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#feedback

5/31/2018 9:59:17 PM
273

Crucible Labs: Showdown Feedback

Yesterday, Crucible Labs became available with its first featured game mode. We’ve gotten quite a few questions on how the mode works, where to leave feedback, and what to expect moving forward. [b]PvP Design Lead Derek Carroll[/b] has some answers: [b]Derek:[/b] The gametype we're testing in this Lab is Showdown, a 4v4 team game that might feel a bit familiar to those of you who played Doubles. Double Doubles? Anyway, the rules are simple: Take out the enemy as many times as you can within the time limit to win each round, best 3 out of 5. If the game is tied 2-2 after 4 rounds, you will play a FINAL SHOWDOWN that's pure elimination, crowning the victor. Crucible Labs is a work-in-progress, and we're learning as we go! We expect this Lab to be available until the next Weekly Reset on June 5, but if something goes truly sideways, we might have to end the test earlier. We’re deliberately starting Labs off simple, not just to test Showdown, but the Labs process itself. You will notice that there are no ranks or rewards given for participating in the Labs playlist this time, but that’s something we will likely change in the future. This time around, we're going to ask you to sound off in the feedback forums on Bungie.net, though we'll be watching Reddit, Twitter, and all your usual haunts. In the future, we'd like to get more scientific about the whole thing, but for now, your gut reactions will be great. We're interested in any and all feedback you may have to offer, but the most obvious things we'd like to hear are: [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] Thanks in advance for checking this out, and I hope you have fun as you help us make the Crucible a better place for everyone! -derek
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#feedback

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  • • What did you think about this mode? I liked the idea but I felt the point of the mode was to get to Final Showdown and most games never went there. I would suggest making it that the Final Showdown always occurs, and the rounds to that point accumulate advantage. Maybe have 2 or 3 fixed rounds, winning a round gives 2 extra lives in final showdown? Would mean that you could still have big turnarounds in final showdown but also allow consistently good teams to win.

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  • Edited by AlamoCity: 6/2/2018 10:59:48 PM
    This mode has illustrated that your employer still hasn’t listened. Players have provided great PvP ideas that are just left to the curb. This mode is nothing new nor innovative. There is bound to be some ounce of creativity for an employer of 800+ staff. Wow us for once already.

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  • Unfortunately, Showdown is not good. At first, it seemed nice, especially because of the 2 minute round. But eventually it became too long, knowing that we had 3 more rounds to play, and perhaps a 5th round, if the teams tied. I understand that since this is just the start of Crucible Labs, you might not be able to change much in the core game, just the objectives of the match, using the assets in game right now... but, I'd like to see different things in the Lab playlist. Rift from D1 was fun, something like that would be fun at the Labs. Gun Game, maybe? Just please, no Battle Royale mode... That's it! :D

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  • the high time to kill is making this game miserable to play.

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    • I like the idea of crucible labs but didn't like showdown.Wasn't much different to clash in competitive.Would like a king of the hill or capture the flag or even big team battle like in halo.

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    • played it. i do a lot of crucible. im average but like to play it. this mode feels boring first impression. objective, what objective? clash feels better for some reason. How about bring back the spark mode? fighting over the central spark that you have to bring to enemy side. what was that mode called? THAT MODE was fun

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      • Can we see some NEW gametypes? KOTH, Crazy King, Oddball, Uplink, Domination, Rift, SRL, etc. Anything but more TDM variants.

