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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2 RepliesCrucible Labs icon, too hidden. Crucible Labs mode and rewards too obscure, unoriginal. Music is too dark and defeault. Rewards should be based on mode features. Sound effects for Crucible selections should be unique large animations. rewards guaranteed. Place representative in IO and other planets with new mods and ornaments. Place representative NPC" at the farm, to make farm visits rewarding and useful. The farm PVP map underground, training zone Use techno and DnB, salsa. Machine guns only mode: Everyone fights only using machine guns as the general preset, many machine gun ornaments, machine guns based on the map. Reward ornaments change bullets sound and appearance. showcase animations for machineguns, supressors, PVE. When capturing zones flags flash and make beacon or warn, AOE and other traps, player is tagged as flag capturer and glows, is awarded extra points and rewards per capture, tokens, ornaments, and resources based on map. it would be fun to have a side arm only mode, just like a weapons master mode that is based on each planet, so to emphasize and teach/up-keep players diverse skills in weapons use, so players who arrive at Crucible Earth/EDZ training grounds has to fight with only sidearms and is faced with enemies in the opposite team with sidearms, HAKKE, etc.