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  1. #21
    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.
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    Last edited by Februs; 08-30-2015 at 09:01 AM.

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