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#feedback

Edited by Cozmo_BNG: 7/26/2018 11:20:57 PM
306

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 santospizarro: 7/28/2018 10:05:46 PM
    Animations for orbit and icons, as well as the music should be more immersive and upgraded. Icons as well as rewards, sound effects, advertising is missing from PVE, not enough NPC or crucible enthusiast or areas or rewards that pertain or makes sense. Seing that the farm should get back features and NPCs as well as new shops or manufacturers, Crucible farm and Crucible labs dont have enough representatives officials or training areas, or maps that make sense, I would like to see a map that is just woods near the farm, as well as another training area that is in the basement or beneath the lakes in each planet or lab, this is good for PVP. The rewards serve to enhance the experience of travel and being affordable or themed by each playlist or crucible encounter or planet with extra unlockables and feature ornaments beverages.

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  • maybe crucible labs needs soda.

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  • Loading screen playability and functions are missing, great for voice chat, awful for single player and non-talking fireteams.

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  • Combat on water and ships, improved weather and day/night cycles, music changes.

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  • Edited by santospizarro: 7/28/2018 8:16:50 PM
    Essentially new crucible announcers and rewards based on each of the planets. Ghost, ships, and bikes don't have enough features or mods either.

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  • This is not the place for this but can you please change the public events to include some crucible incentives. off-topic: taken blight is causing pandemonium, please just make a broken item weapon and portal key drop regularly, leave the portal in sight and improve the rewards based on player amount and enemies defeated, or some extra engrams for reruns. The elite and expert mode should have other unique items, swords and foreign alien-weapons technologies, ornaments and loot concerning trivial to the area to make players want to travel back, not everyone is interested in sniper rifles or catalyst so i think the dungeon is a big waste of time with one other proper rewards and is too difficult/complicated based on all the videos and screaming here on the forums. Like many other catalyst and items in the game. Thus removing the "chance" and requirements for HEROIC and struggle that people are facing, at least this will help. **Labs needs new in-game assistant NPCs and shops, i think that it would be cool to have somebody who is a girl, or half beast for another area. They could voice our matches in new maps or other crucible planets to give Shaxx a break.

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  • Vague descriptions and rewards for all crucible matches, i think could use branding and special features, at least players who compete or win should have some music change when coming back to orbit, and re-visiting towns in all planets.

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  • Warkult and other factions presense is missing from Crucible, i think that they should be announcers and keepers of the function, as well as add new types of rewards and features to other planets, PVE, and equipment that is missing from missions, adventures, patrols and campaign, to me the game needs most attention in the cities and shops. Because they aren't great or feel special, maybe changing the engrams into something more custom, Ikora and the other NPC's have good features but their rewards are limited and dont have good engravings or product, the equipment just seems very shader oriented although it has great features. Ornaments and Catalyst are thrash, allow them to breathe and give power to the players who aquire them, auto-equip them right away, and give the players leveling them or using those weapons some in game feature that supports them while completing such task, otherwise they will be unhappy.

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  • Orbit and game mainscreen features are too boring, music is oppresing and wartuned so the presentation doesnt scream PVP or set goals for selling or upgrading characters, maybe some new milestones for the time being to do crucible labs once for a unique armor set/ exotic.

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  • Crucible access while at the farm, tower and orbit. This means that players should be able to form parties and challenge other players quickly from town if they are standing in a said location/area or have LFG icons to cut back on spammers. Guarantee exotic or special item with BETA testing per match, cruciblelabs tokens for example is a quickway to start this, they can be collected for use in future or new NPCshop, unique items = happy player. Mods/challenges and bounties that matter, Ornaments that make sesnse: they should be equipable right away and allow the use of special features without lenghty leveling up, save leveling for other special feature/reward. car keys? the ornaments in the game should be special and feature special animations or purpose for combat/re if the player is running around trying to get 100 pulse riffle kills they should at least get a perk or mod that changes or enhances pulse riffle weapons, it doesnt have to be something off-balancing, but just fun like explosive bullets, smile-trail, sticky stuff, different granade features, something so they stand out from the pack, i dont see why players should stuggle for hours just to equip a piece of temporary gear with stripes, simularly the players who support and use everis or get new catalysts are also kind of ripped off- the items are cool looking but dont have a lot of other features that will make them want to keep buying, repeated rewards and weapons also have the same problem, lack of randomizing, and fun feat. the farm should at least keep some new crucible representative and ironbanner enthusiast or fans, as well as a new official labs personel.

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  • I need to test a game mode that pushes the boundaries of destiny. Give us something crazy.

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    • I had a blast in lockdown, but there were two problems. 1) There were a couple of times in each match where the whole enemy team would spawn on me. 2) Power ammo spawned too often.

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      • I do not like non-objective modes. And since every mode in the game is “clash” with a slight tweak to the rules, I can’t enjoy it. Zone control promotes more objective based strategies, but it’s an incredibly boring objective mode. Im still waiting for capture the flag, griffball, infected, and oddball, but you guys are too focused on catering to the millennial “nothing matters more than my kd” style of players. Until then, I cannot enjoy crucible. I’m not an elo farmer, and I’m not playing for clips for my montage that my 2 YouTube subscribers will like. I’m a gamer, and I like to enjoy my time playing video games. I’m not trying to compete for best kd. If I was, I’d be playing call of duty or csgo. I’m playing to have fun, and competitive pvp with no objective is not fun.

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      • people never play the objective.

