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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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  • It is incredibly boring, as nothing has changed from your current formula: take “clash”, tweak it a TINY BIT, and call it a new game mode. That being said, it’s more focused on the zones themselves so it’s better than control. Honestly when I saw crucible labs a few months ago I was thinking capture the flag or griffball or infected (you know, something ACTUALLY fun), but instead every destiny pvp mode is focused on the whole “shoot your opponent more than they shoot you, and you win” philosophy. There is no innovative game mode like capture the flag where there is a FUN objective to complete that matters more than your sweaty scumbag kd. Seriously, the style of game modes in this game attracts the most scumbag type of players that ONLY play pvp games and wear their kd on their sleeve, and are only able to use phrases like “land your shots kid”, “get rekt scrub”, “auto rifles are noob weapons”, while making a montage clip with all of their hype men that no one cares about. I hate the pvp no lifers. They are all the same and they’re infecting the community. Halo’s community was fantastic because you could choose between playing a very boring game of slayer or swat, or you could have a wonderful memorable experience playing infected or griffball or capture the flag. Objective game modes take the anxiety away from pvp. They give you a breath of fresh air, and they allow you to relieve yourself of the tension of being in a lobby with millennial scumbag hipsters who use phrases that were invented yesterday to sound hip for their 2 subscribers on twitch.

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