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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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  • 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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  • [b]• What did you think about this mode?[/b] In my opinion an interesting variety of standard control. If I would compare Lockdown to Countdown [i](similar in a way there are important objectives to play around)[/i] having three objectives to worry about is an improvement, it gives a lot of dynamic which is often absent in the crucible. [b]• Was anything confusing?[/b] No [b]• Did anything seem missing?[/b] Yes, one opponent left the match which made it very one-sided. No other player filled the empty spot. [b]• Was there a map it played better/worse on?[/b] It seems Crucible Labs is always on the same map for me. [b]• Were there spawning issues?[/b] There wasn't, for once. Respwan timers feel accordingly punishing. [b]• Were the rounds too short/too long?[/b] The length of rounds were varied, depending on how teams would react with captures and dragging out as long as possible. [b]• Was there a weapon or other sandbox combination that affected the game in a negative way?[/b] Having to use the best weapons and armor to be at optimal strenght still saddens me, having only two or three exotics at the top while the rest is mediocre or plainly bad. All in all I enjoyed the matches I played, except the one where, unfortunately, an opponent left. My team consisting out of solos managed to beat a sweaty fireteam of three once, felt great. Being cautious of which zones your team had [b]and[/b] hand't controlled got me on the edge of my seat. I played only on Burnout, which I didn't mind at all. I enjoyed the various elevations and ways to traverse on Burnout, even more with Lockdown. I had opportunities to strategically prevent opponents from capturing any zone. However I still felt the lack of supers and abilities, it's still too much pew pew and too few space magic. But this would also depend on the length and intensity of each round, having longer rounds gives more killing opporunity giving more super energy, having no timer complements this. I reckon Lockdown would fit perfectly in Comptetitive and Trials.

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  • Edited by Quiis: 7/27/2018 8:26:59 AM
    Loving the game mode, and as much as I enjoy the no radar it is a welcome return to comp modes. I think that a rotation of radar and no radar could be nice, even a week on/week off scenario. I like the respawn time fine enough but this may change if any other elements get adjusted. I think that the cap speed could be increased by 10% without things feeling too hectic. Respawns were at times a little sketchy (case in point on Meltdown at the top of the map, spawning in and wishing 5-10 seconds I had 3 dudes spawn in quick succession on top of me) but mostly fine. All in all, feels like a good combination of a quickplay and comp modes. Definitely a keeper.

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  • Love the gamemode so far, but that doesn't mean it's perfect. I've had some great and fun matches, and some high kill rounds that last forever with rotating two-caps. Such a fun crucible mode and a lot of opportunity for good individual and team-based plays. My main issue with the mode is the respawn time. 10 seconds is too long, too many times does it feel like We lost not because of a good push by the other team for the triple cap, but because an early knock out couldn't respawn quick enough to get on a zone. Either reducing the timer to 7ish seconds or adding in the optional ability for reviving team mates would be a good fix.

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  • 5 matches earlier and I think I can safely say Lockdown is exactly what I wanted from a competitive zone control: 4v4 Radar Pure Objective Play Matches have had a reasonable run time where the shortest take about 8 minuturs and the longest go up to 15. The best of 5 format is the perfect sweet spot, and each round feels different. Sometimes it's a dragout brawl of attrition and others it's a chaotic skirmish that bounces around the map. Spawn times felt a little long, but the more I thought about it, the more I realized it was just long enough to reward the victor without points. The PROGRESS HALT felt inconsistent. It seemed to take a couple seconds to kick in/display, although it was minor inconvenience. As did the lock symbol display. But mechanically, everything felt great. Havig teammates actively trying to hold two zones was cool, and the counterplay of a power play to instantly resolve the round felt incredible. It favors good movement and map knowledge. (When) can we get this into the standard rotation? Or as a weekly playlist. I would play hours of zone control for the hell of it in D1 and I want that in D2. Lockdown is a lot of fun. Suffers from comp leavers, but that's also the nature of comp so not much I can complain about that there.

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  • Extremely boring with only 4v4. Only reason my team one was because someone quit, not really cool... otherwise we were deadlocked the whole time. Campy and boring with slow recharge rates and no 6v6. One game was enough for me. At least the radar was on lol !!!

