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]
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English
#feedback
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Edited by santospizarro: 7/27/2018 10:47:34 PMit 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.