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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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  • 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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  • I think the labs is a great idea when you should keep it coming I love the variety and it was so nice to see something different. Some mod keeps removing my post so I won't be surprised if this one gets deleted too... I have one suggestion Port Destiny one's entire PVP into Destiny 2 and people will praise you.

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  • I liked it most of it was great but there was a few problems: 1. The spawn timer was too long because the other team would kill all of us then go take all the zones before we would spawn so reduce it by a little like maybe to 6 seconds. 2. The round took too long as well, If we were in a stalemate then no one would win till the other team made a mistake. 3. There needs to be more rounds Like maybe 7? 4. Instead of instanley wining the round for a power play, maybe Give more percentage at a time like 5% But other then those problems it was great.

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  • Pvp died in 2007 when video games traded thrilling objective game modes (like we had in halo 3) for youtube montages, kd farmers, twitch streamers and smug millennial scumbags. Today everyone is more worried about ELO than having a good time. And if you continue to release a new style of “clash” every week with a weak attempt at altering the mechanics JUST A TINY BIT, then I will just avoid pvp for the rest of my life. Because today’s pvp players are the most intolerable people on the face of the earth.

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    • Edited by 10mm Socket (Timelost): 7/31/2018 4:57:10 PM
      So far it's been 2 Crucible Lab Styles, the 1st was Survival with a max kill per round instead of a wipe the enemy. 2nd was Zone Control from D1 with a 10 second respawn and a triple cap to win. Honestly both are equally as un-playable, the 1st style played like TDM/Clash with rounds, and the 2nd was Zone control with an Instant triple cap Victory option. I would play neither of them again. [spoiler]I did not play the Zone Control mode on this account so you won't find a record of it, but I'm not making stuff up for the purpose of being negative.[/spoiler]

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    • Game mode not really much different from normal control.Please think of modes that are not already in the game like when you added Rift in D1.Why not try a King of the hill,Oddball or Capture the flag mode? Apart from that the respawn timer is a little long.Everything else about it was fine in my opinion.

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        I really like the pacing, but I wish the triple cap instant win was actually told to us somewhere in the game. If it already is, I didn't see it. I only knew about it from reading it on the the site.

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        • It is incredibly boring, as nothing has changed from your current formula: take “clash”, tweak it a TINY BIT, and call it a new game mode. That being said, it’s more focused on the zones themselves so it’s better than control. Honestly when I saw crucible labs a few months ago I was thinking capture the flag or griffball or infected (you know, something ACTUALLY fun), but instead every destiny pvp mode is focused on the whole “shoot your opponent more than they shoot you, and you win” philosophy. There is no innovative game mode like capture the flag where there is a FUN objective to complete that matters more than your sweaty scumbag kd. Seriously, the style of game modes in this game attracts the most scumbag type of players that ONLY play pvp games and wear their kd on their sleeve, and are only able to use phrases like “land your shots kid”, “get rekt scrub”, “auto rifles are noob weapons”, while making a montage clip with all of their hype men that no one cares about. I hate the pvp no lifers. They are all the same and they’re infecting the community. Halo’s community was fantastic because you could choose between playing a very boring game of slayer or swat, or you could have a wonderful memorable experience playing infected or griffball or capture the flag. Objective game modes take the anxiety away from pvp. They give you a breath of fresh air, and they allow you to relieve yourself of the tension of being in a lobby with millennial scumbag hipsters who use phrases that were invented yesterday to sound hip for their 2 subscribers on twitch.

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          • Felt great , was it just me or did my banamanamanan do some work lol

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          • I felt the resplendent timers were a little long. Overall the mode was, meh. I’d rather see you do something different. It get too much like control.

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          • • What did you think about this mode? LOVE IT!! PLEASE KEEP IT!!!! • Was anything confusing? No, it's Zone Control.... • Did anything seem missing? No.... • Was there a map it played better/worse on? I played on Distant Shore/Shores of Time...it was decent.... • Were there spawning issues? No.... • Were the rounds too short/too long? Typical Competitive Match.... • Was there a weapon or other sandbox combination that affected the game in a negative way? No....

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          • Fun to me!

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          • This Lockdown Is Way better than control is completely competitive think about it as a domination I fell In Love with It I got Over 500+ hours on multiplayer and this Had me Hook this past Week And In Quickplay as Well This is actually Fun

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          • Why do you not set a lab up to test dedicated servers. Test what we want. No some rehash of old game modes that just reward camping in a corner.

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          • Control 2.0

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          • Fun mode, enjoyed it.

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          • Keep it!!

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          • I actually thought the game mode was interesting. It took a while to understand the how it worked but I enjoyed it. It does need to feel a little more like a PVP match. Very little encounters in the matches I played. For this match, the spawn time could be shorter, but it was fine. I definitely like the twist of control

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          • Rounds too long. Timer needs to be shorter.

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          • Fix Cabal streaks and EP fireteam size.

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          • Edited by Jysen78: 7/30/2018 1:39:15 PM
            Friends and I just discovered this yesterday and immediately loved it. The pace of the game is perfect. I've witnessed rounds and matches end in a matter of minutes, and then some matches being an all out brawl till the end with the winner barely pulling out a miracle. Best out of 5 is perfect. We've been on some of the maps, but it's worked out well. Considering the map sizes cater to 4v4, my clan mates and myself actually had fun again playing crucible. Don't care what people say, 4v4 was fine as it was. 6v6 has pushed more away than bring in. I can sympathize for those that perfer 6v6, (I didn't mind 6v6 in D1) so why can't we compromise and have both options? Seriously, just give us the option, people would still have more than enough people for match making. The biggest difference I've noticed is damage output. Yes, I still can be killed by the meta, but I noticed my auto (winter wolf) actually was effective. The last few 6v6 games I attempted felt more and more as if auto rifles got nerfed or something. The fact that all weapons actually felt balanced was perfect. It actually meant that skill vs skill won the day and not some ridiculous buff over another. Even was able to stand my ground and defeat 3 people alone back to back as they attempted to take my position. The respawn does Not need to be shortened at all. The fact it takes 7 or 8 seconds forces the player to realize the value of their life. Some still continue to disregard this and end up crippling their team, but that's the cost they need to pay to learn what being in a team means. Also, the procedure/mechanics needed to win don't need to be altered. However, there is some glitch happening. We have captured all 3 zones, yet did not receive the win because at least 1 of the opponents made it to a zone to start the capture. Yet, when it's been the other way around, our opponents still won. I've even captured a zone before time ran out and they still won by lockdown. This has happened quite a lot. My friends and I aren't exactly the PVP type. But this definitely brought interest into our options again. If we could play this mode all the time, aside from clash, we'd definitely be playing this often.

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          • I only played couple of matches and thought it was fun. Capture the flags on all three equal a win is definitely a nice move. It actually forces players to try and defend the position. If I have to add something, it's the timer. I think it would be nice to have the timer-per-round in order to prevent from very long game. Other than that, everything's good. Makes me want to come back and play some more.

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          • Everything was fine except for respawn times. If one of us dies they could easily capture a zone in the time it takes to respawn. Every other thing in it though is great.

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          • Introduce lockdown wirh mayham

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          • Edited by HellfireEclipse: 7/30/2018 7:11:54 AM
            3 captures should not equal an auto win, just keep adding percentage. Respawns shoud be instant, considering this is a fast pace mode. There needs to be 4-5 rounds. All hand cannons need to be 3 tap headshots.

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            • fix pvp cause everytime i play alone everyone quits on my team . in d1 i had no problem

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