Bungie Answered
Why is there the option to turn crew fill off?
I don't understand what crew fill adds to the game, but i can see clear downsides to it, Imagine you play outpost and one or two teams are crew fill off, now there is 8 players in the match instead of the intended 12. Resulting in the other teams having a boring/easy match.
We already have solo mode for each map besides Cryo Archive and sponsored, i don't play much duo but it seems there is always a duo map in rotation.
What could possibly be the reason for players to be able to turn off crew fill?
Also crew fill creates issues with changing from solo to duo/trio for some reason crew fill on is not the default for team modes, when you switch from solo to teams crew fill remains off because its forced to off when you play solo.
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Комментарии
Hello there,
Thank you for reaching out.
Crew Fill exists as it lets players decide whether empty crew slots should be populated with matchmade strangers before a run, instead of forcing everyone into either full premades or fully solo launches. The original design goals were also explicitly social: let people crew up with friends and strangers, and reduce time to infill when people want to play socially.
So the feature does have a reason to exist. It is there for players who want to launch short-handed on purpose, or who want flexibility between premade friends and matchmaking, rather than having the game always force one behavior.
That said, your criticism about the UX is fair. Solo matchmaking support now exists specifically for solo crews with Crew Fill disabled, and those players are intended to match only other solo crews. Once that exists, it is reasonable to question why the Crew Fill flow still feels so easy to misunderstand.
And the “switching modes leaves Crew Fill in a weird state” complaint is not just you. There have already been bugs where the Crew Fill / mode-selection flow was confusing enough that players could end up in the wrong queue or in a crew they did not intend to join. There was also a separate issue where Trios failed to remember the player’s saved Crew Fill preference when swapping between modes.
So I’d put it this way: Crew Fill exists to preserve player choice in a crew-based game, but the confusion you’re describing around mode switching and empty-feeling matches is a legitimate design/UX complaint, not just a misunderstanding.
That said, the best place to share feedback is on the official Marathon Discord rather than our Help Forums. To that point, we suggest posting your thoughts there, if you haven't already done so. You can find the specific feedback channels below:
- Targeted Feedback: https://discord.com/channels/1303855380845301861/1478943000792006768
- Freeform Feedback - https://discord.com/channels/1303855380845301861/1478943087957905550
Honestly, I think it's intended as a "challenge mode".
Or if people want to do really stupid things with crews (including teaming) but don't want to mess up random-fill runs when they don't have their own people to play.
Like in Season 1, people would load up with a free kit, spawn in, immediately check if a certain POI/Event was active, and if it wasn't they would commit su!c!de and start a new match, leaving their random crew a man down.
I get your points, but essentially I think it's for giving yourself an optional challenge/messing around without harming random fills. My opinion, at least.
but instead of harming random fills you are harming the entire match... less loot from players available, less action, everything else becomes easier...
Goober what you are not realizing, is this lack of spawning on teams is corrected with increased Rook spawns, meaning there will still be the same number of players in the match and you will have Rooks spawn in almost immediately....if you ask me this makes the game so much more fun
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