Hey team! Not sure if anyone cares to read this, just posting this as I came across a few potential QoL/feedback-based changes that I'd personally love to see based on my session today. Feel free to contribute/thread your own below!
Track captures of beacons in the score menu. Control Points are key in the game modes and should be noted how many were captured by each player as a form of contribution (This is more important in the 4v4 and 8v8 gamemodes). Potentially you could add creatures killed tracking as well as another fun statistic.
Allow the player to see weekly battle pass quests on the home screen beside daily quests, currently to view weekly quests you are required to tab into the Battle Pass and go into Challenges then tab into the current Week.
Pings need to be more discernible, they were overtly noticeable in Apex yet are very hard to recognize here. (Pinging an enemy should mark it for a short period of time with white outline if it doesn't already)// Update: After using Pings consistently, they do become more readable. For whatever reason, I still don't find them to be as well defined as Apex's pings, however.
The only way for players to tell when a player has disconnected is to open the game map and see whether or not that players icon is still on the screen.
This is probably the largest pain point so far: Once a player disconnects from a match (strongly impactful in 4v4) you are unable to leave until the match is over. If the intent is to never let players leave the game until the match is over, give some form of Essence Scaling that allows players to play with a numbers disadvantage. Otherwise, allow players to leave the match completely once one player leaves. I understand not wanting players to leave matches on a whim, however your current system still ruins the game for your players if someone still leaves. Look at Dota 2 as an example of a game where you cannot concede, but if someone leaves you are allotted their net gold to continue to compete against your opponents. You could for example make the shared XP/Essence scale for 3 players instead of 4 once someone leaves a match.
While a beacon is being captured, there should be some form of indicator letting players know that the beacon is in the middle of being capped. This could increase the amount of conflict per game.
Add the ability to see which enemies are currently dead, allows you to know where you are in the fight. Potentially not added as it allows for 'win-more' pushing?
You should be able to see your scoreboard on an Alpha Hunter lobby before you leave the match (if you die early for example), as only 2 of 10 teams will see the end of game screen. Alternatively you could wait for the end of the match to view the scoreboard, but it doesn't seem like an efficient use of time.
When clicking on the battle pass tab, have it load to the players current level instead of level 1 each time.
Add a definitive sound upon getting a player kill that is impactful to the player - will make for more rewarding kills.
In the Match preview for Alpha Hunters, let which player know they will be the Drop Master with an indicator before the 5 second countdown - this will give them an additional 15 seconds to react (map doesnt need to be visible at this time, just an indication of what player will have the 5 seconds before the countdown)
3 Voice Command wheels for specific Emotes, Voice Lines and Emojis feels a bit much. A better system would be to have one command wheel that you can add all three of these on, then if the player chooses they could add a new command wheel up to 3 total. (That would feature Emotes, Emojis, Voice Lines.)
Add a way to add players after the match through Steam.
The map in its current state feels too large to produce fun 4v4 matches, there seems to be a lack of combat with the map size in this game mode.
Not trying to change the world, just wanted to offer my opinions from playing Crucible for the first time today. Think the game has tons of potential, can't wait to see where it goes.
External link →