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#feedback

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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  • Edited by RobinTheHood: 8/4/2018 8:33:01 PM
    How about make Soltice of heroes acknowledge that a player has reach legend rank before and reset their rank..long before the event even started..that way players can masterwork their armor..y'all have systems In place that tracks who has and who hasn't..so why is it that players have to grind PvP again to get back to legend when they've already did it once and that should be taken in account.

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  • Edited by stealth: 8/2/2018 7:08:35 AM
    Lockdown was fantastic, loads of fun A great challenging mode that required a lot of communication to achieve the result I imagine it worked best as a fire team for that reason though We played it pretty exclusively for a number of hours and all of us commented on how much fun it was All the maps seem to work but we had a lot of repeat maps the same most of the night Nothing about the mode was confusing or missing Only negative for us was the spawn timer being too long Great job, I hope to see it return

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    • I actually enjoyed this mode, but I only got to play 1 actual game. The other 4 I got into either we started the match 3 players to 4 and got steamrolled, or my teammates would leave after a round or 2. The one game where I actually had 3 teammates was very fun. I suggest you guys display the labs playlist more prominently so people who don't frequent the forums know it's there and will select it. It seemed like there was just a lack of actual people in the playlist for the game to matchmake a full group for me.

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    • So I have to redo my legend rank in PvP for the armor even though I've already done it

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      • My feedback: I won't play it!!!

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      • No one cares at this point. PvP is a joke

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      • Crucible is shit. Remove it from Destiny.

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      • You add Dedicated Host servers, I will evaluate Crucible Lab. Otherwise, it is not worth my time and annoyance at being shot through walls and having unkillale lag switching people run rampant.

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        • Your whole pvp is the biggest crap in pvp gaming history! Seriously, you run this crap on some old school p2p connection and honestly ask ppl for feedback on this turd? Also, you should rename this whole garbage into "the lagfestival of the lost common sense" with vigilance wing and graviton lance fighting it out on their own. You uber chimps wouldn't be able to create a good pvp that it's not run by just 2 meta's since ever to save your incapable, incompetent, pathetic lifes!

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          • Why bother with anything PVP related if you refuse to address the fundamental problem - no dedicated servers? None of this matters if we ALL are not on an equal playing field.

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          • It is a good game mode but I think would be better served with 6 versus 6. It is difficult to hold the zones down with just 4 players

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          • Elimination please. 3 person

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            • I love this mode. I could leave it there, sadly I can't because for me there's something I don't like and that's the fact of when you lose the first round your teammates leave and I don't because I would rather just get it done with but when you win the first round the enemies like to leave and it takes the fun out of it for example I was on altar of flame and I didn't see the other team had a group of 4 people so we lose and..... everyone leaves and so I try to play some but, I get destroyed then I message someone on the team[Bye the way this guy was taunting me because everyone left.]"really I had no other teammates I couldn't do anything so he invites me to his party and I hear"Is someone salty get good you blam!-ing piece of blam! so I leave then realizing that they were the real losers there because there ruining there own fun here. Sorry if this seemed angry I'm really not that mad I would just like you guys to implements a leaving punishment [like a 3 times your out sort of thing!]

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            • michael myers. melee only

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              • Edited by santospizarro: 8/2/2018 5:50:14 PM
                [i]Ideally one mode would allow crucible to be robot architecture only, making all the machines in the farm and tower useful new mode dominating the labs, -- i think the purpose to use robots instead of player guardians would save in loading times, ships always have to fly to new planets, Neurolinks should just allow players to directly SYNC to their subcontrollers mech bodies by and affiliate and get new rewards based on their faction to customize, but at first it should be simple as the traditional white and red machines,[/i]

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                • This mode, Lockdown, Feels a little sub-par [i]At the moment[/i], though i can see it becoming pretty good. It was confusing at first, having kills not much of an important factor to win, more so keeping 2 zones up at all times, but you adjust to it. I can't say anything seems "missing" per say, though that is strictly from my experience of it alone. Sometimes players would leave, leaving more of a downside than one would tend to think, due to their active hit-box being able to stand on a flag to capture it being missing, creating a formula of 3-cardboard boxes to see who could stand better vs 4 cardboard boxes, but otherwise everything was "there." Can't personally say, small maps tend to be worse, since the spawns' are interfered with so much, speaking of spawns Yes, a lot of spawning issues occurred, on both perspective you look at it. On one hand, people are spawning next to their flag getting shot as soon as they touch the ground in a red-mist that is somehow bullet-proof (u h h), and on the other, people are spawning on the opposite side of the map at the complete opposite flag (personally, I think it should make you spawn at your own flag, due to the fact that you have an advantage when you spawn in with an over-shield, due to it acting like an armor of light bubble that literally won't let you die for a few seconds, making it to where you should be able to take out the team currently trying to cap your flag currently.) The round times' were okay, with the only problems' being when a teammate / enemy team member leaves, making it a 3 - 4 domino effect, making the match end in a small amount of time (I think the shortest match i had was around 3-5 minutes). I can't say if a weapon affected the game in a negative way per say, due to me being only one person with the opinion mostly being towards the minority, that, and the fact that i felt as if all the usual weapons were accounted for. The only thing that comes to mind is DoT Weapons and Grenades, seeing as how they can simply lock down a zone for a short amount of time, so a full stack of Armamentarium Titans with Pulse Grenades and Prospectors are most likely going to be the victor. That is my feedback, hope it helps.

