Killing other players is literally how you win Frontlines. It's also how you win Crystalline Conflict. Dead players cannot contest objectives.
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Thank you!
Thread derailed and trolled out, Time to make a new one.
Ignoring objectives and fighting for third place. It is the Frontline way.
In FL I always assume there will be a group of players who are just going for the hand of mercy achievement and nothing else.
For CC I kind of like OP's idea of a tutorial mode like hall of the novice for pvp - I would also add a skirmish mode against NPCs for learning and practicing jobs without ruining games for actual human teammates.
I like how so many people are playing PvP now. I don't think it has ever been this popular in the history of FFXIV. I understand the pain of CC and FL at the moment though, and I have my own nostalgia for pre-6.1 Frontline and especially Hidden Gorge.
But nothing can be as one-sided as Frontline was before they changed to freelancers (days of Maelstrom vs. Immortal Flames on Primal DC.)
You and they are both wrong, though. Killing the enemy is the core element of all PvP modes.
Killing enemes in Frontline: gives the killer +10 Battle High, and all assists +2 Battle High; reduces enemy tactical points by 8 (except Seal Rock); increases your team's tactical points by 8 (except Seal Rock); and of course removes that enemy player from the field for a time. They will not contribute damage or healing or buffs and they will not generate limit break. They will also have to ride back to wherever the fights are.
Killing enemies in Rival Wings: contributes to stacking your Soaring and Flying High buff; denies that enemy the ability to damage or protect mechs or other objectives; prevents that player from gathering or spending CE on mechs; and as before removes them from the field, and requires them to ride back to the fights after they respawn.
Killing enemies in Crystalline Conflict: increases their death respawn timer by 1 second per death; and removes that player from the game for an extended period of time, during which they cannot participate in fights and do not generate Limit Break. Additionally, several classes' Limit Breaks end immediately on their death, including Scholar, Summoner, Bard (as well as Bard's mundane songs), Astrologian, and Sage, resulting in them being high priority targets if they have activated their Limit Break.
The fact that people do not generate Limit Break while dead, and they stay dead for longer each time they are killed, is an enormous element to winning Crystalline Conflict. Even just 12 seconds is an *eternity* when the maps are so small.
Denying enemy Limit Break gauge while you continue to build yours is literally going to win you tons of games. It's incredibly obvious if you have two of the same class in the game. If I pop Seraph around the same time as the enemy SCH, but we assassinate him while I kite and live, I will have Seraph again *long* before he will, which will give our team an enormous advantage in the next big fight.
https://i.redd.it/dxhs6awl9ge81.jpg
Fixation on objectives over killing the enemy is the biggest noob trap in XIV's PvP systems. If you kill the enemy, you get the objectives for free. Because they can't contest them.
The much bigger problem in frontlines is stopping the team from pathing in a way that’ll get them pinched by both other teams, especially when they’re significantly ahead and likely to start getting focused by the other teams
How about we just fight one other team at a time instead of donating battle highs
1. I didn't know about that. I knew more bodies don't move crystal faster.
2n3. No comment
4. I do this sometimes. My brain is mid thought (burst mode) so but time I relies guard is up, its to late.
5. Because 'serious mode' all the time takes energy. And I find it's easier to get salty if you're serious all the time.
Killing helps sure but crystal the name of the game.
As I've said before: they can't contest the crystal if they're dead.
Killing enemy players is by far and away the easiest way to push the crystal, so the argument of whether killing players or pushing the crystal is more important makes no sense to begin with. The former precedes the latter 90% of the time.
The actual argument underneath is whether you should move off the crystal to finish off low runners before they can pot, or let them go to stand on the crystal, which has an obvious most-of-the-time correct answer. Go finish off the runner, secure the kill, and get a numbers advantage, which makes the enemy team back off the crystal. Then you can actually move the objective because the enemy team isn’t cockblocking you by planting themselves on the objective as well. Because you’ve forced them to move off the crystal. By killing enough of them to make them regroup or trickle.
You can stand on the crystal for the next hundred years and not move it an inch if you don’t kill the enemy team so they’re not standing on it with you. Following through to secure the kill as much as possible (without overextending and dying) when enemy players are low is really REALLY REALLY important.
If they did implement a quest to help newer players, what should it include?