Don't kid yourself, absolutely no-one is good at this game. People just suck less than others.
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I love these new changes.
I mean lets be real, do not pretend that premade 24 man groups are after anything other then total domination for easy wins, those who truly claim to care about pvp beyond simple rewards should welcome a more balanced pvp for more exciting matches.
The matches aren't more exciting, nor is it more balanced. My first match of today we won by over 1100 points, it's just random chance now, that isn't a positive change. There isn't an even skill distrubution, it isn't any more "fair", there are still completely one sided matches and the general quality of the matches hasn't improved, there hasn't been a bunch of really close matches with good plays on all sides today. You queue up and either get enough people with a clue to pretty much dominate as before, or you spend a match unable to do anything as people spam alliance chat with "don't chase <se.3>" "fall back <se.1>" "objectives > kills"
A few matches I had today two GC were within 200 points at the end of the match. They felt a lot more even. Also saw multiple players from different GCs get achievements with win. Almost all I ever saw before was Maelstrom. I would still like to see 8 mans brought back with some more adjustments. Instead of a knee jerk reaction to the premades look at how they affect random games and how that can be mitigated to keep it at least partially competitive for all involved.
You are right at this point SE has no system in place to distribute skill to even out teams. But it is way fairer then the old system. The old system had zero chance to randomize players. No one seems to comment on this little tidbit in the patch notes.
To improve randomization of party members in Frontline campaigns, players are no longer assigned according to their Grand Company membership, and are instead treated as being freelancers.
"Further adjustments to this feature are planned for future updates."
The old system could never get better and could be abused. No one can argue that point. I won't hold my breath, but this is a necessary step to building a better matchmaking system. I wouldn't be surprised though if we don't see another update working on matchmaking till 6.18.
Heck, even with games that have actual matchmaking and better communication tools this still happens. Stomps and dumpster fires and all. Not sure if people are getting accustomed to competitive multiplayer games.
The change to full freelancer is great; not only is the playing field far more even, there's a deluge of sweet sweet tears from people accustomed to being carried.
I guess if we are going to make up a bunch of crap just to make people with a different opinion look bad I'm going to go with you are just gloating because now you can manage to get some wins while getting carried by the people that made up those evil premades that were always making it hard to get your mount with little to no effort put in.
Ill take getting smashed by a premade once in awhile with people from my GC i meet often in solo Q PVP and the hours long Q over a 77% chance of getting a team with 23 people who wanna run off alone to iraq because they cant look at a map and the guy macro spamming the absolute most basic of PVP rules while were at 0/1000/1200
if they're going to get rid of playing what GC you want make it 1vs1 like Rival Wings so at LEAST when you get a team with a decent chance of winning one of the other teams doesnt decide they're just going to throw the match for both of us and harass us 24/7 out of spite and leave the other team unchallenged
I thought there are no more premades, but that doesn't seem to be the case.
While there are individually good PvP players in Flames and Adders, the leaderboards are dominated by Mael players on every server. When I was Flames, I was always on a losing team. I switched to Mael after a few months, and won more than 66% of my matches.
Now we have Forced Freelancer mode. I understand why. There was disparity, and horrible queue times. I spent 60 minutes or longer in queue as Mael.
In theory, everyone should have shorter queue times and splitting everyone randomly should even up the teams more. The problem is that I'm seeing even more lopsided victories, and it doesn't seem random.
I've done over 20 matches, and not matched with Mael once. That is statistically beyond improbable, except everyone I've spoken to has had the exact same thing happen.
Mael should be composed of random members of other GCs, but is still always playing coordinated, while Flames and Adders (with the influx of Mael freelancers helping them) is still playing poorly. Even as people make calls, mark targets, etc. people just don't care.
I've seen so many players clearly go AFK, run away from fights and try to stick to themselves on the map and not engage, fight well away from nodes, stand near an empty node and make zero effort to cap it, etc.
Some people are in queue with the mindset they are content to lose and want to make no effort to play, but want the Wolf Marks, tomes and XP. The problem is that even 4 or 5 of these on your side will tank your chances and destroy the fun for everyone else.
There player commendations, but it seems people primarily just comm healers out of habit, but there is no real reputation or skill system.
If someone is PvP rank 50, wouldn't it make sense to pit them up against and with other players who are skilled? And try to fill one queue with newer players so they can learn without getting rolled over?
Do we need an ELO system or something along those lines?
Waiting in queue for other people to not even try and ruin my chances is frustrating. When this happens 20+ times in a row without an exception, that isn't fun. Why should I pay money for this experience?
The freelancer change does not affect premade groups, right?
Not every game is gonna be an even match. You're still gonna get some one side games from time to time but still better than a single Grand Company winning 100% of the time.
