well gl getting a good winrate with ignoring other ppl lol
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When I read the name "Camp Glory" (because of 1.x version nostalgia), it really made my day!
Had some pretty nice queue times on Aether tonight, and I found the 72 mans to be pretty fun.
Sure, RNG can screw you over but that just means you'll have to adjust/prepare for when that does happen.
30 plus min ques no bueno
I think adding some sort of indication as to which crystals will pop next would allow for better matches, since if we know which crystals would pop in the next 30s we can have teams jostling for position and actually fight each other for a bit. Right now it's a lot of RNG and largely depends on who gets to the crystal first.
Not once have I been able to get into Shatter, no matter how long/many times I queue, yet it's not only Shatter but every PVP mode.
>.>
SE made a mistake, they shouldn't release both contents pve and pvp on 1 patch.
They should have done like they did before with SR.
SR was released 1 month after patch released, and if you saw how active SR was?!
They should give people time to finish pve first.
SE destroyed it.
I've been experiencing terrible que times for pvp.
I really wish the game would have a separate system for pvp other than instances.
I agree that (Shatter) should have been delayed a little but I don't think SE destroyed it. Well not for my data center at least, everything seems doom and gloom 24/7 on every other data center based on the forums. If they released it in a patch 3.31 2 weeks after 3.3 it would have helped a lot. But I'm still doing my frontline roulette each day and having fun with the new mode. I even did some extra matches yesterday.
I do not like it when the PVP is delayed for PVE. I look forward to PVP only in this game and if it is delayed that is just another few months I am bored. If the game mode were interesting it would be more popular, but as it stands it is mostly PVE anyway with the added bonus of sometimes you can attack people maybe.
On Tuesday, I got into a 24-man where all the crystals on the map had a chance of spawning. This made for some very hectic RNG moments, but it was fun.
On Wednesday, I got into a 24-man where only 4 of the crystals had a chance of spawning. This match was incredibly boring. Go kill the spawned crystal. Run back to base. Wait 5 minutes for the next crystal. Rinse, repeat.
Please consider changing 24-man Shatter to how it was at launch. Yes, the map is too big for a 8 person party to traverse, but I'd much rather spend half the map frantically running from point to point, than spend half the match sitting at my spawn.
Seal rock is dead too, and they didn't even add the new mode to the old achievements for seal..so it kinda screws everyone.
thought it was pretty obvious shatter would kill feast. amazing thing is it's not even as enjoyable as SR, and tons of people hated SR compared to secure/slaughter.
i just want to know why the devs purposely killed feast off so early. they had to know that it would be robbed of its playerbase.
Based on queue times for shatter, shatter did not kill feast. The PVE stuff is what killed Feast ultimately for the time being. I know in my case there's too much stuff to do PVE wise atm to PVP anymore but given a week or two the PVP regulars will come back again once a majority of that PVE stuff is off the plate. There was no escaping this drop in feast participation short of not dropping 3.3
Greetings,
Thanks for all the feedback and comments for The Fields of Glory (Shatter). As always, we'll be sure to use your feedback as reference when making future adjustments, so please let us know any specific comments you may have, such as reducing the maximum points that can be earned, or decreasing icebound tomelith's HP!
I agree that eliminating the gc restriction is a very easy way to increase participation in Pvp.
I actually have a good idea for how you can implement this as well. Allow participants to either que for their gc or as a free agent (which will allow them to be placed in any of the 3 gcs). This will substantially decrease que times and allow friends to play together who are not in the same grand company.
I have played pvp since the second it was realesed in wolves den and have enjoyed every mode you have realesed subsequently. Shatter I truly believe is the least entertaining mode that has been realesed.
The main issue with shatter in my opinion is that there is very little incentive for any team to split members around the map. So the common strategy currently is for 24 man units to move together throughout the map. This really isn't that fun for anyone.
A very easy way to fix this (as you already said!!!) would be to substantially decrease the hp pools of ice clusters. I honestly think this mode could be a big hit if clusters had 10-20% (emphasis that this needs to be a huge change to be effective) of their current hp pool, awarded less points, and spawned more frequently. This would create a huge incentive for teams to split members more evenly throughout the map so that skirmishes occur between a dynamic number of members rather than constant 24 v 24 Battles.
