I actually like the GC aspect of Frontlines. Bad for the queues? Sure, but I really like seeing the same allies and enemies over and over, and actually fighting for something, rather than fight for a randomly assigned colour with randomly assigned people who could well have been people I was fighting last round. I find it far more interesting this way, even if the queues do suffer (which seems to be an issue based on data center, more than anything).

While i do like the gc vs gc aspect, it's very bad for the health of frontlines and as a result, pvp in general. And that in turn hurts the game overall, so it's not something i can support.
This entire game's philosophy is about having being an amusement park of sorts where you can dabble in anything you want either casually or more. But nobody is going to suffer wait times beyond a certain point, and as the days pass these lines only keep getting longer. People think 1 hour is bad? It's nothing compared to WD and with the way this awkwardly designed event is, it will continue approaching WD's wait times until people start giving up in huge droves. I know many who already have.
The initial popularity of FL wasn't ever going to be sustainable. But that's not the point; it's supposed to be about having a solid foundation to work with. But this GC vs GC thing has fundamental flaws that were only masked by the number of people playing. Now that less are, everyone can really see how damaging it is.
Not speaking to anyone in particular, but the big picture is really all that matters. If you guys like any particular aspect of the game, try to really examine it from a health-of-the-game perspective so we can better define what's good and what we need to push the devs on. You like something or think it's fun? Great. It's not gonna be so fun when nobody plays it with you though. And the disparity in design philosophy is happening so much so that it's like the game is taking its MO from tanaka all over again.
Rather than tossing out GC affiliation entirely, what about a proposal that would focus on balancing population between GCs so that people don't feel tempted to jump to the winning side so often? Why not offer veteran rewards packages for maintaining membership in a GC? Or if a GC is on a horrible losing streak in a given DC and their population is low, why not have a (small) recruitment event to bring people to that side? Why not offer faction bonuses like when you chose between Aldors and Scryers in WoW? Why not give free teleports to Limsa if you're in the Maelstrom, Ul'dah if you're a Flame, and Gridania if you're an Adder? There's a lot of creative ideas to promote GC loyalty so that bandwagon hopping doesn't happen as frequently. Not only would it help alleviate queue issues, but it would add another layer of depth and meaning to choosing a GC in the first place.
Of course, I'm prepared for most of you to disagree here. Go ahead and rip me to shreds lol![]()
I like it as well. However, like in most MMO's that feature Faction vs. Faction ( vs. Faction! ) PvP, it's often imbalanced number-wise. Whether it's instanced or not. In a game that's marketed as a PvE game, keeping things simple would be the best option. So in my opinion, GC affiliation needs to go unless they plan on dangling more carrots in front of players faces to get them to PvP.I actually like the GC aspect of Frontlines. Bad for the queues? Sure, but I really like seeing the same allies and enemies over and over, and actually fighting for something, rather than fight for a randomly assigned colour with randomly assigned people who could well have been people I was fighting last round. I find it far more interesting this way, even if the queues do suffer (which seems to be an issue based on data center, more than anything).
Last edited by Copestetic; 09-16-2014 at 09:51 AM.
Completely agree. They shouldn't abolish GCs in Frontlines, they should just do something to give them more reason and benefits than lore.
Just abolishing GCs is the laziest solution, and I'd probably do Frontlines less if they did that, so it's hardly the ideal solution. Probably the best solution is the same one we've had since Wolves' Den queues were awful (huh, non-faction based PvP with awful queues...); merge the data centers for PvP only. Did they ever give us a reason that wasn't possible?
I'd also really like to see a tallying system for GCs on individual servers. Not specifically a PvP thing (could also be tied to GC Leves and Supply/Provisioning Missions), but just something like XI had. Lets say you come back from Frontlines, your GC gains points based on your place. Tally them up at the end of the week and give bonuses based on the GCs position. First place could have some awesome gear (not specifically PvP gear), while third place could provide something to help the underdog. That could bring more people into Frontlines, as well as creating more of a sense of national pride in the game. Would actually make Frontlines into a competitive scene as well, their biggest mistake was making faction based PvP with no faction competition.
Last edited by Nalien; 09-16-2014 at 11:01 AM.
How many more threads do we need on this obvious flaw before we get even a comment? Wonder if we'll ever get one...
We complained about this before it was released, months in its getting more and more obvious how much better random teams(or at the very least a "mercenary" option) would be... just do it.. please..
Faction based PvP in this game = bad idea.
Last edited by Pibz; 09-27-2014 at 09:04 PM.
I don't understand arbitrary factions separating players into groups when all it takes is a simple switch to change said groups. They could make it lore based and just separate players into a "faction team" that just uses their logo, ala red team blue team yellow team. It wouldn't affect the lore and it would fix all the problems. Look how easy that was.
I would like to abolish GC in Frontlines in favour better balanced parties and reduced queue times.
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