Since this is Discord, it should be easy for you to share evidence to support your claim.
If you can’t, I’ll have to assume your accusation is blank
The problem is people go into the queue and say "Hi I'm just here for the daily reward" and barely do anything. They don't want to invest further. I do think there should be a percentage based. Third gets the least reward while first gets the most. On the issue of connections though, I do think there should be an improvement. Going to the pvp discord is not enough. How about, having in-game pvp team for frontlines? I would love to have like minded people just join me in something like that, where we could have fun and theorize about team comps. Best we have is the occasional PF (or host your own) and qsyncs. Fun fact: I still do not have a pvp team. I'm new to pvp for a few months.
If the effort:reward ratio is an issue, then wouldn't it be solved by scaling rewards depending on how close you are to the point goal for victory?
So if it takes 1000 points to win, getting 700 points by the end of the match would give you 70% of the rewards. It would encourage people to play to win without excessively punishing lower skilled teams, it would also turn people off slacking because you don't just get free rewards for sitting around the entire match.
Not a bad idea. Winning could still net an additional % of rewards without conflicting with it either.
Ultimately it always boils down to where we want to put the threshold, because removing all rewards for losing teams of making it so pitiful that it wouldn't matter, would just turn people off the mode entirely (me included, and I'm not a pvp casual), but on the other hand the current reward system is just crazy, especially reading that bit quoted above on rewarding higher the more people lose (???)
We are talking about discords that organise premades to throw matches. We aren't talking about toxicity and shaming - that exists even on this forum.
Feel free to post link or DM me some proofs that people organise match throwing - I am interested and down to listen. I just never seen this specific behaviour.
Rather make achievement gates you need to do accomplish, meaning you must do certain stuff as an individual, to be able to get xp and the additional rewards for placing 1st. 2nd. and 3rd. to prevent freeloaders, if it is that what you got in mind.
Sure, I think frontline is currently a super casual content, with a lot of potential to be competitive. I think what we have now is a pvp equivalent of fall guys collab (respectfully lol).
I would be happy with ANY kind adjustment that would incentivise players to be better at the game, or take it with even a hint of seriousness, because what we have is not enough.
There have been a few ideas in this thread that could work including this one.
Problem is that it seems that developers just don't look at this content with seriousness, and just see it as stop-gap content.
It's just kinda whatever.
Their half baked pvp updates every time are super telling.
If 2nd and 3rd had no reword I will never touch fl again. You do you tho, I am sure the queue time will remains healthy because everyone love hardwork with no rewards .
Below is just a piece of history of early stage of Frontline:
During North American Eastern prime hours, the downtime for Frontline is usually around 10 minutes when rewards are only given to the winning team.
Honestly, that isn’t a bad thing, because the players who do queue up are usually very eager to win.
The effect is even more noticeable with Grand Company restrictions in place.
Maelstrom players, for example, often wait longer to get into a match, but when they finally do, they tend to be extremely competitive, with about a 50% chance of taking first place.