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#feedback

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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  • I feel like crucible labs would be a much more viable thing if there was insintives for help. Maybe very cool very unique emblems , a mad scientist emblem, that little labs sign emblem. With a decent color sceame. Maybe special crucible labs exotic ghost or sparrows. I feel like you need a sparrow raging version of crucible labs where , we can try out new faster sparrows, diefent kinds of vehicles even maybe. And new sparrow racing maps and maybe even patrol zones that have not come out. Or updates to patrol zones you guys are thinking about adding. That had build in stuff for sparrows and vehicles, jumps, maybe a speed section with things that made you go crazy fast like faster then anything in game now. It could really help you guys up your sparrow game. And game in general in the future. I feel like destiny patrol zones are not made with sparrows in mind. There very small, they dont have any thing that makes riding a sparrow fun, A.E. jumps, back routes , speed traps, . sparrows should be more then some slow moving , show pony you ride to point B to point A. They should be fast and be able to do tricks. And the level diggin' should encourage that. If people are gonna be playing these patrol zones for years. Lets make them big anuff and fun anuff to keep them interested. Destiny should be about more then runing and shooting

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