Just got out of my first 72-man and enjoyed it a lot actually, but yeah something about the 24-man version is way off
I only did PvP until earned enough for gear to use as glamours but it seemed to me from that period which also included playing the mode talked about here, the biggest issue which needs serious improvement is the queue times. People are suggesting removing the GC restriction, if that reduces the queue times substantially it may be worth doing though would have to alter the lore of the game/quests to do so. There is a lot of nice looking gear and rewards for doing PVP including achievements, gear and mounts for example so there are some nice incentives to take part, queue times however is a huge issue and I lost count of the amount of times I simply gave up waiting in queue for PvP because took many hours between matches and at which time I could not use my chocobo or queue for anything else.
My feedback (so far):
- Leave the point cap the way it is:
This is a personal preference, but so far, I have actually been enjoying the current duration of matches. They don't seem too long or too short, and the current point gap allows for the possibility of a comeback, should your team be behind in points. I don't know about other people, but I think it's nice to be a bit behind, look at the score, and know that you can still, possibly, have enough time to turn things around.
- Please do not reduce the Hp of Icebound Tomeliths:
It's already low enough. The way things are now, if a Icebound tome spawns on the other end of the map, it is unlikely that you will have enough time to even get there before the other two teams destroy it. So RNG is already the leading factor in victory, rather than actual skill. If you reduce their Hp even further, then that will only get worse. Personally, I don't like that idea. I prefer to have at least some measure of skill and tactics be the deciding factor in my matches, rather than it be purely a product of dumb luck.
- Increase the Kill Credit:
Again, this is a personal preference. Not everyone will agree with me here, but I join PvP for the actual PvP. I like being in an unscripted fight, not just a dps race. So, I think the credit one gets for killing an enemy should be increased. I don't want it to be increased a lot, mind you. It shouldn't be high enough to make people totally ignore Icebound Tomes and Secure Points; however, it should be high enough that aggressive players can use an alternative method to staying in the fight if RNG doesn't go their way. Basically, when two teams meet up at the same Icebound Tome, it should be just as viable to attack the enemy team as it is to attack the Tome. Right now, it's not.
- Remove GC restrictions / Allow for free agent team slotting:
Honestly, I don't think I should have to explain this one. You lot must be tired of having hundreds of thousands of voices screaming at you about this; so, just bite the bullet and get it over with. AT THE VERY LEAST, if you are still unwilling to just flat out remove GC restrictions, then you should allow for the DF to automatically switch a person's GC to fill in the gaps of an empty team. We all know it's possible, because the latest glitch in Shatter was already doing it. So, why not take advantage of the situation and make it happen. I don't think too many people will mind being slotted onto another GC for a match or two if it means that they actually get to play.
For now, that's it. Just my two cents for the suggestion box.
Please remove this GC restriction, the main issue of the pvp is the little community , we already know queue can be long because the pvp community is small and GC restriction make the queue even longer.
It can't help because atm pvp lover stay and wait so long to play, but others players will be tired to wait and just not go in pvp instance.
I even heard some players say : I like pvp but it take too much times to get into, so i don't pvp.
So i guess pvp community can't grow up with so long queue.
Squarenix is listening to players feedback,a lot of thing get improved [the asked harder 24man raid for exemple], so we certainly hope it can happen soon.
I think the solution CAN be pretty simple.
Increase health of iceliths, decrease total points from iceliths (they die too fast)
(alternatively, as someone already proposed here, give an indication on which icelith will activate next so the teams can move to that location and start bashing each other before the icelith comes to life)
increase points from kills.
By giving iceliths more health/have a spawn-indicator on the map, there'll be a bigger chance that several teams will arrive and start to fight each other now that kills gives you a reasonable amount of points. We can't just have iceliths removed alltogether since a map that big will need to have ... points of interests (?) so the 3 teams have a reason to meet up at random places on the map and ultimately end up fighting each other (a bit like SR but not quite the same).
completely deactivate some of the iceliths in the outer area of the map when its 24man and not 72man, the map is too large for 24man, it really is.
