Crucible

Crucible Dev Tracker




07 Aug

Comment

Originally posted by ottoginc

I think the ping system could use a little slack on how precise you need to be with your aim when you ping things.

Maybe not enemy players, but harvester and medkits and pods, monsters, amplifiers, they should be a bit more forgiving. Right now the "ping gun" is AJ's harpoon. Might feel a little better if it was Tosca's or Sazan's shotgun...if that makes any sense.

Yeah, totally makes sense - you'd like it to snap onto objectives within a certain radius?

Comment

Originally posted by RewdDudes

Weird bug here, also reported in-game but I have screenshot so should help.

I disconnected near the start of a game (about ~2 minutes in) and there was a weird crash pop-up, I don't remember what it said/didn't think to get a screenshot unfortunately.

I tried reconnecting after by restarting the game and clicking rejoin. I was queued with a friend if it's of any note.

Then I was basically stuck at this screen in the game, trying to respawn:

https://i.imgur.com/bxClfVn.jpeg

even though it said I was respawning there it never let me respawn/rejoin. Also note the score is apparently 0-0 even though my friend was saying the score was 0-2 and changing, etc.

Wild! Thanks for the report and screenshot - we'll look into it.

Post

Hey everyone,

Welcome to this week's feedback thread! We’d love to hear your thoughts on all things Crucible, and we have a few specific questions to get you started:

What are your thoughts on the mini-map? Are there any changes you'd be interested in seeing?

How do you like the new contextual ping system?

Here’s some guidelines for giving great feedback:

· Give details and examples: Be specific, explain the issue fully. The more detail you provide, the better that your readers will understand the point you're trying to make.

· Suggest improvements: While detailing a problem is the first step in solving an issue, don't be afraid to put some thought into how you'd solve the problem.

· Avoid making it personal: Resist the temptation to argue with a person, but by all means debate a point being made. On the same note, do not be offended if someone disagrees with your opinion or ...

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06 Aug


05 Aug

Comment

Originally posted by firestorm559

There's going to be a critical point right around 500min-1000 peek concurrent player count where the player base could be considered stable. If you don't manage to get that point the playerbase will continue to drain away. A big advertising push seems to be the only way to accomplish this after the initial launch.

Absolutely - that's the plan once we've knocked out a few more things on the roadmap. Our goal during closed beta isn't to bring in a ton of players yet - we still want to work on improving the parts of Crucible on the roadmap before bringing in large numbers of players.


04 Aug

Comment

Originally posted by load231

the global visual treatment has been removed

Best change lol

I really wanna try this out now, but players numbers are still scary.

Can you actually find matches on the play test days?

We usually have a 100+ on playtest days - queues are pretty quick (2-3mins)

We also have the 'gamer' role you can get in the discord to ping/be pinged when folks are organizing pick-up games!

Comment

Originally posted by firestorm559

If this doesn't introduce many additional bugs it sounds like a time to start advertising the beta and see if the player-base can be grown to a steady 500 or so concurrent. shouldn't be impossible if the game is in a good state, and would promote further growth.

We'll be sending out a wave of invites later this week for the Friday Closed Beta test :)

Comment

A few of our combat engineers and designers did in fact go to a range while working on Crucible - but the ideas of larping and other activities is a really cool idea when COVID subsides :)

Post

Spotlight

Mini-Map v1.0

Our initial implementation of a mini-map is in! The mini-map lives in the upper left corner of your heads-up display (HUD) and gives players critical gameplay information. You can, of course, still use the larger map to ping locations and see the state of things in more detail. This first version of the mini-map shows:

  • Your location and facing direction
  • Ally locations
  • The location of enemies detected by you or your teammates
  • Hives, hive telegraphs, and hive hearts
  • Incoming objectives
  • Active objectives
  • Pings

Developer's note: As part of this change and because much of the information in the compass was duplicated by the mini-map, we've removed the compass from the HUD. We’re going to continue to examine how we can best use the space in the HUD to convey critical information, and we’ll keep an eye on feedback to changes like this.

...

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Post
Spotlight Mini-Map v1.0
Our initial implementation of a mini-map is in! The mini-map lives in the upper left corner of your heads-up display (HUD) and gives players critical gameplay information. You can, of course, still use the larger map to ping locations and see the state of things in more detail. This first version of the mini-map shows:
• Your location and facing direction
• Ally locations
• The location of enemies detected by you or your teammates
• Hives, hive telegraphs, and hive hearts
• Incoming objectives
• Active objectives
• Pings
Developer's note: As part of this change and because much of the information in the compass was duplicated by the mini-map, we've removed the compass from the HUD. We’re going to continue to examine how we can best use the space in the HUD to convey critical information, and we’ll keep an eye on feedback to changes like this.
Quick Comms Update
• Contextual pings: Various game objects will produc... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1057240/announcements/detail/2734200255935612117]here[/url].

03 Aug

Comment

Hey Jay! Sorry if you feel that you haven't been heard by us, but I promise we're listening :) . We've definitely heard the concerns over the feel of combat. Improving the feel of combat is on the roadmap, is something we've updated in the last few patches, and is something that we'll be continually working on. We do appreciate the ongoing feedback - especially on the changes we've been making and what we can continue to do.


31 Jul

Comment

Originally posted by ottoginc

I understand and appreciate the reasons behind the delay in today's update, despite my disappointment. It would be nice to have some information about the proposed Community Council in its stead, this idea was a good one and I think it would benefit from being expanded upon sooner than later.

Completely understandable. We're still finalizing the plans for this, but are getting a lot closer to being able to announce/share those plans out.