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: 8/2/2018 5:26:22 PMmaybe you can upgrade the blue engram weapons to contain new crucible features and give radar features that enhance gameplay in PVP, there should be a section/divider under these outdatedweapons and armors that is deemed CRUCIBLE, with auto-matic enhancements and featuers, counters, and purchasing upgrades and features for useless gear that playes just delete or trash, some new icon and border work should make it more apparent along with other randomization or additional ghost and vehicle improving features. Additional features for weapons/armor sets to affect the radar should be affected from weapons like cold heart and other exotics as well as the ghost, Shaxx assistant's should allow players to customize and buy or replace/upgrade weapons and equipment, especially the blue ones. the ghost and vehicles dont enhance weapons much, so giving them some new abilities and powersups, i thought that it would be cool to take a regular ghost feature HUD for use of equipment sets, quick armor or weapons change during game/over and respawn screens improvements, i find reviving team mates and dying in this game an obstruction, crucible labs best feature in capture the flag was that the respawns were fasts. [b]Summary: Everything Crucible should have upgrades to earn purchase, and updated features, Blue weapons/engrams or gear sets should have their useful purpose. Ghost purpose mid combat? At rally points? At flag? Near teammates? Legendary shards, catalyst, upgrades? Bring back suitable replacements to the Farm and Orbit improvements for Crucible/Labs & Second announcers/music for competitive combat playlist as well, waiting around in orbit should benefit from refreshing graphics or animations and loading music, why not add mroe ambient sounds and supporting referee? [/b] There are many discrepancies, but what i understood was that rewards and unique things were missing from the matches, there was no incentive or global purpose, PRO: the players did have a chance to play in smaller maps, it would have been best to do a match with low respawn/loading featuers where players are all assign one particular weapon in the future of labs with additional enemies and or traps, and faster wayts to revive players using the ghost and other ingame features or spacers.