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Originally Posted by
Thekk
It stops being PvP when it is more beneficial to ignore enemy players and focus on a crystal instead. Seal Rock is PvP because you can't just ignore the enemy team while going for objectives even though your focus is on capturing tomeliths before getting kills.
No, it does not. Both modes are PvP because the actions of opposing players are determining who is successful. Running an obstacle course is PvE. Two players racing each other through an obstacle course is PvP. Just because you are not attacking other players does not make something PvE.
All ignoring enemy players over focusing on a crystal means is that the crystal has a higher priority than attacking other players. This only implies that their is a fairly extreme imbalance between the rewards for each not that the mode is too PvE.
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It does happen in 72 too, but you're right that it a more common occurence in 24 man. Sadly, once a frontline has been out for a while, that's the only kind of matches that pop up (unless you're on Mana I guess) so you would think SE could put a bit more time into that version too. Shatter 24 is just a mess right now with crystals taking way too long to go down that it's not rare the next one will spawn before the previous is destroyed.
Please note that I said 72 man Secure aka the original Frontlines mode that took place in The Borderlands Ruins. It had 6 control points (one near each spawn point (known as the base) and 1 placed between each pair of GC spawn points) and a series of drones and a single node that spawn in the middle of the map at various times. This usually forced each alliance to split into 3 parties to go after certain objectives. Party A would go after the control point to the left of spawn and possibly the base of the GC that was beyond it, Party C would do the same for the control point to the right of spawn, and Party B would vary between helping Parties A and C, going after the targets in the middle and protecting the base as needed.
The objectives in this mode forced all alliances to split up into smaller groups in order to complete objectives. No other current Frontlines mode (24 man Secure, 72 man Slaughter, 24 man Slaughter, 72 man Sealed Rock, 24 man Sealed Rock, 72 man Shatter and 24 man Shatter) has managed to effectively do this. In pretty much every other mode the best strategy is to form and stick together in a big primary group that goes after the primary objectives while a few individuals break off every so often in order to go after secondary objectives.
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Originally Posted by
Ryannex
I have to disagree. When it becomes a contest of who can kill a non-playable object the fastest, it turns into PVE. Sure it's a competition, but it's no more PVP than seeing which party can get the most damage up on a FATE target and grab the most EXP. As mentioned above, Seal Rock is more tactical - you had to interact with the enemy party to win, there was no doubt about it.
No. It does not become PvE. The Environment (E) is not opposing the Player (P) when it is a contest (V for versus) of two groups attacking the same non-player object. If the enviroment was the primary determiner of how many points you receive from attacking a non-player object.
And Ryannex your example of two groups competing over who gets the most credit from a FATE is PvP if the other team can influence if the other side can succeed or fail. Claiming a rare spawn in such a way that it prevents other players from being able to interact with it is a form of PvP. Having limited access resource nodes that you can prevent other players from collecting is a form of PvP. Player Killing is not the only form of PvP, but it is pretty much the only form most people think of when people say PvP.
Also Sealed rock is far from being more tactical. It is almost purely RNG. It is quite possible to end up with spawns were the winning team never even has to engage the other two teams. I have been in these type of matches before on both the winning and losing sides and I do not find them fun at all.
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In shatter 24, however, if a big ice spawns on the furthest side of the map away from two teams, you just have to accept that you're going to have to wait for the next one because there's no way you'd be able to get any points. Sure, you can spawn camp, but as menioned above the majority of the team will be PVE'ing the rock so you're hardly going to run into an abundance of players to PK with, just the occasional respawn.
Corrected for the truth of things. The very act of taking the base points is an act of PvP.
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When you do make it to the ice, even if the other two teams are there, your time is best spent attacking the ice than other players - and as soon as it's down, running away and spreading to make sure you're closest to the next ice spawn. You can go and win the whole game without having any form of PK interaction whatsoever.
Corrected again.
And by doing so you (P) successfully defeated (V) two groups of enemy players (P). Just because you didn't attack any other players does not mean that you were not participating in Player versus Player content.