Would like to see SE implement PvP experience received for capping flags/kills/etc. This would also include PvP logs of x amount of kills = bonus exp much like in wolves den where you win x amount you also receive a bonus.
Printable View
Would like to see SE implement PvP experience received for capping flags/kills/etc. This would also include PvP logs of x amount of kills = bonus exp much like in wolves den where you win x amount you also receive a bonus.
Experience bonus for capping flags I can agree with, but not kills.
I have a serious issue with kills that only count when you get the last hit. I cannot stress how many times I've chased down enemies on my war only to have my kill stolen by an lolbrd out of nowhere. I always take killcounts with a grain of salt. Unless they change the kill registration system, I'm going to have to disagree on getting exp for kills.
Agreed with Kassiekane, but I don't agree with the flag capping one either. Battles should happen on or around flags, yes, but sometimes it's necessary to not be on the flag in order to make it to your target. Thus, valuable tactics and plays are screwed over because they weren't right on the point when it turned. Rewarding for kills and damage would also provide even less incentive to roll healer. You could reward for amount healed, but right now you could pad your heal numbers by overhealing. That would need to be corrected.
I'm 100% for performance incentives, but I think the first step is getting rid of that losing team's EXP bonus...
Ahh. But I said kills, not deathblows. Assists would count towards pvp experience gained from ones death (hint hint healers would also get the EXP for participating). Although exp gained towards kills/caps/etc would be minimal, it would give more incentive for players. Some of you really need to dive deeper into PvP mechanics instead of the shit SE is giving you.
I can tell that no one in the FF community has an ounce of PvP experience outside of Frontlines...so sad. Many changes need to be made in order for Frontlines and the future of FFXIV PvP to succeed, however as this is a PvE based game, I will not hold high standards for what SE decides to do.
Annnnd the mouthing off starts. Not even gonna bother with this one.
The only change they need is to separate premades and solo queue. the rest is fine. And if you didnt hold high standards then why are you crying about it in every single thread?
Atreus, if being realistic about PvP bothers you, then I guess your loss.
Zagam, I will still boast my opinion of what needs to happen for PvP to be successful. That doesn't mean I am "crying" because I am calling SE out on what I think they are doing wrong.
So you are holding them to high standards, make up your mind. And yes you are crying.
There are several problems with doing this:
- XP for kills benefits DpS far more than Tanks and Healers.
- XP for individual flag captures makes protecting flags less optimal than letting them get stolen and then recaptured for everyone without a maxed PvP rank.
- Individual XP for individual actions tends to lessen teamwork.
- Individual XP tends to lead to players performing poor tactical actions to get optimal or unlimited amounts of XP. Example of this in another game.
Flags: meh (keeping a flag, while generating more points for the team, will become less attractive)
kills: maybe
If kills counted you would see less and less people playing to win the game and more people just running around trying to get kills, less people would go healer as the reward potential is lower. That, while being based on a good intention, is a bad idea. If the "kill registering" was calculated differently then it would be an amazing idea (what i mean is considering a kill not by the last hit, neither by damage inflicted, neither by aggro generated, just by participation, everyone who has participated in anyway is a kill, by putting debuffs for helping the team mates, healing or doing the actual damage should be rewarded equally (even if someone did more than the others).
Also, if rewards were proportional to the number of points you generated for your team, by taking/keeping flags, killing drones or even other players (yes killing players gives points, but very little compared to whatever else), i think that would make front lines much more appealing for many.
(1st message too long, had to finish here)
while i agree with that flag and kills shouldn't be rewarded (except if some changes are made to how these are credited), the main difference between pie and pvp in healing, is that over healing is actually very good (except if you run against a pre made team on teamspeak, then its useless). Its good in a way that the opposing team does not know who to attack, as no one is losing a significant amount of hp, that means their damage will be spread over all the team members (or even over all the healers is good instead of focused on 1 healer).
They should do the kill count how they do the node , not the team who put the last hit on it but majority of the damage that's how kills should be counted in FL
-Ultimatecalibur
1. XP would benefit the party and players that ASSIST in the kill. This would include a healer applying damage to target or healing their ally who is being attacked/attacking. Tanks would also get the benefit due to attacking target/being in party of someone who attacked the target.
2. Flag captures would need to be locked for X amount of time after capturing.
3. XP earned would be minimal.
4. XP earned would be minimal. Please explain a tactic that would be used in FFXIV ARR.
Again, I am boasting my opinion to provide feedback to enhance the PvP experience for FFXIV ARR players. I am not holding SE to high standards because of the current PvP mechanics set in place and how this game is PvE focused. I do not have expectations, but rather OPINIONS. If I was expecting SE to make these mass changes, but then saying "not holding them to high standards", then your point would be valid. But since I am merely expressing my opinion, you are wrong.
Players would be X amount of xp, and it would be split between those involved in the kill. Spamming heals would not reward you any credit while away from the kill or combat (See War AoR Scenarios for example). XP from a kill would be divided via the amount of contribution one put forth. Also lowering the value of xp a person is worth after every death would block out the exploit of kill farming. There are many exploits that one can come up with, and for every one there is a counter. Thank you for contributing to this post.
Fair. What would determine who contributes to the kills though? Tagging each target wouldn't really promote effective teamwork and tactics and as you know wouldn't be very viable for healers. Merely being in range of the kill might just promote three parties steamrolling together for EXP. Possibly just a makeshift and invisible enmity system so healers can receive credit through healing the people making the kills?
Although I don't know the algorithm used by Mythic to distribute Renown exp (warhammers version of PvP experience), they had it very well laid out.
FFXIV ARR has low exp for PvP so it would be hard to tell how much each person should/could get for kills. Seeing as a single Frontlines will give around 500xp, I would like to see kills grant 25-50 exp or so. This would give more incentive to go out and fight other parties instead of sitting on a flag waiting for the game to end.