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 RepliesCozmo you do realize there is a SERIOUS Problem with the way Bungie Allocates it's events right? Take the Solstice armor for example the Armor LACKS the option to choose a path PvE OR PvP it should be up the player NOT Forced down our throats it constricts the player base and pisses us ALL off in general it's something that's NEEDED TO CHANGE LIKE YESTERDAY. Cozmo,Bungie is always saying things. like your reading your forums well here's something to take to heart, Learn to give the community at Least TWO options for Events like these, that adhere to both PvE and PvP players or D2's Player base Will abandon the game... QUICKLY. I added my two sense it's up to bungie's admins and community management to do something constructive at this point. And by the way a good portion of the community Are pretty pissed on this forum about the Solstice Armor Not having a split path. (Also that the armor is literally another re-skin of our starting armor) Me personally I hate crucible and Not having a secondary PvE option as a choice is abhorrently upsetting Im sure the PvP players feel that way with Not having any PvP options for the PvE parts of the armor There Needs To be a Split Path for all of the armor otherwise it's just gonna make players angry in the end.