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  • So first things first- I think this is a great game type, and would fit excellently as a 4v4 playlist, either in comp (but it has to have radar), or its own playlist, either weekly or permanent. There is one issue though- power ammo, at least with the current weapon system. It spawns far too often. It should be something that can be used occasionally and sparingly to make plays, either as part of your teams push or as part of your team retaining map control. There are two potential solutions that seem relatively easy to implement to me. The first is to leave the spawn locations the same, and have the ammo spawn much less frequently, something like every 5 minutes. The second, and the one that I think is more interesting, is to have it spawn in a single location, somewhere “opposite” to B flag. That way, the team that has map control has to compromise that in control to rotate to power ammo, or they have to give up power ammo. In this case, i don’t think it should spawn as infrequently as in the solution above, but it should still be less frequent than it is now. At any rate, I enjoy the game mode itself. Keep it up, and here’s to more Labs in the future. Cheers!

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  • This is a keeper😍😍😍😍

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  • I'd prefer this over countdown or control.

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  • Edited by Pros: 7/27/2018 3:37:44 PM
    • What did you think about this mode? I love this mode plz add it to comp in forsaken • Was anything confusing? NO • Did anything seem missing? not enough rounds 6 maybe • Was there a map it played better/worse on? good i only got one • Were there spawning issues? No • Were the rounds too short/too long? Short but that's good 6 short rounds would be good i think making them take longer wouldn't feel good • Was there a weapon or other sandbox combination that affected the game in a negative way? No

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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] It's not the best game mode iv played it's Laggy for one we don't need this stupid stuff it no good should bring back rift that's the game mode of all time and use know it.

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    • I’m really enjoying the new mode, but every match I’ve played so far has ended in triple cap win or lose. Not really sure how to elaborate on it, but I think this mode has potential.

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    • It was a pretty fun mode. That said i feel like maybe too many objectives in one match. Trying to keep track of which zones to hold/defend/attack as well as which zones have a person standing on them halting progress and trying to maintain the safety of your spawn is too much. I ran around confused for 90% of the matches and I was on the winning team. The spawn is maybe a touch too long, but I understand why. It makes surviving more important than spamming lives at a zone. It's just not fun to sit there dead waiting to come back.

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    • • What did you think about this mode? Very enjoyable. Would like to see in the wild. • Was anything confusing? Only first match determining objective. • Did anything seem missing? 3 rounds to win seems a little low. The games only seemed to be a few minutes. • Was there a map it played better/worse on? Endless Vale was great. • Were there spawning issues? Not that I noticed. • Were the rounds too short/too long? The rounds were a little fast but if there were more to win it may even out. Or possibly longer to take the zone.

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    • -I like the Mode. -It took me a game or two to adapt to the challenge presented, but when I had a good team that worked together it was rewarding, challenging, and engaging. -Capturing the zones brought an essence of quickplay feel, and I think that this is a game mode that "strategically" will make sense to those that prefer Control in quickplay, because it functions along the same lines. -Since this is a mode dedicated to Competitive it will play differently without Radar, but I think without Radar it will still play well. The "action" was spread throughout the map instead of condensed into small localized areas, and I liked not having to worry about respawns, life counts, or revives. I think this variant added a more user friendly mode that could be enjoyable, and still strategic. ___ I did think the rounds were too long, and the indefinate time limit made the game drag, and while it was dynamic it felt a little too..."Ring around the Rosie-ish", or a little tetious.. It's good to make plays and to be able to come back while in a deficit, but zone capping, and running around was a lot of work, and seemed to detract from actually fighting the opponent. ___ What would I change? ___ -I would prefer if the zones took longer to cap, and the point values gained from a zone were increased. -I also didn't like that as a player points couldn't be earned unless you controled two zones. I think if holding any zone added points to your score it would speed up rounds. -I like the triple-cap mechanic, but I would, again, prefer if holding a zone (even if just one Zone) points were added to the board. It was too easy to fall behind in points, and too difficult to climb back from alarge deficit, and I think if (again) points could be earned by holding one zone those deficits would be less debilitating, and it would encourage more "action" in the match; instead of just setting up and laning, and thenworking two zones while your opponnets can't do anything about it. __ I didn't see any spawning issues, and I thought the respawn time was fine. It's still a competitive venue, so playin your life is important... __ I didn't see any "sandbox related" issues as far as abusive subclasses or exotics, or classes in general. __ I think a few minor tweeks and this mode will be very enjoyable and competitive.

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    • Edited by Kylie Woyote: 7/27/2018 12:31:41 AM
      I haven't jumped in yet, but can I just say THANK YOU for finally adding a true objective game mode. I'm actually looking forward to crucicble. I'll add my thoughts after I finish the TWAB and have had some time with it. More objective game modes please. Edit: 3 games so far and it appears the complete lockout is broken. I just recorded a match where I stood "capturing" a zone as soon as the 2 sec timer started and the match still ended. It happened twice in the same game. All the rounds have been won by complete lockout.

