. Those of you from the Taken King/Rise of Iron era know this mode’s predecessor, the Control variant “Zone Control.” Here’s how it plays out: Both teams start Lockdown with a “Progress” percentage of 0% displayed under the scoreboard. Once a team holds two zones, progress will begin ticking up for that team at a rate of 1% per second. There is no round timer—the first team to reach 100% will win the round, and the first to win three rounds will win the match. That’s not all, though—if a team can successfully capture all three zones, they will instantly win the round, regardless of each team’s progress state. A well-coordinated push from your opponents will always be dangerous, which means you need to stay focused on your objective. However, winning a round that way is not necessarily as simple as it might seem. To earn capture progress or win on the triple cap, you must hold uncontested zones. If a team holds two zones, you can fully halt their progress by contesting one or more zones (you’ll see “PROGRESS HALTED” display under the scoreboard to let you know this is happening). They won’t start earning score again until they clear you and your progress off the point(s). The same applies when going for the triple cap lockdown—the instant win only applies if all three zones are completely clear. We’ve seen some really exciting matches play out from this ruleset internally, and we hope you have similar experiences out in the wild![/quote] [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]
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#feedback

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  • I played quite a few matches to give this new match type a fair chance. It was absolute zero fun. Too crowded with 12 players, and the scorch cannon is a less than ideal weapon. I definitely will not be playing Scorch during the upcoming year.

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    • Bring back 3v3 elimination for sake of God. You will never make more exciting mode.

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    • [quote]If you have feedback on our latest experiment mode in Crucible Labs, please leave it here. The mode we are testing is Lockdown, and it will be available until the next weekly reset. Senior Designer Andrew Welden explained how it works in this weeks TWAB. [quote] Lockdown is a new 4v4 round-based Competitive mode that, like Control, is about capturing and holding zones. Unlike Control, your only score comes from playing the objective. Those of you from the Taken King/Rise of Iron era know this mode’s predecessor, the Control variant “Zone Control.” Here’s how it plays out: Both teams start Lockdown with a “Progress” percentage of 0% displayed under the scoreboard. Once a team holds two zones, progress will begin ticking up for that team at a rate of 1% per second. There is no round timer—the first team to reach 100% will win the round, and the first to win three rounds will win the match. That’s not all, though—if a team can successfully capture all three zones, they will instantly win the round, regardless of each team’s progress state. A well-coordinated push from your opponents will always be dangerous, which means you need to stay focused on your objective. However, winning a round that way is not necessarily as simple as it might seem. To earn capture progress or win on the triple cap, you must hold uncontested zones. If a team holds two zones, you can fully halt their progress by contesting one or more zones (you’ll see “PROGRESS HALTED” display under the scoreboard to let you know this is happening). They won’t start earning score again until they clear you and your progress off the point(s). The same applies when going for the triple cap lockdown—the instant win only applies if all three zones are completely clear. We’ve seen some really exciting matches play out from this ruleset internally, and we hope you have similar experiences out in the wild![/quote] [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][/quote] Wait..... I played the labs for 5 games and was surprisingly bored after shooting scorch cannons everywhere and anywhere lol. I will say this, the scorch cannon should definitely feature more SCORCHING and less rpg style... I found for the first time how useless this thing is compared to relic weapons, when used on other players direct hits are lucky shots, where kills are higher probability trick shooting on the ground while guardians are landing or shooting the walls around them. IF SCORCH CANNON actually scorched the ground like sun spots from titans and warlocks after detonating, Scorch Cannon would be worth the hassle of racing other guardians for it especially with Gambit coming so soon.

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      • [quote]• What did you think about this mode?[/quote] Liked it [quote]• Was anything confusing?[/quote] No, just fun [quote]• Did anything seem missing?[/quote] Yes, teams or a bigger objective, or buffs, and tracking on the rockets. Maybe 5 lives and your out. [quote]• Was there a map it played better/worse on? [/quote] That's another thing, maps were too small. [quote]• Were there spawning issues?[/quote] Small maps, so yes. [quote]• Were the rounds too short/too long?[/quote] Too long. [quote]• Was there a weapon or other sandbox combination that affected the game in a negative way? [/quote] N/A

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        • NEW IDEA! Gun game for crucible labs, IE. everyone starts off with the same gun and with each kill you get a new weapon and continue progressing by killing players, with each kill your gun you acquire is more powerful but the playing field is even as the other players have the same opportunity. Would be a really fun game type and a great way for players to play with guns they have not tried or have not aquired!