The matches aren't more exciting because PvP in this game is a complete mess due to various fundamental technical issues, lack of serious matchmaking, blatant unbalance, and constant changes to the mode with little to no player feedback. Now add an apathetic player base and you get an aspect of the game that's always gonna be doomed to fail.
Everyone is going to have a different experience both pre change and after the change, some people will notice a increase in wins, some will notice a decrease in wins....its to early to tell and in the end its SE that has all the numbers and will be able to notice if there has been a overall increase in balance or not.
That said from personal experience i was in Adders when the new pvp map launched and alltho i que as freelancer i never ever got into the mael GC, overall my win ratio was about 10%.
I am now in mael gc (changed cause i wanted to see if the grass was greener on the other side :D ) and since this new change im at 40% win ratio after 25 matches.
Dosnt rly conclude much over such a small number of matches but there it is anyway
edit: thats weekly win % btw.
Yeah, it looks like there was issues with their coding, but the maintenance tonight is supposed to fix it.
https://na.finalfantasyxiv.com/lodes...d387e29befdbd0Quote:
■ The following issue has been addressed.
・Higher chance of matchmaking into the Maelstorm when applying as a party to Frontline.
* Regarding this issue
After investigation, we found that there was an issue occurring due to processing that had not been updated since the first release of Frontline in Patch 2.3. Until now, the process had been matchmaking players according to their Grand Company affiliation first, so had coincidentally been working as intended. However, Patch 5.18 changed this so that players are no longer assigned to Frontline campaigns according to their Grand Company membership, and the removal of this condition was the cause of this issue.
Because this particular process deals with rapid matchmaking, it required detailed investigation and testing.
However, in prioritizing changes for patch 5.18, we focused too heavily on the change in programming which assured that Grand Company affiliation is no longer a main factor in the matchmaking process, and neglected to adequately test other parts of the programming which had not been changed. We apologize for not detecting the issue sooner.
Just give me a 72 man free for all then SE let's do it!
There are a lot of statistically improbable things going on right now in PVP but I guess it's just one voice drowned out by the ocean. I'm just extremely disappointed that people are still finding ways around the fix and dominating PVP regardless.
Greetings everyone,
Thank you for your feedback.
The adjustments made in Patch 5.18 were put in place to improve randomization of party members in Frontline campaigns. Players are no longer assigned according to their Grand Company membership and are instead treated as freelancers. However, under certain conditions, when registering as a party there is currently a slightly higher chance of being grouped with other players who also registered as a party.
This issue is difficult to fully resolve with only the immediate measures taken in Patch 5.18 and requires fundamental changes to the matching system.
Because the matching system is comprised of highly complex processes, making changes to the core of the system requires fine tuning and a multitude of validation checks. As such, fundamental changes to the processes are currently scheduled for Patch 5.2.
A shuffling system is currently being developed for Patch 5.2, which will evenly distribute players into alliances regardless of whether they have registered solo or as a party.
We ask for your patience as we continue to work to address this issue for Patch 5.2.
https://cdn.discordapp.com/attachmen...00/unknown.png
Now two more years before we get told what they're doing in the pvp section
Please no.Quote:
A shuffling system is currently being developed for Patch 5.2, which will evenly distribute players into alliances regardless of whether they have registered solo or as a party.
From what I understood from the Community rep's reply. They are not going to split you if you are in a 4 man party. What they are going to do is, if you are in a four man party and more parties join, all parties will be distributed evenly amonst all alliances, so that no team ends up having full premade parties only.
They responded to the fact that the current system has a tendency not to randomize premade groups. It tries to put them all on Maelstrom. You still get a max of 4 queing. But if you were so inclined with the current system and some coordination you could get more then 4 all onto Maelstrom.
If your problem is that less then 4 people can que together at once, which is legitimate. All you can do is spam a thread and live letter like the Japanese do. If they would build a better matchmaking system they would have no excuse not to let 8 mans back.
If being freelancer become permanent, achievements must be neutral or else I need have the luck of landing on a good team, plus the luck of landing on my GC side of the arena.
It goes three times harder to achieve <n> victories with my GC.
That is not how wins towards achievements work. The wins are tied to the GC you belong to not the GC you win with. But if you change GCs everything starts over for the new GC. The wins count separately for each GC. Again who you are matched with has ZERO impact towards your win count for achievements. This has never been an issue, ever. How wins are counted is one of the things they got right the first go around.
I am not sure I am 100% sure. I only freelance since it was added in HWs. The only thing that screws with the count is if you change GCs outside of PvP. So if you had 90 wins when you part of Maelstrom and the switched to Flames you have to get those 90 wins again and then it starts counting. If you switch back to Maelstrom you will still only have 90 wins no matter how many you had on Flames.
If you don't have the chat filter off you can easily see a random person getting achievements for other GCs when they win.