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    • Edited by Syntax: 7/28/2018 8:09:44 AM
      I really was looking foward to this game mode. I also play Overwatch and this Lockdown is similiar to Control on there. Because of the type of connection that this game uses (peer to peer) it is very helpful for "higher ping players" like me, a game mode where is not all about get enemy kills. A game mode that talks about team spirit with a common goal. I like it when the player accumulates experience and learn the map as he/she plays more and more. So I would like to remove the radar, at least on PC, which is where I play. There, the reflexes and aiming are much faster. There is no way to surprise enemies. Instead of a radar I would like to use other senses such as the hearing and be aware of my enemies by the sound of their footsteps or sound when activating their Supers. Anyway this thought is for all game modes. Especially to those who are "Team Deathmatch" style. 5 seconds to spawn seems right to me. Since it is a game mode where if you die you leave your team disadvantaged, for lack of men to capture the point, or vice versa. The duration of the rounds it's fine. Maybe if the round becomes too long, You could leave a single control point active, so that any team that control that point,wins. Similar to what happens in Survival. This is a general concern that encompasses all game modes. Knowing how to differentiate enemies from allies would be very helpful. As much as the grenades and the Supers. I wouldn't mind if these were in a more reddish color and the allies mantein their respective color. I enjoyed this game mode more than Control. I really hope that it replaces it on Iron Banner.

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    • So, I'm really liking Lockdown. Hopefully we see it more often. I like the fact that its more objective focused and there are a lot of different strategies that can come into play. Should the team run the old school slayer/support approach? Should we mob up and teamshot D2 style? It's also cool to fake the other team out and have three people fight over an already capped zone while one goes for the power play. We were able to beat a team that was clearly better than us killing wise by focusing on capturing zones. I also like the fact that there is no question about the fact that this is an objective game mode. In things like Supremacy some people won't pick up crests or even in Control some people are just mad that they have to play it when they want Clash so they don't help. The spawns seemed to work well. The number of rounds was perfect IMO. Please do not make it 4 or 5 rounds long. The only real issues I've seen so far is Shaxx saying get the zones back when there is a power play and the round is over (which I'm sure is just because Lockdown is still in test mode) and I think the other team may have scored a power play once when I was contesting a zone. I'm not 100% sure though because I was being electrocuted by a Warlock and may have briefly been pushed outside of the circle. All I can say is that I don't think I was outside of that circle. Overall, its a really fun mode to play and I like that when you're on a team with players of mixed skill levels everyone can still contribute. Oh, and thanks for adding Valor to Crucible Labs.

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    • - I LOVE this new game mode. A true objective game mode that doesn't feel like a slog? Sign me in! - It was kinda confusing at first. I didn't read anything about the game mode, but everything clicked after a single round! - Anything missing? Maybe have Shaxx alert you that the enemy/your team is in position for a Lockdown? (2 points controlled, the third being disputed)? - I'd say all maps played good! - No spawning issues so far - The rounds were fast enough, since most of the time we got a Lockdown before reaching 60%. - Shotguns and Strikers/Arcstriders definitely benefit from this game mode, since super-fast multi-kills are so important for a Lockdown

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    • #removeeververse #yolo #mayo

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    • It sucks. There is your feedback enjoy

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    • 0
      Mourning Star
      Mourning Star

      The Mourning Star - old

      10 second respawn wait is ass.

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      • Don't care for it at all. Had a player leave our team while we were winning. Well you can imagine how that went from there. That was the end of my playing it. Guess it is about like the rest of the current crucible.

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      • remove all crucible from all games

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        • Edited by FixTheLagBungo: 7/27/2018 9:19:21 AM
          I had someone drop from my team before the game began, it's really hard to do anything when you're missing a teammate or two. My friend and I ended up 2v4 and despite sending the entire team negative on kads in this situation and both averaging at around 5.2ish at the end, there was no chance of winning simply because we didn't have the teammates to capture zones. If you made it like countdown or survival where there's some punishment for death then we'd have won easily. It will be a good addition to the frustration simulator that destiny 2 has become imo unless you're running with a full team (worse than countdown and survival in this respect).

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        • The crucible needs to be downsize and have a Limited number of maps and also you guys need to ban all exotics from all pvp so that you lot can end this nonsense of balancing the game and get back to supporting all of pve and not just one part of it like raids

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