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        • I love this game mode. Short and intensive. No time to camp corners. But this have to be a ranked gamemode. In 6v6 it would be too much pressure for casuals I think. It is more of a team coordinated rush mode, not a casual "Team deathmatch" 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] I love the idea behind the mode keeping the player at base to defend, it is highly competitive and should be positioned in that playlist. There was spawn issues at times I would spawn in the enemy base it seems I was spawned as close as possible to a teammate ..although this helped me had I been on the recieving end it would not of been enjoyable. Perhaps commit each team to a specific spawn side could solve that . Even potentially reinforce your own zone and force the opponent to only be able to cap B once they hold there own and B they can then as a team infiltrate the enemy side.

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          • ..stick yr comp suspension wth head--up yr ass..

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          • ..stick yr competitive suspensions right next to yr head--up yr derriere..

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          • It sucks that's my feedback.

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          • • What did you think about this mode? I like this mode as a nice change of pace and a different play on Control. It blends a little bit of the old Zone Control with the new Iron Banner mechanics, but also a little bit from competitors in the industry (Domination). I think it would be a good addition as a weekly feature, like Supremacy is now. • Was anything confusing? At first, yes — the scoring was not very clear. It’s not like Zone Control where even with 1 zone you can score points. I think that it should be, but I’ll touch on that below. • Did anything seem missing? Not necessarily, except it may play a bit faster and more frenetic as 6v6. Would like to see it tested as 6v6 in the future. • Was there a map it played better/worse on? Not particularly. With it being 4v4, a lot of the spawning issues (the main source of map complaints, for me right now, at least) are reduced, except... • Were there spawning issues? WHY does it take 10 seconds to respawn? The enemy can totally flip a zone and stomp in the time that it takes two of your teammates to revive. If they have number and team-shoot two of you to death thanks to the current TTK, they can overwhelm the other two people who are alive and basically win the round. It’s a little unbalanced. I think respawns should be cut in half (5 seconds). • Were the rounds too short/too long? A little too long — recommendation: if you have 1 zone, you get 1 percentage towards 100% every two seconds. Keep the 2 zone captures at a 1:1 ratio. That way the scoring is still moving along and allows for epic comebacks, a la Zone Control. • Was there a weapon or other sandbox combination that affected the game in a negative way? Not particularly. Thanks, Cozmo.

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          • Thank you Bungie! I love this gamemode be cause it's purely objective based and I love that and if anyone thinks that I hate countdown, I don't you just have to have the right people for it.[less for survival in my opinion.]

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          • So Halo's hill control?

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          • Edited by santospizarro: 7/27/2018 10:47:34 PM
            it would be good to base some of the rewards for each crucible map experience based on each planet, new catalyst, ornaments with logos or bonus merits such as public events and other enhancements to inspired by each of the competitive zones, and girly things like long silk attached to armor or vexing it's good to take mark, seeing as there no enemies in crucible other than the players or specific weapons to gain: (blue engrams and other bad rewards need enhancing, they don't have enough features, and aren't based of any of the maps that we fight in, where some new catalyst and ornaments would provide an actual boost to stability or defenses, i noticed that there was a pulse riffle completion ornament, its not fair to get players to work that hard just to wear an item that they already own, its much better to give those players who actually know how to use equipment and ornaments from armors special effects and combat, that alone would make completing tasks a lot more rewarding. Common engrams, and repeating rewards such as bluecode dont always have to be weapons combinations and armorsets. They could include other items or stacks like tokens, and resources from the current playlist, as well as alien/foreign equipables, and catalyst that have instant benefits.) I want to say also that since the mode is called lockdown, its better to make some platforms and mechanics that players have to step on in order to capture the flagmarks, its too easy and simular to capture the flag, also include ramen and wines or beer/soda rewards in the form of tickets to be used at the farm adn tower, emotes and enhancings.

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          • • What did you think about this mode? The most fun game i have played in destinys lifetime (aside from d1 rumble). I’ve played about 25 games so far and i will be sad when it goes away. This is the game mode I’ve been waiting for from the devs. This is what makes the slow time to kill, tolerable. The quicker the time to kill, the more fast paced this game mode will get, and that is a huge positive to me. As a 90% of the time PvP player, this is my favorite addition to destiny 2 in its entirety. I applaud you and thank you for this mode. Also, please make available ASAP • Was anything confusing? No. Pretty straight forward stuff. • Did anything seem missing? The post game scoreboard not having any “zones captured” or “time in zone” stat was my biggest complaint. • Was there a map it played better/worse on? It played great on every map. Lots of aggression and fast paced plays to be made. Different maps called for different strategies. Some maps are better to capture a and c first, some maps are better to get a/c and b first. • Were there spawning issues? Only on javelin did i notice players could get easily spawn trapped, but the heavy ammo being in the spawn with them helped teams break out of it which i enjoyed. • Were the rounds too short/too long? The game mode basically calls for you to try and triple cap before the other team. Holding two zones the entire time is a poor strategy. Going for a wipe and a win is the best strat, and leads to really fun and exciting game play. If people are trying to sit back and play passive and only hold two zones, they won’t like the mode because it’s so different from normal crucible. Round timers get a little long at first, but that was only prior to realizing triple cap was the best way to play. • Was there a weapon or other sandbox combination that affected the game in a negative way? Rockets and grenade launchers currently allow teams to steamroll, but with the weapon changes in forsaken, this doesn’t appear to be an issue. If you were able to add the whole “wave” before a match to disable heavy, that would be fantastic.

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          • I think it is a good successor to zone control, having your team choose whether to play safe and defensively or going all-in was really fun. This mode will work wonders in trials. The only time i was confused was when we capped all three and instantly won, but other than that no. Nope not atm. Maybe later down the road Nope Perfect balance between lightning quick and slow and calculated nope.

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          • I really enjoyed lockdown, my only complaint is the respawn timer is to high. Maybe drop it to 4 or 5? Otherwise its a great competitive game mode.

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