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          • I -blam!-in loved Scorched. It’s the kinda dumb fun from something like Halo that I just love. As for criticism, maybe make the matches longer?

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            • Honestly, this is the most fun I've had in pvp in a while

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            • Edited by Orb: 8/26/2018 5:43:33 PM
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              I'm loving the scortched gameplay Larger maps seem better, it would be awesome if you guys added explosive charges in the maps for us to detonate making for some cool kills =) No bugs so far, lots of fun and refreshing experience.

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            • Fun game mode! Is there any chance of getting liner fusion rifles only? Or possibly combining the two?

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            • Great Mode. A lot of fun. Would decrease the score limit to 50, winning teams aren't getting close to 75. Loved 6v6 but hated the rumble version. Maybe increase the projectile speed of the cannon as well.

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            • I liked it. Warlocks have a major advantage due to them floating. Nice time killer

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            • I was so very excited upon learning of this mode... then I played it. Right of the bat, I was disheartened that the Warlock's Dash was unusable; frustrating, but understandable. After firing my first shot I realized this was not the game type I'd hoped for. The excessively sluggish shells slowly crawl out of the barrel, gently floating to the targeted location. The explosion radius is also horribly underwhelming. The beautiful display of Solar detonation is vastly greater than the true damaging area. For me personally, this gametype [i]needs[/i] two things: 1) Increased projectile speed. Make the Scorch Cannon the [i][b][u]actual[/u][/b][/i] SCORCH CANNON. Not a flare gun. 2) Increased blast radius. I'm not saying it should one-shot everything within 20 meters. However, it should damage - even slightly- those within the glorious explosion display. And although not absolutely necessary, but still worthwhile to note: Don't Disable Class Perks And Abilities... seriously. Just don't please. Superb thought. Mediocre execution. So much excitement, so little enjoyment.

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              • I really loved playing scorched. I noticed how I was looking at my radar for most of my encounters. I think it's a good way to teach new players in destiny about the different battles that they can face. I think it would be a lot more awesome if you could make it a bigger game mode like iron banner and maybe put it on a huge map like bastion from destiny 1.

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              • Edited by Lt-Elhew-_USMC: 8/25/2018 2:59:22 AM
                I have noticed that the Crucible had become infected with hardcore LagSwitche cheaters! There has to be a way to put an end to Lag cheating! Please do something! You can empty a whole clip into an enemies skull and his health hardly goes down, before he one hit kills you! It's getting unplayable!

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              • I was excited to try Scorched, but after a couple of games, it got boring pretty quick. Maybe if you were still able to use your abilities and supers it would be more fun.

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              • I found Scorched to be a pretty fun gamemode. I feel the match length is appropriate for this mode contrary to a lot of the feedback I am seeing from others. I do agree that this mode would probably benefit from instant respawns as well. In regards to jumping and how being in the air affects this mode: I agree with a lot of players here that it is a problem. I don't think the solution would be to remove or change the jump abilities. Instead, I suggest that killing a player with a direct hit should grant an extra point and that killing an opponent who is in the air should also grant an extra point. This rewards accuracy and would make air-shotting a guardian significantly more rewarding while punishing players for trying to abuse staying in the air too often. You might need to extend the score limit to keep the match length around 5 minutes, however.

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              • Ok, a fun game mode once you get use to it and with enough practice. However, it does feel like Hunters have a bit of a disadvantage since the game mode vastly encourages jumping over and over. One solution is to make the projectiles travel faster or have proximity denotation. Also having played both free for all and teams, I feel this mode is suited better for free for all. Make the spawns faster and you can get back into the action faster. Overall a few tweaks and this mode could be a favorite of many.

