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Edited by Cozmo_BNG: 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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  • Edited by blackoutx13x: 8/13/2018 2:21:56 PM
    Here’s some feedback... Bungie has decided to penalize players that quit competitive crucible before the game is up. Most games do. Here’s the issue- most games also give credit for level, xp, etc. Bungie got rid of light levels in the crucible and put the rule in place in one stroke. I could get over that eventually if it weren’t for the hypocrisy. I mean, why is it ok to put me in the middle of a match (with usually 3 minutes left and on a losing team)? The penalty suggests that the player who left has had ruined EVERYTHING. Nope. Hypocrite just grabs me and throws me in. Three minutes left and down by 50 points (as in it’s a crappy game and you won’t win). It’s TEN A.M. and they’ve already done that TWICE. Twice. And if I quit I get a penalty. Nobody likes a hypocrite Add on...I realize I’m addressing something other than your question. I have brought this up a couple times before. You are, however, asking about Crucible Labs. You (Bungie) is trying some new things... maybe bungie should concentrate on current material that needs attention. It’d all be all-good if Light Level was relevant as it was in D1

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