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        • Edited by Protocus: 6/2/2018 4:57:01 PM
          [b]• What did you think about this mode?[/b] Seeing Crucible labs getting introduced got me excited to try [i]new[/i] pvp out, whether it could be different gamemodes, maps or various sandbox changes. Looking at the idea of Showdown reminded me of Clash with rounds, which is basically all it is. After 4 matches I realised this game mode can be considered more fair than Clash, the rounds-system prevents one team from completely rolling over the other and actually giving a chance to make a comeback since you won't be cucked by spawning nowhere near your team or even spawning in vision of enemies. [b]• Was anything confusing?[/b] Nothing I can think of, simple gamemode, nothing too special. [b]• Did anything seem missing?[/b] [b]1.[/b] Teammates. When a player leaves the match, I don't blame them with the current [i]meta[/i]/state of pvp, it takes too long for another to join in. In regards to joining in on games in progress, if you're on the joining end you're heavily unfavoured in the match as your super still has to get from 0% to 100%, whereas your opponents would already be at 70% or more, giving them more chances to pull out supers and less for you. [b]2.[/b] Variety. Players still tend to use the best boring overused weapons. Players still prefer to sit tight at their current positions for long peroids of time, because the strong weapons only motivate them to. [b]• Was there a map it played better/worse on?[/b] The new gamemode concept doesn't have influence on which map you play on. The only objective is to kill, maps only affect playstyles. I consider maps a entirely separate problem. [b]• Were there spawning issues?[/b] No, at least less worse than other gamemodes due to increased respawn delays and the addition of rounds. I'm still waiting for the return of x-amount of time to manually respawn until you respawn automatically. [b]• Were the rounds too short/too long?[/b] Neither. Fast paced yet competitive enough [i](provided the rare fair matchmaking)[/i]. [b]• Was there a weapon or other sandbox combination that affected the game in a negative way?[/b] I'm genuinely surprised this is among the questions as the answer is commonly known already and it has nothing to do with the newly introduced gamemode. Yes, the way static rolls on weapons in addition to overpowered/overly favoured pvp equipment, exotic or not, ruin variety and dynamic gameplay throughout pvp as a whole is in my opinion the most concerning issue. One would already experience the ̶w̶i̶d̶e̶ narrow gameplay variety with only one or two matches, as have my friends who recently started playing along with me. The clear problematic pieces of equipment as of now are: [b]1.[/b] Wormhusk Crown, what the actual...? I like the concept as it gives more survivability stimulating aggressive playstyle, but why for hunter? The way it works now gives hunters complete advantage in 1 on 1 or even 1 on 2s, especially with maximum cooldown reduction on class ability [b]and[/b] maxed out mobility and resilience, which are both easy to achieve. [b]2.[/b] [i]drumroll.[/i] Vigilance Wing! Gorgeous gun, remarkable perks truly designed for pvp. But, the possibility of annihilating an opponent through long distances with only two trigger-pulls, maybe three, is absolute bull defecation. Undoubtly the best weapon in pvp, [i]which makes sense because it's vigilance wing obviously,[/i] but just by too much. [b]3.[/b] [i]drumroll again.[/i] Graviton Lance! Gorgeous gun, even loved it before the rework. The stability in addition to it's range capabilities before the rework were off making it hilariously bad in pvp. After the rework I got to believe someone in the Graviton-Lance-development team decided there weren't enough overpowered pulse rifles in the game yet, which is why Graviton Lance is now a another stable 3-precision-shot kill weapon without counter. [b]4.[/b] Tractor Cannon. Luckily not many use this weapon yet because of the peaceful slow-paced playstyle in Crucible, but it's ability to cancel someone out of a super followed by what feels like a 15 second silence aiming uneffortly is more bull defecation. Tone this original piece down please. [b]5.[/b] The Colony. I absolutely love every detail and aspect of this masterpiece, but it leaves me with question marks in pvp. Only one thing you have to do with this thing to get a kill or at least a major edge in fights is to shoot in the general direction of opponents, you require no skill to use this weapon and it's unfun to play against. Really, what is there to do against nascar-paced, wall-climbing, auto-targeting grenades? Fly up and hope for the best? Yea that seems to be the only solution. [b]6.[/b] Nightstalkers. Still most common and unfun to play against in the crucible. You charge up your super in gun fights followed by killing more people in advantageous gun fights, or just ruining someone's fun with their own super if you didn't already have your Tractor Cannon ready. Next to the mentioned equipment above there are some weapons which also have advantages in pvp, but not problematic enough to concern about, provided with enough skill to play around/beat them. [i]Edit: two typos[/i]

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        • Y’all need to focus on having stronger servers cuz this garbage is old getting booted in middle of matches and it’s been this way since D1

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        • There isn’t anything new on labs, no modes guns or maps what’s the point of running labs if it’s just regular smash n grab n no loot

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        • Why are you treating the crucible as a beta phase? A lot of players already voiced their concerns and their wishes. 6v6 for certain game modes (i.e. Clash, Supremacy and Control), 4v4 is fine for competitive modes, bring back Rift, add the option to choose a crucible mode rather than force feed players with the quickplay option, bring back the weapon loadout options as in D1... the list goes on.

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        • I like Showdown I do but isn't it just Clash with strawberry jam instead of grape jelly?

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        • games take way too long, it's the same stuff as before. i will be veryyyy disappointed if you implement this, and dont even try to bring back 3 man fireteam game modes.

