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  1. #1
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Yaichiro View Post
    By following your opinion then a new player should be given a char with lvl 60 without the daunting work of leveling up but it doesn't work that way which is the reason people are asking for a relevant rewards in frontlines especially when wolves den is kinda empty.
    This is a pretty bad comparison here. Comparing pvp to pve makes no sense but if you wanna go there anyway that's like saying every dungeon/trial/raid in DF needs to be unsynced cause you worked "hard" to reach ur level/ilvl. Just imagine this, it completely removes the challenge and fun for the new players if you just have ilvl 200 players waltzing into events that were clearly not designed for them at their current lvl/ilvl steamrolling everything. What you dont understand (or dont want to understand idk) is that frontlines was created to cater to a much broader and casual crowd. As such, alot of casuals are in there compared to wolves den. Do you know why the pvp gear is useful in wolves den? Because wolves den unlike frontlines offers different modes depending on your lvl and ilvl. You are able to avoid going into an instance where you have no chance of winning just because someone PVP's more than you. You would not be able to do that in frontlines unless they add modes to it similar to the wolves den. Anyway it is fine the way it is. What they need to do is show some love to wolves den again and make it more relevant which hopefully they will do in 3.1.

    Quote Originally Posted by Yaichiro View Post
    Right now someone setting a foot in frontlines is relatively as good as someone had 100 matches simply because skill is extremely less important in frontlines which relies on RNG and having the "right" alliance.
    I sincerely doubt you actually do feel that someone who just started frontlines today is already as good as you. If you do then you are in the minority as im pretty sure most hardcore pvp'rs do not feel this way. Yes there is unfortunately an added element of rng in there but to say that skill is completely irrelevant in there is asinine. Obviously your impact as a whole as a skilled player will not be as significant as in wolves den by virtue of numbers in having to rely on 23 other ppl also being competent. However skill and strategic thinking is still the most consistent way to win matches in frontlines albeit much more watered down than wolves den.
    (2)
    Last edited by Dimitrii; 08-30-2015 at 04:17 AM.

  2. #2
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Dimitrii View Post
    frontlines was created to cater to a much broader and casual crowd. As such, alot of casuals are in there compared to wolves den.
    I often wonder about this, because it seems counter intuitive. What I mean is, Frontlines (Capture and Seize) have actual game mechanics and are objective based. These two game modes actually call for players to work together in order to achieve a broader goal besides simply killing. Proof in the pudding is that you can actually win a Frontlines seize match without killing a single enemy (if you have a rabbit's foot stuffed up your butt and really luck out with Node spawns). Wolves Den, on the other hand, is far more simple by comparison. You're stuck in an arena and you're told to kill the people in front of you. This still takes teamwork and coordination, obviously, but, in terms of actual game mode mechanics, and even the sheer complexity of team coordination (ie: battle highs/fevers/and LB utility), Seize, and back in the day capture, game modes are FAR more complicated... and yet, Seize is somehow aimed at a "much broader and casual crowd..." Yeah, I'm gonna call BS on that one. If SE was aiming this at a more casual crowd, then this is another example of them totally missing the mark in their logical reasoning.

    That aside, I do sympathize with your sentiments on this topic, but I really don't see a problem with giving PvP'ers more options to optimize their gameplay. Players who put the effort in should be rewarded for that effort. Even if you want to compare this to PvE, it would make sense. I'm not talking about dungeon level syncs or ranks/levels, I'm talking about achievements and rewards. People who run savage, for exaple, get the gear. Even better, back in the day when we were all grinding for our zodiac weapons, the people who put the effort in, customized their stats and finished the grind, got the reward. It's not a HUGE, game altering, make or break difference (not something that would totally unbalance your average match, in any rate), but it was a difference that enhanced the experience, and those players definitely deserved the fruits of their labours. The same goes for PvP. I don't see why there shouldn't be more gear options available for the players that care. The impact is small (that includes any negative impacts), and the sense of achievement is good.

    Even from a strict PvP standpoint, this would make sense. Casual or not, PvP in all of its forms is a competitive game mode. This "all is fair" kind of attitude that SE, and a lot of forum people, seem to have doesn't really suit competitive gameplay, and casual players are going to que casually anyway, regardless of the actions of the hardcore crowd. If a player truly is "casual" it's not like they're going to go out of their way to pursue an optimized loadout even if the options are there. So, why cater to them? I'm not saying they should make such unbalanced options that it would allow for steamrolling (nor could they with the current way secondary gear stats are allocated), but optimization options should most definitely be considered by SE. PvP is far too empty as it is now.
    (0)
    Last edited by Februs; 08-30-2015 at 09:01 AM.

  3. #3
    Player
    Yaichiro's Avatar
    Join Date
    Jan 2014
    Posts
    153
    Character
    Yaichiro Shimo
    World
    Odin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Dimitrii View Post
    snip
    You clearly don't understand how sync works. You're synced to the highest level of the encounter not the lowest and your gears are capped at the maximum amount. A player who has just opened the encounter with all his gears at the same level is way weaker than you when you're synced and even if you that player is at the highest level with proper gears, you're still stronger due to your capped stats but nevertheless that player has closed the gap. This is what I am asking for in front lines which is quite simple; you start weak and as you progress you close the gap.

    No one here is asking for boss like players. We do not need unkillable targets in PvP but we want something that adds flavour to our experience in PvP. I don't quite get it why you're saying frontlines are for casuals nor your definition of casuals. Casuals aren't people who can't perform according to objectives nor it doesn't mean that they are bad players. Perhaps what you mean by casuals are ESO/LAW farmers who I bet you will play wolves den much more frequently than seal rocks if they could get similar rewards. How do I know this? Well have you checked the frequency of slaughter/secure matches?
    (0)

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