I wouldn't know anything, mostly I'm just running MSQ for the 7 or 10 tomes you get from that. Healer/tank ques there are pretty quick


I wouldn't know anything, mostly I'm just running MSQ for the 7 or 10 tomes you get from that. Healer/tank ques there are pretty quick


A little incentive as a some tomes more for the winning side, may help a bit.
Remove tomes for the losing? Better not, one reason for tomes there is give people a reason for trying that pvp mode. Maybe then they don't like it, but at least they came in to see.
Content doesn't get enough queues
Devs provide incentive for queues
People now complain about who queues


The mode is fine as it is by just looking at Japanese data center it is the quality of the players that is not up to par




There is a goblin in the Wolves Den Pier that explains everything, with included visuals.There are remarkably few in-game tools for players to really learn about PvP modes beyond simply jumping in, trial by fire. And not everybody learns very well just by reading up on it. There's little real opportunity to simply take everything in and assess to really learn what's going on. You just get dumped into the deep end.
Very handy, I try to suggest talking to him to any new player to Rival Wings.
http://king.canadane.com


Looking at the situation of the PVP in other MMORPG I can assure you that the PVP of the FFXIV is quite good.
The Wow PVP has been dead from BFA
BDO PVP requires an insane amount of time just to compete
And I can continue to give examples, the only PVP that has been good is that of GW2 or TESO.

PVP in mmos always seems to be a train wreck. It's an afterthought meant to appease a small portion of the player base, and doesn't get implemented well. Then the devs have to keep inventing new carrots to lure and beg people in to play it, because the actual pvp core is unhappy that no one plays it.



I'm not going to accuse anyone of purposefully derailing a match because it's possible they could just be super duper bad. However, I've started to look at the names of the people on my team every time we lose and I noticed a group of people who always run together and literally every single time I'm on their team it's game over we lose. Sometimes by a little, sometimes by a lot but without fail it's a lost match.




The problem is that the Astragalos mode is too complex for the average non-PvP-centric player; that is, there is too much going on. The mode forces you to be aware of what's happening on the map (supply trains, Golbin merc, ally and enemy mechs, and mammet lanes), and pay attention (and contribute to) to your team's CE resources and actively participate in using the mechas appropriately. The ugly truth is this can be just too much for the average player to bother keeping up with (at least on the NA side of things) and you end up with situations where your team is oblivious to/ignores objectives that don't involve mindlessly pushing a lane on foot and sit on 100 CE for almost 5 minutes at a time while the other team is maxed out on mechs and burning through your towers/core.
I guess you could attribute some losses to having people "throw" to get the match over with and claim their 5 mogtomes, but I sincerely believe there are just that many players ignorant to the many nuances of this mode. I'm gonna borrow a phrase I've seen ThirdChild use before (about Shatter, I think?): Astragalos is chess, and most people want to play checkers.
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