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]
English
#feedback
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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.