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#feedback

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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  • 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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