That is for the small icelith map layout and not big iceliths btw ^^^^^^
At this point, I honestly don't care if you affiliate me as the single member of some horrible 4th Company or Beast Tribe that all 3 other majority GCs can slaughter at will.
Because that would still be a much better PvP experience than making my 300th Grade 1 Vitality Dissolvent of the day while still waiting for the Frontlines queue to pop (also, RIP Feast I think).
after the fourth gc-restricted frontline map, i think the dev team is adamant about keeping the gc restrictions. i don't think the restriction is inherently bad but it is incompatible with a small pvp community. to reduce queue frustrations without removing gc restrictions why not try to garner more interest by providing (more) win/kill/assist-based incentives to play the mode
on an unrelated note, i get very jealous of japanese data centers which seem to have regular 72man frontline games everyday (of the ones that can be seen in xivpvp)
Like adding it to old seal rock achievements so people can still get them.....lol should of been done at the start since players always abandon the old stuff for new stuff and did, seal rock no longer ques and since the new mode doesn't count for the seal achievements they are all getting left to rot.
I played on Japanese Data center and we do have 72 man Frontlines every day and the queue is very short after 6 PM.
Just yesterday I did Shatter a few times and the queue was about 10 minutes each time.
Do people in other data centers not PvP as much?
But even on Japanese data center, some people are not happy about GC restriction.
yea, frontline activity on aether (north america) is pretty low
with regards to gc restriction, it seems that fear of exploit (ie. fixed matches) is the dev team's "official" reason for keeping gc restriction*. i'm not sure if this is still their primary concern or if they have any other secret reasons they can't disclose for keeping the gc restriction.
*forum post from Bayohneh. (Aug. 21, 2015). http://forum.square-enix.com/ffxiv/t...=1#post3263865 [accessed june 9, 2016]
I'd say they don't give much attention to the PvP community in general. Yeah they make new modes but they somehow fail to keep earlier modes alive. Feast is already dead on Chaos DC. "Nah we keep GC restriction, so people don't win-trade somehow even though no one plays anything but Shatter now"
Yes yes. Yes! 100% this!!
I actually had this idea, not sure how well it would work, but what if you killed someone and then got their contribution towards hitting the ice if you killed them before the ice shattered?
For instance, person x got to the ice first, got it down 25%, the node is left at 75%. Person y runs up to person x and kills them, person y then gets person x's contribution of 25% to the node, and then goes to continue killing the rest of the node, and they get a full 100% contribution since they killed the other person there.
That would make it interesting to go after people who were focusing on dpsing the ice. Not sure if it would work with balance or gameplay though but it is a thought to encourage actual pvp.
I am surely not the first one to have this idea but what about rewriting the lore of Frontline as "let's re-enact the war between Amdapor, Mhach and Nym". This would naturally provide three teams fighting (at least more naturally that the current lore) and for each battle, we would join randomly one of these three teams.
Regarding the 24-player small icebound tomeliths match mode:
before each small icebound tomelith becomes active, for a period of 15-30 seconds, could the tomeliths glow red (on the map interface, as well) before coming active,
if 3 small tomeliths are active, the spawning cadence pauses, and does not resume until all three are destroyed,
also, on the map interface, it is very difficult sometimes to see the percent HP remaining on tomeliths. It's even more impossible to do if there are players standing next to them (as player icons cover the tomelith). Could they look at this issue of small tomeliths in the map interface.
I really hope you listen to us this time, you ask for our feedback and I sincerely hope you finally act on it. Saying you need our feedback and then keep ignoring what we ask time and time again doesn't really show us that the devs listen to us, it shows that they do when its convenient for them.
Remove GC restrictions, this is what we want above all else. I think the amount of people asking for that on this thread should be enough to show you that this is the opinion of the vast majority of PVP players.
I posted on the Q&A thread about this issue (here : http://forum.square-enix.com/ffxiv/t...04#post3732404) if people want to support it! It could help to have a higher coverage.
Because it's been a year since Bayohne answer, and they don't seem to care at all, except "lowering icebound tomelith's HP" I mean, okay, it's a nice proposition but it's not gonna increase the queue times at all.