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                • [u]maybe each map can have their own assigned announcers so that shaxx can focus on greater task(s).[/u] say the robot from the farm, and other new people/ enthusiast with new music and rewards, upgrades, should be fun way to see crucible to come back to the farm in the form of a shop with upgrades or additional weapons; ornament upgrades place, extra bounties; etc.

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                • i found that the sudden respawn was the greatest feature, but over all some kind of new crucible where everyone earns new melee attacks, they should be some other new abilities to earn and unlock traits like rpg games have for use in crucible modes under each elemental shard, ghost, and super.

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                • Participants should be meet with new lootcache Crucible icon should be well animated and reforged New music for all maps. Legendary shards and additional resources, how can we use them?

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                • Yes, if someone could do something about the locust plague that is Graviton Lance in this gametype, that'd be just the tits, because my last match had the opp team having one auto rifle and the rest were GL, and I about opened a vein on my PS4. GL is to D2 Crucible as Loki is to the entirety of Smite.

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                  • How about you fix strikes? They are broken something bad today. All the enemies are immune to damage. Hard to finish your armor set when you can not run heroic strikes. But this away and fix your live events already.

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                    • Edited by santospizarro: 8/2/2018 5:26:22 PM
                      maybe you can upgrade the blue engram weapons to contain new crucible features and give radar features that enhance gameplay in PVP, there should be a section/divider under these outdatedweapons and armors that is deemed CRUCIBLE, with auto-matic enhancements and featuers, counters, and purchasing upgrades and features for useless gear that playes just delete or trash, some new icon and border work should make it more apparent along with other randomization or additional ghost and vehicle improving features. Additional features for weapons/armor sets to affect the radar should be affected from weapons like cold heart and other exotics as well as the ghost, Shaxx assistant's should allow players to customize and buy or replace/upgrade weapons and equipment, especially the blue ones. the ghost and vehicles dont enhance weapons much, so giving them some new abilities and powersups, i thought that it would be cool to take a regular ghost feature HUD for use of equipment sets, quick armor or weapons change during game/over and respawn screens improvements, i find reviving team mates and dying in this game an obstruction, crucible labs best feature in capture the flag was that the respawns were fasts. [b]Summary: Everything Crucible should have upgrades to earn purchase, and updated features, Blue weapons/engrams or gear sets should have their useful purpose. Ghost purpose mid combat? At rally points? At flag? Near teammates? Legendary shards, catalyst, upgrades? Bring back suitable replacements to the Farm and Orbit improvements for Crucible/Labs & Second announcers/music for competitive combat playlist as well, waiting around in orbit should benefit from refreshing graphics or animations and loading music, why not add mroe ambient sounds and supporting referee? [/b] There are many discrepancies, but what i understood was that rewards and unique things were missing from the matches, there was no incentive or global purpose, PRO: the players did have a chance to play in smaller maps, it would have been best to do a match with low respawn/loading featuers where players are all assign one particular weapon in the future of labs with additional enemies and or traps, and faster wayts to revive players using the ghost and other ingame features or spacers.

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                    • For the next crucible lab: how about freeze tag? Limited to 2 to 3 times per player can be unthawed by teammate?

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                    • Better than control, but it’s a lazy attempt at a new game mode. Need something ACTUALLY new. Something objective based. If you have the time to make control points into iron banner fire pits, then you have time to design capture the flag, griffball, vehicle battles, and infected like you had in halo 3. That’s what made me want to play pvp.

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                      • I think this game mode is fun and competitive and needs to be added to the competitive playlist

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                        • Edited by Sabasaw: 8/1/2018 3:08:31 AM
                          - What did you think about this mode? I have always enjoyed zone control versus regular control. It ensures that teams are focused on the objective rather than racking up kills for points. • Was anything confusing? Not to me. Lord Shax's intro commentary explains the brief rules. • Did anything seem missing? In comparison to D1 zone control, bigger maps and vehicles were not present in D2 lock down. • Was there a map it played better/worse on? Me personally on the map Meltdown: the team that starts on zone A has a higher likely hood to control zone B and dominant the zones. I start to notice a difference in difficulty once the team I am on loses zone A and gains control of C. Possibly a better vantage of visibility from A and B by seeing your opponents from C coming up and they cannot see you well until they turn corners. • Were there spawning too long? No complaints. I was not spawn kill or killed by the same super twice. That is my major complaint in quick play though. • Was there a weapon or other sandbox combination that affected the game in a negative way? Aside from being one punched by a titan from full shield and health while running a warlock? Not that I have observed. Please buff the melee damage output of the Warlocks. I feel like if two Warlocks get into a melee battle it is a battle of who can out slap the out the most. It seems like it takes three hits without melee skill power from full health and shields. Additionally, I think this should be added to the competitive playlist. If wanting to add it to quickplay, bump up to 6v6 and take out the auto lockdown win and replace with faster percentage rate increase for holding all three zones.

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