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              • Edited by Incarnate Sable: 8/24/2018 3:52:04 PM
                Scorched is a pretty fun gamemode, could easily see it being a favourite laid back chill playlist for when you just wanna kick back and blow stuff up. One issue. Hunters are at a HUGE disadvantage. Titans and Warlocks simply float around in the air, nothing nearby them to hit, while Hunters have to touch the floor multiple times in the same fight with someone. All the other classes need to do is shoot the floor near us, when we land for the 12th time in a fight, there's next to no competition in that regard. My idea for a solution to this would be for double jumping(or class equivalent) to be removed. We can't use any of our other abilities, so being suppressed the entire match would be quite fair. As for arena traversal, most places have ledges we can clamber or get on top of through a single jump anyway.

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              • The only feedback you need... The crucible is a cancer that is killing an otherwise decent game.

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                • What I can say about the gamemode after my first Match: Hunters have waaay to much advantage because of their jumps Titans and Warlocks are to slow. 6er rumble is good. The gamemode could be fun if the classes would have fair movement speed or the same at all in that Mode.

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                  • Rockets do poor damage(radius) at times and in general.... Let me use my gernades and dodge....like i feel naked....

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                  • It takes far to long to get back into the combat. There are a few available fixes for this: - Adjust spawns - Decrease respawn time The Scorch Cannon is pretty bad. If at any point in a game I am holding a rocket launcher, and would rather put the launcher down for literally any other type of weapon, than you have failed to design a compelling weapon. There are a couple things that could be adjusted that would make this more enjoyable: - Increase blast radius - increase velocity Finally, there just isn't enough chaos going on. The rumble format is fine, but up the player count to 8.

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                  • Edited by Crucial Blue: 8/24/2018 4:30:39 AM
                    Scorched is fun, and one-off game modes like this are awesome. Hunters are at a disadvantage due to less air time. It seems unless you are in the air shooting down at someone, you're going to lose the engagement to someone who is, and their lack of hang time emphasizes that. Also, the controls of the scorch cannon need to be tightened up. Not sure if it's the 3rd person mode or what, but it seems like I can land a shot right next to someone for minimal damage, yet splash damage kills me from miles away. I know it's not actually biased in that way, but it makes the cannon feel unreliable. Still, definitely enjoying this direction. Embrace the silliness in weird PvP modes, everyone will have a LOT of fun!

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                    When I was reading about the new mode before release, I thought it was going to be really fun, but in practice, it ends up more frustrating than fun. The mode just feels a lot less fast-paced and hectic than I was expecting, partly due to the time to get back to the action off spawn and the projectile speed just feeling sluggish.

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                      I am absolutely loving this game type. Managed a triple kill and quite a few double kills. That's big talk for a scrub like myself. Here is my feedback. -Round length is perfect. Its long enough to enjoy without the match getting "stale." But also has a great last minute or thirty seconds trying to make sure you blast as many people as possible. -Respawn could be shortened by about a second. I found myself watching the scoreboard and frantically mashing "respawn" while waiting. -I don't think this should get it's own playlist. I do think it should be available only for Private Matches. Blowing up random Guardians is fun, but I really just want to blow away my friends. -Give Guardians a random scorch flavor on respawn. I know it doesn't add any value to the game, but it would be fun watching blue, red and purple fireballs streak across the sky. -Reduce the time to aim down sights by a fraction. I'm not sure if that is tunable in just one game type, or if it would impact other areas of the game. I'm guessing the latter. -As far as playing better on maps, the game obviously enjoys maps with more liberal airspace as jumping over opponents seems to be the basic strategy until you learn to lead a shot. Even still, expect a lot of airtime.

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                    • Edited by EvelynWarden: 8/22/2018 6:33:32 PM
                      So. Much. Fun. But suggestions: - Immediate or under 3 second respawns - Bugs with respawns cause players to wait up to 15 seconds before regenerating into a match - greater range of fire for cannons (angling upwards, not necessarily related to distance range) - Personally interested to see this mode without radar...

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