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        • how did you manage to screw this up, you could change ttk's in halo yet you cant do it here is it engine limitations again or something? again with BUNGIE FIX YOUR GAME

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        • garbage ! go watch youtube that should tell you how the community feels about your garbage game mode called "labs"

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        • Edited by hazyy-_-hoppz76: 6/2/2018 5:19:06 AM
          The Crucible is phucking horrible. Blow yourselves the phuck up and start the phuck over you stupid phucks. phuck man [spoiler]you phuckin phuckers phuck everything you phucking touch the phuck up[/spoiler]

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          • look this up if you do not believe this. Bungie has had Destiny as a whole on the back burner and out sourced the last dlc. And it shows. D2 has been failuer and a insult to the player base. Know bungie is making a new game that has nothing to with the half assed destiny game. Now we can see why Destiny has no content and a huge mess of a story. With the connection to the china company way more Grredboxes and microtransaction are going to be the center piece as this is exactly what bungie has done with D2. Do Not Buy any DLC or anything ever again as bungie has shown Destiny is at best an after thought to them. Destiny has been guessed by players, Youtubers, and Streamers to be dead and Dying. Well now we know that bungie has no intention to make Destiny any better ever. Its over and done. A failuer from start to end. Check Google/Kotaku.com for yourself.

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          • Have one heavy spawn each round

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          • 1
            Labs would of been nice if this was a new game that we don’t know how to play already. We want so many change in D2 and yet, ya don’t give a shit about what us players want. We want and write what we want. Bungie just like, I thought I heard someone said, more pvp and less pve. Let’s do it and more re skins because that’s what they want. Also they want warlocks style look like a robot from Star Wars and Titans look like a trash can.

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          • Rounds take way too long, would prefer 1 and a half minute rounds, a little laggy (but expected) - otherwise really fun!

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          • I enjoyed the game type. I thought with the style of game type that it should be each round a new map. Also heavy to be less frequent. I think that way it’s more of a firefight and not who gets heavy the soonest wins the round. (Like in trials)

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          • I think more important than a new game mode are way harsher quitter penalties in comp.

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          • Edited by LuckyPants: 6/2/2018 4:28:25 PM
            Imho we do not need one more elimination game mode , it should be pure objective game mode like zone control. And i have comment to last Question : TTK is still to high and there are only two available option WV and GL -great weapon with perfect TTK but unfortunately ONLY two weapons . 1/ stronger primary to counter special ammo -VERY important! Around WV/GL TTK! 2/special ammo persistent after death 3/shorter radar 4/ buff to movement to compensate for faster TTK 5/ power ammo once a match for both teams We had a good formula AND no teamshoot ,now only objective in the game is to secure power ammo and roll over other team coz they are defenseless and any changes within current form will not change it. My 2 cents.

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          • Idk I like it mainly because of all the heavy ammo

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          • Crucible Labs doesn't offer Valor progress..... played it once and quit.

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          • [quote]Yesterday, Crucible Labs became available with its first featured game mode. We’ve gotten quite a few questions on how the mode works, where to leave feedback, and what to expect moving forward. [b]PvP Design Lead Derek Carroll[/b] has some answers: [b]Derek:[/b] The gametype we're testing in this Lab is Showdown, a 4v4 team game that might feel a bit familiar to those of you who played Doubles. Double Doubles? Anyway, the rules are simple: Take out the enemy as many times as you can within the time limit to win each round, best 3 out of 5. If the game is tied 2-2 after 4 rounds, you will play a FINAL SHOWDOWN that's pure elimination, crowning the victor. Crucible Labs is a work-in-progress, and we're learning as we go! We expect this Lab to be available until the next Weekly Reset on June 5, but if something goes truly sideways, we might have to end the test earlier. We’re deliberately starting Labs off simple, not just to test Showdown, but the Labs process itself. You will notice that there are no ranks or rewards given for participating in the Labs playlist this time, but that’s something we will likely change in the future. This time around, we're going to ask you to sound off in the feedback forums on Bungie.net, though we'll be watching Reddit, Twitter, and all your usual haunts. In the future, we'd like to get more scientific about the whole thing, but for now, your gut reactions will be great. We're interested in any and all feedback you may have to offer, but the most obvious things we'd like to hear are: [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] Thanks in advance for checking this out, and I hope you have fun as you help us make the Crucible a better place for everyone! -derek[/quote] Way to waste people's time money

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