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.
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.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.
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?
Last edited by Zagam; 12-28-2014 at 10:59 AM.
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).
Last edited by Stylelink; 12-28-2014 at 06:24 PM.
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